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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
A Space player's struggle lies in finding the strength to assert themselves, picking out the good from the bad, weeding the garden so it can flourish and thrive.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so. In the worst case scenario, detach entirely, coming to a standstill.
A Time player's struggle lies in finding peace with themselves, such that they can enjoy the fruits of their own labor - labor whose rewards only multiply when the cause and methodology become clear.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere earnestness, which is not always well-received. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others. Their easy-come, easy-go natures make it difficult to focus them towards a goal, and it's easy for them to simply allow themselves to be tossed around by circumstance and the whims of others, or to simply run away from their problems entirely - never confronting their own responsibility or fault for a situation, passing along the blame.
A Breath player's struggle is letting themselves mature - letting themselves take responsibility, and understand that their actions have consequences for others. Only then can their breeze blow in the party's sails, aiming towards victory, breaking through all obstacles to reach it.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, capable of cutting through to the core of other peoples' interpersonal issues. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone. Thus, it's easy for the Blood player to wind up a nag - desperate to make sure everyone is moving according to their vision, they'll fuss and bother and interfere and boss people around until everyone else gets sick of them. It's easy for them to wind up pariahs of their own making, severing their own ties with others by their efforts to establish them.
A Blood player's challenge is of learning how to turn that empathy and honesty inwards, to calm down and let themselves enjoy the presence of others; only then can they come to know how to build something stronger and better.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire. Their desire for the limelight can quickly spell disaster for those around them, who are reduced to supporting characters in their minds. Craving so much external validation, they're often blind to what would actually make them internally happy.
A Light player's challenge is of coming to terms with their own limited reach, and allowing themselves to shine not for their own desire for importance, but for the betterment of the world in which they live.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable and reliable personalities on a team. However, this simplistic, feelings-driven approach often leads to complications and unforeseen consequences, and very easily to irrelevance, with which Void is so closely interlinked. A Void player's reliance on emotion and intuition can result in overindulgence of pleasure, to the active detriment of the party's goals or the Void player's self-improvement, leaving them lost and irrelevant, unable to act.
A Void player's challenge is in resisting the call of the Void's temptations, instead dragging the Void behind them, kicking and screaming, to where it can be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty; this often leads them to seek codependent relationships, hoping somehow that they can find the validation they need externally, not realizing that they're deepening their own fragile self-images.
A Mind player's challenge lies in tempering their natural understanding of karma and justice with kindness and empathy - not just to others, but to themselves, and using that enlightened understanding to lead others forth.
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves. With this sincerity comes vulnerability, and vulnerability often brings with it pain; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection.
A Heart player's challenge is in gaining the confidence to be open with others, to weather the pain of rejection, and let themselves share their gifts, that others may learn to share theirs.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed. It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process.
A Life player's challenge is in accepting the merit in taking a pause to consider unpleasant words and alternative viewpoints, in trying to understand the actual problems instead of imposing their own will onto others, so as to better focus their healing energies.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate. Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending.
A Doom player's challenge is in rising above the melange of suffering and pain, to grasp personal peace, and to fill their lives, if not with happiness, then with meaning.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - usually not particularly well-liked, for their inflexibility, for their lack of empathy, and for their dearth of wit. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous. Setting them on the wrong path, or breaking their Hope in twain, can result in disastrous consequences, as - one way or another - what a Hope player believes in comes true.
A Hope player's challenge is in seeing beyond themselves, letting others help guide their vision to something newer and more beautiful.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players grasp that their natural inclinations are bothersome to others, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment; in the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
A Rage player's challenge is in learning to be authentic and true, and to allow this to release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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Incorrect, the fact that Biden has dropped out and a candidate with history of supporting medicare for all and being more receptive to a ceasefire in the I/P conflict has made me go from "I cannot morally support the Democratic nominee" to "I am voting for the Democratic nominee despite the fact she isn't perfect in every respect." I'm really happy this played out. The Dems for the most part abandoned the old Obama platform and it feels like its possible an actual progressive agenda could come to pass in my lifetime.
Kamala 2024!
If you weren't going to vote Democratic in this election before Biden dropped out you're a dorkass loser who does not care about any of the issues you're yammering about here and also a fundamentally bad person, and I hope you get run over by a bus.
But you got one thing right in all of this gibberish, Kamala 2024.
#personal#answered#anonymous#i mean let's be clear here no president is gonna attempt to be progressive ever again within my lifetime#because joe biden tried to do like 25% of that and got ZERO fucking credit#he did so much on healthcare on reform on loans on so many social issues and for all his litany of failings on i/p#he has been distinctly harsher on netanyahu than a good chunk of dems and certainly the entire republican party#for the first time since i was four we are not involved in any wars as americans and that is thanks to joe biden#but the thing is that he gets no credit for any of it!#him pulling out of afghanistan caused his approvals to tank in a way that never recovered#and leftists gave him FUCK ALL for it#they gave him nothing they just continued whining that even tho he cancelled a bajillion in student loans#he didn't actually cancel a QUADRILLION dollars so both parties are the same and voting is the most arduous task known to man#no democrat who is running is going to forget that catering to leftist/progressive policies gets them zero leeway with those supporters#that it not only tanks numbers but you still get constant haranguing about it anyway#so they're not gonna do it#we are gonna get fuckall for at least a good fifty years#and anything we get will be utterly in SPITE of people like you anon it will happen in spite of everything you've done#mostly because of people like me and mine who understand that voting is the bare minimum#and that for the democratic process to work the way you want it to you need to participate and not pitch a fucking fit#like a four year old who was told they can't go to disney this weekend#like i know you ratfuckers are happy this played out because this is all a game to you and you don't actually care#but that's why i've got zero faith in you people and why i'm glad it's my kind of folks#actual die hard democrats who have always been hardliners for supporting democrats in every possible election#who are picking up the slack and donating to harris and supporting her agenda#which is the exact same as biden's because she's his vice president and they share they same platform#because that's what they were both running on! twice!#anyway fuck you please feel free to find a necktie and test how tall your doorframe is
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tfw you, as a mind reader, have to team up with a man who thinks too much
Slight spoilers in tags
#wednesday spoilers#marvel spoilers#your honor they're my emotional support dysfunctional couple#as everyone should know#i love tony stark#hes baby girl (derogatory)#and I also love emma#I feel like they're great foils to each other but I dont want to talk about that#theres so much controversy around their wedding#however#people do not realize how funny their friendship could be#tony “i think a mile a minute” stark#Emma “Worst time to be a telepath” Frost#you could not tell me the shenanigans that would happen if the situation was not so dire.#if it was not life or death#emma would be flooded with Tonys nonsensical ideas against her will#she is being held hostage send help#yes i know emma wont read his mind without consent but also mindreading would be smart now#especially since they're kind of alone in this#I have so many thoughts on them#AND THEY SAID MRS. AND MR. EMMA FROST#Literally called Tony malewife#Also Feilong is terrifying as an Iron Man villain#The Invincible Iron Man (2023)#I know this isnt how Tony looked in the comic but this is how I draw my tony#tony stark#marvel 616#diddlydoo#emma frost#irondiamond
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had to post this one too
#he really just pointed at shen and called her a fujoshi to a live audience of 10k people#(i dont actually know how many people were watching at the time)#to be clear i support her wholeheartedly#rtgame#shenpai#gonna add her to 5r6c now#farmer dan and his army of girl best friends in aurora
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I've said it before, I'll say it again, and I'm sure it won't be the last time. I AM SICK AND BLOODY TIRED OF THESE MFS, HALF OF WHO DONT EVEN CARE ABOUT CURSED CHILD, BITCHING AND MOANING ABOUT AN ANGSTY TEEN DARING TO BE AN ANGSTY TEEN, I WILL FIGHT THE LOT OF YOU
(this is gonna be a bit long and probably incoherent so sit down and fucking listen to me 🔫 stick with me because I'm not just complaining about albus haters)
eVERYBODY wants cOoMmpllEeXx relatable HUMAN characters - and then SHIT themselves when the flaws a CHILD has isn't just 🥺 uwu im socially awkward and traumatised 🥺. that's why scorpius doesn't get this fuckass treatment, because his terrible human flaw is that he's a bit shit at conversation and gets sad about his dead mum (generalised understatement, but this post isnt about him. dont come for me i love him 🫶🏻)
god forbid albus, who feels unloved and unwanted (with valid evidence for a teenager), albus who feels completely out of place and outcast from his entire famously-close-knit family, ablus who is well known by the world by default via Harry and hates the attention and high expectations, albus who then gets targeted and bullied by his peers because he's not as perfect and brilliant as his father, albus who is then isolated from his one friend because Harry is making irrational ptsd fueled decisions, albus who tells Harry completely sincerely that he knows he's unlikeable but he'll try and change himself and be more like his siblings because he genuinely believes that's what Harry and everyone else whos had the misfortune of meeting him wants, albus who spends the entire play trying to prove himself and fix things via idiotic childish decisions BECAUSE HES A WHOLE UNSTABLE CHILD
god forbid that CHILD doesn't react like a patient, supported, well adjusted, level headed adult. god forbid he reacts outwardly. god forbid he reacts at all, my bad. clearly he should just sniffle a bit as if he doesn't feel suffocated and helpless by everything in his life, because obviously hes just a spoiled brat who doesn't know what real suffering is. god forbid he complains or feels anything negatively, or doesn't quite grasp that other people are struggling too because he is too busy trying so hard to deal with himself and his declining mental health the best he can with basically no support or understanding. god forbid he isn't completely perfect.
you all sound like some fucking boomer telling teenagers they don't know what real struggling is, they aren't mentally ill, they dont have any problems because they have a roof over their head, they should all go to war kids are too soft these days 😫😖😱 fUCKING‼️SHUT UP‼️
he does things wrong but he knows he does and he does everything he can to fix it! and he is fourteen!!! do none of you remember what being fourteen is like 😭😭 I swear half of you have got to be basically fourteen yourselves cmon man
cause I'm seeing this fucking pattern a lot recently. not just for albus, not just in this fandom, everywhere. ‼️ no one can fucking handle flawed characters anymore ‼️ the only thing any character is allowed to have wrong with them is trauma apparently, otherwise they have to be perfect, and I'm getting sick of it. characters and stories are meant to reflect real life, they're meant to help shape our world view, why are you expecting everyone to be fucking perfect??? what happened to nuance? what happened to understanding character development? you are all acting like characters and people are so black and white. either they're perfect or they're insufferable and evil. I won't lie, the most common victims i've noticed of this are women. but the flawed women are typically demonised, whereas the men are typically turned into uwu baby boys who actually aren't capable of doing anything wrong and then fanon goes nuts making them into ittle wittle victims. and I'm so fucking sick of all of it, I hate this. (obviously this is not a strict rule. Albus Potter, and also Albus Dumbledore now I mention it, are demonised beyond belief)
BRING BACK FLAWS AND BRING BACK NOT COMPLETELY WRITING OFF A CHARACTER BECAUSE THEY DARE TO BE HUMAN
I AM FED UP, ALBUS POTTER GET BEHIND ME
#he did many things wrong BUT I PROMISE YOU HE IS MORE AWARE THAN YOU ARE#HE HATES HIMSELF MORE THAN YOU EVER COULD#this post has been building a lot because i just kEEP SEEING ALBUS HATERS AND ITS DRIVING ME INSANE#i am albus potters defence lawyer actually#also eloise bridgertons i am seeing far too many people jumping on that hate train#i know shes going through her im not like other girls i hate pink phase but OF COURSE SHE IS#SHE LIVES IN THE 1800S WOMEN ARENT ALLOWED TO DO SHIT SHE FEELS TRAPPED IN A BOX AND ALL SHE SEES IS OTHER PEOPLE PLAYING THEIR PARTS#i could talk about her a lot more but this isnt the time or place 😔✋🏻 eloise bridgerton they could never make me hate you#also sansa stark i havent even watched game of thrones but i would fight to the death to defend her#her only crime was being a naive child and yet people hate her mercilessly#these are the people coming to me off the top of my head but there are countless fucking others#we are witnessing the death of media literacy and the death of nuance and its killing me i cannot fucking do this#i sincerely hope anyone complaining about al dont ever have teenage children because they will be shit at supporting or understanding them#hpcc#harry potter#albus potter#scorpius malfoy#years spent on tumblr and i still dont know how to tag#albus severus potter#harry potter and the cursed child#scorbus#is it cheeky if i tag bridgerton or game of thrones?#it feels cheeky 😔#the marauders#tagging that too because that fandom are fucking perpetrators of this#(said as someone in it dont come for me)
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Look I know he lost some skin and some limbs and some fat but I am in a bit of doubt that Jimmy was carrying Curly around so easily.
Like he’s clearly too weak to take Swansea in a fight and he’s an old guy who’s been drinking mouthwash for months AND just got roofied. Not to mention he was very much starving by that point in the game. You can argue Curly was too and his condition just added on to the weight loss but he was just carrying him around like he was a handful of grapes.
In my minds eyes Jimmy can like lift like maybe 50 pounds with a little bit of effort. Like he’s got no muscles he’s average. Curly’s still big after he crash like that man ain’t getting picked up by that twig.
#jimmy needs to use the arm cruncher like part of his disdain for curly is this one’s just more capable#so I think he likes carrying him but it’s not easy he likely hit him on walls or almost dropped him a few times#he thinks it’s funny that curly would squirm or groan when it happened cause he still has to#depend on Jimmy’s support no matter how many times he lets him fall and it’s thrilling to him and agonizing to Curly#because he’s realizing all this time Jimmy has just been waiting for this exact moment to be in that position#well not this scenario but he wants that dependence from someone like it’s why he went after Anya#she’s likely the one he saw as the easiest being the only woman and depicted as rather petite and withdrawn not in the literal sense#just she’s not flashy with her self her personality is somewhat contained so unless you know her you wouldn’t see the change which is again#something abusers look for in forming relationships with people and taking advantage#mouthwashing#jimmy mouthwashing#curly mouthwashing
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He said "Fuck this shit, I'm out" I'm crying. Toriyama's Vegeta was so top shelf 🤌
(From Neko Majin Z Chapter 5!)
#dbtag#Idk why Toei didn't lean into Vegeta being a version of Piccolo you could put in funnier situations like Toriyama wrote#He's reserved and professional and proud but JUST immature enough to bite down on a gag that Piccolo would readily swerve#But they take a lot of Goku's chaotic comedy away too in favor of Hero(tm) writing and that is why I keep pulling my hair out aklsjdlas#Toriyama was sO funny and it bums me out so much that the anime derailed how lighthearted and straight up silly the humor is#and replaced it with Misogyny Is Funny and humiliation kinks asjklfhadjk and it's not just my complaints about Vegeta and Bulma!!#“Goku is running away from his very reasonable wife because he is a goofy little guy who doesn't want to do his chores” becomes#“Chichi is Cruel to Goku who is Trying to be a good husband because she doesn't relate to his passions and vilifies him for having them"#which is not their dynamic at all but dudes in the writing room are like “being married is fucking awful amirite fellas hahaha”#but Toriyama was like “Being married is not for everybody but it can be really great if you and your partner are on the same page”#Chichi's reasonable! And Goku isn't romantically wired but Goku can enthusiastically consent to sex and still not enjoy kissing#those things can be and are true for a lot of people! And it makes even more sense if you hc Goku to be aspec (and audhd coded) like I do#Kissing can feel gross and can be a sensory overload for many folks. Doesn't mean they're stupid or innocent.#(although Goku CAN still ride nimbus so idk what Pure entails in this universe askljad)#Like I am the FIRST person to joke and drag Goku about his marriage as an aspec myself but like legit Goten is a Last Night On Earth baby#He knows what sex is. But also between how socially removed Goku is and how Shy and Conservative Chichi it's not out of line#to assume the actual words sex and kiss have never been spoken in that house skljdlajdf I FULLY believe Chichi uses code words#Chichi thinks her son being blonde makes him a delinquent and still uses honorifics with Goku like it is fully reasonable to assume#that the joke of Goku's naivetè centers around the fact that his wife is too embarrassed to talk about Certain Matters in a normal way#While Bulma and Vegeta are slutty hedonistic cityfolk who need jesus (according to chichi probably...and me but I support them)#anyway. point is. Toriyama was funny as hell and Nekomajin is absolutely ridiculous and goofy and has a fully amoral main character#which just reminded me that toei is allergic to letting goku be a gremlin and so vegeta's not allowed to be a gremlin wrangler#even though that's been his job since the day he met raditz alksdjaskljd
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How do you think about Frepper? I'm neutral about this ship, but the fans Frepper attitude towards confuses me, Ivy and Freckle have only been dating for a week and know each other superficially, but everyone already thinks that by the end of the comic they will get married, I think differently, I think that in the end they will break up with each other because they are too different personalities, I literally can't imagine that both of them will be happy with each other in marriage, Ivy is assertive and active, on the other hand Freckle is passive and just agrees with Ivy, this is not a guarantee of a healthy relationship where a partner completely dominates the other, plus to all that, I will not forget how their relationship started, Ivy just decided that they were dating, and without asking Freckle's permission, she just KISSED him, again without his permission, Frepper fans think that it's cute, but when I saw it, I thought "what the hell did I just see?", in general, it's strange for me that Frepper fans are okay with such things, of course later Freckle shows attraction to Ivy, showing that he likes her in some way too, but I still won't forget how their relationship started and how Freckle used to try to escape from Ivy when she squeezed his hand tightly and forced him to her …
I'm not against Frepper, but I don't understand his fans who don't see these issues and who treat other points of view on their relationship (like mine) as … um, as nonconformity? Fans from reddit are just obsessed with Frepper, I don't know about other networks but that's how it is on reddit, I think there are people who have my opinion but are afraid to say it because of fans, of course, I met Frepper fans there who normally accept such an opinion, but still there is a feeling that such a opinion cannot be told
Simply put, Ivy and Freckle are a couple that will eventually break up with each other unless there's an event between them in the comic that changes my opinion of this couple, but that's how I feel about Freckle for now. I didn't plan to express my opinion, but it happened that way, I hope you don't mind it
first and foremost, i don’t mind seeing someone express their opinion in my inbox! you and anyone else are free to do so, even if i may disagree. this blog’s entire existence was made for me to share my opinions ( and love! ) for lackadaisy, as well as engaging with other fans, because what else is the point of a fandom blog? and as far as i’m aware, this is unpopular opinion central! most of my thoughts aren’t exactly the ones with the most voice behind them i’ve found, so i welcome all manner of different views. every fan is entitled to their own perspectives and opinions, and should be allowed to share them as they please! but with that disclaimer out of the way, i’m more than willing to discuss frepper in its entirety.
for me, there’s little confusion i carry where it concerns this ship’s popularity amongst the fandom. freckle and ivy, if we are to strip them down to their bare essentials, are a rather stereotypically ‘cute’ relationship : people enjoy opposites ( see zibwick or vikdecai for example ) and there’s an endearing quality found in puppy love dynamics. seeing ivy wear the pants and drag a shy freckle around by his ankle makes for quality content in a way! think the ‘excuse me, but he asked for no pickles!’ meme … ivy and freckle very much fit that sort of mold, and it helps that most fans are too scared to ship them with other characters in the cast too, due to what they perceive to be a lack of options. thus, frepper is an extremely ‘safe’ ship! you cannot get in trouble for enjoying something that is not only canon, but is relatively adorable ; and so i don’t believe a lot of the fans are actually thinking too deeply about the likely endgame of it all. most don’t! it’s fun to ship, and that’s all they really need i think. it’s also very easy to dismiss ivy’s forwardness as a quirk of being a young girl who’s of her temperament, recklessly boycrazy although still carrying sweet intent. this behavior is easier to hand wave when neither ivy or freckle are experienced at the dating scene as well … freckle due to his extremely religious upbringing and hermit nature, and ivy because of viktor’s constant meddling, which would hold her back more than you’d think. with that said, i don’t think any of this is excessively complicated. some shippers are rather simple minded and do not care for details and characterization all too deeply. enjoying dynamics is, at its core, supposed to be fun -- which makes simple ships like frepper prime targets for a very vocal and tight knit fanbase. there are other things i could speculate about why these two may hit so pleasantly for others, like how there’s an underlying queer theme to it ( what with ivy being the pursuer and freckle the shy, blushing flower ) or that it’s tropey enough to hit the right spots for others … though it all boils back to mere speculation. perhaps they still have time to escape this gangster lifestyle and live happily ever after? and that appeals to the lackadaisy fans who still want some sort of happy ending? it’s all a combination of frepper being easy, i think, and containing two young cats who still haven’t done anything particularly ��unforgivable’ yet action wise. this is a ship you can root for without an ounce of worry in your heart, and so on and so forth.
but although i understand why others are so vocal about them, i don’t exactly agree with fanon’s views either! while i heavily enjoy frepper, i enjoy them as they are, and that includes their looming flaws and inevitable tragedy. they are bound to break each other’s hearts a lot on their current path ; even if they were entirely perfect for one another, this lifestyle isn’t kind to anyone, meaning if they don’t separate, they could always be forced apart via bullets and such anyway. they are young and woefully inexperienced in a manner of things, the last thing they need is the stress of a rumrunner life driving their every action, you know? i know people see them getting out together, and that is likely on the table! i do see that in many ways, but i’m also of the opinion that ivy and freckle will diverge onto different paths at some point and temporarily call it quits. from where the comic currently stands and given my view on ivy’s arc, i see her growing disillusioned with where she is and the honor and fun she saw within it as a royal spectator will fade ; she will become wary, fearful, and her resilience will die … meanwhile freckle will embrace it, similar to his cousin, fully understanding what it is and what he’s getting into ( like rocky, again ) but being unable to leave his refuge. i know lots of people think freckle will leave the lackadaisy first, but given his old concepts and former title as one of mitzi’s ‘trouble boys’, i think he will become lost in the sauce for a myriad of reasons. frankly i enjoy that twist on their relationship! since i believe ivy’s character development will revolve around maturing, changing as time stretches forward, because her character is ever growing, what with her entire schtick being the fact she’s everything a 1920s girl was during those times. she embodies that unladylike youth and manipulative sweetness, so i’d imagine a lot of her path is falling from such naive thrill seeking and stumbling upon a harsh reality. she will mature, and the very thing that should make their relationship stronger will be what divides them indefinitely. everything they have is founded on this bloody, varnished soaked ground after all … they are young adults who are experiencing what closeness feels like outside of family or platonic friends for the first time, so naturally they will overindulge in their own amateur games ; find respite in the boogie and kiss like couples do on the silver screen, laugh about it, talk about everything and nothing at all … relish in each other’s warmth and stupidly loyal protection. i’m sure frepper will grow closer before any falling out, because as it stands, it’s one of the few things they have in such a scary situation that feels comforting and kind. they will impact each other in the fundamental ways first relationships do and, to move towards your biggest gripe, do things they’ll regret or allow things to happen to them that they’re not entirely okay with.
ivy is very forceful with freckle initially, albeit in her typical saturated way ; and i can see why that would be hard to parse! especially when freckle spends a majority of their first scenes together squirming away and hiding, trying to duck her affections and bolt for it. there is a lot of boundary crossing between them! but not in a necessarily malicious way … like most things with frepper, this circles back to their mutual inexperience and how, in a lot of ways, this is their first ‘serious’ romantic relationship ever. and it’s rather common for such firsts to involve gray areas, since neither party is entirely sure of what their own boundaries are just yet! while freckle did appear frightened by ivy at first, it’s important to note that tracy’s mentioned him having a flight response whenever girls flirt with him … he is prone to run away instinctively, which if you consider his extremely religious upbringing, isn’t exactly a surprise. nina would no doubt look down upon freckle engaging with girls his age due to what most girls his age are currently doing in the roaring 20s they’re living in. sneaking out and engaging in illegal activities, dancing in a way that would disgust most of the more traditional and older generation, casually engaging in any manner of sexual activity before marriage, etc etc. and this isn’t even listing freckle’s cagey nature due to an incident we know was bad enough to send rocky packing for years, and fundamentally changed freckle himself at such a young and impressionable age. he is … very troubled! and rather scared of himself and the world around him … at this stage in life, freckle is perpetually unable to make any progress towards anything he may want, and so i have little problem myself with ivy mostly taking the lead. when left to his own devices and allowed to choose outside of influence, freckle did in fact sneak out of his mother’s house to go to the lackadaisy, surely well aware that ivy’s intention had been romantically inclined. so, to me, he has always liked her ; perhaps found her cute, in a shallow way, saw her eccentric behavior as endearing and frightening in equal measure, and while he’s still wading into this whirlwind pool unsteady and shaken, he -- wouldn’t mind it if ivy pushed a little more, or moved him around to her ( and what she perceives to be, their ) liking. perhaps this dynamic is familiar enough to him that it becomes comforting, since rocky was very much the same way in their adolescence. tugging freckle around and pulling his tail for whatever rocky wanted them to do, with little care for whatever his baby cousin desired at the time, ignoring his protests and chasing him ; nobody’s at fault here either, kids are extremely self absorbed and this is a flaw they’ll usually mature past, and while ivy and freckle are adults during the comic, i don’t think ivy’s outgrown this linear view on things just yet. she is extremely entitled! she is used to being the apple of everyone’s eye at the speakeasy due to her jazz baby status as atlas may’s goddaughter, and this gangster connection excites and awes the ladies she attends classes with at her university too. ivy pepper is used to getting her way and this has only fueled her determined attitude, her ‘pull it up by the bootstraps’ mindset, and in many ways, this is something of a flaw for her. it’s not bad to be confident and headstrong, although when you add that into a dangerous mix of rumrunning and gunslinging, it may become a problem rather quickly. but i digress! point is, ivy and freckle are hardly at fault for the awkward way they handled the start of their relationship, when it’s so new and fresh to them both.
neither of them have boundaries at this moment, as they either have no clue what those are or simply haven’t realized they should set them. so, in turn, there are things that the other may do that could cause their partner discomfort … and it’s mostly done out of obliviousness and good intentions and your classic dose of intense affection. doesn’t mean it isn’t messed up to a degree, but i think it’s rather realistic, and is a hard truth that comes with many first relationships of that sort. sometimes you don’t know how to say ‘no,’ or you agree and regret agreeing later, or perhaps you simply don’t understand there’s certain things you aren’t ready for or genuinely just don’t like. again, it’s a very muddied area, and the two of them are vaguely navigating what is mostly foreign to them. they’re bound to mess up! so i ivy some slack here, and applaud tracy on the realistic writing more than anything usually. young love also happens to be a great device to use for inexperienced characters finding themselves, through the good and bad of their relationship, and frepper is all about that. maybe freckle will inevitably bring up how he feels like he would’ve preferred it had ivy asked him out properly, or gave him time to court her in a traditional fashion … and she will be surprised ( and a little wounded ) by this, since she had never considered it before … too used to her way of things to realize there’s another path they could take. i think this aspect of the relationship is important, and i can understand wishing that more frepper shippers would view it as such, or comment on it's morally gray nature without just calling it ‘cute’ and leaving it at that.
tldr : they will most certainly break up at some point, maybe even multiple times! tracy has said before that they both have some serious maturing to do if their relationship is to be long lasting, and i doubt that maturing will happen to them both at once … since they have different things to work on emotionally. but they will probably strongarm some major personal development within each other, as well as love one another with a fierceless abandon that most kids do. i could see them getting married, i could see them not, but i agree that if they were to be wed happily, they’d have significant hurdles to overcome. but personally, frepper is something i adore mostly due to the impact they’re bound to cause each other, and even if they are to separate and find someone new and more fitting, they’ll always remember one another -- perhaps fondly, and sadly, and with some anger. a time they’d like to forget, but a person they’d like to remember … which is my cup of tea overall! they much more interest me as they presently are anyway, where i can fiddle around with their budding romance and friendship bonding. and as lackadaisy grows in popularity, i do hope there’s more frepper fans who see their complexity and flaws and explore them with all of it in mind.
anyway! i hope this was coherent, and that it was obvious that i agreed with you for the most part. i haven’t really talked about frepper before with anyone so many of these thoughts sort of burst out of me! and i feel like i have more to elaborate upon, but for the sake of simplicity i kept this short. oh well! surely this is enjoyable and informative regardless.
#my asks.#lackadaisy analysis.#lackadaisy#freckle mcmurray#ivy pepper#as always frepper fans who just like them for their cute potential is SO valid#ship what you want how you want yada yada! i support you!!#but i’m here for discussing the good the bad and the ugly … so i was very happy to recieve this ask! thank you so much!!#i also understand what its like to share what you or others perceive to be the ‘wrong’ opinion about a ship or a character or something#so you have my sympathies and i hope you find better spaces to express yourself lackadaisy wise!!#anyway. yeah. i do think people are prone to view ivy as extremely experienced due to her many boyfriends!!#but given the fact she doesn’t date them LONG is. well it’s not an accurate assessment.#viktor ( bless his well intentioned heart ) has drastically thwarted that brand of maturity on ivy’s end#and has likely caused a sort of insecurity … by maiming her boyfriends and having them leave her. acting as if she has the plague!#that would hurt any girl’s feelings — if they didn’t know why. and i think these short lived flames have caused ivy to like …#speedrun her relationships? she is very quick to jump in and stay … because she fears the time limit perhaps. which adds to her forwardness#again! she had no idea it was viktor until the comic’s current events where she’s already WITH freckle. which is important to me#she is inexperienced in her own ways … freckle’s inexperience just happens to be more obvious due to the simplicity of it#god this was so fun to answer <3 thank you! again! hope my thoughts on the matter were decent enough#i’ll hush now with my over analyzing ass ( <- is it obvious my fave thing ever is characterization yet? lol )#( also cannot state enough freckle and ivy are Adults To Me. not five year olds!#but saying ‘young’ and ‘kid’ was easier than being like … emotionally immature and stunted adults every five seconds. so!#that is what i went with. for simplicity’s sake. but that are adults!! that is important! just very inexperienced ones )
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au or not, if i see any universes where Sokka and Katara are separated for some stupid reason or another, im slashing your tires myself, while Katara steals your cat and Sokka steals your valuables
#they are a packaged deal ur honor#also ANYONE WHO TRIES TO SEPARATE THEM CAN DIE BY MY BLADE. ILL FIGHT#U WILL NEVER UNDERSTAND THE SIBLING BONDS LIKE I#no shame to anyone whose done this!#i just saw one too many Z tara aus where something something oh look Kataras all alone with no real family or whatever WRONG#Katara is a community girlie!! my love THRIVES in community with love and people to support and take care of and help!!! SHES A FAMILY GIRL!#THIS IS A BIG PART OF HER PERSONALITY???? BEING SHAPED BY GROWING UP IN THE VILLAGE AND IN A TIGHT KNIT COMMUNITY AND LOVING HOUSEHOLD#where with katara… i feel like at some point she ceases to be the beloved character we know and love. y’know?#z tara people just come off as wanting to alienate her so they can give katara and zuko an ‘us against the world’#dynamic which will never compare to the kataang ‘us bettering the world. together’#Katara aus… well. u can’t just change her whole lore. that’s NOT how her lore works. sadly. it’s not as versatile.#as Zuko. my man can fit so much trauma.#katara au#katara#katara alta#sokka#atla sokka#alta katara#sokka au#alta au
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see my take is that i dont condone caits actions at all however she matches vis freak too much to not ship them in my eyes. and also i feel like the show wanted to give more depth & time to cait's "redemption" arc but it was so rushed that we never actually got to see that arc of cait realizing the consequences of her actions. i think its something thats implied to have happened off screen given the way caits already challenging ambessa but we never got that backstory so we dont actually know what was going through her mind or what led her to change her mind about ambessa.
#this is all to say i think caitvi critiques are valid and me shipping them does not condone my support for cait#i just think they look too hot together to not be together#and i also fully think that cait regretted everything she did we just never got to see that due to the rushed writing#also one thing i see is 'cait has been classist since day one' which isnt a lie#but also the person i saw who posted this was like 'even as a kid' and its like#i think the main point of this show is that so many of the younger people (jinx vi cait ekko etc) are products of the environments#they grew up in. which isnt to excuse caits actions but shes obviously grown up thinking this way about the undercity#but we also know that in s1 she really started to change her mind about the undercity!!!#which again brings me to the point of how the writing was rushed because s2 honestly just threw her entire s1 arc away i think#like fine i can understand shes angry about her mother but she changed her mind up about the undercity SO fast. like almost comically fast#which felt so werid to me#so i guess tldr is that i just think the show wanted to show caits arc but the writing got too rushed to achieve any of that in a#realistically timed manner#arcane#caitvi
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Me: Aw, Silver is turning out to be a sweet guy to and with Suvi and I hope we get to see more of hi-
Brennan: He's leaving for the front kudos see you next week 🫰🏻
#heartbreak for plot#that being said#the radical difference that is shown between Suvi who gets so many people's support and appreciation as she comes into her power#and the utter loniless of Ame who's gotten her title before she herself had the confidence to feel ready#and at the end of the day Ame goes to bed with the Fox who's just the part of her soul that expresses outloud what she thinks to herself#whereas Suvi gets to go find her lover/boyfriend-to-be/comrade who knows what she's going through to find solace in his arms#so YEAH SUVI#ofc you think about Ame and how her status provides her with a deep loneliness#specific to people who haven't grown up with a secure support system#and yes it's so good that Suvi gets to see Silver leave for the front because her solid pillars of (somewhat) privilege need to be rocked#and yeah the juicy drama that can come out of maybe the Citadel being in danger ? or having to save Silver at the front ?#idk I'm eager for what comes#twtwatwo#the wizard the witch and the wild one#worlds beyond number#wbn#aabria iyengar#suvi the wizard#sky the wizard#erika ishii#ame the witch#ALSO training under the watchful eye of the Great Bear
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i love reading speculation as to rook and caterina's potential relationship in the future because look me in the eyes and tell me what reason at all caterina would have to have beef with rook. none. there is none. rook saved her favorite grandson and her city and the world and killed a god. if rook and lucanis are romantically involved, this is probably a good thing from her perspective, because while power is a commodity constantly in motion (something she is very much aware of), the demon of vyrantium who is a godkiller and his partner who is ALSO a godkiller are at a VERY strong political starting position for him taking over as first talon. if everything caterina has done, all questionable and abhorrent decisions included, were in pursuit of the safety of her remaining family, she would probably be highly supportive of rook's involvement with lucanis. someone as intimidating as him (demon of vyrantium; abomination; godkiller) in the position of first talon already secures him at least some safety for the time being, but rook strengthens that by being another godkiller who saved the entire city of treviso. if caterina is a political animal intent upon ensuring the survival of her meager remaining family, she has no reason to be against rook at all and every reason to want to keep them happy
#like i understand wanting to deal more strongly with the events of lucanis' childhood and reckon with it. i do#but rook as a character has not read the wigmaker job. they don't know all the details#and so are unlikely to have a reason to outright provoke caterina with that information but also--why WOULD they#lucanis' relationship with caterina is complicated but he clearly holds immense love for her despite the sad story rook can#piece together from the information he does give them. interpretations that seek vengeance against her or an opportunity#to outright oppose her are often flattening the incredibly complex relationship between a child and their abusive parental figure#imo in this context rook needs to follow lucanis' lead and support his decisions in regard to caterina. lashing out at her in opposition#to lucanis' wishes is callous and self-serving. inventing a world where caterina has massive beef with rook? nonsensical#but it's your world so i guess whatever. just seen a few too many people act like it's inevitable for the two to not get along#there is some complexity here in regards to how the position of first talon would be treated in the long term#but in the short term (and medium term i think) there is no reason for them to opposed. at all.#i don't know why it's such a common interpretation that they would be (except that it's the player themselves having beef)#datv spoilers#rosie plays games kinda okay#that dragon sure does age
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we have always lived in the castle is a story about being a 12 year old girl who has no idea how to express her anger, a girl who can’t just hide her anger like her older sister can — who also has no idea how to deal with her anger but has learned to cover it up.
‘why are you supporting a murderer?’ um it’s because we were that 12 year old girl once and also had no idea where to go with all our anger and she honestly does what we sometimes dreamt we could’ve done. and maybe we are still that 12 year old girl, or maybe we’ve turned into constance. constance who is still that 12 year old girl inside but can’t express her anger like that because she is older so all she can do is hide it, which most women learn to do while getting older, and letting merricat hold onto her while trying to figure her own emotions out.
so you see it is not exactly about the murder, it’s about the anger and the lack of control that comes with being a girl who has no idea how to deal with it all. at 12 and at 18. (and is being sent to bed without food not murder? does that not show you that merricat and constance were not taught to handle situations and emotions? does that not show you they had to figure it all out themselves?)
#so many people who think we just blindly support anything merricat does#we blindly support her because we understand what it is and how it all feels#because we have felt it all too (and still do)#do you know whar it feels like to be a girl!! do you?!!#i could expand and write a 300 page essay but ill keep it simple 🧘🏼♀️#shirley jackson#we have always lived in the castle#merricat blackwood
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this is the only post i'm gonna make about the election. PLEASE vote harris. literally anything is better than a nazi dictatorship and voting for someone else or not voting at all ONLY helps the nazis.
#election#us politics#american politics#voting#vote#video#i do not consider myself a liberal/leftist/democrat but i'd rather be any/all those things than a fucking nazi#an imperfect president for the people is infinitely better than a certified racist/sexist dictator in league with anti-earth billionaires#i know the american public education system is ass but...#...i am really shocked and appalled at how many people i know honestly aren't seeing that trump is the american version of hitler#or just don't care cuz they're white so they think they're safe :/#it's also pretty clear that if trump loses he's going to try to start a civil war to make himself dictator anyway#but we have to TRY to stop him guys come on#bernie and biden BOTH support harris even tho they butt heads with her in some fashion#meanwhile most of the bigwigs in office who worked with trump are warning he will DESTROY this country
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no thoughts, just the way the narumi sisters are so different yet fundamentally similar at the same time yk?
#i love the functionally dysfunctional relationship of the narumi sisters to an unhealthy degree i think…#i’ve just been thinking about how both sisters put each other up on a high pedestal while having a less than high opinion of themselves and.#aaaaaaa just the way sena calls mona her angel while thinking of herself as a useless/subpar older sis#a n d how the main source of mona’s depression is her constant comparisons with her beloved big sis sena is just. aaaaa#just!!!! the way sena pushes herself past her limits in her attempts to portray herself as an ideal big sis for mona#even at the expense of her own health sometimes (see also: the beach sisters honeypre event)#i really feel like the way sena thinks she isn’t good enough of a big sis to mona is pretty glossed over for the most part tbh.. man.#(i have many thoughts on this tbh. none of them coherent)#and just. aaaaaaaaaaaa im really happy that both of them have great support systems (their families + [midori for sena]/[monacas for mona])#like. even though they don’t personally think they’re good enough compared to their ideals…#at least they have people who are there to love them for who they truly are. their true selves (honto no watashi) if you will—#idk i just wish both of them could see themselves exactly how their sister sees them…#b ut man i really want idol sengen season 2 just so that we may be able to see how sena reacts upon finding out what happens to the bracelet#i doubt they’ll show it in an mv but. man. i really want to know how she’ll react…#im probably misremembering and misinterpreting a bunch of stuff about sena huh… i miss her thoughhh#i miss seeing the sisters together tbh. i think the gen 3 sibling pairs should sing together a la tokyo [season] session style
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an unnecessary reminder i will go to bat any day of the week for james sunderland.
#ooc. o kaptain.#[listen. i know he can be interpreted a lot of ways. i know he’s a useless weird apathetic shitty cis white man. i know he’s weird and sad.#and do I hate characters like james usually? oh absolutely. but the man has potential to not be terrible and it’s all there in his source#material. plus the weird implication i always feel when we know his dad owns the apartment building in silent hill 4 and ‘his son and#daughter in law disappeared in sh’ which aligns with the in water ending. and confirms the body in the car. but my other vibe is… where was#anyone helping james while Mary was sick…? he was super young and so was she. was he just literally taking on this terminal illness on his#own without any real support? that’s the implication considering this trauma wouldn’t have scarred him to this degree if he HAD a support#system during Mary’s illness. the man was literaly left to deal with the love of his life PROBABLY newly married slowly dying. and totally#unprepared he tried to do the best he could with a horrible situation. Mary was the victim here unquestionably — he fucking killed her— but#what the fuck kind of neglect has to go into a situation to a level so prolonged that he cracks and does it? how many people DIDNT help him#OR Mary during her illness? how many people just didn’t care? deciding ‘James is bad and he did it because he’s selfish and terrible’ isn’t#realistic. and also no. he didn’t do it because he couldn’t have sex with her anymore we get it blah blah pyramid head. if you take it THAT#straightforward idk what to tell you. nothing is. and this game is only more complex the older i get.]
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