#literally dont know why shes that big
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dr-gaytorius · 2 years ago
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Can't wait to have my new bed set up so my cat can get in bed with me easily (she is fat and clumsy and scared) ((I have a loft bed with a ladder up but my next one has stairs)) (((I live in a v v v small space))) I miss cuddling with her n I'm so so I rn I need her to lay on my chest with her full 14lbs (large)
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caligvlasaqvarivm · 13 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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grzybjek · 3 months ago
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think. artists resemble their work the same way dogs resemble their owners
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chirpsythismorning · 11 months ago
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Can we talk about how Jonathan might've been able to clock Mike simply because of what happened with him and Nancy in season two?
This will be a long post, so you might want to strap in or save it for later.
In Will and Mike's case, it would obviously be much different from Jonathan and Nancy's situation, given that you know, they're gay. But we still have Jonathan arguably going through a similar experience as Will, while Mike is going through a similar experience as Nancy.
In s2, we see Nancy confront Jonathan about how she waited for him before getting back with Steve, which is a revelation to him. Then they're at Murray's and she's struggling to say she loves Steve, after a handful of moments between them that felt like she might return Jonathan’s feelings. And you can clearly see it in his eyes, listening to Murray imply that they have feelings for each other, with him looking back and forth sort of in awe of what's happening, like he's starting to question if she might actually like him back.
Will doesn't have that same affordance as Jonathan to really hope, at least not anymore. Which is why these relationships in s2 and s4 end differently for these two brothers.
Based on all the signs he was seeing that Nancy felt the same, Jonathan decided to take the plunge to admit to Nancy how he felt, and at that same moment Nancy had the courage to show how she felt. In Will and Mike's case, Will wasn't ready to take the plunge to admit to Mike how he felt, at the same moment Mike didn't have the courage to show how he felt.
What's so painfully hilarious to me about all of this though, is that Jonathan arguably starts the season in the same shoes as most of the audience, where from his perspective, it's becoming obvious to him now that Will like's Mike, but that Mike does not feel the same way.
First at Rink-O-Mania, Mike appears a little uncomfortable upon hugging Will. Then as the happy couple continues on their adventure into Rink-O-Mania, he watches Will lagging behind moping. And then unfortunately he's out of commission for the rest of the evening...
But once he's sober and back to being an attentive brother the following morning, we see him watching them at breakfast, with Mike barely sparing Will a glance, all while Will is blatantly staring, almost like he's waiting for Mike to look back, only for Mike to get up and walk away.
All of these instances gotta be SCREAMING unrequited gay love to Jonathan. He's already gotten signs for years that Will is gay, these are now just the signs that are instilling his suspicions that Will has feelings for Mike. He could have easily interpreted their relationship in the early seasons as young best friends, with Will seeming to have a crush on Mike, and with them growing up and that potentially including Will's straight friend distancing himself from him because he doesn't feel the same. It's not the most unexpected thing in the world considering.
But then there's a shift.
Suddenly he's creeping up on them talking in his room. And we know he was listening in on the conversation because he brings up Owens when he sits down. As he's eavesdropping, he's probably thinking something innocent like Aww they're making up! And like, hey! Even if Mike doesn't feel the same, which is okay and entirely expected honestly, at least he still cares about Will enough to make things right after acting so out of character. Still, I'm not gonna lie, that sounded a lot like flirting to me--
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Then he's knocking on Will's door like 30 minutes or less later only to find Mike and Will back on their bullshit. Mike suddenly isn't going out of his way to ignore or put Will on the back burner. In fact, he's on his bed and they're talking, again! The door is even closed this time, which is interesting. This has gotta be a good sign in Jon's eyes. Nothing to worry about! Right? Right...?
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But then suddenly this shift continues, going in a direction he probably didn't expect.
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I mean, this is literally an identical jancy parallel we have here with byler on the hood of the car, with Jonathan right there to witness it. Despite him maybe only now subconsciously picking up on the similarities between Will and Mike to him and Nancy here, he's at least taking note (I mean he's even got his gay map out and everything).
It isn't until the van scene happens, that I think Jonathan starts to genuinely consider his suspicions, which is that Mike might actually like Will back.
EVERY time we get a shot of Jonathan looking back at Will and Mike in the van, followed by a shot of his POV from the rearview mirror, we're faced with Mike looking at Will while Will is looking away.
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As Jonathan is hearing Will confirm his suspicions about his feelings for Mike, he's simultaneously witnessing Mike not looking at Will with disgust, but something more akin to reverence. All of those moments in the van that we witnessed, including all the ways Mike looked at Will and everything that was said, Jonathan was right there.
And what's even more insane about this scene, is that it circles back to Jonathan as a character himself.
I remember when people were talking about how odd it was that we never saw Jonathan with a camera in s4. After 3 seasons in a row of making his passion for photography a big part of his identity, that part of him was apparently absent entirely this time around... But was it really?
This is the same guy that said, "Sometimes, people don't really say what they're really thinking. But you capture the right moment, it says more."
Jonathan might not have had his camera in s4, but this was without a doubt one of those moments where he captured something more.
Something that I also think get's highly overlooked about this scene, especially when it comes to Jonathan looking back at them, being followed by a shot of Mike staring at Will, is that he could see both of their reactions the whole time, from beginning to end. Will nor the audience had the affordance of knowing because Will was facing the other way at the end, while we on the other-hand were blurred from even having the chance, despite Mike literally being in the frame. But not Jonathan. He even lets us see what he sees, a few times, but not at the very end, which would have been nice after they didn't let us see Mike's reaction seconds before this.
Let's just stop right there for a second though and circle back to what I consider to be the first time Jonathan really picked up on Will's feelings for Mike, which was at the end of s3, in a sequence that is a little too relevant to the van scene if you ask me, given that they are almost direct parallels.
While these parallels are pretty spot on visually, they are also near spot on narratively when it comes to the evolution each of these characters are experiencing.
For Will in the first scene, it's sadness that he's moving away from his friends in Hawkins and also feeling like he's losing Mike, after what looks like him and El making up, which makes him scared he'll distance himself again. For Jonathan, it's sympathy for his brother who appears to have some very deep feelings for his friend, feelings he can't quite grasp yet but soon enough will.
For Will in the second scene, it's heartbreak that he has to accept that Mike will never feel the same, knowing that supporting his relationship with El (encouraging it honestly) will likely turn out just as it did last time, with him losing Mike all over again, for the last time. For Jonathan it's sympathy for his brother who has now confirmed his suspicions that the feelings he has for Mike are more than just that of a friend.
Given that this parallel reinforces the same feelings Will and Jonathan had in s3 to now, why would this not also reinforce those same feelings that Mike had in s3 to now?
In the first scene, Mike was visibly distraught, with dialogue from Hopper in the background applying a little too perfectly with what he was feeling in that moment, which was scared. He’s apparently back together with El now, despite them doing just fine as friends for the last 3 months, as well as him and Will just having finally gone back to them being on good terms again. But now, it’s like he’s right back where he started at the beginning of s3, feeling obligated to be the perfect boyfriend to El, and as a result, having no choice in his eyes but to distance himself from Will. Mike then walks into his house looking like a zombie, almost emotionless stepping into his mother's embrace.
Now, I say almost emotionless because it looks like Mike was trying to hold back showing how he truly felt in this moment. He's not crying like he did in s1 when he lost Will that first time. Time has passed and things have changed (he doesn't want things to change). And he's trying his best to keep it together. But the in-focus close-ups make it clear that he is definitely not okay.
What's so impactful about these parallels is that it presents the inner struggle both of these characters are having, both queer and experiencing doubts, but in different ways and for different reasons.
Will is the one who covers it all up with lies, hiding the tears in his eyes, because boys don't cry.
Mike is the one who has never cried to them, just to his soul (RUN AWAY! TURN AWAY! RUN AWAY! TURN AWAY! RUN AWAY!!!).
If you actually try to get a gage on Mike's in-focus emotions in that first scene vs. his out-of-focus emotions in that second scene, well they're not that far off from each other.
We go from Mike smiling vibrantly at Will, to him now slowly turning away to look back down at the painting, with whatever the hell emotion this is...
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It's near impossible to catch because of how out-of-focus it is, but looking a lot closer, it honestly appears like Mike is feeling something akin to sadness that he's trying to mask. For a moment it even looks like he turns his head to wince emotionally, only to correct himself.
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And call me crazy, but these shots also low-key parallel each other. Mike looking down trying to keep his emotions in check and failing miserably, only to look up and meet eyes with someone whose witnessing it.
With each shot before this of Jonathan observing Mike looking at Will, with him showing all the emotions Will never got to see and everything else in between, I wonder what Jon saw this time? Probably another thing he didn't expect.
Can you just try to imagine the silence in this van, accompanied by Will's muffled sobs, and then try to imagine Mike turning to look down at the painting, only to sneak a glance, and then go right back to looking at the painting, IN SILENCE, and then try to tell me how the assumption that Mike didn’t notice Will crying makes any sense, like realistically?
Yeah me and Jonathan are confused too.
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Right now, Jonathan's probably wondering why Mike was acting a little fruity and repressed during the painting reveal. And that although he may have a penchant for being able to 'capture the right moment', Mike is sticking with his story (despite all the stalling and doubt). He is 100% straight!
And so maybe this is where Jonathan tries to accept what is being presented to him as the truth, despite the contradictions in front of him. It's likely that despite the way Mike looks at Will and acts around him, in ways he would have assumed coming from Nancy in s2 would've been evidence that she felt the same, it probably doesn't apply to Mike.
Maybe Jonathan's ready to accept that it's a lot more likely Will is experiencing unrequited love as a gay kid growing up in a small town, the most predictable experience a gay kid could go through, and in contrast Mike just feels too bad to let Will down easy.
Or who knows, maybe Mike could still be a little bit gay too...
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But it doesn't matter anyways. Mike seems to be adamant about this and so there's really nothing else Jonathan can he do besides tell his brother he'll be there for him no matter what. And so he does just that.
But then Mike just has to surprise him one last time.
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For those that don't know, the line Mike gives here in his monologue was in part pulled from Will's monologue in the van. Most don't know this because this line didn't make the final cut for the van scene, but in the official script the writers posted, what we find is an almost a direct parallel.
Which makes the reaction shots of Will and Jonathan directly after Mike says this all the more epic.
From Will's end he was probably hearing Mike say this and just thinking 'Damn. Well, that's what you get for using your feelings to inspire Mike to profess his love to El.'
But from Jonathan's end, I don't think his outside POV of these events overlapping was nearly as naive as his brothers understanding of the events. Because why the fuck would Mike need to use Will's feelings to inspire him to profess his love to El in the first place? Is this what Mike has been struggling with? Really? Why before every moment Mike takes action in this scene, is Will's hand literally pushing him into it? Why is Mike being so dramatic about saying I love you, stuttering and rambling about her being a superhero, not saying nearly as meaningful of things as what Will said in the van?
And then it hits him.
Mike is reminding him a little too much of another Wheeler right now...
Nancy Wheeler, who was afraid of what would happen if she accepted herself for who she really was, leading her to retreat back to the safety of Steve. Because Nancy liked Steve, but she didn't love Steve.
And now here is Mike Wheeler, who has went from being incredibly distant with Will after reuniting with El, something that is very unlike the Mike he knew in previous seasons, to something more himself again after they make up, with him looking at Will with adoration after hearing his words in the van, only to turn away and look heartbroken. Mike who is now struggling to simply tell El he loves her with Will right behind him literally yelling at him to do it.
And now it's like all those little moments are starting to add up to Jonathan.
Suddenly all those signs he picked up on from Will when he was younger are now blending in with moments Will shared with Mike. It was Mike who jumped in after him and his mom's speech to Will in the shed in s2, with tears in his eyes recalling the day that they met (without being asked, let alone pushed to). And it's Mike who is now looking like he's at war with himself as he attempts to give encouragement to El, just like he did with Will in s2, but this time he needs someone to push him to do it, and that person just so happens to be Will. After just finding out about Will's feelings and also while assuming El wants him to love her that way still, Mike is stuck.
I don't think it's takes a genius to consider Jonathan is capable of realizing how fucked they all are in this situation.
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As much as Mike isn't ready for a sleuth of reasons, Will isn't ready either.
This provides a huge contrast between the bylers ², because while Jonathan and Nancy went through a similar experience to Will and Mike, them being ready to accept it and act on it didn't involve nearly as many factors and risks. Will and Mike also have the added barrier that is homophobia.
Will's internalized homophobia lies in part with assuming Mike could never feel the same based on some of the words he said in their last two fights, with parts being painfully reminiscent of the things his dad and bullies used to say about him. These are also words that contradict Mike's own words and actions from the previous seasons, things that did once give Will hope. The shame and guilt that comes with falling for your best friend, who you now know will never feel the same after being foolish enough to believe it not too long ago, and who might not even want to be your friend anymore upon finding out the truth, is understandable. He can't have hope like Jonathan can. It's just not the same.
Mike's internalized homophobia lies with assuming El wants him to love her, along with their relationship being expected and socially acceptable from everyone around him. Though unfortunately for her he feels abundantly more in love in the moments he shares with Will. Despite trying to make it work with El as hard as he could, because she's amazing and all any guy could hope for in a girlfriend, he can't ignore the fact that the feelings he has for these two people are different. The shame and guilt that comes with you, a boy, falling for your best friend, who is also a boy, and who is starting to show that he feels the same, all while you can't muster up the courage to break up with your girlfriend, nor can you muster up the courage to tell her that you love her, not when she's begging you, dying or even just simply at the end of a letter, is pretty understandable too. He can't have hope like Nancy can. It's just not the same.
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Spoiler: They were not ready.
PS: I'm still not over the fact that they low-key confirmed these events elsewhere in the story...
#byler#st analysis#pocketgate#lettergate#i'm aware this is a hot (big brain) take#but i'm like 76% sure mike understood will in the van scene#also why mike is gonna finally be dealing with some personal business in s5...#just want to add that this makes the scene at Nina hit harder#also#mike trying and failing to tell el he loves her or break up with her at surfer boy and stalling because he just can't fucking do either?#mike's face when will pushes him to profess his love to el right in front of him???#honestly i dont think mike would've gone through with his monologue if he didn't think this is what el wanted in large part#i think he thought that if he did break up with her she wouldn't need him at all anymore#or more specifically if told her the truth she might hate him for it and just not want to be in his life in the aftermath of that#this is why he struggled so much with being honest#it was either lie and suffer but get to keep her in his life most likely or tell her the truth and potentially lose her and still suffer#it's just that now he has literally no choice but to conform and be with her all while knowing it's not what his heart truly wants#the heart not being true to himself jumpstarted the apocalypse#everyone act surprised#byler getting jonathan’d in s5 can be something so personal#no but imagine jon getting even more signals mike feels the same 😭#and he tries to talk to will about it but will just gets upset like pls stop why are you saying this?#or imagine him talking about it subtly with Nancy and her being like no way#only to see it for herself#maybe then Nancy would try to talk to Mike about how he’s feeling#idk I could genuinely see byler just getting byler’d individually#but it’s clear at this point Jonathan is extremely suspicious#honestly all I think it would take is him having intel about their previous fights#if he found out mike defended his behavior by insisting that they’re friends…#jonathan would just be like… oh shit.. the first lie…
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ghostpebble · 9 months ago
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hey bh6 tumblr are you ready to be sad?? no? great!
cass hamada was probably the sister of mr hamada, looking at this family photo (considering that mrs. hamada looks too much of asian descent compared to cass?? just hear me out because they don't look enough alike and enough NOT alike for me to be decisive about it, especially w/ the picture quality in the scene)
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now, for hiro and tadashi to still be hamada's in this case, that means that their father most likely took up their mother's family name instead, as long as we're sticking by the fact that hiro and tadashi are half-white-half-japanese.
the sad part?
once hiro and tadashi's parents passed away, cass lost her brother and her new sister-in-law and took in the children that, frankly, look VERY much like her brother. and it doesn't stop there.
either of these two happened:
1. cass took the hamada name so that hiro and tadashi, once adopted, wouldn't have to part with their family name and could still identify with their parents and culture.
or
2. cass took the hamada name because it was what her brother did. she took any chance to be closer to him and to preserve what he would have wanted after his death, and gave up her own name to take on the hamada legacy, not just so that hiro and tadashi could keep it, but because it was what her brother wanted. and she misses him.
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oceanwithouthermoon · 1 year ago
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ehh um ummm.. hairo+kuboyasu+saiki polycule..
saiki being really into muscular guys is just so silly to me.. i think he would just enjoy knowing that even though he's technically the stronger one, his partner is very much capable of taking care of him even if he doesnt need it
all three of them have very low self preservation skills and a very high need to protect others before themselves(yea yea saiki too, he refuses to admit it but literally reread it if you dont think its true), so their dynamic would be really fun and silly and theyd be really protective of each other..
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satsuha · 2 years ago
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u know im back on my bullshit
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icewindandboringhorror · 9 months ago
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examining a seemingly normal image only to slowly realize the clear signs of AI generated art.... i know what you are... you cannot hide your true nature from me... go back where you came from... out of my sight with haste, wretched and vile husk
#BEGONE!!! *wizard beam blast leaving a black smoking crater in the middle of the tumblr dashboard*#I think another downside to everyone doing everything on phone apps on shitty tiny screens nowadays is the inability to really see details#of an image and thus its easier to share BLATANTLY fake things like.. even 'good' ai art has pretty obvious tells at this point#but especially MOST of it is not even 'good' and will have details that are clearly off or lines that dont make sense/uneven (like the imag#of a house interior and in the corner there's a cabinet and it has handles as if it has doors that open but there#are no actual doors visible. or both handles are slightly different shapes. So much stuff that looks 'normal' at first glance#but then you can clearly tell it's just added details with no intention or thought behind it. a pattern that starts and then just abruptly#doesn't go anywhere. etc. etc. )#the same thing with how YEARS ago when I followed more fashion type blogs on tumblr and 'colored hair' was a cool ''''New Thing''' instead#of being the norm now basically. and people would share photos of like ombre hair designs and stuff that were CLEARLY photoshop like#you could LITERally see the coloring outside of the lines. blurs of color that extend past the hair line to the rest of the image#or etc. But people would just share them regardless and comment like 'omg i wish I could do this to my hair!' or 'hair goallzzzz!! i#wonder what salon they went to !!' which would make me want to scream and correct them everytime ( i did not lol)#hhhhhhggh... literally view the image on anything close to a full sized screen and You Will SEe#I don't know why it's such a pet peeve of mine. I think just as always I'm obsessed with the reality and truth of things. most of the thing#that annoy me most about people are situations in which people are misinterpreting/misunderstanding how something works or having a misconc#eption about somehting thats easily provable as false or etc. etc. Even if it's harmless for some random woman on facebook to believe that#this AI generated image of a cat shaped coffee machine is actually a real product she could buy somewhere ... I still urgently#wish I could be like 'IT IS ALL AN ILLUSION. YOU SEE???? ITS NOT REALL!!!!! AAAAA' hjhjnj#Like those AI shoes that went around for a while with 1000000s of comments like 'omg LOVE these where can i get them!?' and it's like YOU#CANT!!! YOU CANT GET THEM!!! THEY DONT EXIST!!! THE EYELETS DONT EVEN LINE UP THE SHOES DONT EVEN#MATCH THE PATTERNS ARE GIBBERISH!! HOW CAN YOU NOT SEE THEY ARE NOT REAL!??!!' *sobbing in the rain like in some drama movie*#Sorry I'm a pedantic hater who loves truth and accuracy of interpretation and collecting information lol#I think moreso the lacking of context? Like for example I find the enneagram interesting but I nearly ALWAYS preface any talking about it#with ''and I know this is not scientifically accurate it's just an interesting system humans invented to classify ourselve and our traits#and I find it sociologically fascinating the same way I find religion fascinating'. If someone presented personality typing information wit#out that sort of context or was purporting that enneagram types are like 100% solid scientific truth and people should be classified by the#unquestionaingly in daily life or something then.. yeah fuck that. If these images had like disclaimers BIG in the image description somewh#re like 'this is not a real thing it's just an AI generated image I made up' then fine. I still largely disagree with the ethics behind AI#art but at least it's informed. It's the fact that people just post images w/o context or beleive a falsehood about it.. then its aAAAAAA
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imaginable-horror · 1 month ago
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Looked at too much fanart of Carpenter and now I'm braiding my hair for like the first time literally ever.
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secondchoice-ragdoll · 8 months ago
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#T's “what did u call me? do u think whatever that is is hot? okay then good”#i love the tour pic above K!#and i love how they r still plucked abt not being in Dune2#K the avid winker...#its so cute how T is featured on this album of K's too😭😭😭#T wants to be left alone (on the phone) on her bday and K wants attention... well... ((once again relating to K))#T looked at Ks belly in a suprisingly like? soft way? idk i might have hallucinated that but who knows.#fuck whoever didnt visit K when she would have wanted them to.#its sweet how T visited her! (srsly cant u just communicate who wants what in this situation so its no suprise? ik its hard for them but😭)#T describing Ks party attending habits!!! they know each other soooo well🤭#aaagh how they have to act like they cant easily spend 2 hrs together having fun when they literally cant wipe the smiles off of their faces#(lesbians..... lovesick idiots.......)#oh they r always facetiming! so adorable :(#T was so excited that they r linked! like girl u do not need more confirmation for that research do u?😭#K watching the pod...... my heart......#why dont they just sit closer if they will reach across a whole fucking room to touch eachother?? like it sounds easier for me but u do u!#i really get a kick out of K mentioning TRHPS anytime she does it bc ik it was such a big thing in Ts life and ugh😭#constantly praising each other😭😭😭😭😭 what if i start sobbing huh#well maybe T is trying to get K to learn how to flirt so that she can practice on her? just an idea?😁#K putting her leg up on T?????? hi what? jist sit in the other's lap u creatures... its okay we can all look away for a sec if u need it...#their art! i fucking love it! both of it! its art at its finest🛐 and id kill to see a collection of their drawings bc cmon they r amazing!#its cute how they r talking abt smth and then they go “oh wait we were there together!”#its almost as if they actually spend time hanging out😱 (dont let the police know!!4!4)#“if we were on DR now-” okay but why r u still dreaming of that miss T?🤭🤭🤭 (who could blame her)#them watching the movies the other one recommends is the closest we can get to them watching an actual thing together (outside of NF)#also im so happy T spent time w K on her bday :(((#trixie mattel#katya zamo#tbatb#the brians
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piningpercussionist · 7 months ago
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ALL YOUR CHILDREN ARE POOR UNFORTUNATE VICTIMS OF SYSTEMS BEYOND THEIR CONTROL
A PLAGUE UPON YOUR IGNORANCE AND THE GRAY DESPAIR OF YOUR UGLY LIFE
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Wow, been a second since I heard that one. That's like... late 60s, right? My dad's played it for me before.
How did the next part go again...?
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🎵 Where did Annie go, when she went to town?
Who are all those creeps that she hangs around? 🎵
And then- I think I remember this a bit better, it stuck with me when I was younger-
🎵 All your children are poor unfortunate victims of lies you believe-
A plague upon your ignorance, that keeps the young from the truth they deserve! 🎵
*Kim grins, briefly, seeming rather pleased with herself, despite the relative scratchiness of her mumbled singing.*
Yeah, pretty sure that's how that goes. It's by... Mothers of Invention, right? Or is there a "The" in front of that?
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vampmilf · 7 months ago
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hold on im still too mad at this one fucking guest to take a nap i need to be a hater for a minute
#so when i say hell on earth kinda day i mean HELL ON EARTH kinda day#we had a large bus travel group from slovakia and then some other guests and it was almost a hundred people for breakfast#the bus group all came at the same time they descended onto the buffet like fucking seagulls i swearrrrr#and i divided tasks like i had two helpers with me in the kitchen so one guys job was just to gather dirty dishes + washing + taking clean#ones back out#and the other guy running around the buffet checking whats needed + restockjng the cold food + telling me all the hot stuff that needs#refilling. so i was in the kitchen making all the hot foods on constant rotation + chopping fruits and making smoothies and shit#and like we managed. WE MANAGED. the buffet was never even half empty at any point like yes there was always something that was empty but#dude who cares if the vanilla yoghurt is empty for 5 mins just pick something else.#and everyone was happy with their breakfast and really nice when asking if we have more of this and that etc and then there was one lady#this ONE FUCKINGGGG lady i swear i almost threw hands#she was complaining about everythinggggggggggg#about there not being any more fried eggs (already in the pan. done in 2 mins. but when helper nr2 told her that she said well why did we#run put in the first place) about the bread station being full of crumbs like girl its BREAD. my giy was running up and down the buffet#wiping it off and cleaning as fast as he could but if you allow people to cut their own bread there will be fucking crumbs. the fuck.#then she also didnt like how the butter looked bc OBV people kept using the butter and no matter how many times you go in and make it look#neat again as soon as the next person takes some it will not look picture perfect anymore#like while i was running back and forth restocking stuff with my arms full she TOOK MY ARM and pointed at things and was like#'this looks shit' so does your fucking face but you dont see me getting physical about it#and then when i came out with a big tray of fresh glasses and cups she pointed to where someone had spilled some water at the dispenser and#went 'there is water on the buffet' (far away from any food + literally its just water) and i said 'yes i know' and she goes 'well it doesnt#look very appealing. this is the worst buffet ive ever seen' and i go 'well surely you have seen how busy we are' and she FUCKING GOES#'i dont care. i paid money for this.' and i go 'well that makes two of us for not caring. we'll get to it when we have the time.' and she#said something else idk what bc i was finished with my task and had SHIT TO DO BC PPL WERE STILL EATING#so i just turned and ran back to the kitchen to keep working#actually i got back to the kitchen and said to guy nr1 'i need to go punch something' and then went out the back and started kicking the#shit out of a pile of paper boxes and THEN i continued working#and then she started TAKING PICTURES of everything she didnt like of the buffet like full offense i hope she gets hit by a bus#like with some people you can just tell they never worked a day in the service industry and no matter what you do theyll keep complaining#anyways :) tag limit. apparently. so its nap time now. honk shoo snork mimimi and so forth <3
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tendebill · 1 year ago
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SURE when i water my plant regularly and take care of her she is at rock bottom. call that bitch a sickly victorian child the way she brightens up the room for a day then shrivels up and dies. but the MOMENT i give up on her and leave her to perish OH, SUDDENLY she's an entrepreneur, she's starting her own company, she just birthed five new children and ended world hunger. whore.
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w98pops · 1 year ago
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lovelovelove volga!!!!! QUESTION he loves his father but how does he feel about his mom? I assume wendy is his mom ofc, sorry if shes not
Volga doesn't know they have a mom. He never asked dad, and just assumed Nico gave birth to them himself, like Papa (Yes, everything about Khans in my lore is shamelessly stolen from @papakhan's blog. Everything he posts is automatically canon in my drawings). Volga doesn't know cis men can't get pregnant 😭😭😭
I think Volga would've hated her if he knew. Wendy is too much like her father in her later years. An unwinnable battle. I will maybe expand on it with some drawings in the future!
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mantisgodsdomain · 2 years ago
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We do think that Riz is a gynandromorph of some description, especially since damselfly sexual dimorphism tends to be pretty distinct and he's displaying a very unconventional morph for a damselfly of any flavor. He would have no goddamned clue what that would mean, of course, and he probably wouldn't care about it if you told him, but he's definitely got something going on there.
#we speak#bug fables#for reference its a Thing for damselflies to have mimicry in the form of Females Who Look Like Males#but its a one-way street. theres no equivalent female-mimic morph for males#which makes riz Extremely Notable since hes displaying a real clear female morph there#and though being transgender would be very much possible for him we prefer this option#especially since it also offers extra reason why he's got such a broad palette compared to his sister and his father#guy is Unusually Big for a male damselfly and just didnt think twice about it. he feels like the sort of guy who just#wouldnt care overly much for self-definition we think. hes got a job to do. do you think he cares about how rare his genes are?#for his sister there is literally no way to tell if shes transfem or just a mimic morph and tbh good for her#we'll. drop some comparison images in a reblog for the irl damselflies#but in general we favor this one both bc it appeals to us more and bc riz just feels like the sort of guy who wouldnt care much abt gender#like. even if he were trans he feels like the sort of guy who would tell like three people about his pronouns#and then just go about his day and either they tell people or they dont and he doesnt particularly care either way#hes got things to do. traps to build. yes hes a guy but what is the point of making a thing out of it when theres poachers to deal with#he feels like the sort of dude to be Cis Guy enough that hes entirely confused as to what ur talking about if u try and misgender him#no clue where youre coming from but youre wrong#anyways back to spear fighting 101#(note: male and female used here as in the arbitrary sex categories. its the junk. we know its not accurate to being A People)#(its the terminology we've got in the back drawer)
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britneyshakespeare · 2 months ago
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Nothing I love more than having a little tea w the office ladies
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