#not something she had to deal with
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You know, my whole thing with believing Eddie fell first and Buck will inevitably fall harder comes back a lot to the way I think people misuse the trope. A fell first/B fell harder for me was never about the actual intensity of the feeling but more about how the characters handle it. A has been feeling it for longer so they know how to contain it better than B, because usually B is hit with it in a way they can't hide it, which I personally think is the most fun interpretation of it all. You can play with canon and say Eddie has been aware of something as early as the tsunami, even if I believe he named the feeling during the shooting, so it's really easy to make Eddie look like he's been coming to terms with his feelings for a while. You can very easily put intent behind Eddie's feelings going back as far as stuck. To be the one who fell first you need a level of awareness of your own feelings that Buck just simply does not have. Sure you can play with the idea of Buck feeling some form of attraction for Eddie since they met, but Buck is bad at identifying feelings, so you can't really give him the "I'm at peace with my feelings" thing as easily as you can with Eddie. Because, personally, I think Buck took what was definitely a crush and labeled it as admiration and never looked at it again, because Buck is scared of defining things because he exists in fear of being abandoned. If he doesn't look at it, he can't want it, if he doesn't want it, it can't be taken away. He has a very specific way of looking at love that will make him never look too closely at what he and Eddie have. But that also means that if he ever does catch up, it will be bursting out of him in a way he can't control. Because Buck never dealt with big feelings, so that would hit him hard. And also because Buck feels things in a big way, so it would take over. If Buck knew, it's not the type of thing you can miss. But Eddie is really good at pretending things aren't there which makes it easier for him to act as if the romantic side of his feelings for Buck won't matter in the grand scheme of things. I don't really think Eddie is at peace with his feelings, mostly because I don't think Eddie has ever felt at peace about anything ever, but also because I think the cemetery made him think no amount of waiting is gonna get Buck on the same page as him and he doesn't want to ask for it and risk being wrong, so the easiest route is to pretend it's not there, even more considering he thinks he's watching Buck fall in love with someone else, so he needs to find peace with whatever he can get. So Eddie doesn't think Buck can feel the same, leading him to not ask for what he wants, and Buck just doesn't know how to name it.
Anyway you should read my Eddie fell first essay.
#i think the cemetery dug up some shannon trauma for eddie yk?#like he thought things were going one way and she asked for a divorce#and he thought things were going one way with buck and he just came all she sees me and he made that about himself not being enough#again#because it is what he takes from what shannon said even if what shannon said was that she didn't know how to be a wife#she never blamed eddie but eddie made it about something he couldn't give her#not something she had to deal with#and its the same as the cemetery with buck#buck is telling him he needs to work his shit out but what eddie is hearing is that he's not enough#so hes all back off and move on so he wont get hurt again#but hes in too deep with buck#theres no alternative where he loses buck and he doesn't get hurt#so hes in a very weird place in my opinion#i have so many feelings about that cemetery talk you have no idea how long i can go over those 3 minutes sokaoskaoskasasok#anyway#911 meta#buddie thoughts#911
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i love you royal trio (minus akechi)
#i was listening to the world we knew by frank sinatra while drawing this to inflict maximum emotional damage 😔#royal actually shot me fifty times in the chest and slaughtered my entire family#i’m actually inconsolable over the ending what the fuck do you mean akechi chooses to die of his own volition rather than be manipulated#god it’s just. his character actually makes me violent and insane. they’re going to drag me kicking and screaming to the psych ward#he never had an ounce of control over his life. not even once. he was CONSTANTLY being yanked around like a marionette#until he was disposed of as another pawn in shido’s plan#and then out of some cruel irony he was resurrected even though he did not want to be alive#for once in death he would have found peace—only for that to be taken from him too.#and bc he thinks he’s worthless and his life is so easily gambled away he doesn’t view it as a major dealbreaker when maruki brings it up#“do you really think something as trivial as my life should stand in the way of your decision?” yes you fucking asshole#what do you mean he’s literally fated to die in every timeline? definition of doomed by the narrative#there’s not a single version of his story that doesn’t end with him being slaughtered#GODDDDD he makes me violently ill i hate goro akechi so much he’s so fucking selfish HOW CAN YOU NOT SEE THAT THIS DEAL IS TEARING ME APART#i was so tempted to get the bad ending just so that he was alive ☹️#he looked so happy. he was surrounded by people who loved and treasured him.no shido. control over his life. the ability to choose his futu#TEARS IN MY EYES MARUKI WAS THE ONLY VILLAIN WHO WAS LOWKEY MAKING SENSE 😭😭😭😭😭#my toxic trait is that i think maruki was right all along 😔#ALSO SUMIRE AAUUGGHHHH 😭😭😭😭😭😭😭#the survivors guilt literally eating her alive until the point where she gaslighted herself into thinking she was her sister. insane.#royal was so good bro i’m so glad i endured 200 hours of hell just to play it#terrible terrible ending with everyone going their separate ways and ren ending up in juvie for months#akechi actually being dead in the good ending is so fucked up 😭😭 i thought there was some way maruki could bring him back regardless#not ren hallucinating him in the last cutscene too 😭😭😭😭 “i still see your shadows in my room” ahh ending#persona 5 royal#persona 5#ren amamiya#akira kurusu#sumire yoshizawa#goro akechi#lotus draws
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
A Space player's struggle lies in finding the strength to assert themselves, picking out the good from the bad, weeding the garden so it can flourish and thrive.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so. In the worst case scenario, detach entirely, coming to a standstill.
A Time player's struggle lies in finding peace with themselves, such that they can enjoy the fruits of their own labor - labor whose rewards only multiply when the cause and methodology become clear.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere earnestness, which is not always well-received. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others. Their easy-come, easy-go natures make it difficult to focus them towards a goal, and it's easy for them to simply allow themselves to be tossed around by circumstance and the whims of others, or to simply run away from their problems entirely - never confronting their own responsibility or fault for a situation, passing along the blame.
A Breath player's struggle is letting themselves mature - letting themselves take responsibility, and understand that their actions have consequences for others. Only then can their breeze blow in the party's sails, aiming towards victory, breaking through all obstacles to reach it.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, capable of cutting through to the core of other peoples' interpersonal issues. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone. Thus, it's easy for the Blood player to wind up a nag - desperate to make sure everyone is moving according to their vision, they'll fuss and bother and interfere and boss people around until everyone else gets sick of them. It's easy for them to wind up pariahs of their own making, severing their own ties with others by their efforts to establish them.
A Blood player's challenge is of learning how to turn that empathy and honesty inwards, to calm down and let themselves enjoy the presence of others; only then can they come to know how to build something stronger and better.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire. Their desire for the limelight can quickly spell disaster for those around them, who are reduced to supporting characters in their minds. Craving so much external validation, they're often blind to what would actually make them internally happy.
A Light player's challenge is of coming to terms with their own limited reach, and allowing themselves to shine not for their own desire for importance, but for the betterment of the world in which they live.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable and reliable personalities on a team. However, this simplistic, feelings-driven approach often leads to complications and unforeseen consequences, and very easily to irrelevance, with which Void is so closely interlinked. A Void player's reliance on emotion and intuition can result in overindulgence of pleasure, to the active detriment of the party's goals or the Void player's self-improvement, leaving them lost and irrelevant, unable to act.
A Void player's challenge is in resisting the call of the Void's temptations, instead dragging the Void behind them, kicking and screaming, to where it can be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty; this often leads them to seek codependent relationships, hoping somehow that they can find the validation they need externally, not realizing that they're deepening their own fragile self-images.
A Mind player's challenge lies in tempering their natural understanding of karma and justice with kindness and empathy - not just to others, but to themselves, and using that enlightened understanding to lead others forth.
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves. With this sincerity comes vulnerability, and vulnerability often brings with it pain; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection.
A Heart player's challenge is in gaining the confidence to be open with others, to weather the pain of rejection, and let themselves share their gifts, that others may learn to share theirs.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed. It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process.
A Life player's challenge is in accepting the merit in taking a pause to consider unpleasant words and alternative viewpoints, in trying to understand the actual problems instead of imposing their own will onto others, so as to better focus their healing energies.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate. Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending.
A Doom player's challenge is in rising above the melange of suffering and pain, to grasp personal peace, and to fill their lives, if not with happiness, then with meaning.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - usually not particularly well-liked, for their inflexibility, for their lack of empathy, and for their dearth of wit. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous. Setting them on the wrong path, or breaking their Hope in twain, can result in disastrous consequences, as - one way or another - what a Hope player believes in comes true.
A Hope player's challenge is in seeing beyond themselves, letting others help guide their vision to something newer and more beautiful.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players grasp that their natural inclinations are bothersome to others, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment; in the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
A Rage player's challenge is in learning to be authentic and true, and to allow this to release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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been chewing on this conversation between pearl and gem this week:
Gem: I know you didn't kill me!
Pearl: So what are you cranky about?
...
Gem: I'm just- you know, I wanted some drama! So, this is the drama, you're welcome.
Pearl: "This is the drama". You're telling me we could've been friends this whole time but you're just like "yoohoohoohoohoohoohoo... I hate you!"
Gem: Yeah, I mean, why not!
and i'm connecting it to gem in empires season 2, where like. in the context of the fiction everyone else had been living in that world their whole lives and that's their reality, like, it's real to them.
and meanwhile gem is just roleplaying. like, she was a being from another world who just came there because she wanted to play at being a human princess for a while. and then when she's called away she's just like. anyway i was never actually a princess or a mortal being from this dimension and we're never gonna see each other again, sorry for the existential crisis, bye!
and anyway i think she has a similar deal in the life series. like, everyone else is there because they're trapped in the Torment Nexus, gem is there because she wants to be.
#life series#wild life#geminitay#i mean all the hermits on empires had EXTREMELY Fey Vibes but the way gem spins it is like.......#I Am Chewing On It.#and this conversation has me like. i've connected the two dotssss#i gotta watch her secret life before i totally go off on this#but i'm also thinking of her general attitude about people trying to kill her in wild life#where she's just sort of like. humoring them. but also she would love it if they killed her! because then *she* gets to kill people!#like. it just doesn't *matter* as much to her#vs joel who deals with the wild cards just as well as her but is still always running around panicking about *something*#see the difference in how they react to everyone blowing up joel's car vs cleo burning down gem's barn#and team 4G also being called sweats this session and they are generally very good at the game#but everything matters Extremely A Lot to them. see: cleo burning down gem's barn#this isn't really going anywhere specific but i am thinking about it So Much
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"sounds nice... having a partner"
#the walking dead game#twdg#violentine#clementine twdg#violet twdg#MAANN when clem says this in s3 JUST WAIT BBY#people who say clemvi has no basis like ep2 isnt just them working as a team for 2 and a half hours regardless of player choice#like be fr#clem telling louis that violet patching up the back wall is ok because she needed something to keep herself busy. married behavior#vi asking clem to help check in on everyone while she deals with the wall. their shared smile when she comes back outside :)#and then they sit in the leadership spot together overlooking the yard and everything theyve planned together coming to fruition :)#sorry i just think their romance set up in eps 1 and 2 is obvious as FUCK and im tired of (Some) people pretending it isnt#'i havent seen her warm up to someone in a long time' brody literally tells clem that vi seems to like her after its been 24 hours#after shes been a block of ice for a whole year. and clem just melted those walls down immediately while they fought walkers together#violet is so devoted to clem post ep1 its embarrassing for her#'i saw she had you pinned and i- shit i got So crazy...' sorry if you dont think shes in love with clem idk what to tell you#'i'll tear that boat apart before we leave without you' i know you would girlie!!!#the animators went CRAAZAYAYAYAY the way they look at each other... their little smiles at each other....even before the belltower#the way clem looks at her while they dance.... the way she puts her head down on her shoulder so contentedly....#and then she keeps her head on violets shoulder as she pulls away so clems chin gets dragged with it like she doesnt want to let go#'so you never forget that night' 'i never will' they are DISGUSTINGLY in love with each other it makes me physically ill#its 2024 and im still hearing 'i just didnt see it :/'. lazerbeams you#spaced art 2024
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y'all think Penelope pulled a "if it weren't for the baby" peeta mallark style on everyone present there to marry odysseus or
#penelope#odysseus#odyssey#just imagine poor 18 year old ody having to deal w everyones eyes on him suddenly#penelope did it cause someone was mouthing off about helen loudly after the wedding#and she could see her cousin visibly wilt. she had to do something. and this prince courting her is sort of not bad and she kinda wants him#(shes tryna downplay it; shes very infatuated and ready for marriage lmao)#odysseus is not havint a good time tho hes tryna fight off#a. political collegues warmly congratulating him over a lie (theyve seen this gangly child pine and sigh over pen for weeks now)#b. athena SCREAMING at him in quickthought and not letting him get a word in#c. spartan royalty shouting and throwing glares at him#d. penelope. they havent even so much as held hands WHAT is she talking about did he accidentally do something wrong somehow#(also she knew she had to. her dad wouldnt let her marry odysseus otherwise.)#i think shes peeta style clever ykwim?#telemachus doesnt show for another two entire years lmfao#pls interact with me epic fandom where r u
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ꕥ| Rocket Raccoon & Nebula — GUARDIANS OF THE GALAXY
#Why you so quiet? What’s on your mind?#this — rocket and nebula’s relationship#i don’t know what this is#but vol 3 has me in my feels#because I was hurtin for her#I was hurting for him#and rocket for that split moment might’ve thought he was alone before carol got nebula and Tony#and went back to thinking about llyla teefs and floor#five years these two were alone#and she misses her sister#and they had to deal with grief#grief is something different and I don’t think they ever really let all of them deal with gamora’s#because hugs#rocket raccoon#nebula#rocket gotg#how he calls her ‘nebs’#guardians of the galaxy#avengers endgame#guardians of the galaxy vol. 3#gotg spoilers#gotg vol 3 spoilers#gotg 2#gotg3#marvel#mcu#mcu art#my art
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Happy Birthday to the only AU Vanessa I have that has a birthday lol
#a hat in time#demondoodles#my art#ahit#queen vanessa#ahit vanessa#ahit au#role swap vanessa#role swap au#first role swap au art in a loooong time lmao djskssns#I always try to make something for her birthday cause she's near and dear to me uwu#birthday facts let's go:#she never had a cake before but secertly baked one when she turned 16 which sparked her love for baking#there was a lot of snow when she was born and it kept going to a week#her first gift was at 5 she was given a plush rabbit from a foreign dignitary which her mom had to let her keep#she never celebrating her birthday until hattie came around and found out basically making a huge deal about it until she relented#her favorite cake flavor is strawberry with her favorite dessert being strawberry tarts#says she hates everyone making a big humbug of the day when Christmas is just around the corner but is secretly happy hehe
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time to make your choice only you can be the one
#undescribed#bonk.png#ggg#great god grove#great god grove spoilers#ggg spoilers#<- bc of king n hand gesturing stuff for the au this one gets the spoiler tag#caption is a line from legend of everfree from eg movie of the same name bc its now linked to ggg for me bc of brainrot#first au stuff i dont like have anything really planned out n also dont really plan on doing anything with this beyond doodles#settled on inspekta being a horse bc i want him capochin patty n king to all be earth ponies bc of like permanent having it ingrained from#being an mlp fan as a kid that earth ponies are seen as less special bc they cant use magic or fly n that fits for story similarities#bc inspekta n capochin hating on patty for projection reasons AND inspekta's replacement anxiety n envy of king who in the au#is the only other earth pony lined up to become an alicorn (bc again being specifically an fim fan since i was a kid ingrained in with fanon#that ponies that become alicorns are almost exclusively pegasus or unicorn bc of earth ponies not having as clear of a connection to magic)#in my mind patty is the main character like the bizzyboys are also main characters but its like how the mane six are the main six but#twilight is the MAIN main character its like that n then godpoke is her sidekick (like spike ig but like mysterious stranger style <- idk#what i mean by this) she gets to be the protag bc the type of character godpoke is in the game n how im fitting them to be in the au doesnt#really work for a protag role while patty can be more readily slotted into mlp protag shes the only bizzyboy who cares about solving in the#game (as shown in hobbyhoo) n i like her so she gets to be the protag v-v inspekta is still doing the whole like shit from the game just in#a different way bc of mlp related restrictions n tone differences. the episode where luna goes to nightmare night after being freshly reform#ed walked so milldread section could run however cobigail's deal does run closer to that episode that to the game counterpart but like witho#ut cob having been banished for a thousand years theres no rift in the au bc its. mlp so sort of vague direction is related to the tree of#harmony n like maybe thats how inspekta powers up for the two parter transformation. a thought i had for a workaround for how inspekta keeps#king isolated was maybe turning king to stone n hiding her in plain sight but while that would slide in mlp (they turn a child to stone in t#he series finale apparently??) it leaves a bad taste in my mouth from the ggg angle so probably gonna do something else#art comments both inspekta n cobigail's pony names are taken from ponies i already had inspekta's comes from a different mlpied thing#n cobigail's comes from a fankid (spelled like kandi corn tho bc fankid's a rave girlie) the rest of the gods get to keep their names aside#from maybe bauhauzzo (whos role is undecided) huzzle n click clack arent ponies bc i felt it suited them more huzzle gets to be discordesc#bc i think its fun if like this versions god of chaos wasnt evil BUT that angle is used as slander against huzzle by inspekta#n click clack's a breezy bc small n bratty (we will be ignoring that breezies are mortal if i remember right bc thats not relevant)
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When the only person who might understand what happened- understand. Not sympathize or empathize or comfort you but understand what happened, isn't there anymore. Or: 'A Man Made Me Do Something I Didn't Want To', for when you can't talk about it or look it in the eye [Patreon | Commissions]
#Tuvok#Kes#comix#idk how to tag this bc of the allusion#st voy#star trek voyager#bea art tag#comix page#star trek#this is not a one to one allegory nor is it meant to be - I am specifically focusing in on the loss of bodily autonomy that occurs when#Kes and Tuvok have their bodies taken over purposefully by men for various reasons which all boil to power. 'Because I could' and Because#they thought Kes or Tuvok wouldn't be able to stop them from doing so. Because they thought they had the power to do so so why wouldn't#they? But again this is not one to one - I interpret and will continue to interpret these instances in many different ways#But something that sticks with me in canon is how 'impervious' Tuvok is made - There is that scene at the end of Warlord which#shows that Kes is affected by what just happened to her - she's confused and hurt and doesn't know what to DO now that the in-the-moment#fight is over and it's time to just keep living and Tuvok comforts her but when he will go on to be taken over again and again and again#there will be no one to comfort him - no one HE can go to - and the narrative doesn't say that there should be. Even when he's#taken over by the BORG (an experience which had a lasting traumatic impact on characters like Seven or Picard - granted they were connected#for a lot longer) this is only mentioned offhandedly. One wonders why it occured at all. There's also how the other two main Vulcans#T'Pol and Spock - when they are forced to act emotionally or are in situations that affect their emotional equilibrium there is a big deal#made about it and they are hurt and ashamed and given some degree of care and comfort by those around them but when Tuvok#is forced into similar situations it is simply assumed he'll get over it - not even just by the other characters but the narrative itself#takes it for granted Ex: 'Workforce' where he forgets ALL his Vulcan training or 'Meld' where Suder's influence#unintentionally makes him lose it and try to kill him...THOUGH I think Suder hugging an unconscious Tuvok is perhaps the closest we get to#someone comforting Tuvok after he's been through that sort of ordeal. I'm not saying Tuvok would WANT others to be hugging him#and offering him emotional comfort etc (he's Vulcan) but I find it interesting that the narrative assumes that the black body (even alien)#is more 'durable' than its white counterparts. 'Stronger'. Assumes that there is no interiority which recoils and sustains the damage#when hurt. That there is nothing worth exploring because there is no impact from the impact. A crater lands and the Soil beneath it is#untouched
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cw—pwp (porn without plot) we are hopping right into it folks, reader is referred to as cute and pretty, reader has a vagina, Jill is a pussy eating fiend, one small moment of Jill speaking inside your head
wc— 1,199 words
(Forgive me if this is not up to par, I haven’t written smut in a long time so I’m still finding my footing!! I hope you guys enjoy <33)
“Jill…” Her name slipped from your lips in a desperate whisper, your voice trembling with embarrassment. Your fingers clung to her shoulders, seeking support in any way you could. She lifted your thighs higher, pressing them up towards your chest, her thumbs caressing the sensitive skin at the back of your knees. Each touch sent shivers cascading through your body. You were completely bare, all except your underwear.
Her smile brushed against your inner thighs, her lips trailing slow kisses along the tender skin. Each kiss inched closer to your core, your hips rising instinctively, seeking more.
“You’re very eager today, Sunflower,” she murmured, her breath hot against your skin. Her nose brushed teasingly against the damp fabric of your panties. “Don’t worry, I’ll take good care of you.”
She flattened her tongue against you, licking slowly up the wet patch staining the fabric of your panties. Your fingers trailed down her biceps, nails grazing her hot skin. She moaned at the faint taste of you, the sound vibrating against you. Plump lips closed around your swollen clit, sucking at the fabric with a fervent hunger that made your hips buck in short, desperate jerks.
“Jill—!” you shrieked, eyes rolling back, a fog of pleasure clouding your mind as you panted heavily.
Her lips released your clit, pressing a soft, lingering kiss against the now spit-soaked fabric. The sudden loss of contact made you whimper down at her through the haze of need.
“I’m sorry for teasing you, Sunflower… It’s just,” she trailed kisses up your clothed mound, her teeth grazing the hem of your panties, “you make such cute sounds when I do.”
Her fingers bunched the laced hem, gripping your hips as she tugged the material down your legs. A gust of cool air hit your exposed cunt, sending another shiver through your already trembling body. The curtains swayed gently in the breeze from the open window, the room dimly lit by the setting sun.
“Could you hold your legs up for me, Sweetheart?” she asked, her voice sweet, as if she was asking you for a more innocent favor.
You blinked at her, breathing heavily, before the request registered in your foggy mind. Nodding, you tucked your hands under your calves, holding your legs up to your chest once more.
“Thank you…” she murmured, a soft smile playing on her lips as she tucked her face back between your thighs, now unhindered by any flimsy cotton.
Your body tensed at the closeness, every nerve ending alight with anticipation. Her eyes were locked onto you, studying every twitch, every shiver. Your hands shook as you held your legs, body aching for more. Her hands cupped over your ass, thumbs tracing the sensitive skin where your thighs met, mere millimeters away from where you needed her most. She pulled at the skin, spreading you open wider, her gaze never leaving you.
“Gosh, Sunflower, you’re making such a mess!” she laughed sweetly, watching your face scrunch up in a bashful pout.
“Let me clean you up,” she reassured, her voice trailing off as her tongue traced up a trail of wetness.
Your mind fogged over, body relaxing as your head fell back against the pillows. Her tongue continued its slow, deliberate journey, licking at your fluttering entrance with heavy flicks. She moaned, savoring your taste, her eyes closing in focused bliss as she drank you in. Panting moans filled the room, punctuated by gasps and the repeated plea of her name. She couldn’t get enough, her hands pawing at your hips to pull you closer. A mix of drool and slick dripped down her chin, your wetness foaming against her lips.
With each flick of her tongue, she brought you closer to the edge, the hot knot inside your tummy tightening. Words became babbles, thoughts melting into incoherent sentences. All you could think of was Jill, how she had woven herself into the most intimate parts of your being.
She smiled against you, her eyes opening to meet yours. “Open your eyes, Sunflower. Let me see your pretty eyes,” she pleaded against you, the words muffled but clear. You obeyed instantly, tearful eyes meeting hers.
You tried to focus, the knot inside you burning, aching to be cut loose. She hummed in satisfaction, her eyes locked with yours as she sped up her licking. She was everywhere, her hands kneading your skin, her nose brushing against your clit as her tongue filled you.
“Jill—I’m gonna—” you pleaded, feeling the fire inside you start to consume you. All your senses were heightened, a dewy fog clouding over your eyes as your ears hummed. It felt as if your bedroom was breathing with you, the curtains brushing against the window pane with each inhale and flowing away with each exhale.
Jill’s lips wrapped around your clit once more, her eyes dripping with primal need. She sucked, the tip of her tongue flicking against the overly sensitive bundle.
Let go.
Her voice whispered within your consciousness, wrapping you in honeyed words.
Cum for me.
Your lips trembled, eyes flickering shut as you let yourself crash into pleasure. Your vision went black, ears ringing as waves of ecstasy raked over your body. You jerked, letting go of your legs and weaving them into her soft hair. You mumbled her name between gasps and pleas, not even recognizing your own voice anymore. She released your clit with a pop, her tongue finding its place against your gushing entrance, beckoning more release with each slow lick. She wrapped a heavy arm across your lower stomach, keeping your twitching hips pinned against the bed. A thumb pressed against your clit, swirling in tight circles.
Her tongue stroked lazily, licking up the last of your release before she slowly parted from you. Her breath puffed against you, strings of sticky cum connecting her lips to you before they broke off. She pressed wet, gentle kisses to your trembling thighs, bringing your mind back to the present.
Your nose scrunched at the stickiness coating your lower half, now far too aware of the mess coating your inner thighs.
“You did so good, Sunflower,” she praised, licking her lips and scooping a thumb across her chin to catch what was left. She reached up, trailing her wet thumb across your bottom lip, gently opening your slack mouth. You closed your lips around the digit, obediently sucking the essence of yourself off. She smiled warmly, her hips tucking against yours as she pulled her thumb from your mouth.
“I’m going to run us a bath, okay? Can you wait here for me?” Her voice was soft, reassuring as she cupped your hot cheek.
You nodded, blinking sleepily at her as she slipped off the bed. She flitted out of the bedroom, her energy high and unwavering, as if she hadn’t made you cum with just her mouth not even mere seconds ago.
The sound of the bath faucet turning on sent a calming shiver through your exhausted body. Your eyes fluttered closed, too worn out to stay awake. As you sank deeper into the throes of sleep, the last thing you felt was a gentle kiss on your forehead.
#I got massive jill brainrot and chaos ensued#my twitter mooties had to deal with it all..#do expect to see more of Jill because she is my pookie bear and I love her so much#my bisexual ass adores her and Jack so much yall don’t even know#anyways#mwah mwah mwah#love you guys#you all are amazing and I’m giving each of you a kiss on the forehead#somethings wrong with sunny day jack#sunny day jack x reader#sunny day jack#funshine jill x reader#funshine jill#funshine jill smut#sunny day jack smut
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Don't get too attached
#Brakul did a lot of the parenting for Erubi (the first of the Janeys-Brakul-Hibrides throuple bastard children) in infancy especially due#to Hibrides going through absolutely horrific post-partum depression (and not wanting to be a parent to begin with. Like she#had accepted it as an inevitability and a duty but when it actually happened it was just like Oh God. I am in hell)#Brakul is the only one of the three that actually Wants to be a parent and the fact that he can't behave as such in order to avoid#suspicion that he's the father is kind of a living nightmare for him a little.#Not like he isn't involved in his ''''nieces''' lives given he lives in the same household but he has to keep a bit of distance.#Janeys and especially Hibrides are pretty unsympathetic about this. For Hibrides it's like she has had to go through so much shit#to maintain this situation she never asked to be a part of and when he has to go through a fraction of that he breaks the fuck down.#He only wants the benefits of the whole situation and isn't willing to deal with the consequences.#This is also one of the very few things she's sympathetic with Janeys about like she respects that he's at least willing to play#his part and be miserable without bitching to her about it. Like she fucking hates him but respects the commitment to the bit.#Janeys is more just like 'Just go make more kids if you want your own so damn bad. Get a wife or something. That's what I#had to do and look at me I'm doing great I'm so normal'#The two kids aren't present on the pilgrimage (back home under the care of a hired tutor) but the Janeys-Brakul-Hibrides#Feeling Triangle are in a fucking tailspin over her being pregnant again like goddddd not this shit again#brakul red dog
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Toxic Yaoi
#its definitely one sided ON JIM'S PART.#the office us#the office#dwight schrute#jim halpert#i think Jim is like bi or something but he just doesn't see liking men as a real possiblity for him#so even though he most definitely has had feelings for men he just ignores them and chalks them up to bromance nd stuff#but then with Dwight we know that they went on sales calls all the time and used to get along just fine#and im thinking after awhile Jim started realizing the true nature of his feelings#like i dont think he fully thought “i am gay or something” i just think he started to realize the way he thought abt dwight wasn't “normal”#and he was a bit peaved like wth is Dwight's deal? nd i think thats when he started playing his pranks#and he worked up the idea that Dwight “deserved it”#and i don't think Jim's feelings for Pam are fake but i don't think its a coincidence that most of his favorite things abt her involve dwigt#like his way of impressing her and making her laugh is picking on Dwight#the moment he knew he loved her was when she introduced dwight to him (kinda??)#and when Pam starts to be buddies with dwight hes like freaked out#this guy has this weird obsessive hatred towards dwight who hasn't really done anything besides be a bit weird#and they become sorta friends after like SEVEN seasons but Dwight does NOT want his ass#but theres still moments that give a small part of jim some hope like THAT FUCKING SCENE BEFORE JIMS PERFORMANCE AT THE SABRE STORE LIKE OMG#im talking too much in tags ill probly make a follow up post#dont show this to my irls guys#jwight#jim x dwight#schrupert
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I think the funniest thing about scogan to me is that if you try to imagine it in practice it actually ends up much more compellingly fulfilling some of the tropes that the comics have seemingly always been trying to push with Jean/Logan. Which is just. Hilarious. Like the supposed (very old, tired, romance novel ass) dynamic they’ve often tried to push w Jean/Logan (esp in the new xmen era) is that of Logan representing some sort of… wildness or freedom to Jean’s restraint. That her “giving in” (yuck) to him is also her embracing… idk? Some sort of more natural, unrestrained version of herself and her power.
But it falls really flat with Jean not just bc of the misogyny inherent in the trope but also bc. She’s literally already done that. Like several times in fact. It’s sort of her whole thing. She doesn’t need to fuck Logan to step into her unrestrained power. She already, as a character, is supposed to be a vibrant, impossible, wild manifestation of pure creative/destructive will. (And really it’s kind of everyone else— and the writers’ latent misogyny— that keep fucking that up for her).
Scott on the other hand. Well. He kind of is the high powered female romantic lead obsessed with her job who gets sent on a work trip to a rural town where she’s forced to loosen up a little. Like for better or worse that’s kind of exactly him. He would fit alarmingly well in that sort of push and pull storyline. Which is so… good to me. That Scott, of all people, makes more sense on the cover of a Johanna Lindsey novel than Jean does. That him having that kind of dynamic with Logan actually feels way more interesting bc Scott is restrained to a fault, he is an insufferable, neurotic little headcase who would rather die than tell a waiter they got his order wrong. And yet he’s also the guy who’s admitted to actively enjoying riling Logan up bc part of him just wants to see what will happen. Which I’m pretty sure is called chemistry
#something to be said for scott’s relationships w jean and emma and how they affect his feelings about power/agency as well!#I feel like w jean his instinct is just to bask in her sunlight to the point of living in shadow. which she doesn’t WANT but its. scott.#and as the boundaries blur between them her power is also sort of his but also it still isn’t just enough that he doesn’t have to feel#scared of Having it#and meanwhile emma is like ok sweetie what if I just Made You embrace your own agency. that’s how it works right. and scotts like yeah ur#so right it definitely does. this is such a healthy relationship.#and then w logan its like. this guy is literally just gonna keep bothering him until scott has no choice but to act about it.#god. he sucks so bad ❤️#both of them. jean shouldn’t have to deal w any of them we should send her on vacation w ororo#wait no remembered ororo has also had an insane gay rivalry. damn nobody’s safe huh 💔#jean grey#scott summers#logan howlett#scogan#comics
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I LOVE QUEEN SOO MUCH I THINK THEYRE JUST SO SO NEAT AND SILLY... the best thing about a cute character is that u get to draw them all scared and bloody and crying and shaking and upset and you can also put a spider on them
#I GOT A WHOOOLE DOODLY PAGE FULLA QUEEN BC I LOVE HIM N THINK HES CUTE..... ESPPECIALLY WHEN HES SCARED AND AFRAID#LALALAAAA SUCHA FUNNY BUNNYY ALL THEY KNOW HOW TO DO IS SING UNFINISHED SONG. PLAY BIG FLUTE.AND WHIMPER N CRY#HEHEHE i think its fine that they dragged this poor soul into the black sea w them bc i too would subject him to endless nightmares.for fun#IM ALSO SO HONESTLY INTRIGUIDED BY THEIR BACKSTORY.....LIKE WAts her deal how does she know abt that one bitch#the one that was working w the scary spider lady guuhh tis been so loongg i FORGOTTT..so did queen tho so. well.#THEY WERE SO SCARED WHEN THEY RECOGNIZED THE MELODY. WHAT HAPPENED? WHAT TRAUMA IS LINKED TO THIS TUNE?he kept the mask#HE WAS SCARED THAT HE HAD DONE SOMETHING TERRIBLE AND DOESNT REMEMBER. WHAT DID YOU DO BUNNY?WHAT DID YOU DO.#WHAT DOES HE KKNNOOOWWW GRAAGGHGHHG I WANNA BREAK HER HEAD OPEN AGAINAST A SLAB O CONCRETE (LOVINGLY OFC)#LET ME SEEEEE LEMME SEE WHATS INSIIIDE WHO CURSED YOU? WHAT HAPPENED? WHAT DID YOU SEE? WHAT DID YOU DO? WHHAT HAVE YOU DDONNNEEE!!!!
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The Prophet Morrowseer
#morrowseer wof#always liked his character#just a big stinky old man#hate his guts tho ❤️#i want to know more about him though#like how did he become so important to the tribe#and how did they come up with the prophecy#AND WHY WERE HE AND SECRETKEEPER TOGETHER OMG#i especially want to know about their relationship and how it came to be and then obviously fell apart#everytime i see something abt morrowseer i remember the time moon saw his corpse#and thought huh what’s his deal#homegirl had no idea#she dodger a bullet tho#anyway#morrowseer is cool and interesting and i want to know more about him#wings of fire#wof#wings of fire art#carnelian rambles
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