#nepeta character analysis
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casey-lalonde-egbert · 4 months ago
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it's kinda sad both sides of nepeta fans are contradictive to one another. the side that wants her to be a cute adorable cat girl who's quirky and silly vs the side that wants her to be a cool and in-charge strong wild hunter. mainly bc i usually see one side trying to invalidate the other, but it doesn't have to be that way? having these aspects of nepeta's personality co-existing is a good idea because it gives her character more depth and shows she changes depending on the situation, making a more realistic and relatable character, this is how actual cats are after all, they can be cute, cuddly and silly one moment but turn around and be focused, aggressive and intelligent hunters. let her be cute but wild! let her be clever but sometimes silly and quirky!
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tfdtreasurer · 6 months ago
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<3 erinep!!
i have no real reason for liking it as much as i do, maybe im just weird ?
Not weird at all anon!
You say you have no reason but I can think of plenty. Erinep is one of those ships that I'm shocked isn't more popular. In many ways, they have an interesting dynamic that makes for good storytelling.
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They're both trolls kind of known for their unrequited crushes, so it makes intuitive narrative sense to have them get over it through each other. Nepeta's flaw is that she lacks the courage to make romantic advances out of fear of failure. Eridan's flaw is that she makes romantic advances with the expectation of failure and thus creates self fulfilling prophesies of rejection.
Eridan is so weird...
It's their flaws that led to the canonical obstacle to them as a ship, the fact that they have gotten off to a rocky start romantically. Eridan having gossiped with Karkat, is aware that Nepeta has feelings for somebody else, but in true Eridan fashion, attempts to ask her out anyways. Nepeta thus diagnoses her as a creep and insincere. Considering that my own interpretation of Eridan is based on insincerity and how weird Alternian society makes you, yeah I'd call that fair. Creep is certainly strong language that would suggest little chance for romance developing but lets not forget whose Nepeta's moirail is, and what she calls him in her own words. She's well aware that hemospectrum hangups lead people to be way weirder than they really would be, and as one of the most compassionate trolls, she's probably sympathetic to that. It is in the same conversation that you get her calling Eridan insincere that you get her feeling bad that she died. Because Nepeta is just that nice.
Getting over it
That being said, they still both require some character development to make the ship work, which from a storytelling perspective, is good. They don't need to be each other's moirails or anything, I approve of Meowrails and would not want to disrupt that, so other characters can help drive their development instead (*Cough cough,* Kanaya, but this is the erinep post). Nepeta has two main paths: giving up passively and not asking Karkat, or ripping the band-aid off and asking him out. The second option is in my mind the best for character development as it provides closure. However, there's also a parallel narrative decision to be made: does Eridan tell her what will happen, since she knows, or will she let Nepeta ask Karkat out anyways. I'm a complicated girl and so I think the third and most emotionally complicated option is the best: have Eridan encourage her to ask Karkat out. It's in keeping with Eridan's approach to Kanaya's crush on Vriska, and isn't necessarily mutually exclusive with Eridan telling her what will happen. They can have a conversation where she warns Nepeta what happened with her, the emotions she felt, but also recognize the necessity of asking anyways. It'd be a good moment for Eridan's character to develop too, recontextualizing for herself her rejection by Feferi. And bam, voila, hey presto, you've got them both taking their first stepping stone of emotional maturity together. From adversity, progress.
Feferi's #1 hater propaganda
If you see this blog you should know that I'm Feferi's #1 hater, and so Eridan perhaps being honest with somebody would lead to her revealing why she was such a desperate loser in past (the breakup+rejection combo leading to messy pinball-like attempt at rebounding). And while getting over the flush crush is required for both of them, I believe Nepeta would be kind of shocked at the nature of Eridan's moirallegience. What do you mean she just started calling you her moirail? She didn't consult you about that? What do you mean she thought the job was over after entry? She thought weirdo behavior stops on a dime? What do you mean she knew that you didn't appreciate it and she went on with it anyways? What do you mean she expected it to be a two way street? Me and my healthy moirail were always super clear about being moirails, and of course I stuck with him after entry. The gig with my own weirdo is practically full time, but you do it because your genuine feelings for the person. I did it because my efforts were appreciated by someone that recognized their issues as issues and wanted me to be their moirail. Hell, if you're going to change canonical events that allow all noncanonical shipping to happen, you might as well give Nepeta one successful "shipping moment" (the irony is not lost on me, shut up) by letting her matchmake Eridan with a moirail that would care about her (*COUGH. COUGH.* kan, but like also while I don't care about the recent pale erikar trend, that could be hella character moment for Nepeta to make that call).
Hunters
If your interpretation of Eridan emphasizes her brief environmental commentary, the fact that Nepeta lives fairly detached from industrialized society makes how they relate to each other interesting. Nepeta is if anything characterized as being very not wasteful, and in her own words: "i dont kill anything i dont eat, that would be mean." This stands in direct contrast with Eridan who has resigned to how her occupation may be infinitely necessary and entirely justified, but is distinctly evil in purpose and function. It helps that although orphaning doesn't appear especially wasteful (the whole whale does get eaten), it draws on historical industrial whaling which was infamously wasteful. There's something very interesting there between, again, the most compassionate troll hunting for herself, and the orphaner hunting for somebody else. It would be an emotionally complicated mix of sympathy and disgust, made part tragic by the fact that Eridan transparently expects the disgust, but would be absolutely flabbergasted by sympathy. It continues the cute but somewhat tumultuous path that I think characterizes some of the best love stories.
Extra
There's also a few other little things that can tie them together and make good stories out of their ship.
If you see Equius' overprotectiveness of Nepeta as a significant flaw, he can be given development by Nepeta properly dunking on Eridan during a low stakes lover's spat. Proving that although she may have not played FLARP with the rest of the "dangerous" trolls, she's no less capable of handling herself. You can play it for comedy as it's always fun to see Eridan dunked on, and Nepeta could ride her around by the horns like a Left for Dead jockey as Equius looks on proudly. For anti sea dweller reasons maybe? We'll keep working on it, Equius.
Speaking of FLARP, they're both RP dorks. Common on alternia so perhaps nothing really special, but the distinction between FLARP and RP is more significant than the distinction between LARP and RP (astonishing, I know). FLARP, an acronym which is already losing its meaning to me, is kinda psychotic and so I'm inclined to agree with Equius that it should be avoided. Nepeta toning Eridan down from FLARP+orphaning that was her hobby to a more healthy and low stakes RP would be both awkward and cute. Plus it can serve as a character moment for Eridan where the orphaner dualscar character is retired and she can fully embrace the 🌠 wwonderful wwhimsy of wwizardry 🌠.
And sometimes it's just the silly little things that can justify a ship. Maybe the cat likes fish. Maybe the military history nerd likes trenchcoats.
IDK, erinep is just cute. Solidly approved, anon, erinep has been placed in the "works really well" tier just below GOATED tier.
Whew, yet another tantric Homestuck analysis sesh. People insane enough to have read to the end: Don't forget that hopping anonymously in the asks to suggest Eridan ships for me to spend time analyzing is entirely free.
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kingcrimsonsalt · 9 months ago
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I won't lie I think your hypothetical timeline is a clusterfuck however I think your analysis of Nepeta's character is accurate and well-done. Big ups for actually sourcing your reasoning and using (mostly) the webcomic alone for your evidence.
Love is Stored in the Cat: A Nepeta Leijon Character Study
I guess these are a series now! I also have a request for Feferi in my inbox that I'll get around to eventually.
SO! Dear, sweet Nepeta.
Nepeta is the troll that is most against the existence of the hemocaste.
I believe the Ultimate Self speech was originally going to be from her, not Davepetasprite^2.
She's bad at shipping.
These all make her extremely impurrtant!!!
So furst of all, I'm going to start with the same disclaimer as my Eridan essay (go read that first!!! It sets up a lot of ideas that I'm expanding on here), which is that the things Hussie says are going to be lowered in value, because he likes to play coy about plot stuff. I'm also not counting anything but the actual text as canon, and even with in that text, I'm counting everything after GAME OVER as soft canon - a suggestion of what would have been, often truncated for time, often a deliberate middle finger to the shitty fandom.
Okay, so with that squared away!
Nepeta Says Fuck The Hemocaste
I'm not going to bother doing a deep dive on Nepeta's characterization, because fur the most part, I think the fandom more or less gets her right - she wears her heart (h33h33) on her sl33ve, after all! She's a very sweet little catgirl who loves roleplay and shipping, who is also a vicious hunter of wild beasts and lives in a cave. She's very nice and friendly, but has a tough streak and a spine.
She also says fuck the hemocaste, why does that even exist:
CT: D --> Your fraternization with the base classes have 100sened your morals, can't you see this AC: :33 < no! i dont care, they are fun AC: :33 < and i dont know anything about classes or bases or blood color, it doesn't matter! AC: :33 < what does gr33n blood even mean! it doesnt mean anything to me and it shouldnt mean anything to anyone else!
This is a radical stance not outright shared by any of the other trolls. Aradia calls highbloods "hateful sn0bs" that she and Tavros shouldn't have "ever had anything t0 d0 with", the highbloods are, of course, all casteist to varying degrees, and even Karkat seems fairly accepting of the class divide, at one point taunting Vriska that her rejection from the blue team is "ANOTHER INFURIATING VICTORY FOR GUTTER BLOOD OVER ARISTOCRACY". Not to mention his long-held dream of becoming a threshecutioner.
Even Feferi, despite saying to Eridan that "W-E AR-E NOT B-ETT-ER T)(AN ANYBODY!!!!!", is actually perfectly comfortable with the caste system's existence, comparing having to stop using her royal typing quirk to "peasant-IFICATING" herself - and let's not forget that a Beforus under her rule had its caste system 100% intact.
This means that Nepeta is the ONLY troll who has said, in no uncertain terms, that the caste system should not exist. It's stupid, it's bad, and it doesn't meowtter!
AND SHE'S RIGHT.
But she's never able to fully express this opinion, which brings us to:
A COMPLICKATED RELATIONSHIP WITH EQUIUS
Now, before I say anything, I must insist that I do believe these two work as good moirails. That does not, however, stop them from being 13, and therefore, being poor to each other the way 13-year-olds sometimes are. I don't think they should break up; I think they should re-examine certain dynamics, and I think they need some space to breathe apart from each other.
Equius has a lot of problems, which I won't get into overmuch here, because... that's a whole essay on its own (are you people seeing a trend yet). But with regards to Nepeta specifically, he's extremely controlling and protective, to the point where she's a little scared of him before the game begins:
AC: :33 < well it does sound like it will be a lot of fun but i think i should get purrmission first GC: BL4R!!!!! GC: TH4TS SO STUP1D GC: H3S NOT TH3 BOSS OF YOU AC: :33 < i know! AC: :33 < but still im kind of scared of him and i think purrhaps its best to just run it by him first so there isnt a kerfuffle about it or anything
She's also afraid to tell him about her crush on Karkat, since she knows he doesn't like Karkat:
AC: :33 < well AC: :33 < i have never told anybody this not even my moirail AC: :33 < heh, actually hes the LAST guy i might tell, he so wouldnt appurrve X33 AC: :33 < but yes i have liked somebody for quite some time, but alas he doesnt know it
By the time they end their game, she's gotten over this fear, seeing as she spends many hours curled up with Equius in a pile of robotics parts, but it still must be noted that they have some issues in their relationship that were never resolved, primarily on Equius's end. What this means for Nepeta, however, is that in addition to setting her up as the most outright anti-classism troll, the comic sets her up to be socially isolated due to her moirail's paranoia about letting her associate with both lowbloods (seeing them as bad influences) OR other highbloods, seeing them as dangerous.
He's not entirely wrong - his refusal to allow her to participate in FLARP kept her from winding up entangled in the horrible chain of revenge, as Tavros alludes:
AT: iT'S PROBABLY FOR THE BEST, AT: tHAT YOU LISTEN TO HIM, AC: :33 < i dont know AC: :33 < you think so? AT: wELL, AT: iF YOU DIDN'T LISTEN TO HIM BEFORE, AT: yOU MIGHT HAVE PLAYED GAMES WITH US BEFORE, AT: aND SOMETHING BAD MIGHT HAVE HAPPENED TO YOU, AC: :33 < hmm purrhaps
But he's still wrong. And it's probably an uncontrolled manifestation of his Heir of Void abilities - he's both consciously and unconsciously hiding her from other people.
This isn't to say she doesn't stand up for herself! Many of her discussions with Equius are pseudo-arguments, and she does get her way often enough, managing to get him to roleplay with her, and managing to get him back in the roboti% pile to talk about his feelings about Aradia. She also talks to the humans explicitly against Equius's orders, although she's keeping it a sneakret from him:
NEPETA: :33 < but equius already furbid me from doing that :(( NEPETA: :33 < not that i am listening to him, but shhhhh! :33 KARKAT: WAIT, HE DID? KARKAT: OK, THEN AS YOUR LEADER I ORDER YOU TO RP WITH THEM AS MUCH AS POSSIBLE. BE AS OBNOXIOUS ABOUT IT AS YOU CAN. NEPETA: :33 < yaaaaaaaaaaaaaaay!
But the fact that she has to tiptoe around him like this speaks to them having issues in their relationship that go unexamined and unresolved, especially since it's clear that Nepeta really would like to be friends with more people, were Equius not getting in her way. So, even though I do think they are good moirails for each other - they clearly genuinely, deeply care about one another. But they could use some relationship counselling.
In fact, Jasprosesprite^2 outright calls her lonely:
JASPROSESPRITE^2: Or the girl who likes ships! Cause they made her less lonely. ;3
So, she's anti-hemocaste and lonely, two character traits that were set up and never resolved. And beclaws this is Nepeta, in her honor, I'm going to talk about a third:
Her Unrequited Crush On Karcat
She has the BIGGEST flushed crush on Karkat. It's seen on her shipping wall twice, once with the word OTP on it.
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And, despite never discussing it with her moirail, Nepeta mentions it once to Jaspersprite, and once to Jasprosesprite^2.
Now, I'm not really here to debate on the validity of KatNep - I think it's fine, even if I don't personally ship it, and don't personally think it would work out (there are lots of indications that they wouldn't work out, including Jasprosesprite^2 outright saying so). However, her crush on Karkat is both complicated and creates some interesting setups for her character. I am going to discuss it fairly critically either way, so KatNep shippers have been warned.
A lot of her feelings about Karkat - and about shipping in general - wind up being heavily interlinked with her status as a Hero of Heart, so I'm going to expand on it more there. But what I will note in this section is the fact that, despite Nepeta insisting twice that she doesn't think Karkat knows about her crush on her:
NEPETASPRITE: :33 < it was karkat NEPETASPRITE: :33 < but i never told him and im pretty sure he never found out how i felt!
He tooootally did:
KARKAT: OK, BUT TO BE FAIR, I'M PRETTY SURE SHE'S STILL OBSESSED WITH ME. KARKAT: IT'S A VERY UNFORTUNATE, VERY RED AND VERY UNREQUITED SITUATION I'VE BEEN TRYING TO TIPTOE AROUND FOR A LONG TIME, OK?
Interpret that how you will for shipping purposes, but I want to propose that this is a reflection of their statuses as Heart and Blood players. Heart, despite its players' obsessions with romance, is not the romance aspect, Blood is. Karkat displays this very same romantic acumen when he tells Dave that he's known Terezi and Gamzee were a thing for a long time, despite everyone else on the meteor trying to keep it a secret from him. Heart is, instead, about identity, feelings, motivations, souls, and self. In other words:
Nepeta Is Kind Of Bad At Shipping
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Let's take a look at those shipping walls.
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Let's break this down a little. Nepeta's ships are not entirely wrong, but even the successful ones are kind of wrong. Here's what I mean. We've already discussed how Equius and Nepeta's moirallegiance has some... issues in it. If we go down her list of ships that actually do happen, most of them have some issues in them!
Aradia expresses her regret for getting together with Equius in the Ministrife. Kanaya and Rose suffer some major relationship problems when Rose starts drinking, to the point Karkat feels a need to step in as an auspice. Karkat and Gamzee fail, as Karkat is not calmed by Gamzee, and Gamzee stops listening to Karkat. And while Sollux and Feferi seem to be fairly healthy, after they both wind up in the Furthest Ring, he's pretty much always next to Aradia - he and Feferi don't even get to exchange words with each other once they're in the Furthest Ring. Purrsonally, I think he and Feferi are meant to end up as moirails, but shhhh.
So what's happening here? Well, this goes back to her identity as a Heart player. Heart is concerned with feelings and motivations.
They simply want to understand the one thing we all are stuck with for our entire lives, i.e. our own minds. Forging an identity is extremely important to the Heart-bound, and every decision and action goes toward building a coherent narrative of their own story. That isn't to say Heart-bound don't care deeply for their friends and allies; they just have a tendency to assume that everyone is as concerned with identity as they are.
Nepeta's shipping has also been associated with her isolation and loneliness. When you put this together, it implies that Nepeta's shipping is about her desire to understand others, and much of her ships are based on one of the parties having feelings, regardless of compatibility, feasibility, or broader implications. After all, despite the fact that she has pretty terrible romantic acumen, she IS able to instinctively identify that Eridan's advances toward her were insincere:
NEPETASPRITE: :33 < well ok i guess eridan hit on me a few times NEPETASPRITE: :33 < but his advances always struck me as cr33py and insincere
And that Karkat secretly LOVES and RESPECTS his friends:
JASPROSESPRITE^2: On the contrary Nepeta. You deserve someone who will RESPECT and ADORE you. NEPETASPRITE: :33 < well... yes NEPETASPRITE: :33 < i always hoped to find someone like that some day NEPETASPRITE: :33 < i dunno maybe youre right but in spite of whatever problems he might have i always felt like i saw something in him that made me think he could be that purrson!
Or knowing that Equius loves to play games, and still feels sad about Aradia exploding:
AC: :33 < i s33 right through your stupid act, who are you trying to kid! AC: :33 < look how you go out of your way to use words that have x's in them so that you can use your silly purrcent signs AC: :33 < or use these absurd words that you can shoehorn a '100' into, even if its not strictly replacing 'loo'!!! AC: :33 < you are so transpurrent AC: :33 < i can tell you like to play games, d33p down you are a guy who likes to play games! AC: :33 < i can smell a guy who likes to play games from so fur away with this nose, you have no idea X33
NEPETA: :33 < she was so happy, just like she used to be, and she said she would s33 you soon! EQUIUS: D --> That's a nice thought, and thank you for sharing it EQUIUS: D --> But it was only a dream, and will surely have no consequence in reality NEPETA: :33 < equius? NEPETA: :33 < are those f33lings i an detecting with my wiggly whiskery nose? EQUIUS: D --> Maybe
Because feelings, and not relationships, are her actual domain.
And speaking of Heart powers...
Nepeta and the Ultimate Self
So from this point forward, I'm going to assume you're more or less agreeing with my take that at some point after Game Over, Hussie - for whatever reason - gave up on his original ending, and wound up truncating his ideas so he could finish the comic faster. I go more into detail about that here.
So, in this hypothetical original ending, I firmly believe that the speech about the Ultimate Self would have come from Nepeta. First, let's take a look at what the "Ultimate Self" entails, as it appears within the comic:
DAVEPETASPRITE^2: B33 < everything that ever happens to every version of you is an important part of your ultimate self... like a superceding bodyless and timeless persona that crosses the boundaries of paradox space and unlike god tiers or bubble ghosts or whatever, it really IS immortal DAVEPETASPRITE^2: B33 < but in your physical form there are all these partitions in your mind that prevent you from remembering any of that which makes your existence f33l totally linear DAVEPETASPRITE^2: B33 < which is probably for the best! DAVEPETASPRITE^2: B33 < in a regular body s33ing all that would be too overwhelming ... DAVEPETASPRITE^2: B33 < and after it sinks in for a while you start coming to this understanding of a greater self DAVEPETASPRITE^2: B33 < maybe i "got it" quicker though because of the two people i was and their aspects DAVEPETASPRITE^2: B33 < understanding heart is all about the nuances of a distributed self DAVEPETASPRITE^2: B33 < nepeta never got to make much headway with her aspect but shes finally gettin the chance DAVEPETASPRITE^2: B33 < the time aspect is all about running into different versions of yourself so you kinda get confronted with it in a really literal way that can be disturbing DAVEPETASPRITE^2: B33 < obviously davesprite stuggled with that too, but now its fine DAVEPETASPRITE^2: B33 < hes fr33 from worrying about it all and what it means for his place in reality DAVEPETASPRITE^2: B33 < because he can s33 now all his selves have relevance in painting the full picture of who he truly is DAVEPETASPRITE^2: B33 < im not COMPLETELY sure because im not like some sort of ASPECT MASTER but DAVEPETASPRITE^2: B33 < my avian slash feline intuition tells me that all roads will lead you here eventually DAVEPETASPRITE^2: B33 < gaining the d33pest possible understanding of any aspect will bring you to the same final conclusion about your ultimate self
Now, I believe - and I hope you'll agree - that it's kind of lame, narratively, for Davesprite to have been set up with so much angst about not being the "real Dave," and for Nepeta to have all her issues with loneliness and shyness, and for these two specific iterations of each other to have never interacted, but suddenly getting double-prototyped fixes all of their problems, and they achieve Ultimate Selfhood despite being two total strangers to each other. So let's instead break down the more salient points about what Ultimate Selfhood entails, divorced from the fact that it's Davepetasprite^2 doing the narrating:
Every player in the game possesses an "Ultimate Self," an ultimate culmination of all their experiences and memories, specifically referred to as a "persona"
Normally, people are not aware of this, because it would be too overwhelming to deal with so many memories and iterations of each other.
Everyone will achieve Ultimate Selfhood eventually as the final culmination of their understanding of their aspect.
Heart is all about the nuances of a distributed self.
Let's talk about that last one some more, and by that I mean, let's see what Calliope has to say about it:
TT: I don't know why it had to be this way for me. Juggling these two waking selves at once. TT: I guess I'm used to it, but it still makes for a pretty intense existence. TT: Do you even know what the deal with that is? Like is there any precedent in your readings? UU: i don't know aboUt precedent, bUt it makes plenty of sense to me as the type of path one might expect for a hero of heart. UU: a path rUled by the heart aspect can be a joUrney of splintered self. UU: that is, the player's being may exhibit the same kind of fragmentation which certain classes coUld caUse in others. UU: i think this is what has triggered yoUr dUal-awareness between waking and dream selves, thoUgh it woUld not sUrprise me if the symptoms manifested in even more ways than this.
Now, Dirk has a clawmplicated relationship with his alternate selves, given that he's a Prince, but Nepeta wouldn't have the same struggles, or at least, not to the same degree. The problem is, hampered by Equius and her own shyness about discussing her thoughts and feelings with others:
NEPETASPRITE: :33 < i get so shy and worried what people might think of me if i say how i f33l NEPETASPRITE: :33 < im always so scared that they wont f33l the same way or just think im stupid or pathetic or something
She never actually gets to explore this part of herself.
But What If... She Did?
The way I imagine the original ending going is that each troll that gets saved by John's interference in the timeline then asks John to help them fix their own mistakes, thereby saving somebody else. Each successive trip through the meteor brings new character development, and also riddles the comic with progressively more password pages, which I think would be really funny. And throughout all this the Game Over team is searching for Vriska, Meenah, and the treasure, and resolving their arcs that way, so it's not like they would be replaced - they're the ones who get to kill LE. The process, in my mind, goes like this:
Terezi asks John to save Vriska, and prevent her from getting too spades with Gamzee, as these are her two greatest regrets.
Vriska obviously had great regrets about killing Tavros, both pre- and post-retcon, so she asks for his death to be prevented.
Tavros staying alive means that he and Gamzee wind up hashing out some stuff - Gamzee mentions that he feels "So aT ChIlL WiTh yOu" while talking to Tavros, and Tavros reciprocates the friendship and also - interestingly - acknowledges Gamzee's religion, calling it beautiful even if he doesn't necessarily believe in it. This is interesting because Karkat's inability to do so is explicitly one of the reasons their moirallegiance broke down. So having Tavros back, alive, means that he and Gamzee would likely end up in some sort of relationship, probably pale despite flushed leanings, and would bring Gamzee back into the fold.
Gamzee would then be like, yeah, wow, that time I killed Nepeta and Equius was pretty bad, huh? Especially since his decision to hang onto his friends' bodies and prototype them is often interpreted as him genuinely feeling bad about his dead friends (he tells Kurloz to shut up when Kurloz mentions all the dead friends, and his religion seems to be about a paradise he wants to share with his friends anyway). So he'd ask John to prevent him from killing them, resulting in the two of them getting to live.
Things get much more hypothetical from here, since so much of the character dynamics would have changed, but I think by this point, Equius might command ask John to let him say goodbye to Aradiabot before she explodes, which he expresses feeling very sad about. However, in doing so, John and Aradiabot end up in the same room, and when she realizes that he has the ability to change the timeline without repercussions, she'd seize him by the arm and demand that he take her back in time, to before she died. After all, she expresses regrets about her reckless actions, and how she always felt like it was all one big setup.
She would take Aradia's place in the Vriska revenge chain, being once more freed of her robot chassis, and from there, would trick Doc Scratch and the Handmaiden into thinking everything was still going according to their designs. Meanwhile, Alive!Aradia would be hanging out at Equius's place, borrowing his void powers to avoid notice, coordinating a new timeline that keeps the beats of the original (too much deviation causes unpredictability, and an paradox'd timeline offshoot without John's direct interference would still become doomed), but allows them greater freedom and the ability to overcome the machinations of Doc Scratch and associates.
This would also prevent Sollux from becoming so self-loathing, since it's no longer "his fault" that Aradia dies, although he winds up in that hole again after Feferi gets killed. Now that his Aradia is alive, he wouldn't feel like he might as well stay in the bubbles because his closest companions are there, so he'd make it to the end, and would ask John to prevent Feferi's death.
Eridan still dies; he's so disconnected and isolated from all his friends that his course of actions is largely unaffected even by everybody else's timeline tweaks. But before Feferi can suggest bringing him back, Karkat would butt in.
The Friendship Troll should be the one to demand that ALL of their friends be revived, especially if they had everyone except only one guy, and Karkat and Eridan are heavily implied to be moirails anyway. The course of Karkat's fixes are so comprehensive, and primarily romance-based, that the end result of this final loop is everybody not only being alive, but god-tiered, with appropriate character development.
Now, where Nepeta's Heart powers would play into all of this is that she would start to notice something going on. After all, Heart players are sensitive to their splintered selves, and (Nepeta) is probably much closer to Nepeta than regular doomed timeline offshoots. As the loops continue, and Nepeta has more and more time to talk to people, and meets her dead alternate selves, and even meets (Nepeta), she starts to awaken to her Ultimate Self - to come into possession of alternate memories.
And if the Ultimate Self is a very soul-y kind of concept, such that Heart players have a natural advantage in coming to understand it, then isn't it a natural fit that a Rogue of Heart - one who steals from Heart or steals Heart for others - would be naturally inclined to share the wisdom of her alternate selves, and even the very concept of the Ultimate Self, with her friends?
Because the Ultimate Self is actually, in my opinion, a pretty good narrative device. It turns the sadness of the dead and doomed timelines into something littersweet instead, and makes it so any weirdness regarding time travel and not really knowing your friends anymore will eventually be resolved, even if off-screen.
It's not really narratively satisfying when Davepetasprite^2 suddenly comes into being and reaches enlightenment, but imagine if instead it's a post-character development Nepeta comforting Davesprite on his relevance, or Jade on her loneliness, or John on not really knowing these new post-retcon versions of his friends? It would feel a lot better, since in this hypothetical, she would have reached that point after on-screen character development. Being able to share her true self with her friends on the meteor - by necessity, since what else are they going to be doing for three years - leads to her finally being able to fulfill her role as a Rogue of Heart.
Also, at some point during these repeated meteor trips, she dates Karkat (whether that's successful or not, I'll leave to reader interpretation - you already know where I stand), fulfilling Jaspersprite's musing that she might only be able to date Karkat after she dies.
So that's two out of thr33 of her outstanding plot hooks resolved... okay. So, I try not to make these essays into ship propaganda, but hear me out:
Hate Is Stored In The Catfish
Okay, so, remember that thing about how Feferi is actually a huge casteist hypocrite? Well, let's also note that the comic, post-Murderstuck, seems to put Nepeta and Feferi together a lot - they're a Commodore and Rear Admiral in the ghost pirate army, respectively, and they also wind up as Fefetasprite. So I think it's not entirely out of left field to say that these two were implied to have SOMETHING going on.
And that something... is a difference in political views.
I mean, let's be real, there's a reason Fefetasprite is the most explode-prone after Tavrisprite. Miss "The Hemocaste is Stupid and Shouldn't Matter" vs. Miss "I Love Being A Princess And Call Jade Hornless and Finless (Derogatory)"? Come on, tell me you don't see it.
Without getting too much into Feferi, this hypocrisy, and unwillingness to check her privilege (so glad I found an excuse to use that term unironically), are probably her greatest character flaws - ie, the things you would expect the story to address about her. Meanwhile, one of Nepeta's flaws, which she laments to Jasproseprite^2, is that she feels too shy to talk about her feelings to other people, leading to her having never expressed her views on the hemocaste to anyone but Equius.
I think that they initially think they'd be friends. Each one of them would go "oh man, this other girl is soooo cute, I wish I could talk to her more often!"
And then, once they do, they realize they fucking hate each other. Nepeta would go "X00 < you are such a hypocrite who f33ls like youre better than all of us!!!" and Feferi would go "You're suc)( an uneducated glubbing P-EASANT! 3X0" and then they'd claw each others' eyes out. It would be so funny, and if a homestuck ship isn't extremely fucking funny, then why are we even here.
But more importantly, this would further them along into resolving each others' arcs - Feferi would be forced to grapple with the greater implications of classism, and Nepeta - who is shown having a spine the most in defiance of somebody else - would grow more aggressive about being open about her feelings in defiance of Feferi. Even Equius would get roped into it in a positive way - you can just imagine him going "D --> Can I really believe my auricular sponge clots D --> Nepeta, you are finally taking interest in politi%" and be 100% on board with teaching her so Feferi won't be able to call her uneducated.
And then for flushed, I dunno! Karkat's an option, and Jade and Jake also both love the fuck out of furries, and Tavros seems nice. But yeah I'll die on the catfish hate ship. Guys it would be so funny.
Thank you as always for reading! Let me know if there's a troll you want to hear me ramble about next.
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relaxxattack · 9 months ago
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you are so very homestuck knowledgeable. when you have the time and should inspiration strike, please tell all your headcanons about oliveblood trolls.
ooo what a great question! for this one i think first we'd need to break down current stereotypes about olivebloods. there's actually not much that we're given about them tbh
according to the homestuck wiki, which is based on info from both the comic and more dubiously canon things like friendsim and hiveswap, the olive caste's two singular traits seem to be "wild animal" and "romance liker". both of these, obviously, are traits pulled from our wonderful main girl nepeta, who was the singular representation of the olive caste for a long time; alongside her dancestors. which is quite cute, who doesn't love nepeta?
the thing is though that i am one of those nitpicky people who likes to say, "well, hey now, nepeta isn't actually representative of her caste at ALL." in fact, none of the beta trolls are. i honestly feel like it should be assumed that just like the beta kids, the beta trolls are weirdos, and not really the 'norm' in their society.
nepeta lives out in the wilderness very specifically away from society in a way that is remarked on as being unusual even for someone of her color; and she does not even understand what role her caste would have given her in normal society. and i mean... considering aradia tavros and sollux are LOWER than nepeta, it doesn't really make sense for them all to have nicer houses than her unless she's unusual in her situation.
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^ nepeta is in fact NOT a good representation of olivebloods.
which means... no, i don't think all olive trolls are romance obsessed wilderness girls, actually, sorry, hiveswap friendsim, i have to shelve you from my alternia analysis for now.
luckily, there ARE other olivebloods in the series!
first of all, the other leijons. unfortunately, none of them are really "good" examples either. meulin is from an entirely different planet, and disciple is from an ancient history perhaps even less representative of "normal" life than nepeta is. all we really get from them is stuff we already knew from nepeta-- the wildness, the relationship interest. with an added fact that both meulins seem to be somewhat bookish.
and so who does that bring us to? the final canonical oliveblood.
that's right.
troll will smith.
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troll will smith is canonically an oliveblood. not only that, but he's a famous actor, which means he is basically a "model" for society- for what it looks like once you "have it all made". i would imagine this goes even more for alternia, supposedly a very movie-geared society.
the two troll will smith features that canonically exist on alternia are Fresh Prince and Hitch. in both of these films, will smith plays a character that is self-made and clever, a regular guy who is just skilled. it should also be noted that while a "threshecutioner" is a job with a heavy blueblood populous, greenbloods can also be one, and it's common enough that a show about it wasn't cut by the alternian dictatorship.
so therefore, what traits can we pull that all of these olivebloods (and equius lol) display to us?
olive trolls are lower class, but they're capable of working up through their connections
likely due to this, olive trolls are often clever and self made. they're likely quick-witted and sharp
they're good at their jobs! most olive trolls that are seen in the comic are very good with their respective practices (be it drawing, writing, bookkeeping, or melee fighting)
it's possible that olive trolls have a good intuition, and are fairly in touch with their own instincts. this would explain why some of them seem to fare better in the wild or in fights, and also why they are stereotyped as having a natural inclination for relationships. i think this is also a good transition ground between the impressive physical psionics of the castes lower than olive, and the emotional/mental psionics of the highbloods above them.
so, there we go. these are my olive headcanons! they're not comfortably well off or anything, but they're not wild animals either-- they're hard workers and skilled at what they put their minds to. probably usually working a nine to five and doing their best in life hoping to move up with a good quadrant or promotion. at least, in my headcanon anyway- no need to take this as fact!
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triptychgardener · 10 months ago
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Hello sorry if this is a bother but I am asking in good faith where is the reading for transmasc nepeta. I’m asking this cuz of your last ask (the June one) and I see aradia Dirk and Jane. Thoes all I have seen post and analysis about. But I have not really seen anything about nepeta.
Okay so first thing you gotta understand is that gender in Homestuck, for lack of a better way to say it, can be understood in how characters reflect and relate to each other. That being said to understand Nepeta's gender, we gotta understand the gender of at the very least one other person.
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Dave.
And more specifically.
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Davepeta, Homestuck's very own first(ish) trans character.
Davepeta is noted to be a sort of platonic ideal of existence for both Dave and Nepeta. Somehow, through a strange series of cosmic coincidences, these two end up making an odd sort of parallel. Both having a strange relationship to a man who loves him some goddamn horses. The whole Akwete Purrmusk thing. I mean, Dave canonically engaged in semi-nonironic furry roleplay with Nepeta offscreen, and given what we know about what becoming a furry in Homestuck means, it's not a leap to describe this as their ideal form.
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But, although we don't see a lot of Nepeta's character arc, we do see a lot of Dave's. He struggles his whole life under an incredibly oppressive masculine force (both of Bro and, indirectly, Lord English), and once the game is over ends up deconstructing and largely rejecting that.
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So when Davesprite, who's also probably been thinking about this for even longer, bereft of purpose or identity, finds a kindred soul in a spunky catgirl... well the rest is Davepeta.
And similarly, there are points in the story where Nepeta acts kind of uncomfortable with how others see her as exclusively something to be protected. The whole "Dear, sweet, precious Nepeta" grates on her early on, as Equius uses it as an excuse to control her actions. The whole of moiraillegience as it is originally explained (i.e. one party helps to calm down an especially brutal and violent person from outbursts of anger, and in turn that person will protect the more docile, even-tempered soul from external harm) even kind of FEELS like the way heterosexual relationships are portrayed in a lot of conservative spaces, where women are nuturers and caretakers while men are protectors. And Nepeta is supposed to, in this situation, be the person who helps Equius manage his emotions, which she feels some consternation at!
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Now, over the course of Hivebent, their relationship appears to evolve and get a bit more balanced, but it still carries these overtones of "I will protect you, and you will handle my outbursts." Notably, when Equius goes to seek the Highb100d, and leaves Nepeta behind.
And of course not after roleplaying as each other.
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Which. I mean come on.
But notably, Nepeta doesn't just stay put! She doesn't really want to be protected all the time! And when push comes to shove, she leaps out to defend, or at the very least avenge, her best friend.
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And then, we don't really see Nepeta for a while!
Until we get to the end of the comic.
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During their whole "date", Nepeta seems a little uncomfortable with Jasprose's affections. She may be a bit flattered, but Jasprose also fully admits later that she was frankly looking for any girl she could fall in love with after the tragic death of her girlfriend and possible more tragic untimely resurrection.
But then the pivotal handshake happens, and we get to see who is perhaps the most happy being in all of Homestuck.
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Then we get into some of the only actual discussion of gender in Homestuck. We don't get much besides that, for both of their lives, Dave and Nepeta both felt something was missing. Something felt wrong that they couldn't quite place that made them both miserable. I don't think it's a massive stretch to say this could be gender dysphoria.
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And when they combine, they feel the fullness of the gendered experience they were missing, melded together like a two-piece puzzle.
Now while the abovementioned "strong identities as a boy and a girl" might throw you off, I would point to what Victoria Lacroix said about this passage: note the lack of the word "respectively." I rest my case.
Now full disclosure, my personal headcanon for Nepeta is genderfluid transmasc. The whole affinity for roleplaying lends itself to a more shifting identity and I just think Nepeta, given more time, would love exploring the little nooks and crannies of gender.
This isn't going into the more complicated shit with Gender when it comes to Equius and Dirk and all that other stuff. Here's a quick summary so you can see exactly how my brain is broken.
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Anyways, thanks for the question! I hope I answered my thoughts on the topic adequately! If other people have more to say about this, please feel free to add on!
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dingodad · 4 months ago
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which of your fantrolls are derse and which are prospit. and do you believe there's a meaningful divide?
these guys inherited their dream moons pretty straightforwardly from the characters they were inspired by.
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dream moon feels kind of like the most astrology esque of all of homestuck's astrology type systems LOL in that basically all of the characters inherited them based on totally arbitrary circumstance (same moon as the rest of my family members, same moon as the rest of the players who wanted to join team vriska / team equius, etc.) and the comic never once seems to try to explain it in any deeper terms than that. so any analysis of what they might mean is just trying to find patterns in disparate personalities. (i guess dream moon being significant is a real thing now that it's included in the official aspect test but i'm not even going to bother looking those up because i don't really care that much. lol)
there are some interpretations i've found interesting.. like prospit dreamers playing active roles and being protagonists while derse dreamers are behind the scenes actors and backgrounders is so obviously true but it also seems so redundantly similar to active + passive classes. and the one about prospit dreamers being upfront with their personalities and derse dreamers hiding behind a mask is fun for explaining oddities like dersite nepeta but falls apart for other characters.
so i've never once thought about what moon "fits" a character before deciding where they go, i 100% always just sort them towards the beginning of the design process and then soooometimes when i develop a character further i will take their lunar sway into account and think about how it might contribute to their personality or arc. but it's usually a more personalised thing, like, what does being on prospit or on derse mean to that character in particular.. so i wouldn't say i think of there being a "divide" between the two. their significances can vary. while being a derse dreamer obviously doesn't MAKE you a villain for instance it's easy to justify why a villain might belong on derse and a dersite villain might be very different to a prospitian villain. <- thinking about it harder right now than i probably ever have before in my life
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nepeta-cataria-21 · 28 days ago
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In my opinion of the ship I would say a lot of people like SkyStar because is one of the ships that is mostly portrait as a good relationship for Starscream (not all the time tho), and we know he deserves the chance to change, to be loved and heal his wounds (but not wanting to dive into that now), something that Skyfire could help to do.
This due that Skyfire is most of the time shown in fanfiction as head over heels for the lil seeker, but also very understanding with his spiky personality and desire for recognition and power, having a lot of patience with his tantrums and demands.
This way of portrait his character in most of continuities where he doesn't appear comes from the only established friendship between them shown in (guess where!) G1.
About that friendship, the main traits of our personalities don't change thru time, meaning that Starscream previous-war should also be a power-seeker bot, maybe in the past that ambition was more focused in academic way (since they were scientists). But still, the essence of his personality shouldn't had change, meaning that even with his ill-personality, Skyfire cared for his friendship with the seeker.
And Starscream also cared for their friendship, first trying to search for him "half of the globe", in the middle of a snowstorm. Then when the Decepticons find Skyfire he is the first one working on revive him, and at the moment they are alone, Starscream tells his plan of overthrone Megatron and become the new leader the Decepticons, but also mentions how he wants Skyfire as his second in command.
He wanted Skyfire at his side, as his right hand, the one you trust the most.
He is so happy to have his friend at his side again, you can see how when Starscream interacts with Skyfire (before him switching sides) he is soft towards his friend, he looks happy and comfortable around him.
So, is so sad and heart-broken to see how this love and caring for each other crumbles due to being in different sides of the war, due to Starscream stubborn desire of power. Maybe in the past Skyfire could have let it pass many things, but when it involves the lives of innocent creatures Skyfire's morals stand up over his friendship with Starscream, who is also a strange for the shuttle.
Because for Starscream, it has been million of years, he has lived with the memory of his friend intact, but for Skyfire it was just a day, so this new Starscream, the warrior who kills innocent and defensless enemies, shocks him.
I feel this is were it resides the intersting part of the ship, these interesting dynamics and feelings, the unexplored posibilities with the canon background that exist for these characters that haven't been studied in canon due these problems with the copyright is so high-grade energon for all the fan creators (writers, artists, editors, etc).
The old angst with hurt/comfort that we all love so much.
"Are you happier being a warrior than a scientist Starscream?" "Yes"
The Transformers - Fire in the Sky
You know I do find it fascinating that skystar is such a popular ship, like I think it’s Starscream’s second most popular ship outside of megastar, despite the fact that it was only in g1. I’m pretty sure outside of that they haven’t had a connection to each other (outside of Shattered Glass, and by saying that, I’m wondering if there’s more precedent in the comics too. But at least TV show wise, I think it was only g1)
Granted, some of it probably comes from the fact that while Starscream is in basically every continuity, Skyfire/Jetfire is in very few, due to copyright/licensing issues, which is also why he’s got an inconsistent name on top of that. So like, most of the time you can just invent Skyfire and insert him into continuities with a similar backstory to g1 and it doesn’t cause too much damage
But yeah, even that; this ship’s got a real grip on the community despite its one appearance, and it wasn’t even Prime or Animated. Though it was g1, so that probably accounts for something
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weaselmcdiesel · 10 months ago
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i find your "katnep wouldnt work in canon" claim extremely incorrect!!!! they have shared interests and a themetaic connection. its just a shame that their dynamic wasnt explored much but their contrasting personalities are suuuch fanfic bait to me
You're definitely right about fanfic bait i think, i'm not the most clever when it comes to literary analysis so im listening to the podcast "homestuck made this world" and one topic it discusses is how the introduction of the trolls helped the comic breach YA novel status and how the fandom at the time was slowly shifting to accepting more shipping due to the new emphasis on character's interpersonal relations right. nepeta the character is also literally a representation of the shipping population of the fandom too so it's not unrealistic to think hussie wanted to push that ship (not to mention the disciple x signless haha)
unfortunately, i consider the ship near impossible due to the fact that karkat would have to go though a completely different char. development route to 1. learn how to reject/respond to nepeta's crushing instead of just ignoring her, and 2. somehow start liking her back? which idk it would require nepeta to be alive and i just dont know how that would look XD (thus why i draw them... in a completely different universe pahaha...)
but you ARE correct! not only do they share the interest in romance n would love reading romances together, but just like karkat nepeta really does care about the rest of their friends. even when she knew some sorta considered her weird or werent treating her nicely she would still be concerned for them. she WOULD support karkat when he felt like no one's listening to him when he just wants to help everyone. idk theres a lot there. imagine if nep survived after gam killed equius? and then saw karkat pacify gamzee like i wonder how she'd react to that
sorry for writing a lot im in love with them you must understand asdjf
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junejasprose-addict · 20 days ago
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hi hello there hi hello hello i also love junejasprose to an unhealthily obsessive degree hello there i am starved for discussion hello hi hello they are my favourite ship and i cannot handle only 17 fucking fics
YEEEEEEEEEEES ITS TORTURE
and also maybe this is pretentious but I also hate that most of those fics characterize jasprose as being, just like. nepeta 2. no analysis of her character or anything just haha glowing catgirl. Like no that is a deeply traumatized woman who puts on a manic pixie dream catgirl facade to make up for the fact that all of her friends now see her as the second rose, the weird shittier rose with more baggage. Her character is just as tragic as davesprite's (if not more [much more])! June and jasprose are the only beta kids to survive game over and they are madly in love and they are so good for each other and I am rotating them in my rotten pitri dish of a mind always
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nekropsii · 2 years ago
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Sorry if this is out of the blue, but what do you think of the whole "Heart players deal with their splinters"? To me, it doesn't really make sense?
I keep seeing it in classpecting posts (which are years old tbf) and imo, splinters are a Dirk thing, not a Heart thing.
I mean, if Heart is the aspect of the True Self, then it makes sense for Dirk as a Prince to destroy it and have multiple selves. But Nepeta, for example, never struggles with this? Nor Meulin?
The only other self Nepeta has is her role-playing persona, which she doesn't really struggle with, and her Dream Self which I think was awake on Prospit before the start of the game.
Unless you count Fefetasprite and Davepetasprite, and she seems happy as both.
I feel like sometimes fans only look at Dirk to define Heart and forget that Nepeta also was a Heart player, or that Dirk had a Destroyer class.
What the hell?
Yeah, this is absolutely a problem caused by what I like to call “Strider Bias”. Dirk is very, very frequently used as the sole reference for analysis of Heart as an Aspect, with complete disregard for the fact that he is a Prince. It’s such an issue within Classpect Analysis that even the Official Extended Zodiac Site fucked this up.
Splinters are a Dirk only problem, stemming from his specific manifestation of him being a Prince of Heart. This is because Heart is the Aspect of the True Self, and Prince is a Destructive Class. He expresses this by fragmenting his soul- or his self- into “Splinters” and scattering them elsewhere. This is not something that other Heart players have to deal with, because the nature of their relationship with Heart is not inherently Destructive. Destruction of Heart is needed for Splintering. That is in the very nature and title of the ability.
Earnestly, Spriting does not count towards Splintering unless what was put within the Sprite… Was ALREADY a Splinter. Davepetasprite^2 and Fefetasprite are not Splinters of Nepeta. They’re just Sprites that happen to have Nepeta in them, who happens to be a Heart player. No one’s saying Erisolsprite is a Splinter of Sollux or Eridan, nor that Davesprite is a Splinter of Dave or the crow. That side of the argument falls apart when you consider that the Heartbound aren’t the only people that get Sprited.
Same for the Roleplaying example. The Heartbound aren’t the only people that Roleplay. Nepeta’s roleplaying has to do with her being a Rogue of Heart. That’s a Redistribution class. She’s just putting her soul into a character for a while as a means of earnest self expression. She gets her friends to do it with her, yes, but none of it has to do with Splintering. It’s not Destructive. You need Destruction to form Splinters.
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kennykenbee · 1 year ago
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analysis pls
oo! i like this one!!
davepeta as a whole is a very very complex character (though Hussie probably didn't intend it)
they add a lot to Dave's character by removing some of his inhibitions via fusing with Nepeta, who is all about expressing her feelings. Davepeta is really a late glimpse into the psyche of Dave and what would happen if he hadn't been one to get stuck in his own head as much.
What Davepeta says about Nepeta is from what I can tell, very light. Nepeta was hardly explored throughout the comic leading to the only way of knowing what parts of davepeta are her is by process of elimination. the main thing I can get from them is Nepeta as a character is something of a hopeless romantic, not only in her shipping of others but in finding love herself.
all and all, I LOVE THEM AND I WISH THEY HAD MORE SCREENTIME
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valle-de-sombra-de-muerte · 3 months ago
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Thank you for your response and reflection. Definitely one of the best analysis I have read about them in a long time. Thank you for being honest and holding the characters to what they actually do, and how the text is trying to guide the narrative of them, instead of the fandom's perception.
I don't think I have encountered this argument for their relationship before (I mean I might have, over the years… but I couldnt remember when) , but it is absolutely valid, because it's reassured by the text.
Later on Equius does mention to her that he 'shudders to think' what he might ended up as, were it that Nepeta was not his moirail.
And this what the text tells us, as in, what the point of moirallegiance is. Trolls are described as an angry race, who need the help of others to avoid causing damage to themselves or their surroundings.
In essence this is a effed up responsibilty. Everything about trolls is messed up but. If you think about it, even this is too. Like "I dont really care for or like that guy but somebody needs to hang out with them or theyll kill everyone". This is the kind of shit Alternian kids need to think about. Kids and fun.
Yes he definitely *tries* to mold her into something of his own image, but fails, because Nepeta is resilient and also because he is a massive screw-up. Like an ineffectual villain that destroys his own doomsday device, and makes himself look like a complete imbecile.
And yes Nepeta is indeed just simply a nice person. As you said, she is an optimist, and because of this, a little naiive. She can detect bad intentions but still wants to give a chance to basically anyone. In the chaotic and cutthroat world of Alternia someone like her wouldn't really fit in, but she still manages to survive and keep being an optimist.
I definitely like this being added to their narrative because it makes them imperfect.
And yes. That is something that is important. Because now, meowrails no longer have this 'pristine perfect model relationship' flag hanging above them, as the fandom so graciously awarded them this honor.
I admit I am a complete and utter hypocrite, because I too was always a part of those people who loved to sing praises about meowrails to the moon and back.
I still do, I still love them. But I think it's important to take them as they actually were. Instead of always living in tooth rottingly sweet headcanonland. So with all this, I feel like this pairing gained some layers as far as my interpretation goes.
It's a complicated matter. He's misguided and doing shit that is morally wrong, but aligns with the stuff he was taught. She thinks he's putting up an unnecessary front, but doesnt have the worldlyness to really dig into it. She's a little disconnected from everything, but can sense the potential goodness in all. He, as a blue blood has privileges that were granted to him, and even encouraged to do, so he tries to single her out and shut her off from the others. Even Eridan had black flirt-flarping sessions with Vriska. But when most trolls would try and completely avoid him, this one, Nepeta, stuck around. He can't let that go. He can't let her hang out with potentially dangerous trolls. He doesn't want to be alone.
She can do without him though. But she's afraid if she's not around he might do something that everyone would regret. So she sticks around. Its scary. He looks really menacing. But then ends up kind of genuinely liking him? Because he is actually less rigid than appears to be.
It seems they're getting the hang of it. All of Nepeta's mannerisms rub off on him. It's real psychology, we all adapt our friends and surroundings way of being in small ways. It really seems like they have made such progress.
And then they were gone.
But the point is, Nepeta is struggling with complicated, multi-layered feelings regarding him. Not to fall off too much into romanticism (because I will like the bleeding heart moron I am), but I think that's great, because it makes it seem more real. It wasn't the absolute most perfect relationship that popped out fully formed from Hussie's head. No. Like real relationships there's a bit of hurt in each of us. We don't always mean to hurt those we love. But sometimes we end up doing it anyway. The question is, if we can learn from these points of our lives.
Him failing at a critical moment, perhaps the most critical moment in paradox space, was all that bad shit finally catching up with him.
That's why I agree with Hussie now. I know him now, like you do Hussie. And yeah a massive force of whiplash was always heading towards him, courtesy of the universe.
But the aftermath is important too. I remember how I always feared that the actual meowrails reunion would be absolutely completely bitter. Just cuss him out and leave him to rot. I always thought, "well that's what he deserves", so that's what he'd get.
But the eternal shining light of friendship proved me wrong. All off-screen of course (nepeta already furgave you for that). Figures. But still. Maybe we can continue after the hurt feelings? After the damage? Maybe we can start over? Maybe we don't have to burn the bridges? Guess we'll never know. It doesn't make it easier IRL neither. I don't know if holding on is a good idea. I don't know if Im letting them 'get away' with stuff, or if Im using them for my own purposes. I dont know if Im holding them back or if its other way around.
But for a small, fleeting moment it seemed like friendship was real and unrelenting. And that's all I cared about.
This is wonderfully put, anon. This might be the first time I've read such a thoughtful reflection of Meowrails that acknowledges the relationship's flaws, yet still comes out with a positive outlook on it.
Though our preferences may not align, I find your perspective valid and I can definitely understand the appeal it holds for you. Thanks for sharing this with me.
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caligvlasaqvarivm · 12 days ago
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
ASPECT
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.
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.
SPACE / TIME
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 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.
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.
"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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 codependent relationships, hoping to seek external validation, which can appear like Heart's fixation on feelings and desire.
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.
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!
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.
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. 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.
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.
A Life player's challenge is in accepting the merit in taking a pause to consider unpleasant words and alternative viewpoints, in trying to understand the actual problems instead of imposing their own will onto others, so as to better focus their healing energies.
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.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate. Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending.
A Doom player's challenge is in rising above the melange of suffering and pain, to grasp personal peace, and to fill their lives, if not with happiness, then with meaning.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - usually not particularly well-liked, for their inflexibility, for their lack of empathy, and for their dearth of wit. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous. Setting them on the wrong path, or breaking their Hope in twain, can result in disastrous consequences, as - one way or another - what a Hope player believes in comes true.
A Hope player's challenge is in seeing beyond themselves, letting others help guide their vision to something newer and more beautiful.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players grasp that their natural inclinations are bothersome to others, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment; in the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
A Rage player's challenge is in learning to be authentic and true, and to allow this to release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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solena2 · 2 years ago
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thoughts/analysis of davepetasprite^2
My feelings on them are kind of mixed! On the one hand, I think they’re an incredibly interesting character with a ton of potential, especially in fanwork, but on the other hand they get barely any screentime in the comic proper and pretty much the only thing they manage to do before heading off on their suicide mission is tank any chance of Davesprite ever getting to complete his character arc in a satisfying way.
As far as canon goes, I think they were probably a poor choice to add in. They don’t get enough of an arc to justify sacrificing a character as interesting as Davesprite for them, and there are some seriously uncomfortable implications attached to their whole “I got fused with a catgirl and now my depression is cured” thing. I think they could have been great if they’d been given room to really explore those implications, but they only get a couple logs worth of characterization before collide, so it ends out pretty unsatisfying, at least on my end. The way it’s framed, it’s almost like they’re supposed to be the conclusion to Davesprite’s character arc, rather than being their own character, which is just… no. You don’t get to conclude a character’s arc by turning them into a different character, that doesn’t work. That’s the start of an arc, not the end of one. Not the last one, at least.
For fanwork, though, I love them. There’s so much about them that’s worth reading into, and they’re incredibly interesting if only because their existence has necessary and intriguing consequences for any setting they’re placed in.
They’ve got memories from two different people, without really being either of them. In Dave’s case, they were the spare already and they’ve got a fair bit of trauma about it, so becoming an even “faker” Dave is bound to have some kind of effect on them. In Nepeta’s case, they’re the only version of her left, and the fact that they can’t be her, even while she’s a huge part of them, is going to Do Things to their head.
I also think they’re lying to themself about not having depression anymore. Like, they know they’re probably going to permadie to Lord English when they head off to fight him and they do it anyway, despite literally no one asking them to. That is not the behavior of someone with a healthy attitude towards the inherent value of their own existence. I’d give even odds as to whether the constant cheer is consciously a front or if they’re repressing so hard even they don’t realize how not ok they are.
I’m genuinely surprised there isn’t more fic of them struggling with The Gender Thing. Like, they’ve got memories of being both a boy and a girl, and they decide to be neither upon entering existence? There are some implications there. Like, do Dave and Nepeta have repressed Gender Feelings? Was Davesprite an egg? Them immediately picking a new gender doesn’t necessarily indicate that at least one of their components was looking for an excuse to trans their gender, but it certainly indicates something. And honestly, that not being the case would have it’s own incredibly interesting implications. Like, is their gender an extension of their identity issues? It could be. I’d read that fic.
Speaking of identity issues… wow, am I right? They’ve got at least two different kinds of impostor syndrome, three years of getting called a fake version of themself on one end and three years spent as a ghost interacting with dozens of alternate universe versions of themself on the other, and that’s not even getting into the whole ultimate self thing.
Basically, I just… I love them. They’re wasted in canon but fandom is fully capable of realizing their potential in its stead and every time I find a fic that does it well I end up rereading it multiple times because they’re just such a delight when they’re written well. They’re also the only nonbinary character in the main body of Homestuck and I’m not about to lie and pretend that doesn’t give me a massive bias towards them.
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gardengnosticator · 11 months ago
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this is why i dont trust shit like hussies commentary. i do not care if years down the line they claim karkat calling nepeta autistic was to demonstrate that she’s neurotypical, in the moment of hussie writing that it was because to them, calling someone autistic was an insult. future arachnidsGrip being abbreviated to FAG was always just hussie wanting to throw out a slur because they felt like it and the horrible shit in the epilogue was done to upset fans by telling them they wasted their time on giving a shit about this narrative/characters and not a meta analysis of canon.
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catghoulz · 9 months ago
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real shit i think that the only characters in homestuck where the transmasc analysis sits right are dirk/roxy (if one is transmasc the other must necessarily be transfem for the reading to land imo) and then like. jane, sollux, and nepeta. and this is mostly because homestuck is an exceptionally transfeminine story written by a transfeminine authtor in the egg stage
ya pretty much endorsed. personally im too wedded 2 transfem nepeta 2 enjoy 8oynep 8ut i Get why ppl HC it & therez no major dissonance there. also im a mtftm meatroxy truther 8c the transfem reading ov canon roxy iz pretty important 2 me & honestly it feelz pretty real tht a tgirl who got a magical instant dreamself 8iomedical transition at age 15 would Continue to want 2 fuck around with gender past tht point. dirk iz the rare case where i AM actually prety much equally fine with a transfem or transmasc reading. crucially transhet girldirk iz The Funniest possi8ility 8y far. ok syntgesis time. heterosexual ftmtf dirk. Iz this anything
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