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killsaki · 2 years ago
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implode — there’s only so many feelings one can hold in, especially with bakugou blood in their veins.
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bakugou katsuki x little sister!reader
6.7k | minors dni | read on ao3
cw / tw : incest, drugging, hinted noncon gangbang, scummy!denki+sero+kiri, aphrodisiac, weed, alcohol, fingering, creampie, reader calls bkg ‘bubba’.
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is it hard being the sibling of a prohero?
of course! they disappear for days to weeks at a time—leaving for training, meetings, press events, and then for missions. you go from having them all to yourself, to sharing them with the world. from being their number one fan, to merely feeling like one amongst a million. and there’s so many things to worry about, from them going to work and never coming home, to a villain coming after you out of spite of being captured by said sibling.
those all sound logical answers to the question, normal ones. hence why you’ve practiced saying them so many times in case anyone ever asks.
but, truly, you knew most of those were things you’d never have to worry about. not when you’re the younger sister of none other than bakugou katsuki.
your brother being, well.. himself, was enough to keep any thoughts of danger from your mind. he was too fast, too strong, too skilled, too protective for anything to ever happen to either of you. but this peace of mind only gives room for you to dwell on other things.
like the social media ‘famous’ girls who just don’t shut up about how hot your brother is—which shouldn’t bother you so much, not in the stomach churning, phone gripping way that it does. and you could blame your intense reactions on the fact that you have to see it literally every time you try to scroll down your timeline, or that it’s just weird that your brother is suddenly getting so much attention.. but that's less believable than the first excuse to you.
and then there’s the out of context candids posted in tabloids of him saving civilians, who understandably look at him so longingly, and then there’s a picture painted of him as some kind of bachelor. to make matters worse, said online articles become almost impossible to escape no matter how much you try—partially thanks to your old school ‘friends’ sending them to you asking for all the details to share with their group chats, as if you’d tell them.
to top everything off, your brother, as doting as he is, never has time for you anymore. despite how you live with him, have your own room and bath in his unnecessarily large condo, and even have a card to his bank account for anything you could possibly need—still, you rarely see him. he’s so consumed in his work, from partols to missions, and when he’s not on the clock he’s forced to do press and modeling for whatever goodies they want to slap his picture onto.
and you could never hold that against him, not when he’s been working towards this his whole life. but still, having just a moment with him could cure all the thoughts that hang heavy in your mind daily. just a second to be reminded that your brother is yours, all alone. that you’re the only little sister he’ll ever have, the only girl he’ll ever need.
luckily for you, a day comes that your brother gets a day's break—more like he’s forced into a vacation as he never takes any days off. and he’s able to lounge about, meaning that he’s sitting on the couch in sweats and bouncing his leg waiting for someone to call his phone saying he can finally come to work as if being away from it was excruciating. you could giggle at the thought, what person besides katsuki would rather be out fighting petty criminals than relaxing on their own couch.
“did you hear me?” he questions, eyebrows furrowed slightly as he looks over at you.
you shake your head, too caught up in your thoughts to realize he was even speaking to you.
“the guys want me to go over for a bit. i won’t be gone long.” he repeats before turning back to his phone screen as he finishes typing.
your heart jumps into your throat. tonight was exactly what you’d been longing for, time with just the two of you, so you could reassure yourself the importance of the role you have in his life. so that you could have katsuki all to yourself. so that you could pretend for just a little while, that he’s just your brother again, not the hero you have to share with the world.
“i wanna go too.” you spit without thought.
he shoots you another look, lifting a brow as he blinks at you. “i want to come hang out too.” you say again as you chew at your lip, unable to back out of the situation your loud mouth has already gotten you into.
“no.” he replies back coldly, pushing himself from the couch before stretching his arms up, revealing the bottom of his toned stomach as he does so. “there’s going to be a lot of people, and drinking.” he looks at you out of the corner of his eyes before mumbling on. “and denki’s gonna be there.”
you snap your gaze up to him in confusion about the mention of a certain friend of his. but, he doesn’t let you get any questions out, heading off towards his room to get ready to leave. you pad right behind him, arms crossed while you walk, letting out huffs every few minutes just to remind him how you’re not going to give up. you sit on his bed as he collects an outfit to wear and little things he needs for a shower, noticing how he avoids making any glances in your direction.
it’s not until he’s already fully showered and starting to dress himself that he cracks, groaning as he looks at you.
“go fuckin’ get dressed.” he orders with out any actual malice in his tone. “once i get in the car, i’m leaving.”
your brother is many things, but a liar is not one.
so, you race to your room, tearing into your dresser to slip into that one outfit you’d been holding onto, hoping to wear the next time you’d gotten the chance to go on an outing with katsuki. though, you’d pictured something with more room for alone time, you suppose it would work at a party with his old friends too.
you’d just finished touching up what you need in the mirror as you hear his car engine start up, giving you only seconds to force yourself into your shoes and jog out to his car.
“you stay by my side until we leave.” he looks over at you, while you reach over your shoulder for the seatbelt, his crimson eyes squinted warningly. “i mean it.”
he didn’t mean it.
it’s not even half an hour after you arrive, barely finished shoving your way through the sweaty bodies crowded in someone’s living space, hardly enough time enough to adjust your ears to the shitty music and screams of laughter—something catches your brother's eye, to which he leaves you in the hands of his old classmate. ‘be back in a minute’, he says, pushing you into the red head’s side. but it’s not a minute, it’s been thirty and you haven’t managed to spot the blonde mess of a head, not even from your seat on the kitchen’s counter over the crowd merely feet away.
“what’s wrong?” kirishima raises his eyebrows slightly at you from behind his solo cup.
“just expected to be with kats’,” you huff, fingers twiddling with the end of your skirt. “kinda the only reason i came.”
he nods, glancing down into his drink before peering over his shoulder.
“want a sip?”
you know that you shouldn’t, how mad your brother will get at the both of you if he shows up to find you wasted and slung over his best friend.
“it’ll help you relax, at least until he gets back. i won’t let you drink too much, i promise.”
you can’t resist the small smile he gives. he’s so warm, safe. being with him is almost the same as being with katsuki, almost.
one sip turns into two cups, and suddenly it’s not just you and eijiro anymore. sero and denki showed up somewhere along the way. but, it’s fine, you think. they’re heroes alongside your brother, and they’ve known him long enough to know any better. only, in your slurred thoughts, that voice in the back of your mind starts to hope otherwise.
they’re all undoubtedly handsome, the three of them much taller than you despite the height difference amongst themselves, and all so strong. there’s sero with his shaggy black hair, signature grin and pretty ring clad fingers that grip the cup he’d been babysitting since he’d walked over. denki and his pretty pink lips he never stops running his tongue over, his slightly whiney voice and golden eyes that just get so much deeper when he looks at you. and then of course, kirishima, who’s just so unreasonably big, length and width—wait, that's… not the right words. but now you wonder—
“what are you smiling about?” the blonde asks from where he’s propped on the kitchen’s island across from you.
you shake your head, biting your lips when you realize how caught up in your thoughts you let yourself get with them still right in front of you.
“i was just thinking.” you let out, trying to look anywhere but at kirishima.
“thinking about?” the voice pipes in from beside you, resting his head on your arm as he leans back to look up at you. your heart races a bit when you can physically feel how close he’s gotten to you without you realizing.
“yeah, you’ve been so quiet. not really living up to the bakugou name.” sero shakes his head with fake disapproval.
“my brother’s not that loud.” you giggle, knowing it's a lie before it even hits your tongue. “i was just thinking about how i never see you guys, you’re so different than you were when i met you back at the graduation.” you sigh. “he never lets me go out with him when you guys invite him.”
you miss the look that hanta and kaminari share, how the corners of the blonde's mouth perk up for a split second before he paints on a confused expression.
“when do we invite him out?” he asks, tilting his head slightly when you look up at him.
you nearly mimic the movement when you register his words.
“always?..” you ask, but glancing at the dark haired man and the red head who share the same confused expression, you don't need an answer. “but he… i’m so confused.”
you can only blink, staring at the black side of the fridge, thinking back on the rare nights that he gets off with enough time to do anything besides shower and sleep. how he’d knock on your door, letting you know he was running over to one of ‘the guys’ house before it got too late. he was never gone too terribly long, but that’s just how your brother is. you always thought he literally only went to say hi and came home—wanting to get enough sleep for another full day of hero work. that’s the only thing that made any sense.
“hey, don’t worry about it.” kirishima’s large hand has somehow found its way to rub soothingly at your side, arm now wrapped behind your back.
“i’m sure he could’ve meant midoriya or something.” denki still wears a straight face, speaking with faulty concern.
sero stays quiet while he pulls out his phone, scrolling through something and finally starting to sip out of his cup.
“i should go try to find him.” you go to slide off the counter when denki speaks up again.
“i think you should stay with us.”
the words send a gut wrenching feeling to your core, your body screams to get away, but you fight it.
“why?” you dumbly ask, the smallest bit of curiosity keeping you.
“your brother’s busy.” he shrugs, bumping sero’s shoulder with his own.
the long fingers you were admiring minutes ago faint against yours as he hands you his phone, the screen showing a man you recognize unmistakingly as your brother, dressed in the outfit he’d worn tonight. his arm snug around some girl's lower back, ducked down with his mouth to her ear, the camera’s quality is shitty but even so, you can still see the way their bodies are pressed together. you feel your heart sink, though, you’re not entirely sure why.
you let yourself get slotted back into kirishima’s side, finding a sense of comfort in the weight of his arm around your shoulder as they walk you to the glass doors at the back of the house.
“don’t looked so bummed little baku’!” denki shoots you a grin. “we’ll keep you entertained for the night.”
the air is warm outside, not helping to cool your cheeks that are still hot from the alcohol. the four of you end up sitting on some cushioned benches near the middle of the yard, surrounded by small bushes. it’s much nicer than being inside, but you’re not entirely sure why they brought you out here. not until sero pulls out something rolled and a lighter. you watch as he puts it between his lips, lighting the end and inhaling til the end burns red without the flame. you forget to look away whenever he exhales, giving him the chance to catch you watching him.
“you want to hit it?” his voice suddenly sounds like silk, acting like ties as it’s doing everything to pull you in despite the way your nerves are still screaming at you.
“i’ve never smoked before.” you laugh awkwardly. “my brother would kill me.”
he flashes that big toothy grin, shaking his head for the who-knows-what time that night and you know you’re in for it whenever you see your brother again. but just for this second, you think it’ll be okay.. if he’s busy with some girl when he told you he’d be by your side for the night, then you can have fun with his cute friends.
“he doesn’t have to know.” sero pulls you back to the moment in front of you. “come here, i’ll teach you.”
you’re moving without thinking, giggling again at the way he shoo’s denki from beside him so that you can sit. he teaches you how to breathe it in easily, but how not to take too much. and you do exactly as he says, letting him put it on your lips, you pull in a slow but shallow drag. holding it until he tells you to let it out.
“good girl.” hanta smirks, the warmth of his hand holding your jaw as he moves the damp paper back to your mouth. “now do it again, just like that.”
you listen, thinking nothing of it. thinking nothing at all, actually. you can’t. the flood of warmth lingering in your veins from those drinks that you’re just realising were much stronger than you thought and the clouds now fogging your consciousness, too much to form any kind of thought.
“here, try this.” you hear from the side- no, in front of you. denki’s leaned over with a diamond shaped candy on his palm.
you hesitate, but not able to talk, body already working overtime to remember how to breathe properly.
“it’ll just make you feel good, i just took one too.” he reassures, gesturing again for you to grab it. if you could feel your body right now, you’d feel every single inch of it aching to run. you’d feel that same feeling in your stomach as it started to churn. maybe you would’ve listened this time. but instead all you can feel is the race in your chest as you eye the light blue against his pale skin.
“c’mon.” kirishima’s showing off his sharp teeth with how wide he’s grinning, trying his hardest to be just as reassuring as he was to get you to drink with him a while ago. “we’re your brother's best friends, you know we wouldn’t let anything happen to you.. even if he is busy.
you take another deep breath, nodding. right. katsuki wouldn’t let anything happen to you.
“let me.” denki’s suddenly standing over you, candy- pill pinched between his fingers, a grin just as big plastered on his face. “open up.”
you miss the devilish intent hiding behind those smiling faces. you miss the almost telepathic conversation they all have in the glances they share as you flutter your pretty eyes closed, letting your tongue fall out for denki to drop the pill on. it hits your taste, dissolving almost immediately. you swallow the bitter grainy bits, grimacing as you only have your spit to get it down with.
“give it just a few minutes.” the blonde speaks again, much more eagerly this time. which should alert you, all of this should.
you could blame it on the alcohol you have a low tolerance for, on the weed you’ve never smoked, on the fact you trust anyone who attaches their name to your brothers. but really, it’s because you’re dumb. you don’t think anything bad can ever happen to you. not like this. not when your brother is so close.
“it’s kinda warm out here.” you mumble, shifting uncomfortably on the padding. you feel the heat across your cheeks and down your neck, skipping to your stomach that warms slowly, trickling down between your legs and across your thighs. “think i want some water.”
you slowly push yourself to stand, body feeling heavy as you move. you don’t catch how they all follow right behind you, until sero—no, denki’s arm slinks its way around your waist as you walk. he pulls you away from the path back to the glass door and towards the gate in the big wooden fence.
“it’s too hot in there.” he tugs you again when you weakly attempt to pull away. “kirishima’s place isn’t too far from here. we can just hang out there while you cool off.”
you shake your head, mind racing to how badly you just want something to drink, and to be with katsuki. mentally cursing out the stupid girl in that picture for taking your brother away from you, for stealing his attention when you’re the one who needs it. and you curse yourself, for not listening to his warning when he said denki would be here.
“denki.” you drag your feet, doing anything to attempt a fight against the push of his much stronger hands. “what was that? the…” it’s hard to think, even harder to push those thoughts into words and say them aloud “the pill. what’d you give me?”
“i told you,” he smirks, glancing behind you and nodding one of the men over. “it’s just to make everything feel better.” stepping aside, kirishima’s heavy arm replaces denki’s, locking you under it and forcing you forward. your heart races at all the implications that could have. you don’t even notice you’re shaking until he wraps his other arm around you, bending his head down to graze the shell of your ear, whispering into it
“it’ll make things easier,” something about his tone makes you want to vomit. “just don’t think about it, pretty.”
“don’t get too friendly, dude, i’m the one who set this up.” denki bites, pulling his keys out as the four of you near a car. “there’s no way you get first.”
sero snickers again, sighing as kiri opens his mouth to snide back about how he’s been waiting two years and that you should at least get to pick that much. you can’t really make it out anymore, all you can hear is your own heartbeat banging in your ears.
you try and struggle out of his hold, which only makes them all laugh in turn and your heart falls into your stomach. you’re with pro heroes, if anything bad is going to happen to you here, at their hands, there's no way you’re going to fight your way out of it.
sero’s fingers wrap around the handle of the car’s back door when the voice booms out your name down the small hill the house is sitting on.
you can physically feel kirishima tense up and his heart start to race, you can hear the way sero and denki stop breathing in unison. you can even picture the way they all freeze without having to look, you can imagine the absolute fear in their face as they stand there, gaping at your brother.
his red eyes dig into you before taking a second to glance at the men around you.
“why do you look so fucked up?” he barks out, brows furrowing deeper with each step he takes towards you. “where the fuck were you guys about to go?”
he’s eyeing kirishima now, tugging you by your wrist out of the red head’s hold and into his own, gripping you as if he lets go, you'll get stolen away.
“she said it was hot in there.” kirishima shrugs awkwardly, face stiff.
“and who the fuck said you could take her anywhere?” bakugou tilts his head face twisted dumbfoundedly at the boldness his old friend suddenly seems to have.
“my place is just up the street she wanted to—“
“and why the fuck do you have her around denki?” you can feel bakugou’s skin grow hotter to the touch with each word he spits. or maybe it's you that’s getting hotter. god, it’s fucking hot.
“i didn’t drive.” he shrugs again, breaking eye contact to look over at the other blonde.
“she’s not a baby bakugou, she can be around whoever she wants.” kaminiari says smugly, like the idiot he is.
“i’ll kill you.” your brother doesn’t hesitate with this threat, and it wipes the smile off denki’s, raising his hands slightly in defence.
you use the hold he has on you to wrap your arm around his, feeling a great sense of relief pressed against him.
“he didn’t touch you did he?” katsuki’s voice is still gruff when he talks down to you, but you don’t mind it.
you know that he did technically touch you, but not enough to hurt anything. and if you answer truthfully it’ll just drag this out even longer, and all you want is to be wrapped around him. so, you shake your head, and you hope he doesn’t hear the way they all sigh in relief.
your brother doesn’t say anything else, just pulls you away towards where he’d parked. the second he turns around, you peek back at the men. kirishima has his head tossed back, hand over his chest as he takes in a deep breath, sero, leaned against the car shoulders shaking with laughter while denki curses and slams the driver side door shut.
“i’m hot katsu’” you whine when he unlocks the door for you.
“how much did he let you drink?” he scoffs, leaning across you and buckling your seatbelt for you as if you’re unable.
you huff, watching his strong arms reach over your body. his warm chest coming down to press into yours, that you find is so sensitive. so much so that a small whine escapes your throat before you’re able to register it he’s already pulled back looking down at you. one hand on the top of the car as he leans over, eyebrows pinched together.
“‘m just hot, bubba.” you assure, face burning in embarrassment and whatever else was setting your body on fire.
he immediately blasts the AC as soon as the car is on, and in the second that it satiates the burning under your skin, you remember.
“who was the girl?” you question, voice somewhere between shaking and slurring. you shouldn’t be asking, there’s no reason for you to do this right now—or at all. “the one you left me to go see.”
katsuki just stares ahead for a second before his jaw tightens.
“and where did you see me with a girl?” he asks blankly, like he already knows the answer.
“sero had a picture. they said you were busy, that’s why i stayed with them.” you answer truthfully, hoping he’d driven far enough to not want to turn back.
“i didn’t know her, sero at introduced us.” he scoffs, scowl resting on his face as he keeps his eyes focused on the drive.
the heat begins to dig into you again, the cool blow the ac’s aid only a temporary fix.
“why? why didn’t you come look for me? text me?” he asks, his short fuse burning already.
“you were busy.” you reply shortly, too focused on the ache going on in your lower half.
“and? if i knew that shit face was going to try fucking with you we would’ve left as soon as we got there.” he shakes his head, voice raising only slightly.
“you were with a girl, katsu! i didn’t want to interrupt.” you throw your head back against the cool leather, smoothing your hands out over your skirt, across the tops of your thighs as if that would help.
“you’re my little sister, that’s completely different.” he scrunches his face up as he glances between you and the road, the same thing he does anytime anyone says something he thinks is the slightest bit dumb.
“is it?” you ask.
“yes.” he snaps back. 
“so if i wasn’t your little sister, you wouldn’t care?” you mumble, shifting at the warmth you feel start to spill into your panties. “or if i wouldn’t have come with you tonight, would you have left with her?”
he sighs, exasperated.
“what the fuck are you saying right now?” he keeps glancing at you, rushing a reply.
“why did you leave me to go see her?” you groan. “why didn’t you stay with me? why didn’t you wanna just be at home with me?”
he only gets your name and a curse out before you cut him off, the heat itching at you becoming too much.
“katsu’ ‘m so hot.” you mewl, raking your hands down your body, reveling in the momentary coolness under your own touch. you can feel the way he stiffens slightly next to you, but the previous tension is out the window, almost forgotten.
“i have the ac on.” he states, keeping his eyes on the road as you near the building the two of you call home.
“it’s inside katsu, ‘m hot on the inside.”
he stops the car with a jerk in the middle of the parking lot, snapping his head over towards you.
“what did they give you?” his question is sharp, voice filled with anger once again.
“denki gave me candy—no, a pill.” you toss your head side to side, thighs rubbing together mindlessly. “to make me ‘feel good’—make everything, no—something feel good that’s what they said, but i just hurt.”
you can hear death threats spill out his mouth as he watches you squirm in the seat.
“i’ll take you to the hospital.” he mutters, putting a hand on the shoulder of your seat to look behind him as starts to back out.
“no!” you whine, grabbing his hand and pulling it to your lap. “i don’t want doctors touching me.”
he keeps his eyes on you as you put his palm against your inner thigh, watching how you keen against the seat when his skin touches yours.
“want you to help me, bubba, please.” he pulls his hand from you, face contorted with.. something before he’s rubbing his palms over his face and pulling at his hair. you realize what you just asked and for the umpteenth time tonight, your heart sinks. but this time you're sure that if you stood, it’d be sitting on the seat underneath you.
“i’m—katsuki, i’m sorry.” you start to babble out apology after apology, which soon all runs together and becomes broken as you tear up, voice cracking every other word.
the blond throws his head back, hard. quickly changing gear and moving his car into a private parking spot. you’re still crying when he pulls your wrist, strength easily shifting you over the middle console of his car and into his lap.
“tell me that you need my help.” he blinks up at you, holding your waist just above his lap. 
you nod, hoping it’ll suffice, but it doesn’t.
“i need you to help me, katsu—no one else can.” he drops you onto his lap, fingertips digging into the softness of your sides. “please, make it better.” you breathe, shakily. 
he uses his hold to drag you across his lap, the friction making you drop your head onto his shoulder. pleasure shooting up your spine, small whines of his name getting lost in his neck as he keeps grinding you down onto him until your thighs start to shake, your moans turn into breathless whines and you’re crumbling against him as you make a mess all over his jeans…
the two of you sit in panting silence for a few minutes before he tells you to move, that you need a shower. and like you always do, you listen. following him inside and discarding your clothes from your still buzzing body in silence. but as soon as the showers water hits you, you’re burning again. the ache between your legs coming back stronger than before, the burn in your stomach twice as hot and the need is too much.
you don’t hesitate to make your way right back to his room, body still nude and dripping all over the floors as you do. but you don’t care—your brain and body only knows one thing right now and it’s that you need your brother.
“what are you doing?” he strains, turning his head back towards the drawer he was sorting through as soon as he takes in your naked body standing at his doorway.
“i still hurt, katsu.” you whisper, not caring if he heard you or not. just wanting him to give you more than what he gave earlier.
“i already helped.” you can hear pain in his voice and it makes you want to cry. you wish you didn’t put him in such a position, that you would’ve just been grateful and stayed home—but you need him, it’s all your mind and body can tell you, you need him.
“help again.” you practically demand, craving him too badly to be embarrassed or think much at all about what you were doing. your hands land on his shoulders and pull yourself up to kiss at his neck trying to entice him.
“i can’t.” he groans low, but doesn’t attempt to push you away, letting you drag your lips across all the skin you can reach.
you don’t say anything else, not until you manage to pull him down by his hair to look at you.
“make it better.. like you always do.”
it’s the pebble that cracks the glass, his hands grip your waist and all but throw you onto his mattress. you only have a moment to gasp before he’s hovering over you.
“say it again.” he commands, voice rough as one of his hands makes its way to the apex of your thighs. your eyes flutter at the vibration of his words against your chest, the knot in your stomach already tying itself.
“make me feel better, bubba, please.”
there was a reason behind why he’s left the condo the few times that he does get to sit in the house, a reason why he doesn’t want to be alone with you for too long. it’s not that he doesn’t have any restraint, but he’s known thatif something ever happened, where the little sister that has always been the exception his selfish attitude asked him to do anything like this—even without whatever the fuck it was that denki gave you—he’d do it.
he drags a heavy finger along your slit, up to your still swollen clit making you gasp against his lips as they ghost your own. he teases only for a second, not able to bare you being in pain when he’s there to do something about it, just like he’s always been. he uses your excessive slick to rub harsh circles over your clit, it sends your eyes rolling back, it’s so much more practiced than the pathetic frottage he pulled in the car.
“need more, katsu, please.” you push your hips into his hand with the little bit of strength you have, desperate for as much as he’ll give you.
he drops his forehead to your shoulder this time, looking down as he moves his fingertips to your entrance, pushing two in without warning. he immediately works away with them, curling into your swollen, most sensitive wall and fucking into you with a strength that could only be possessed by such a high ranking pro hero. your wetness sticks to his knuckles with every pull before it squelches obscenely loud when he pushes back in.
“kiss me, katsu.” you whine.
he brings his lips back to yours, red eyes flickering between both of your eyes for a moment, waiting for you to take it back. you don’t, instead, sliding your hands from where they sat on his shoulders up to twist into his hair.
“you can pretend ‘m someone else… just please kiss me.” his fingers pause their movement for a moment, and he pulls away. you start to whine, from the loss and out of fear you’d said something wrong again.
“why would you say that?” you trip over any word that hits your tongue. but you don’t need to speak, he does it for you. “i don’t need to do that,” his fingers pick their pace back up, drawing wonton moans from you that you wouldn’t be able to bite back if you tried. “not when i’ve always pretended everyone else was you.” he admits.
your heart leaps in your chest just as he presses his mouth into yours, the kiss is littered with teeth and spit—but neither of you can find a reason to care.
the familiar feeling starts to coil in your stomach, your hips moving on their own down on his hand to chase the feeling of ecstasy but it never comes, you cry out as the pressure fades.
“more.” you cry softly against his lips, keeping your eyes screwed shut so you don’t have to face any look that he might give you. “‘need you.”
but, he complies, tugging himself out of the sweats he’d thrown on after his shower and kicking them off to be dealt with later. he doesn’t waste any time teasing, rushing to give you what you want—what you need, to make his pretty little sister feel good the way he’s been cursing his brain for imaging for the longest time.
he lines the thick head of him up with your already stretched hole, dropping back down to your lips as he eases in. the pop of the head of him pulls a gasp from the both of you, but he doesn’t give you time to adjust to it, knowing with how you’ve been aching to be filled all night that you can handle the stretch. which is exactly what he gives you, his fingers were nothing in comparison to the girth of his cock.
it stings, making your eyes tear up, and drags whine after whine from your throat. katsuki catches them in his mouth, swallowing them and shushing you while he continues to push in until he’s at the hilt. you babble out senseless ‘thank you’s while he pulls back slightly, never separating your hips and his own by too much. his hips make a circular motion, grinding back into you slowly, pushing the trimmed light colored pubes at the base of him against your ever throbbing clit and making you squeal from the pleasure of it.
he repeats it over and over, curved length of him dragging along your g-spot until youre twitching, your mouth hangs open, sounds falling against his lips as he drinks all of them in. your hips rise every few strokes trying to meet him, to egg him on to go harder, to give you more without having to ask for it, but he just wont. keeping his slow, sensual pace, as if he was fucking you at his own leisure and not because you basically forced yourself onto him
“love you, bubba.” you whisper drunkenly, lips dragging across his soft ones as you speak.
his hips stutter at your words, strong arms move from holding himself over you to grabbing the underside of your knees and pulling them slightly, wrapping your legs around him. “ah- my katsu.”
“keep telling me.” he grunts, sliding his hand down to your waist where your thighs fold over them. “tell me i’m yours, say that you’re mine.”
he finally picks up his antagonizing pace, hips still swirling into yours, pubic hair scratching against your bud with each push. the head of him presses deep against that spongey spot with each sway, heavy balls sticking to your leaked juices as you chant out the i love you’s like a mantra, like it’s the only meaningful thing that you’ve ever said. it’s not long before your legs start to shake, his cock hitting all of the right nerves in your throbbing cunt.
“don’t stop.” he repeats when your mouth drops wide open, orgasm creeping up on you.
“mine! you’re mine!” you cry as your vision turns white and your walls spasm around him. “‘m yours, all yours, bubba.” you whimper as the ache in your cunt becomes the pain of overstimulation.
your words and the steady throb of your clamping cunt ultimately bringing him to his end with you. you feel the heat simmer down as he fills you, warmth spilling out even as his cock still plugs you. and you couldn’t be more thankful for denki being such a scumbag.
you don’t have enough strength to stay awake past that, all of your energy left with the last orgasm. at some point you wake up, you’re clean between your thighs and cuddled up on your brother's warm chest. you shift only an inch and you could feel him jump awake to pull you closer, leaving a kiss on the top of your head before you drift back to sleep with small smiles on both of your faces—happy to be your brother’s girl.
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a / n : obligatory bkgs little sis tag : @vampireloverz <33 thank you stevie for inspiring me to write this in first place!!!! +++ happy birthday to The Guy !!!
reblogs + feedback appreciated !
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wardingshout · 1 year ago
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Zelda goes mushroom girl
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puppppppppy · 5 months ago
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horrible truth bomb dropped on my head 20 min ago
#I DIDNT KNOW I DIDNT KNOWWWWW#when i say damn thats crazy its bc i DO think its crazy i think a lot of things are crazy. like how birds have cloacas#or the way ppl draw a five pointed star in different ways and everyone assumes their way of doing it is how everyone does it#my brother is not letting me live this down btw he literally shouted at me like HOW DID YOU LIVE THIS LONG AND NOT PICK UP ON THAT#IDK!!! IDK I THOUGHT SOMETIMES IT COULD BE USED TO EXPRESS GENUINE SHOCK??????#he says its my delivery that makes it sound insincere bc i say it in a monotonous voice which when i think abt it YEAH....#THAT DOES MAKE IT LOOK KINDA BAD IN HINDSIGHT.....#and then i told him i keep a list of phrases that tickle my brain so i can remember to use them in conversation and apparently#most ppl dont do that bc he was like ???? stop doing that??? just let the conversation flow naturally it sounds fake>????#idk man i feel like if i did that and blurted out 'i forgot people find stuff like underwear arousing for some reason' instead of#smth like 'i wonder what kind of ppl find this kind of stuff the bees knees' like i normally do. it would. not go so well.#ALSO THE FLOW CHARTS ARENT NORMAL? i make flow charts before i call the bank or smth so i know what to say#its not just to blend in its also so i dont waste ppls time going uhhhhh as i think of how i put smth into words#its called stalling for time and i dont care if i have to say smth like thats just how the cookie crumbles if it gives me#5 more seconds to process whatever the fuck someone said without letting them think im not paying attention#doodles#diary#sona#puppysona#comics
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poorly-drawn-mdzs · 8 months ago
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In the shape of you, something new.
[First] Prev <–-> Next
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pianokantzart · 1 month ago
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I don't think we talk quite enough about these two NPCs:
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At the beginning it's clear that they're supposed to be reflections of Mario and Luigi. The younger brother is skinnier, taller, less experienced, and (initially) easily frightened.
The older brother is shorter and chubbier, more experienced and protective of his sibling.
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But when they're reunited, it turns out the two are very much different characters from Mario and Luigi.
The first sign is that the younger brother is pretty blasé while the older brother breaks down into tears of relief. A direct opposite to the way things go when Mario and Luigi are reunited.
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Furthermore, the younger brother now embraces danger and desperately wants to go on another adventure, while the older brother forgoes treasure hunting completely in favor of focusing on keeping his sibling safe.
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These are two behaviors that don't quite fit with Mario and Luigi.
HOWEVER...
Before Mario and Luigi leave, the younger treasure hunter takes Luigi aside and asks if he can sneak off with them. When he's overheard, not only is the older treasure hunter mad at his brother, but Mario is mad at Luigi for considering it.
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This teeny tiny moment lead me to the suspect that the "character arc" these NPCs undergo are fuzzy reflections of Mario and Luigi's desires.
Luigi wishes he could just go though the wringer and come out on the other side with permanent bravado, unable to be shaken and as adventurous as his brother. He more than likely wants the younger brother to embrace this change and pursue his dream.
Mario on the other hand?
I think... while he doesn't dislike being a hero... part of him prefers the idea of just hanging out with his sibling in a world where things aren't consistently on the verge of disaster.
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He understands the way the older brother feels, so much so that he deeply objects to the idea of helping the younger one sneak off (especially so soon after they were reunited), and gets mad when Luigi merely hears the idea out.
And I think a more selfish part of Mario likes the idea of telling Luigi to stay home, safe and sound where nothing can hurt him.
Heck... we've probably already gotten a peek into a world Mario gave in to this impulse and tried that approach...
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methoughtsphantom · 4 days ago
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Jason “my family doesn’t know im alive” Todd and Danny “my family doesn’t know I’m dead” Fenton going alongside each of their plans my beloved. like Danny will absolutely go head-to-head with all of Gotham to support his new best friend on all his crime lord endeavors while he drags Jason to also attend collage with him. They are roommates and there never seems to a mention of family from either side. It’s an unspoken understanding they have. They met because Crime alley as a ghost lair thrummed with so much loneliness, it was at first the perfect place for Danny to hide his ecto signature in. But then he saw the dumbass whose lair it was lean his motorcycle just a tad too much when making a sharp turn to an alley, he sweeped the floor through a lifted chain link that passed his body but not his helmet. Yep that’s right the red thing got stuck. Danny who at the moment happened to be watching through his window snorted. Much to his horror because if not a ghost that dude could’ve gotten his head flung off.
Still, the scene was ridiculous.
On a whim he irrationally sees the police closing in on the guy and panicked at the thought of the guy using intangibility to free himself so Danny phased them both through his apartment wall and left the guy sprawled in his couch. Jason didn’t freak out but that’s normal when one’s got a concussion, one the guy immediately denied having as Danny laid out the medical supplies. The idiot proceeded to almost flatten four steps to the door with his stubbornness. He also said “I’m asexual” in the most deadpan voice as Danny dropped him back in the couch.
Danny sighed. Clearly though, he’d done so too early in the night because the guy kept trying to go, kept trying to knock Danny out, kept trying to slash him with knifes Danny didn’t know he had stashed. He’d only disarmed the guy from his guns. The visible ones apparently, cause at one point the guy did take out a gun and shoot until the ammo ran out and then teetered the thing like it was an art prop and hit his moon lamp.
Danny "yeah you aren’t officially my friend until you’ve tried to kill me" fenton my guys.
Anyways both keep having the same argument over if Danny technically kidnapped Jason or not. Danny holds the fact that the police at least didn’t see the guy make the ridicule. Jason argued that happened cause he was sporting a concussion. Danny argued he got that after.
Jason at first thinks the guy's a meta, but no. Danny introduces himself, sheepily now that he recognizes this is who the lair he invaded is from. He bandages him and tries to cook for him. If Danny didn’t have ice powers he most certainly would’ve burned the apartment. Jason then proceeds to kick him out of his own kitchen and make them both enchiladas. It’s the most normal both had in a while with another person and the air seems oddly settled. From then on, Jason constantly invited himself over, under the pretense that this was his territory and therefore he could drop in unannounced. Danny who has actual powers says he only allows this because Jason cooks very well.
Danny stays away from the crime fighting business unless his buddy is in deep shit he can’t get himself out. Also it’s Danny’s turn to cover for his vigilante friend which Sam and Tucker give him so much shit for. (but also advice)
And they were roommates. (omg) Danny effectively derails Jason’s big comeback plans by casually dropping ghost lore every two days. Like,
Jason, talking about how he doesn’t want Bats snooping on his territory:
Danny: Just don’t let them in
Jason: ??
Danny: yeah!! Hasn’t Batman died and got revived??? You can totally kick out death touched people you don’t want entering on your lair.
Jason: …I can?
Danny: Yep dude, your lair’s supposed to feel safe.
Jason: wait does that mean I can kick you out?
Danny: First this is my apartment. Second, im dead, not dead touched. Third, it’s too late to get rid of me. bitch.
Anyways Jason is super excited. You mean to tell him he can actually deny people over to his territory haunt?? (Yes it’s only to people who have died and came back but still!! The sample size is exactly the type of people he doesn’t want to see—!)
Joker my beloathed can’t step foot in Crime Alley.
(Jason’d feel a lot safer if the clown was dead but the possibility of his murderer turning into a ghost and their little loophole not applying on the clown is too scary to contemplate.)
Anyways, Jason loves experimenting with the power. It can go from simply making people shudder and not want to enter crime Alley to straight up not letting them enter like there’s an invisible wall blocking the way.
Jason because he’s hurt that Bruce never even patrols Crime Alley and also because he’s petty put B under the category of “invisible wall” blacklist. His reasoning is that the man doesn’t even attempt to enter Crime Alley. To him it’s surely just a place shadowed in tragedy. (anyways that’s it’s the place he met Jason)
Ironically, Jason totally forgets that Batman does venture into Crime Alley one day in the whole year. The day he met Jason.
Okay. He didn’t forget at first. The first year Jason remembers cause it was only a few months till then but then the next— Jason forgets that today’s the anniversary of the day’s Bruce’s parents died. He forgets to allow B in when he feels a slight tug and dismiss the feeling that prompts Bruce to investigate because he literally can’t enter Crime Alley. He starts the trialsTM, he scouts on the very edge and sees people the whole day enter and get out and cross with no problem but Bruce can’t.
It’s literally just Bruce.
Time to call Constantine, i guess.
#bat shenanigans ensue#JSJSJS okay so i dont have a well versed timeline of events but two years after utrh who HASNT died of the batfam#cause those are the ones who are gonna go undercover to find what shady shit is this: )#im going with timmy cass and duke#sorry steph i KNOW you have died#the others have plausible deniability from my part#the trio is gonna come down hard on this unsuspecting pair#let's just say constantine just had one spare magical rune for each of them so they'll be able to identify who was powerful enough to do it#and duke found civvie jason. cass found civvie danny and tim also found jason a la squared. in his red hood get up later that night#the only useful photos are from tim's side but anyways since they got three suspects (one suspected to be the other. so really-- two)#they decide to split each other up and tag one each (whoever doesn't get the correct guy loses)#tim calls dibs on the twink. cass rolls her eyes and narrows her eyes at the red hood and duke smirks when he gets to keep his guy#he's not cheating if he didn't protest to getting to have the guy he already saw the aura of. he's sure he is IT#coincidentally duke happens to be the only bat jason doesn't recognize (and vice versa)#meanwhile cass is gonna be the one shadowing red hood which at this point he doesn't kill that much since he has his rules verymuch enforce#he does kill tho#so at some point they're gonna clash but at the start of the investigation no#let them be siblings your honor#big sis cass and her little brother 6'4 jay#and tim finally is gonna be the one to smoothly get himself in the conversation with cryptid roommate civilian danny fenton#genius dumbasses protection club#their first meeting is of course arranged but no less meet cute coffee shop au#anyways jason wants to know why the fuck hes got a bat tagging along with him so out of the blue and also why can't he fucking chase her of#cass is curious about how the red hood's mood constantly changes within her range yet he never attacks her despite his hurt-longing-anger#the boy who doesn't make noise fucking screeches when she sneaks up to him#and duke fucking brings his hands to block the chernobyl reject glow stick sun that's stands next to tim#while tim looks like his whole system is rebooting cause that's jason todd#dp x dc#danny phantom#jason todd
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bacchuschucklefuck · 2 months ago
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we let the ocean drown out our voices/enjoying the bitterness/in the chaotic light, I close my eyes and see
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royaltea000 · 4 months ago
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Me when I’m in a being coerced into parenthood competition and my opponent is sun wukong
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pixlatedvampire · 3 months ago
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hi the literal whole entire reason i made these was bc i watched this 10 sec clip on youtube pls watch
youtube
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birdybomb · 2 years ago
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Spiderverse sketch cards #1-6
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lazylittledragon · 6 months ago
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ok i swear i'm not going to talk about my breakup forever but the thing that just keeps bothering me:
i know that not getting what you need in a relationship is a COMPLETELY valid reason to end it but also. i feel like having a very vulnerable moment where i opened up about my struggles with intimacy and being relieved that i didn't have to keep doing things i wasn't comfortable with, then being dumped a YEAR later because of my lack of intimacy. is something i should be allowed to be very hurt by???
#ramble#sorry i'm currently in a phase of 'of course this happened' and 'oh i deserve this because i didn't give him what he wanted'#like he knew i was grey ace since the start. and he let it go on for SO long after i said i might be vaguely aro as well#if that's a dealbreaker for you bc of your love language then FINE but NIP IT IN THE BUD#he said he put it off because he didn't want to hurt my feelings but it only hurt me MORE#like you're an adult. grow the fuck up and communicate like one#holding your negative feelings in hoping somebody notices you're hiding them is what TEENAGERS do#and also i told him VERBATIM: i didn't think anyone would ever love me because i'm not comfortable with xyz. and he just confirmed that#idk i still feel like i'm being selfish because how could i expect someone to be in a relationship with me when i can't give them anything#also tmi but it's not like we did NOTHING. we still held hands/cuddled/were close. he just didn't have his tongue down my throat anymore#so obviously i'm assuming by 'missing affection' he just meant sex and as an ace person that just fucking sucks#also oh my god i HATED how much he would imply we were going to have sex. i would have to keep SAYING 'i don't like doing this'#he always spoke like it was inevitably going to happen and it didn't click how GROSS i felt about it until recently#also ALSO not to go there but i never told him WHY i struggle with it (it's sensory issues)#and like. what if something had happened to me that made it hard for me and i just wasn't ready to tell him. and then he did this#again sorry to overshare this is still just a lot for me and i have no idea if i'm being unreasonable#if you're ace and in a relationship please let me know bc i'm starting to think it'll end this way every single time
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blood-starved-beast · 8 months ago
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shout out to the Japanese translation of the game confirming the order of Nyx's children as
the Fates
Charon
Moros
Nemesis
the Twins (Than and Hypnos)
Eris
Honestly doing the heavy lifting the other versions of the games can't really explain without it being out of place
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chaehyungwon · 2 months ago
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Monsta X 2025 Season's Greetings Teaser
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caligvlasaqvarivm · 12 days ago
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
Finally, something interesting to note is that nearly every Aspect follows its own Hero's Journey cycle - full actualization for each one usually means reaching around to its opposite Aspect, and taking lessons from them - for example, Breath players need to learn maturity and responsibility, while Blood players need to learn relaxation and whimsy. Thus, an Aspect at its worst manifests in two ways - either a toxic overabundance of the Aspect's worst traits, or such a dearth of the aspect that it begins to resemble its opposite. Only by reaching into the opposite, however, can the player be tempered and reach full maturity - can they become more of who they are.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
"Passive" is a good word to use; at a toxic overabundance of their Aspect, Space players are trampled underfoot. They become enablers, servants to dark forces, or so lost in their own worlds that they neglect the one they live in. With their Aspect "inverted," a Space player becomes a demon of poor prioritization. Distracting not just themselves from their true purpose, but others, too, the Space player will wreak havoc by overemphasizing unimportant topics and ignoring important tasks. This superficially resembles Time, in that the Space player will become fanatically dedicated to their task, but note that the poor prioritization is still Space-esque at its core.
Still, within this nadir is a valuable lesson: the strength of self-assertion, and the determination to see a goal through. These will allow the Space player to weed their garden, separating good from bad, allowing it to flourish like never before.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so.
At a toxic overabundance of their Aspect, Time players become explosively destructive. The ultimate "goal" of all things is death, with which Time is associated, and accordingly, Time players have a penchant for aligning themselves with futility and entropy, struggling so hard that their thrashing leaves a trail of annihilation in their wake. With their Aspect "inverted," Time players detach entirely - they can become so fed up with struggle that they simply opt to lay their weapons down and let the end take them. It's very easy for them to come to the conclusions that either everything matters, or nothing matters. This superficially resembles Space and its big picture thinking, but note that its framework of struggle, and whether or not a goal needs to be pursued, makes it a Time concern.
But the inherent meaninglessness of existence is, in itself, an important realization to make - that whether or not anything "matters" in the grand scheme, things can still be worth doing, worth caring about, and worth investing in. This realization allows the Time player to attack their goals with renewed vigor and greater clarity, which in turn means that the party becomes an efficient, well-oiled machine.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere and innocent good-naturedness, like a baby animal before it learns to be fearful of danger. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others.
At their worst, Breath players are irresponsible and callous. They'll shirk the consequences of their actions, blaming anybody but themselves, or simply choose not to care who they hurt in order to get what they want. They may even choose to stop making choices for themselves, leading to the "inversion" of their Aspect - a voluntary loss of freedom and independence, derived from an Breath-like aversion to responsibility, which superficially resembles the bondage of Blood.
But if they are able to overcome these tendencies, a Breath player will learn what true responsibility looks like - responsibility for themselves, their choices, and the effect they have on others. Armed with this, a Breath player's ability to break bonds can be focused into a clear force for good, clearing away all obstacles and harmful societal standards, leading the charge into something new and beautiful.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, being concerned with its overall well-being. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone.
Thus, it's easy for the Blood player to wind up controlling - desperate to make sure everyone is moving according to their vision, they'll become iron-fisted dictators, with a "my way or the highway" approach to social interactions. It's easy for them to wind up pariahs of their own making, becoming so critical of others, or so adamant about enforcing their own will, that they inadvertantly sever their ties - something that superficially resembles Breath's independence, but is truly a result of Blood's neuroticism.
But with that space and separation can come great clarity. Blood players must learn to relax their grip, and allow people room to breathe - including themselves. Once able to grasp that sometimes bonds must be forged with a soft touch, Blood players' natural empathy shines through, allowing them to build something so much kinder and greater than the sum of its parts.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire.
Their desire for the limelight can quickly spell disaster - they can become incredibly cruel, harsh, and egotistical in their pursuit of narrative significance. They forget, in their obsession, that they, too, are fallible and flawed, and the inevitable reminder can come very harshly. Light players struggle with moderation, and as such, when they feel shame, they'll often take drastic measures to cope with it - deliberately darkening their own influence or intellects, removing themselves from the "story" entirely - something which superficially resembles Void's penchant for the background, but which is firmly rooted in Light's obsessive need for drama.
But in experimenting with narrative insignificance, Light players can reach an epiphany - in their absence, others may shine, and that can be a wonderful thing. Light players, then, can learn to shine not just for their own sakes, but for the sake of others, allowing them to weave a story even more brilliant than any that can be weaved alone.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable personalities on a team. However, this simplistic, feelings-driven approach often leads to pleasure-seeking behavior, poor impulse control, and overindulgence in vice, and from there, to irrelevance, with which Void is so closely interlinked.
Void players are especially prone to vice, and at their worst, will become so drunk on pleasurable activities that they pursue them to the active detriment of the party's goals or the Void player's self-improvement - making them the ultimate irrelevant character. They can also very easily drag others into their mélange, with a forcefulness that resembles Light's illuminating guidance, but which is ultimately rooted in Void's pursuit of personal pleasure.
But there's a lesson to be learned in Light's domain: how to bring themselves into relevance and greatness. A Void player, once they learn to pursue not just personal pleasure, but a greater satisfaction for the collective whole, can drag the Void behind them, kicking and screaming, to where it'll be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand and explosive finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty.
Thus, a Mind player at the worst zenith of their Aspect is heartless and cruel. Leaving no space for empathy or even personal feelings in their plans, the Mind player will plot for an ending as heartless as they are. But a Mind player is never truly without emotion, and ignoring their own feelings causes them to manifest in terrible ways - Mind players have a tendency to seek toxic, codependent relationships, hoping to find external validation, subjecting themselves to the wishes of others, which can appear like Heart's fixation on feelings and desire.
But in recognizing their own need for emotional validation, and the importance of their own feelings, a Mind player can realize that there's an entire dimension to the game they've been playing that they've been ignorant of. When a Mind player learns to temper their schemes with empathy, compassion, and kindness, how much more success they'll see - and how much happier that grand finale will be!
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves.
With this sincerity comes vulnerability. Heart players wear theirs on their sleeves, and at their worst, this can make them demanding, needy, and sensitive - so eager to connect with others emotionally that they'll cramp themselves to fit others' desires. But they can't ever keep this up for long; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection. They may even work to manipulate others, preying on their emotions and desires to force them to act in their worst interests. This superficially resembles Mind's cold logic, but unlike Mind's cool rationality, Heart's aloofness is a mask, an attempt to avoid pain by pulling away.
But this isn't purely a negative, because a Heart player can learn a healthier form of detachment, and separate out healthy and helpful desires from harmful and detrimental ones. Given this clarity, the Heart player becomes the team's emotional core, able to raise up each teammate's best qualities, while helping them deal with their worst, enabling everyone to be the best possible version of themselves - which the Heart player knew them to be all along.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed.
It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process. At their worst, they're stubborn to the point of not listening to anyone but themselves, confidence becoming blockheadedness. This focus on forward progress without looking back can even cause Life players to become harmful to others, so focused they are on their own growth that they don't notice that they're choking everyone else out. This may resemble Doom's death in its worst case - arresting everything else, eventually blocking even their own path with unruly, out-of-control fecundity.
Thus, a Life player needs to learn to more gracefully accept Doom's influence - to pause, slow down, and consider viewpoints that are negative, unpleasant, or difficult. A Life player, endowed with moderation, will be able to cultivate a bountiful garden, rather than an unruly jungle - a place for all to flourish and live in plenty, never wanting for anything.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate.
Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending. As if energized by their own sense of futility, a Doom player at the "inverse" of their aspect may seem to echo a Life player's focus on forward progress and motion, actively spurring their team on towards an untimely demise.
A Doom player must learn to harness this sense of progress for good, rather than harm. A Doom player, once able to grasp the joy of life even in the greatest depths of despair, will be able to fill even the darkest hours with peace, meaning, and hope.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots, with no self-awareness whatsoever. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - often great sources of embarrassment to their teams, as their naked sincerity is painful to witness. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous.
A Hope player can easily be set on the wrong path - as convicted as they are, and as difficult to shake from that conviction as they can be, Hope players can easily march down a path of destruction, if not persuaded with a deft touch and gentle guidance. In the event that their faith is broken, Hope players easily become despondent and lost, floundering and wishy-washy, which superficially resembles Rage's self-consciousness, but is truly just a lack of direction.
But Rage has a powerful lesson to teach Hope players - that of questioning themselves, interrogating their own beliefs. Once their convictions have gone through rigorous scrutiny, revised into the best, brightest versions of themselves they can be, a Hope player is a worker of miracles - speaking into existence a beautiful future on faith alone, proclaiming that how they see the world is how the world shall be.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players are incredibly self-conscious, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
In the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This is Rage at its toxic overabundance. Conversely, a Rage player can retreat so harshly into their mask that they allow others to dictate their beliefs, taking them to heart - an action motivated by Rage's destruction (this time, turned inwards) that superficially resembles Hope's convictions and faith.
The true path for a Rage player is a healthy balance - to allow themselves some of Hope's sincerity, and by doing so, to become more sincere and true. This will let them release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy - the heralds of a revolution, razing away the faulty, corrupt old systems such that something better and new can take their place.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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slavhew · 16 days ago
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jayce caught a cold
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wickedcriminal · 21 days ago
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Last Unicorn quote stuck out to me so I gave it to Spider-Fox
(the only person willing to be your friend and he didn't show up until long after you already lost all trust in other people)
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