#lol lets start here
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98 lovemail doodles >_<
#trigun#meryl stryfe#milly thompson#nicholas d wolfwood#i was able to convince my friend to start 98 after we got back from AX HAHA and so i wanted to doodle the gang again ^_^#it's so funny how i always draw trimax ww super grumpy but then my 98ww is always such a goofy goober BAHAHA#trimax ww is still pookie to me tho dont get it twisted!!! ^_^#but yeah it's fun to decide how i want to differentiate between the different versions of ww#also i love 98 meryl so much she is so let me speak to the manager core (heart eyes)#and the color palette for vash i referenced from the lost july episode bc I LOVE IT SOOOO MUCH THE COLORS IN THE PLANT STATION SCENES#idk what it is abt it but it tickles my brain. so pretty T__T#man im fr that type of artist who is posting different versions of the same drawings on different platforms LOL#but yall on tumblr and ig get it better imo hehe. when i post on twitter im like fucket whatever#i usually dont post on tumblr/ig until a day or two later so by then i make a couple of changes/finish stuff/color stuff#so here u go enjoy the colored versions of these doodles HAHA
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friend wanted to see my tumblr, and when i told him i can’t show it to him bc it’s basically my personal diary he went “oh so I can’t see it but a bunch of strangers on tumblr can??” he literally does not get me. no one will get me like the people in my phone get me
#It’s just so different#even though it’s public it still feels secret and safe. i feel comfy sharing a lot more on here than I do in my actual day to day life lol#in my head I’m also just speaking to myself 90% of the time which helps#if a friend off tumblr saw my thoughts I’d feel so weird ab it#esp bc they might get the vagueposting about certain situations and tell mutual friends#no thank u. this is for me. I’m not about to start censoring my thoughts bc someone I know knows my tumblr#u guys literally saw me have LIVE BREAKDOWNS#meanwhile I’ll have the worst fucking day in history and tell no one about it. I’m already cripplingly private but way more so in real life#this is basically a low stress journaling outlet for me. it’s so important for me to maintain the separation#like this is actually my diary & has been so handy for letting out emotions / articulating thoughts / staying on track !!#& I’ve met so many kind people on here who actually get me. which is so hard to find irl bc I’m surrounded by pre-med gunners/overachievers#who are by standard not very good w emotion & can be competitive/judgmental. or at least it’s hard for me to be vulnerable in front of them#and I’m part of that crowd so I reserve my emotions only to a handful of very close friends#it’s nice to hop on here and express negative emotions!! or positive emotions!! just whatever I want and it’s low stress and people get me#I don’t have to worry about judgment or competitiveness etc etc#like everyone on here is so kind & nice & understanding. & just a breath of fresh air from the types I run w. it’s just nice to have this#so idk that’s why I think I’ll always be strict about keeping the worlds separate. it just works#p
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goat costume for one of the haeggir holidays which occurs during winter solstice - "farallvir", which ends up being adopted by humans into their own christmas tradition!
#worldbuilding#speculative biology#speculative evolution#spec bio#spec evo#fantasy#tomte#pareidolia tag#bestiary#lots of cultural interchange between the haeggir and humans in pareidolia#(yes this is based on the christmas goat tradition here LOL in pareidolia it was the tomtar that started it!!)#or well the christmas goat used to be more than the hay one way back it used to be a thing u dressed up as#we should bring that shit back btw fuck the american santa claus let us have julbocken back
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“First Word” 💙💙
made a comic to express the relief and joy sonic felt when talia finally spoke for the first time once she became more comfortable. [read from left to right]
#art#my art#artists on tumblr#izuart#izzy oc#talia the hedgehog#sonic the hedgehog#ultimate lifespawn au#sonadow#sonadow fankid#sonic fankid#sth fankid#fankid au#sonic art#sth art#oc#original character#talia sealed her voice off as a response to her memory loss and as a response to a traumatic event back at opus (the lab)#but slowly she started to open up and try to speak more this was the first time she ever said a word#both sonic and shadow were concerned but patient with her and wanted her to speak only when she was ready#sonic and shadow would teach her the names of people and ofc how to identify them as dad (sonic) and papa (shadow)#sonic figured why not see if she’ll say it today#he had done this before only to be met with silence and accepted that she wasn’t ready so you can imagine the shock and relief and joy#he felt here for sure hehe#anyways I love them#lore treat for you guys#IM FREE AFTER DAYS OF WORKING ON THIS BUT THE PARASITES WOULDNT LET ME GO LOL SO I HAD TO FINISH
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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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Can I please have meet cute/weird with mistaken villain! Danny (but really just a engineer and or chem student) and the one being put on investigation cause Danny is a day villain(not really)! Duke
Technically, Danny Fenton is innocent. Technically.
Duke wants to give him the benefit of the doubt, especially since he’s having so much trouble finding solid evidence that Danny is stealing from a wide variety of people, but he’s been burned before by trying to see people as better than they were. It doesn’t change the fact that Oracle’s cameras keep spotting Danny right before a building on the street is broken into and something stolen. He’s always just walking down the sidewalk; no one has spotted him entering or exiting a building, but he’s around far too often to be unconnected to these burglaries.
It doesn’t help that strange, petty crimes have been on the rise since Danny first arrived in Gotham.
So.
Danny Fenton is technically innocent.
Duke is trying to prove that he’s not.
Maybe I’m looking too closely, he thinks, going over Danny’s sparse file in the Hatch. Maybe Danny’s only one person in a bigger operation.
He could just be the lookout, the runner, the information gatherer who marks which buildings to hit. He may even be the scapegoat, the sacrificial lamb; Danny has no support in Gotham, no family, no job. There would be no one to help him if he got arrested or injured in a fight. He’s a freshman college student from Illinois who should be unprepared for life in Gotham but is somehow managing to survive like a native.
There’s a lot about Danny that doesn’t add up.
Duke has seen plenty of different people since he first went out as the Signal. He’s tried to be kind and give people the benefit of the doubt, but it leads to his loved ones being put in danger. Some people are truly evil, some working on a malicious agenda, some are misguided in their beliefs, and some are desperate people who see no other way to move forward.
He’s not sure yet which on Danny is, but he’s hoping Danny is just desperate and needs a little help to get out of a life of crime.
Which leads to the next problem: Duke has no idea what Danny is steal, or why. He hits both rich and poor folks, civilians and members of the mob, and once, notably, stole something right out of Cobblepot’s office. Allegedly, at least, since no one saw him enter or exit the office, not even the security cameras.
But added to the whispers going around about a new group in Gotham snatching people up from the streets, and some strange green substances found in warehouses often raided by police for the frequent drug labs that pop up in them…
It doesn’t look good for Danny. Especially when a few of the items he stole were found where people either vanished or where that green substance has been found.
A week of analysis in the Batcave and they still don’t know what it is.
Both Damian and Jason suspected Lazarus water, but the composition was completely different. By the look of the molecular structure, it shouldn’t have been in a liquid form at all.
All these findings lead back to one person who may have answers: Danny Fenton.
According to Tim, who’s already broken into Danny’s dorm room and checked over all the labs he has classes in, Danny has some concerning items in his possession. Various inventions and little metal knick-knacks put together by a practiced hand. He was also the one to find all the information that went into Danny’s file when it was first being made: social media posts, school report cards, news articles about his parents… everything.
And then he had an emergency mission to take with the Titans that swept him out of Gotham leaving Duke to tackle this investigation on his own.
He doesn’t have Tim’s natural skill in stalking and invading privacy. He hates breaking into people’s spaces and following them around, but needs must and he has to force himself to work through the discomfort.
It’s a good thing he did, too. Danny’s leaving his dorm after his last afternoon class, hood up to hide his face and something held in the front pocket of his hoodie. He ducks around people on the sidewalk easily, almost as if he’s gliding through the crowd instead of walking.
Duke follows from above, bending the light around him to hide him from sight.
He walks for some time, weaving through alleys and streets as if he’s been in Gotham his whole life, leaving behind the university campus to head towards Otisberg. There’s something strange about the way Danny walks, as if he’s moving around people who aren’t there, guided by something Duke can’t hear. Even using his meta abilities doesn’t do much beyond show him where Danny’s going to be in the next few seconds.
He continues to follow Danny on the rooftops, walking along the edge to keep him in sight.
Then Danny stops behind an apartment building and tilts his head back to look up at it. He tilts his head to the side, then nods and looks around the empty alley. Duke crouches down, keeping his eyes on Danny in the hopes of catching him in the act—
Danny disappears.
Duke curses under his breath and jumps down from the roof, putting more strength into his abilities as soon as his feet touch the ground.
The space where Danny was has a faint outline, oddly enough. He’s never seen that before. From it is a semi-transparent trail, smoke-like and a pale green leading into the building. It goes straight into a wall, as if Danny walked through it.
He can’t go in and search the entire apartment, but he can grapple up and take a look into the hallways to see where Danny’s heading. If he was looking up, then that’s where he should be heading.
It doesn’t take any effort to scale the building. There are ledges and windowsills and plenty of handholds for him to propel himself off of, and paired with his powers, Duke is able to find the correct floor in just under two minutes.
The green smoke slowly dances through the air of the ninth floor, on the east side of the building. If he’s been counting the rooms correctly, then the target of tonight’s burglary has to be apartment 924.
The curtains are drawn on the window he makes his way over to, and his abilities don’t show him anything helpful for the immediate future. He hates going in blind, especially to a civilian’s home, but capturing Danny takes priority. Duke picks the lock and slides the window up slowly, making sure it stays quiet, then slips into an empty bedroom.
He makes his way out into the hallway on silent feet, keeping a wary eye on the thin smoke strands of green, curling along the walls. The rest of the apartment is empty as well, pale sunlight slanting across the floor through the blinds.
Everything is still and silent. Danny’s nowhere to be found.
Did he miss Danny leaving, somehow? Was this a misdirect to get him out of the way while Danny stole from another location? Did he know Duke was following him?
But no, his ears pick up on the faint sound of clothes rustling.
Cautiously, Duke turns towards the front door, where the door to the coat closet is open. He focuses on what’s going to happen in the next twenty seconds and sees Danny panic, then disappear from sight again, but a transparent outline of his body is visible just enough to show him where he runs to. Best not to spook him; Duke pulls at the light around him and bends it to hide him from sight.
Then he moves along the wall, getting around the open door without bumping into anyone or anything.
A figure in front of the coats, shoving them to the side roughly, flickers in and out of view, almost like a reflection in water, distorted by ripples on the surface.
Danny pops back into visibility suddenly, scowling at the coats. “Are you sure it’s in here?” he asks the empty air.
There is no answer, but Danny acts like there is. He rolls his eyes and says, “It’s a favor. That I’m doing for you. I can literally stop right now and you wouldn’t be able to stop me.” He shoves aside another heavy winter coat, then sighs. “Why don’t you look for it, and then tell me where it is.”
He steps back and bumps into Duke.
Danny whirls around, eyes wide, and blast of green light has Duke crashing back into the wall, trying to blink spots out of his eyes.
“Wait!” he yells, grabbing for Danny before he can run off. “I just wanna talk!”
“Standing right behind me like a serial killer does not make you look like someone who wants to talk!” Danny yells back, slipping through his hands like mist.
“I just have a few questions!”
“Well, I have a question: why?!”
“Will you hold still, we’re being too loud!”
Danny escapes to the other side of the apartment, next to a window looking fully prepared to fling himself out of it. But he does stop yelling, so Duke is counting it as a success.
“Why is the Signal coming after me?” Danny asks, glaring at him suspiciously.
“Dude,” Duke says, “You’ve been seen outside of every single building that’s had a burglary since you first arrived in Gotham. All the Bats are after you, they just sent me because I’m the only one active during the day.”
“All the Bats?” Danny repeats, losing what little color he had in his face.
He looks legitimately scared, pale enough to be concerning, and Duke drops his guard and tries to relax the tension in the apartment. “I’m not gonna turn you into the cops or anything. I just had questions and you seem like the most likely person to have answers. That’s it.”
Danny still looks wary, ready to run at a moment’s notice, but he doesn’t leave when Duke approached casually, leaning his weight against the couch.
“So,” he begins, “What’s the deal with all the thievery? It’s rarely something super rare or expensive.”
There’s a long few minutes where Danny doesn’t answer, looking anywhere but at Duke. Then he twitches a bit and glares off to the side, and says, “I taking items that are contaminated with ectoplasm to help ghosts move through the veil and leave Gotham.”
That tells him nothing! That just gives Duke more questions! But at least it’s an answer, the first one any of them have got.
“I think you’re gonna have to explain a little more.”
“Ghosts are real, alright?”
“Yes.”
Danny stops. Squints at him. “What do you mean, ‘yes’?”
“Ghosts are real,” Duke repeats, “There are a few who help heroes or are heroes themselves, but that’s more on the magic side of things so I’m not super familiar with it.”
“Magic,” Danny says slowly. “Sure, alright. Um. Yes, ghosts are real. And there are a ton in Gotham who need help moving on, but they’re too weak to get past the veil. Something about Gotham has made the veil super strong, so they need a little boost to get through. Additional ectoplasm bonded helps with that.”
“And that’s why you’re stealing random things?”
“The ghosts I help can kind of sense ectoplasm-infused things, but they need me to grab them since they can’t hold anything without a physical body.”
Duke nods slowly. “Okay, that’s starting to answer some things. We have found those objects in the last places missing people were seen. Any idea what’s going on with that?”
“Yeah, those people were already dead.”
The way Danny says the most concerning answers as if they’re nothing is really throwing Duke off his game. He was expecting to be calm and serious to keep Danny from freaking out too much and look like a legitimate hero. But as soon as Danny started talking, all his nerves fell away and Duke is left grasping for composure.
“They were…”
“They were ghosts, yeah. And they needed to get through the veil. But they were also able to possess their own bodies and didn’t realize they were dead until I had to break the news to them, which is why it looks like living people just up and disappeared.”
“Okay… What about the green stuff we’ve been finding?”
“Ectoplasm.” Danny holds up a hand and a neon green light surrounds it. Except it looks more solid than light, as if it can be touched, and it moves on its own like fire around Danny’s fingers. “It’s what ghosts are made of.”
Oh. If Danny has ectoplasm, does that mean…
“Are you dead?” Duke asks, heart dropping.
Instead of looking upset about the question, or even disturbed by it, Danny just shrugs and waves his hand back and forth. “A little.”
“Okay, so let me get this straight,” Duke says, trying to resist the urge to rub his temples. It’s a habit he didn’t mean to pick up from Batman, and it would just look silly with his helmet in the way. “You’re just doing all this to help ghosts?”
“Yeah. Basically. They asked for help man, of course I was going to help them.”
Danny’s a good person. He’s just a good person to ghosts. But this is good news either way, and he can let the others know that Danny isn’t the next Catwoman and is entirely unconnected from any drug production. Everything that made him look like a criminal is just the fault of ghosts.
“Speaking of,” Danny continues, “Looks like they found what they need, so I’m going to grab that real quick.” He pushes off of the wall and heads for the closet again, moving past Duke without any fear. Duke follows, keeping a few feet of distance between them so Danny doesn’t feel trapped, and watches as he shoves aside the coats again and pulls a shoebox out of the depths of the closet. From it, he takes a single intricate lace headband and holds it up.
It looks normal, if a little old, but when Danny sends ectoplasm through it, the lace lights up and holds the glow.
He pulls some strange contraption out of his pocket and holds it up to the headband. It makes a few beeps, then Danny mutters, “7.4 millisieverts. That’s enough to get you through the veil.”
Another concern Duke can let go of: Danny’s not creating weapons like his parents have, he’s just measuring ectoplasm through his own inventions.
Maybe he could talk to Bruce or Tim about getting Danny an internship at the R&D lab in Wayne Enterprises? That way they could keep a closer eye on him while seeing what he can create in some of the best laboratories in the country.
Well, it might take having them meet Danny before they trust him enough for that, but Duke is sure he can make it happen.
“I better go see this through, then,” Danny says, shoving the contraption back into his hoodie pocket. He gives Duke a small awkward wave, then pops out of visibility. “I’ll see you around, I guess?” he disembodied voice hedges, and Duke smiles.
“I’m sure I’ll be able to find you again.”
“Cool. I gonna go now!”
He doesn’t see any sign that Danny’s left, but he gets a feeling that he’s alone now, the apartment suddenly emptier than it was before.
As strange and concerning as Danny and all his bizarre actions were, Duke is glad he was able to finally talk to him and get some answers. Knowing how Gotham pulls people him in, it’s only a matter of time before the other Bats are exposed to Danny’s kind of strange. He’s already looking forward to it.
For now, though, he has a file to update in the Hatch; POTENTIAL THREAT will be removed and replaced with GHOST HELPER.
If anyone goes snooping into his files and gets confused, then that’s their problem. Duke’s explained enough. And Danny can take care of the rest, once they go through the effort of tracking him down. Duke's done his part, he's ready for the rest of them to step up to his level.
He can’t wait to see what other kind of trouble Danny can get it into.
#ghostlights#dc x dp#dp x dc#dcxdp#dpxdc#prompt fill#my writing#could not do a meet cute/weird in this prompt so i made it a meet disaster lol#heres danny trying to focus on his education!! and then ghosts start popping up asking for help bc gotham wont let them leave#so danny has to make a few contraptions to be able to help them (mostly ecto tracking/measuring/containing) and it looks SOOO sus#the ghosts also have a weak ecto sense which is how they find him bc hes FULL of ecto#and that means hes robbing houses during the day/late evening bc the night is for homework and stress#duke is just... trying his best lol.#sorry if the last part of this is rushed or confusing i am slightly sick and can Not focus#anyways i hope u enjoy!!#thanks for the prompt!!
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I uhmmm listened to baby bugs and I got hit with an overwhelming urge to draw this so yeah .. sighs pathetically I’m going to bed
#for context#killer was just hallucinating nm lol#cause he made the mistake of letting color touch his soul#coughs#sans au#utmv#killer sans#color sans#nightmare sans#undertale something new#something new au#undertale au#fluffenthuziast#I think I’ll just start posting the whole videos here for those who don’t wanna touch TikTok
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>“college roommate!vi who goes real quiet the first time you laugh in her presence, a real laugh, not one of those ha-ha ones you snipe at her when she's trying to get a rise out of you, or teasing you about spending all your time in the library, but one that shakes your shoulders and makes your whole face light up.”
inserts that one reaction image with the badly drawn figure head in hands blushing. ahem anyways i’ve been going through your collage roommate stuff again because it’s so lovely i love rereading it!!! your hc stuff is so nice
i feel like just. lovergirl!vi is so real in every universe right like no matter what, she loves so hard and with her whole entire fucking chest. like.
the first time she feels that tingle in her stomach, she kinda knows is already a bit too late. bc like PHEW there's only DOWN from here like she's finna SPIRAL and she KNOWS it.
all rise for simp!vi truthers!!!!
#🌧 raindrops#arcane#vi x reader#N O BC LIKE. i have thought about it !!! and even in arcane where shes like traumatized beyond beLIEF once she falls for cait#she FALLS for cait and shes THERE for her as much as possible and does everything she can to protect her#even when cait starts to do stuff that she doesn't agree w in s2#so like IMAGINE well-adjusted vi right with a much better family dynamic and like yeah maybe a few traumas here and there#(but whomst among us dont have a few of those) but like vander and powder being there for her#mylo and claggor as well and ekko like she would be the BIGGEST simp/lovergirl ever!!!!#i FULLY believe that vander would be the kinda dad to be like 'yeah even if u kno that someones not THE ONE for u... love them anyway'#like enjoy the process of loving and being loved back and vi's just like fuCK YEAH LETS FUCKING GO LOL#ANYWAY THANK U FOR COMING TO MY TEDTALK HERES WONDERWALL
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bakugo scoffs, a slight ‘tsk’ as he rolls his eyes at the guy trying to hit on you at the bar. his gaze is dead-set on you across the room, watching in case the guy attempts anything funny. kirishima knows what’s going on, eyeing him from the side.
it’s that weird in-between of trying to find what you are to each other again—stuck in the middle of being friends and ex-lovers.
acting on it would be wrong.
he doesn’t have that right anymore.
he stews in his feelings, swallowing them with each sip of his drink. then he gets another glass, grumbling when kirishima elbows him to join in their conversation.
bakugo frowns all the way through.
he watches you smile at the guy (only politely, he hopes), the side of your cheek barely lifting and the corner of your eye untouched. it’s not the way you used to smile at him.
the conversation at his table goes on simultaneously with yours across the room, and he’s neither here nor there—part of both conversations, but not. it’s only when you shake your head, moving your hand in a gesture of ‘no, thanks’ that he abruptly looks away.
he focuses elsewhere: mina’s animated storytelling, the ice melting in his drink, your perfume the moment you’re slipping in the booth next to him. it’s unintentional, he knows—your thigh brushing against his, fingertips slightly touching as you set down your drink.
then you smile at him, a bit shy and apologetic, but friendly still. the corners of your eyes crease.
he downs his drink.
you’re better at this than he is—compartmentalizing feelings and seeing past his faults. always have been.
if he had only been more—
if he was only open to—
if he could only take it—
no. it wouldn’t be fair; he chose this for the both of you.
so why, why does he still look for the parts of you only he’d been privy to?
#bakugo x reader#this started as a bkg / iwa post of me talking abt their similarities#then ex bkg got me by the throat and now here we are#i just think he’s the woooorst at getting over someone LOL#and he’ll always look for you. always watch out for you. i think the love never dies and that’s a dangerous thing#he doesn’t really allow it to either. subconsciously. i think the fire always burns and it’s just a matter of whether#he learns to stop fanning the flames and live with it or just. lets it continue to burn.#shotorus.bubble
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it is all chaos and entropy. the thing is that the chaos and entropy make it beautiful and lovely.
yes, it's true that nature and the universe are uncaring and unspecific, and that is terrifying. i have lived through some of the unfairness - i got born like this, with my body caving into itself, with this ironic love of dance when i sometimes can't stand up for longer than 15 minutes. i am a poet with hands that are slowly shutting down - i can't hold a pen some days. recently i found a dead bird on our front porch. she had no visible injuries. she had just died, the way things die sometimes.
it is also true that nature and the universe are uncaring and unspecific, and that is wonderful. the sheer happenstance that makes rain turn into a rainbow. the impossible coincidence of finding your best friend. i have made so many mistakes and i have let myself down and i have harmed other people by accident. nature moves anyway. on the worst day of my life she delivers me an orange juice sunset, as if she is saying try again tomorrow.
how vast and unknowing the universe! how small we are! isn't that lovely. the universe has given us flowers and harp strings and the shape of clouds. how massive our lives are in comparison to a grasshopper. the world so bright, still undiscovered. even after 30 years of being on this earth, i learned about a new type of animal today: the dhole.
chance echoing in my life like a harmony between two people talking. do you think you and i, living in different worlds but connected through the internet - do you think we've ever seen the same butterfly? they migrate thousands of miles. it's possible, right?
how beautiful the ways we fill the vastness of space. i love that when large amounts of people are applauding in a room, they all start clapping at the same time. i love that the ocean reminds us of our mother's heartbeat. i love that out of all the colors, chlorophyll chose green. i love the coincidences. i love the places where science says i don't know, but it just happens.
"the universe doesn't care about you!" oh, i know. that's okay. i care about the universe. i will put my big stupid heart out into it and watch the universe feast on it. it is not painful. it is strange - the more love you pour into the unfeeling world, the more it feels the world loves you in return. i know it's confirmation bias. i think i'm okay if my proof of kindness is just my own body and my own spirit.
i buried the bird from our porch deep in the woods. that same day, an old friend reaches out to me and says i miss you. wherever you go, no matter how bad it gets - you try to do good.
#writeblr#warm up#i can't write rn but i have SO much words in here bc im reading the chorus of dragons books#(just started book 4)#and this woman's writing is just LIVING in my brain. let me out!!!#(i read roughly like 2-4 books a week usually bc i go on long walks with my dog but when a book is REALLY good like. it eats my life. )#anyway ...... so like here's a story that idk i've tried to explain to other people as being wild#but maybe im the only one who thinks it is wild???#so i play pokemon go (i just started in jan) bc i love pokemon and as i have mentioned i walk goblin for like an hour in the morning#and i don't like a lot of fitness trackers due to the fact it makes me .sad. but i also wanted the little digital rewards. enter pokemon go#anyway so they make you make friends to complete quests. so i used a reddit thread. i do not usually use reddit. i don't have an acct#i lurked. i just googled like ''pokemon go reddit '' and randomly added a bunch of numbers#i was on that page for all of 15 minutes. there are THOUSANDS of responses on that page.#here's what's wild: in that group of people. even though i am not on reddit and it was one random event once#it turns out one of those people lives in the town i live in. or at least very close. i only know this because#when we send each other gifts. it's from the same freaking area.#i can't ask them to meet up bc pokemon go doesn't have a messaging app lol but like . what are the fucking chances that#a random person posts in a random reddit thread and HAPPENS to get added by someone ELSE from their SAME TOWN#who by pure fucking CHANCE is ALSO playing pokemon go and looking for friends#i googled it there's only 42000 people in my broad region. the .......... smallness ! of the world!!!
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// blood in my eyes //
#poolverine#wolverpool#deadclaws#wade wilson#logan howlett#james howlett#logan#logan x wade#wade x logan#wolverine x deadpool#deadpool x wolverine#now thats what i call a reversible couple#worst wolverine#deadpool 3#wolverine#deadpool#i don't even know anymore#lets see if there is worlds worst moire pattern on here when i print lol#sorry that's me missing a cw#cw blood#blood or something#don't ask how that started out lol
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|| part 1 || part 2 || part 3 || part 4 coming soon... ||
man sabo really thought he'd get away from ace that easy, huh? well tough shit buddy you just got the attention of one of the most stubborn men on the seas. i do wonder how this'll play out now that sabo's cornered... hehe >;3
textless versions below the cut for those who want to look at. pictures <3
(skipped page 5 due to. y'know. it not having any dialogue)
#see this is why i don't give estimations on when updates will come#because literally 3 days ago someone asked when part 2 was coming and i said at least a week or so cause i only had 1 page done#and then i just got in the grove and cranked out 3 1/2 pages in 2 days dfkghsdjkf#consistant workflow? what's that lol#warlord!ace au#one piece#sabo one piece#sabo the revolutionary#portgas d ace#hmmm koala's here but i don't think enough to tag her#cause she's entirely offscreen#ah well#art#comic#warlord!ace au update#feels wierd to post textless because like. the bubbles are a very important part of the page balance#but i'm also the kind of nerd who likes to look at that sort of thing so i get it akjbdfkgj#i'm posting this so late but whatever. your welcome uhhhh australians? maybe? sdfkbgk#pleaaase let there be no more errors i've corrected like 4 since starting the post and i'm so worried i'll post it and find another
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No (one) mourns the wicked.
No One Mourns the Wicked - Wicked // a ghost amongst the living (consequences of a cognitive death.) - @/skyberia // @/qualityrain // Persona 5 // For Good - Wicked // The world is perfect; you seem to have missed the memo - @/senblades // the ides of November - @/krowtesque // snow and dirty rain - @/weksey // ....I know your addiction's attention... - @/thedeerus // you don't have a chance. - @/franklyshane // Overworked ...yet I make time for you. - @/chatlote
#hey this is my first ever web weave let me know if I fucked up tagging etiquette or smth please#umm... I hit image limit lol. I wanted more at the end trust me but I just had to cut shit out sobs.#anyways um. I feel fucking insane.#tag dump starts here:#persona 5#persona 5 royal#p5#p5r#goro akechi#akechi goro#ren amamiya#amamiya ren#Akira kurusu#kurusu akira#shuake#akeshu#persona 5 akechi#persona 5 akira#p5 akechi#p5 royal#p5 joker#p5r fanart#p5r joker#p5r akechi#persona 5 joker#eyestrain tw#blood tw#trinket close them peepers#australians dni#long post
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Incorrect quote
#okay it has not been everyday. but in my defense I don't draw fast. let's correct it to 'more frequently'#I used to think to myself 'I love drawing hands and nothing else' and I thought you could especially tell in this drawing#and it was a half joke but luckily I don't feel that way now. I like drawing lol (I did in fact draw gakupo's hand here three times though)#I looked and I cannot find the source for this incorrect quote#2024 was the year I grew as a person and started drawing gakupo's arm thing#january 2023#march 2023#drew the gaku in#december 2024#I like luka's face in this one I think she came out funny#vocaloid#vocaloid kaito#gakupo#kamui gakupo#akita neru#kagamine rin#vocaloid lily#megurine luka#gakukai
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Lesbingyuan au where it’s the normal set up of post extras Bingge dimension traveling into another universe to find his own Shen Yuan. Except the world he arrives in (and is stuck in, can’t opt out of this gender journey) is a slightly genderbent one.
(hidden under a read more bc this turned basically into a wonkily grammatically tensed mini-fic)
Our darling Peerless Cucumber is a 20 something self-proclaimed straight girl with untapped soft butch potential, and is currently recovering from the harrowing trauma of the sunk cost fallacy. She’s spent a lot of time spending money on, reading, and participating in the online fandom of Proud Immortal Demon Way, and she’s currently also dealing with the fact that all her hard work in making herself heard to Great Master Airplane was seemingly for nothing. You see, Shen Yuan had the brilliant idea to create an account that appeared to be a perfectly demographically targeted straight male fan of YY novels who could critique Airplane Shooting Towards the Sky as his fellow but also his better and be listened to and receive great accolades from all frequenters of Zhongdian Literature and be validated for her hate of his writing.
“Airplane’s stupid pen name is a dick joke, I guess I gotta make mine one too… Just to, you know, seem legit and like we have common ground.”
What this charade accomplished was very little, but Peerless Cucumber did become very infamous for three things. One, his nitpicking (“It’s hardly nitpicking if it harms the integrity of the whole story1!!”). Two: his Luo Binghe fanboying (“As a protagonist he’s clearly just a cut above the rest when it comes to soul and wit, the story just rarely ever shows it off”). And three: his skipping of the steamy scenes (“I highly doubt this near identical scenario that also happened twenty chapters back but with a different wife of the week with this exact same cliffside flower giving off the same aphrodisiac mist to Bingge and new wife below will now suddenly be of any plot consequence for the next arc. It didn’t last time either, SKIP!”).
His fervent online activity garnered him the reputation of being an Airplane anti-fan, but also the assumed personality of a submissive simp who hates the easily dominated women that populate Luo Bingge’s harem.
“lol thats why he must like mingyan so much. she never let bingge push her down. cucumber-bro must want a girlfriend who’ll chain him up and whip him! hes a pervert just like the rest of us, just a worse type kek.”
Shen Yuan, when looking at such reply comments, gets shiver-inducing flashbacks to when her meimei left her BL comics out for everyone and the Buddha to see. She accidentally witnessed frightening scenes of thin, long-limbed men pushing each other down, tying each other to beds and cracking whips on skin until they shed blood, tears and semen, the shou begging for the gong to stop and the gong never listening.
Shen Yuan tries to put such things out of her mind if only to preserve in amber the precious, innocent image of her meimei she knows to be true, but also secondarily to focus on the insulted male pride she’s supposed to be feeling after being accused of being a wussy submissive deviant in bed. That sort of accusation requires an in-depth 10,000 character response in order to remain in character as a straight male YY novel connoisseur.
Shen Yuan, as Peerless Cucumber but also as her true self, was undoubtedly straight. Staying in character, Peerless Cucumber made sure to extol the beauty of characters like Liu Mingyan— “She’s an intelligent and cold beauty and is written with a clear and vivid personality! A true equal for our Bingge on the battlefield and in matters of the heart!” As well as occasionally Ning Yingying— “She’s not the boring choice, you all just don’t know the special value a loyal shijie character brings, even if she does lose 99% of her personality to that one singular trait…”
But don’t get it twisted! This is a part of her performance! In real life, logged off and touching grass and breathing fresh outdoor air, she’s your run-of-the-mill average girl who is just a part of the pack.
Her goals in life are simply not ambitious, is all. If there was a competition with ten available spots to win, she’d have no qualms placing tenth and simply feel honored to have participated. If there are ten girls and nine of them bag a good boyfriend, Shen Yuan doesn’t mind being the tenth who gets unlucky. She’s just kind to her meimeis and jiejies like that! As if she’d take that away from them! They'd probably been wanted those boyfriends for a long time!
Shen Yuan is hardly a sore loser, and she knows the great importance of girl code and female friendship.
So, Shen Yuan being the normal average and totally straight and cisgender girl that she is decides to wallow in her Airplane-induced misery by going to a con, donning her homemade Mobei-jun cosplay. She worked hours of her life learning how to sew just for this project to the point her family thought she was finally thinking about settling down and learning wifely skills.
Unfortunately for her ignorant family she’s actually just investing in a really elaborate excuse to cross dress. Well, it’s not really crossdressing, it’s just cosplay! Cosplay is totally different and not about taking on the gender of a character, but their larger identity! She didn’t want to explain this to them, and internally felt afraid and hesitant about it, as if they’d view her as weird for wanting to do this, so she didn’t bother to try at all.
So, Shen Yuan in her 160 centimeter/5 foot 3 inch glory decked out in dark blues and blacks, fur lining the shoulders of her outfit for style points, and wearing a long white wig styled mostly loose but with a few thin braids, chances upon a particularly striking Luo Binghe cosplayer. Not just any Luo Binghe cosplayer, but the best one! He’s tall, must be over 180cm/6 foot but also svelte and willowy in surprising ways. His hair is long and flows down his back from a ponytail ornamented at the base with a thin metal guan. Parts of his cosplay seem very benign, but others seem meticulously crafted and exquisite in quality, especially that sword at his hip! Just looking at it intimidated her, yikes! Job well done, cosplayer!
This Luo Binghe also had the most beautiful and delicately boned face she’d ever seen, eyes dark and deep and highly reflective like that of a lake on a dark and starry night. The cosplayer’s voice was also deeply melodic and enchanting.
This cosplayer… is also a woman! Shen Yuan nodded to herself internally, yes that must be it! No man looks like this in reality, this is a fellow female sufferer of Proud Immortal Demon Way impersonating a fictional man for similar psychological reasons as her. A surge of female loyalty spawns in Shen Yuan’s chest, and she doesn't even bother resisting the urge to walk over and strike up a conversation with this Luo Binghe.
She spat out her name in quick order and immediately started on the topic of female character writing in the novel. The Luo Binghe cosplayer was looking at her quietly and with a heavy amount of gravity, ink-brush eyebrows sitting elegantly low above her eyes in attentive focus. What a good listener this lady is, Shen Yuan thought. She can’t remember when someone last listened to her this closely. She hypocritically chooses to not pay attention to that train of thought any further. “In a world like Proud Immortal Demon Way,” Shen Yuan began with slight smarm, “who would choose to be a woman? I certainly wouldn’t if I wanted to see the interesting parts of the world that drew me into the story in the first place. A male protagonist can explore it freely, but the female characters are all locked away in either the marriage bedroom or the highly isolated harem palaces. Great Master Airplane clearly didn’t eat enough walnuts as a child, he must have some sort of brain deficiency when it comes to writing proper characters— ”
The tall Luo Binghe cosplayer suddenly spoke up. “Choose?” “Hm? Yeah, I mean, in a world like that, there’s basically no choice, yeah? Gotta serve the narrative and readers and all. But the real world doesn’t have a narrative, we only have ourselves and each other to guide us. So we just do what we want, figure it out as we go. Like us two! We wanted to dress up as these male characters from this asinine story and attend this con and we figured out how to do it! We’re kindred spirits, you and I, we’re zhiyin!” “So when you leave this con, you will also choose to take this manner of dress off and wear something else?” “Obviously. Though, my go-to outfit is just a big t-shirt and sweatpants, or athletic shorts. This kind of thing is the extent of me dressing up.” Shen Yuan didn’t notice, but the Luo Binghe cosplayer’s eyes mildly glazed over in irritated confusion at the unfamiliar terms. Nor did she notice the slight expression of planning that developed in that gaze, as if they were imagining a future shopping expedition to find an outfit Shen Yuan would want to dress up in that wasn’t a facsimile of Luo Binghe’s right hand man.
“I… also want to leave this con and wear something else.” “The busyness getting to you, huh jiejie? You must have gotten here a lot earlier than I did, you poor thing. I guess this is it, it was nice talking to you—” “I don’t have any other clothes with me, and am unable to go back home. Can you help this poor one, jiejie?” “Jiejie—” Shen Yuan coughed. “Am I… wait you can’t go back home? Did your ride ditch you or something, aiyah what a scummy thing to do! I do have extra clothes on me, though I don’t think they’ll fit you. But let’s go find out. I guess if I have to take care of you like this, it does make me feel like a jiejie. Your height made me assume you were older than me, haha.”
Shen Yuan laughed, and the Luo Binghe cosplayer rapidly relaxed and took on an easy smile. “An innocent mistake. Jiejie must often be assumed to be younger than her actual age.” Shen Yuan hummed absent-mindedly. “Eh, not really. I’m only 22, and I think I look it. It’s you who looks like a jade immortal, uh, meimei.” She stuttered when she realized she hadn’t yet caught the other cosplayer’s name, and for some reason it felt weird to just call her Luo Binghe without her also LARPing along as Mobei-jun. Shen Yuan by this point had taken the tall meimei’s hand, it pale and slender much like the rest of her, and had been pulling her along towards the public bathroom to make use of her backpack’s change of clothes, walking along the wall to avoid foot traffic. However, the moment she had finished her sentence and called the other one meimei, the Luo Binghe cosplayer suddenly slammed her free hand on the wall and yanked hard on the one Shen Yuan was holding, pulling her in close to herself, caging her in from behind. Shen Yuan squeaked and found herself crowded against the wall. Her back was encased in a warm and dark heat and she could see above her that jade-white hand curled tightly in on itself, heel practically grinding against the wall. It looked like it was trembling slightly. An earth-shatteringly tight grip squeezed the fingers of her still held hand to the point of hurting slightly. Shen Yuan winced at the sensation.
Shen Yuan heard sharp, heavy breathing above her. Not knowing what to do nor quite what was going on, she squeezed back the hand that was keeping hers hostage and leaned back slightly. Comfort is what she’s doing this for, right? Feels like the reason she’s doing it.
Shen Yuan felt the other cosplayer jolt behind her. After a tense beat, a forehead slowly dropped onto her shoulder. Shen Yuan was wearing fur along the top half of her outfit as a part of her Mobei-jun cosplay, but nonetheless she could feel the vague contour of the other’s nose through it, burrowing deeper into its warmth. Shen Yuan now felt awkward for only bothering with faux-fur for her cosplay. But with that face resting upon her shoulder and an odd sense of vulnerability wafting off of her, a sharp sense of broad awareness filled Shen Yuan's mind mysteriously. Her mind filled up with sensory information on the one behind her, naturally taking note of every detail with ease.
“Meimei…” the Luo Binghe cosplayer trailed off, muffled slightly by Shen Yuan’s cosplay, but also seemingly by her own emotions being stuck in her throat. “Can I really be jiejie’s meimei?” Shen Yuan didn’t really know what to do or how to respond, so she simply continued to lean her weight back onto the other. She then pulled on the elbow that led to the hand positioned above her until it was brought down far enough for her to grab properly. Shen Yuan took both hands in hers and placed them in front of her in a comfortable position. They were slightly cold, so she rubbed at them with her thumbs.
The Luo Binghe cosplayer picked her head up and looked down at the sight with watery eyes and a warbling lip. Both of her hands were cradled in that grip, gently held in front of the shorter’s stomach in a tender and intimate fashion. Their arms were bent parallel and their front and back slotted together in a way that, to the taller one, felt predestined.
“Can you, what kind of question is that, of course you can. But, I’d like to have your name too, if you don’t mind? Only calling you meimei sounds like I’m calling out to my real little sister.” Shen Yuan laughed and looked up over her shoulder nonchalantly.
Somewhere in the distance, she can hear people giggling and snapping pictures of the two. She felt a twinge of embarrassment. Of course this moment looks compromising from the outside, they’re cosplaying Luo Binghe and Mobei-jun!
Shen Yuan was suddenly working very hard to maintain a cool poker face in front of her very tall and newly minted meimei.
Bringing up her real little sister and then suddenly being thrust into this type of self-aware of cringe violently and nonconsensually summoned forth invented images of a dog blooded BL scenario that wouldn’t be out of place in her real meimei’s leisure literature.
Fellow con goers, please have mercy on us two women and don't be thinking of what I'm thinking! We’re merely having a pure hearted, early friendship bonding moment! Skinship is very much common and normal between people like us, disregard the kabedon! Totally normal female friendship is blossoming here, get your homoerotic dog blood tropes out of our personal lives!
“This one is called… Qiu Bingbing.” Her voice hitched and quavered with some sort of ineffable, delicate emotion. “Bingbing, ah? Written with the same character as Binghe, meaning ice? And Qiu, is that with the character meaning the autumn season or the character meaning a grave mound?”
Qiu Bingbing hummed and nodded lethargically to the first question and spoke up for the second, hesitating slightly. “Qiu as in autumn.” “What a pretty name, “autumn ice”. You fit the bill of Luo Binghe perfectly, but with a name like that it’s nearly a pity to go by something else. You’re a miraculous find in a place like this, Bing-mei.” Shen Yuan complimented with abandon, eager to make her new friend feel good, and turned around. Still holding one hand, she impulsively took the chance Qiu Bingbing’s still bowed head offered and patted it softly.
She did that for a while, not paying attention to anything else. A euphoric smile opened on Qiu Bingbing’s lips. She was lost in the moment too.
The rest of the world fell away. As long as Luo Binghe, no, as long as Qiu Bingbing can worm her way into every crevice of Shen Yuan, she’ll be fine. He before was always grasping at any semblance of peace and security only for it to slip through his grasp like sand, but she’s found it. She’ll nestle in and hibernate inside Shen Yuan’s veins and she’ll never let go. She will never.
“Let’s go get you those clothes. Good thing I like them oversized, they should be mildly presentable on you, even if they aren’t anything girly.”
“I can live without anything girly, anything of yours will do.”
“That’s good to hear, let’s go then.”
#holy fuck im leaving it at that#svsss#my text#my fic#? dear god in an ideal world that tag will get more use than just this#lets call this...#Cucumber-jiejie And Her Newly Minted Meimei#shen yuan#luo binghe#luo bingge#luo bingmei#lesbingqiu#lesbingyuan#this was originally a much smaller draft that i was making on mobile but i misswipped and suddenly all my progress was lost#so taking a second crack at it with my semi-remembered general gist i ended up writing what's basically a fic?#not really a writer but i entered the flow state and what can a bitch do but obey it ya know#i wonder if that was airplane's mindset when he started writing pidw: “lol might as well see where this takes me”#i guess i can also tag this as#trans luo binghe#transbian luo binghe#my vibe was genderyes she/he unblossomed butch lesbian shen yuan#and withered but newly watered and speedrun-recovering she/he trans lesbian luo binghe. or as she's called here Qiu Bingbing
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pajamas gay boooiissssssssss SOCKS-
#I THINK I DIDNT POSTED THIS ONE HERE ISNT IT???#I think I’ll start posting only the ones are worth posting aka most recent ones lmao#it’s very hard to keep track of old drawings bc idk how to organize myself bc AUTISM#or adhd idk what it is anymore#ANYWAYS ILL KEEP POSTING FROM THIS DRAWING FORWARD#ILL TRY MY BEST TO KEEP TRACK HHHHHVGFJFG#this is from December of 2023 btw lol#art#my art#fanart#digital art#digital fanart#luca fanart#luca pixar#luca paguro#alberto scorfano#alberto luca#luberto#gay#pride month#luca disney#luca movie#luca x alberto#alberto x luca#luca#lgbtq#autism be autisming#btw if you want me to post a drawing here that I’ve forgot to post you can let me know <3#gay gay homosexual gay
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