#she doesn't know why either.
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ok. maybe a few crumbs of the apartment complex au so anyone knows what's ahead because that's going to be the default setting for most of my drawings / comics (?) until said otherwise
apartment complex AU is not realllyy that different from the typical bursona house setting; its just that i find the idea of them living in an apartment complex as absolutely strange tenants absolutely funny and hilarious, especially noting the fact that they would have to find out they're versions of each other
so the layout of this is that pogbur, after what transpired in the fight against manburg, is set into this apartment complex where the city is bustling with people— yet the people don't seem to be living beings, they appear to be lifeless blobs, and when she actually gets to the apartment complex, it's even more weirder. she should be dead by now, but ends up winding on the doorstep of the apartment complex and being led to her own personal room.
as she investigates, she would later find out that this apartment is named the Standby Hotel, which through a strange receptionist sharing the same face as her, is apparently for the "actors and toys on standby." whatever that means, she doesn't quite know.
eventually she meets the tenants, and one by one, they get stranger. one common theme they share is that they all share the same face. it hits her like a truck however, as soon as she meets the past version of herself— l'manbur. this should be impossible, as they are one and the same person. however temporarily for the time being, they decide to investigate together
#i also think that she does meet up with ghostbur too. but she doesn't know that's her actual ghost self in her timeline#but ghostbur doesn't tell her. yet he is so soft towards her#at the same time pogbur could see the sadness in ghostburs eyes whenever ghostbur graces her with kindness#but she doesn't know what that means. she doesn't know what any of this means#this one tenant “revivebur” avoids her like the plague however and only allows himself to talk to lmanbur#she doesn't know why either.#anyways YEAH this is nothing too special#its just the setting i laid the groundworks for the ideas i want to eventually explore#bursonas#bursona#bursona au#pogbur#vilbur#lmanbur#revivebur#ghostbur#parfaits rambles </3#standby hotel au
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Ellie(Dani) didn't realize how dangerous Danny's home was for him until he was more worried about her when she got her own home. - Prompt I think(?)
Ellie wasn't sure how to feel when Danny excitedly animated her to accept Arthur's invitation to live in Atlantis.
"Just if you want of course, but you'll get a stable home, and Frostbite said living underwater might be good for your water cores stability."
She had already been planning to accept the offer. Once she gave the guy an opportunity to have some sort of conversation, the guy was pretty chill, and the castle was pretty cool. So yeah, she was going to accept the offer.
But for some reason Danny's eagerness for her to go with Arthur hurt. It felt like he was trying to get rid of her.
She knew that was ridiculous, she didn't even live with Danny. He looked out for her, and was always a call away but, as much as Danny parents her, he was just a child like her. It made sense he was happy to give away the responsibility of taking care of her.
So when Ellie moved into Atlantis, she was expecting to hear less from Danny. After all, she had settle down, and he didn't need to worry about her adventures anymore. That was Arthur's and Mera's job now.
Weirdly enough, it was the complete opposite.
Now that Ellie was living with adults, Danny seemed MORE worried for her. They went from a call once a week or so, to almost daily calls in the afternoons. He would be more insistent about her telling him if anything was wrong.
He would ask specifics about the food she was eating, and her activities of the day, and her room, and the castles security...
Sam had told her that it was because he used to be able to monitor if she was eating well through the transactions of the debit card they had given her. Tuck had told her that he used to evaluate how safe she was through the phones location, and the hotels receipts.
And well, maybe she underestimated how much attention Danny put on her before, but the way the calls went made it seem like he thought she might be in more danger now that she had a stable home.
Which made no sense, because unlike him, she didn't even need to hide her ghostlines. Anything that was out of normal for Atlanteans was excused with meta-abilities, she didn't need to worry about being classified as a non-sentient species.
That was when it caught up to her. Danny was worried now that she was in a stable home because his stable home had always been dangerous for him. It isn't even a think of it being dangerous now that his a ghost, it has been dangerous ever since he was a child. She remembers all of Jazz's rants about how unreliable their parents have always been.
The food has always been contaminated. The security now attacked him directly, but there had always been a possibility of it malfunctioning and hurting the residents. Him and Jazz had always had the responsibilities of not only keeping the house clean, but the lab as well. If she tops it with the house security system attacking him, and his parents been ghost hunters...
Ellie hadn't found it too dangerous back then, Danny mocked Jazz rants with her, and Jack and Maddie were kind when they interacted with her in her human form. The Fentons neglect seemed liberating in comparison to Vlad overly controlling nature. But thinking about it now, after two months living in Atlantis, she doesn't like the picture.
She doesn't like the idea of Danny being somewhere so unsafe, but where would he go? He doesn't have a water core like her, and even if he had gotten sorta used to shapeshifting, he isn't good enough to live in a second form, which isn't recommendable either way. So he wouldn't be able to move underwater with her.
More so, she doubts that Danny would like to leave his Amity, he had taken the sole responsibilities of dealing with the whole humans - ghost conflicts. With the anti-ecto acts, there's no way he would leave the portal unsupervised.
What should she do now? Should she talk with Arthur about it? He said he was part of the heros friend group, what if they already know about the anti-ecto acts and are okay with it? What if they change hoe they act with her when she tells them she isn't actually an atlatean meta?
#Danny knows that a stable home should be better that Ellie jumping from side to side#But he can't help but be more worried about her now#He himself doesn't really understand why#Home has never been safe for him even if he likes to pretend it is#And his scared Ellies new home is the same#Ellie never revealed that she was a halfa#Arthur met her while under water and somehow got to the conclusion of meta with Atlantean ascendance#Anti-ecto acts are still up#Ellie doesn't trust Arthur enough to talk about that yet#She isn't sure how to approach the subject either#But maybe she can push forward to get her template in a safer environment.#dc x dp#dcxdp#dp x dc#all i know about both dc and dp is from the fandom#ellie phantom#danny phantom#aquaman#arthur curry
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Wes ruins everything
Wes had finally done it, he had finally realized why nobody ever belived him about Fenton and Phantom! It made so much sense now, he had been looking for an answer for years, thinking he was going crazy because everybody refused to see the Obvious!
He was Cursed!
He literally had an Ancestoral Curse on his Bloodline that made it so that all those born with the gift of Prophecy would be ignored! A Gift of Prophecy that he apparently had.
It was Cassandra's Curse, the one from Greek Myths. Apparently she was his Great×1000 Grandmother and passed down the Gift (and Curse) of Prophecy to him. And he knew how to break it!
All he needed to do was gather the right resources, chant the correct incantations, make sure not to accidentally summon a Demon in the process, and he could just foist the Curse onto some other poor schmuck. Sure it would suck for them, and he would loose his Gift of Prophecy, but Wes had been ignored for Years at this point, he needed validation!
So he did the Ritual, and he didn't mess it up, and he managed to get rid of the Curse.
Now all he had to do was convince everybody that he was right for the first time in his life! This was going to be great!
...
Cass didn't know what was going on.
A while ago, she had started getting these...gut feelings that she couldn't explain.
She would look over the details of a Case her Family was working on, and see a patern that the others were seemingly ignoring. Like when she realized that The Penguin was about to raid the Docks on the East Side, but the others were convinced it was going to be on the West.
But when she had tried to tell them, they had brushed her off. "We've already concluded that he will begin the Raid on the West side, no need to go to the East."
She had gone anyways, and low and behold she had been right. But nobody even acknowledged that she had been right at all, they had just wondered how they had missed the signs, not even questioning how she had known.
It wasn't limited to Cases either. Even small things, like telling her brother's where the TV remote was were brushed off, and hours later they would still be looking, never even having checked where she told them.
It seemed that no matter what, nobody cared about her point of view anymore. They kept brushing her off, telling her she was wrong, actively ignoring her ideas.
And it was getting worse. They were starting to ignore her more and more, forgetting she was in the room, not calling her down for Dinner, even forgetting to check in on her during Patrol.
She knew that there must be something going on, Magical or otherwise, but when she tried bringing it up with her Dad or JLD, they would also Brush her off.
Her Family was forgetting her. And they didn't even realize it.
...
Danny was not okay at the moment.
When he had gone to school a few weeks ago and noticed everybody staring at him, he didn't give it much thought. Maybe Dash or Paulina had spread another Rumor about him again, not too out of the ordinary.
When his name had been called over the Intercom, he hadn't thought much of that either. His grades were falling even more than usual, so he assumed his Guidance Counselor wanted to have another talk with him.
When he walked into the Principals Office to see both of his Parents and some GIW Agents, that's when he realized something big must have happened.
He didn't have much of a chance to react when the Shields went up, but he did react when the first Ecto-Blast scorched the wall behind him. His Parents began to scream at him as they fired their Blasters, something about replacing somebody? He didn't know, he was pretty preoccupied at the moment.
It took more effort than he cared to admit to escape the Room, but a stray shot to the hidden Shield Projector under the Principals Desk proved to be his saving grace. Unfortunately the moment he escaped the Office, he was met with a veritable Army of GIW Agents, all armed to the Teeth with Weapons he had never even seen before.
He managed to get away for a moment, hiding in the Bathroom as the Agents chasing him passed it by. That's when he met Wes.
He obviously hadn't been expecting him, but the moment he saw him Wes put on a smug look. "Oh hi Fenton, trying to get away from the other students?"
Danny had replied with confusion, "What the hell are you talking about?!"
"I finally managed to convince everybody about you, now everyone knows that you're Phantom! I'll bet you're hiding from all of the other Students hounding you for questions right?"
"...it was you?"
"Yeah, so? I finally get to be right!"
"...You absolute MORON-"
That was the last Danny got to say to Wes before an Ecto-Blast launched him through a Wall, seeing his face morph into a look of Shock just before the dust cloud covered it up.
Since that day, Danny had been on the Run. Nowhere was safe anymore now that the GIW knew both his Human and Ghost's faces, but he had to keep running. He crossed state Lines already, and was on his way to the next Ecto-Rich City he could sense, somewhere in New Jersey.
He cursed his Fenton Luck every day. Why had everybody believed Wes this time?! Nobody had ever belived him before, nobody even seemed to acknowledge his existence after a while! What had changed?
Danny just wanted to rest already.
...
Cass had taken to Patrolling alone recently. She had taken to doing a lot of things alone, actually.
After the first month, it seemed that nobody could remember that she was in the room with them, even if she was within their eyeline, she just faded into the background. By the 2 Month Mark they had stopped talking to her entirely, although occasionally she would get a Text or two from her dad. By the 3 month Mark she was completely invisible, and By the 5th she had been forced to get used to it.
She didn't know what was going on, was it a Meta Ability? Magic? Alien Tech? She had no idea.
She had begun to cook for herself after the first time Alfred forgot to set her Plate at the Table. The same with Washing her own Clothes, Cleaning her Room, and Paying her Phone Bills. At the very least the Automated Allowance Payments to her Account had kept up, or she wouldn't have been able to go to her favorite Cafe anymore.
It was bittersweet for her. She used to go to that Cafe every week with Alfred, but he didn't even come on his own anymore. Had he only come for her? Did she really mean that much to them? It hurt, she finally had a family that cared for her and suddenly she didn't exist to them.
She sat alone at a Table, ignored by everyone in the Cafe as usual, when a new face walked in. He looked about her age, a little roughed up, walking with a sort of cautious gaint, as if he was scared of something. His Body Language seemed to agree with her assessment, as his body practically screamed "Worry" in its movements.
Cass stopped watching at that point. Just another Gotham Teen, probably worried over something like getting not having enough money or getting mugged on the way home. It was a Common sight in Gotham.
She attention was pricked again for a moment when she heard a voice speak up. "Uh, can I sit here?"
She ignored it, he wasn't talking to her.
"Um, excuse me? Miss? Could I sit here?" He repeated.
She ignored him again, he wasn't talking to her. Nobody talked to her.
"Hello? Do you have Earbuds in?" He said, and he waved his hand in front of her face.
Her face. He waved his hand. In front of Her Face.
He was talking to her.
She looked up at him sharply, seeming to startle him for a moment before he asked, "So, is that a no?"
"You can see me?" She asked.
He looked a bit bewildered, but replied "Uh, yeah? Why would I not? Are you...a Ghost?". That last part sounded a bit suspicious.
"No. Not a Ghost. But nobody sees me. Ever. Nobody remembers me." She replied. She had never spoken this much to anybody outside of her Family, but in the past few weeks she had been starved for interaction.
He seemed slightly interested, and sat down at her table. He looked her in the eyes, and said "Do you...talk about it?"
She smiled. He could see her.
#Dpxdc#Dp x dc#Dcxdp#Dc x dp#Danny Phantom#Dc#Dcu#Batman#Cassandra Cain#Cassandra's Curse#Wes Weston has Cassandra's Curse#He manages to get rid of it and foists it onto a random person#That being Cassandra Cain (because irony)#The Cassandra Curse works a bit differently here#The User will slowly become less relevant and more ignored in the lives of the people around them#Until nobody can even be bothered to remember they exist and the Prophecy they speak becomes utterly useless#Ever wonder why Wes isn't an actual character in the Show? It's because everybody including the Audience forgot about his ramblings#Danny is unaffected because of Ghost Shenanigans#Wes Weston reveal Danny Phantom#He was so obsessed with finally being right that he didn't think of the consequences#He's still a moron though and doesn't have a way to undo it#Danny is on the Run#This is Cass/Danny if you didn't catch on#Danny has been Unseen because hasn't been able to talk to people for months due to being on the run#Cass has been Unseen for months because that's when she was cursed#Both haven't talked to another person is so long and it is relieving#They live together Unseen for Months since they don't know how to fix either of their situations#Dead Silent#That's their Ship name right?#Had to reference the Shipping Chart
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okay but you see sam has ALSO fallen for dean's act. sam also believes dean to be the macho, daddy's soldier, beer boobs cars guy he presents himself as. this is why sam makes fun of dean whenever he even lightly steps out of that mold and thinks it's harmless banter instead of attacking an insecurity. it's why he laughs when john talks down to dean in the early seasons and it's why he seems surprised when dean is more comfortable with himself in the later seasons. it's why he just scoffs but doesn't push it when dean puts up a front and refuses to talk about his emotions and just accepts whatever excuse he makes at face value. it's why he offers dean a strip club to make him feel better when cas dies. and this isn't his fault!! dean has spent a very long time perfecting this image in front of everyone and ESPECIALLY to sam because along with it comes safety and security and stability and the only person. who has consistently been able to see through it. is castiel
#charlie also a bit bc dean doesn't have to be desirable to her as a man or as a son#altho i would argue that she doesn't see through him he just doesn't perform as much for her. cas actively sees through it#this is why sam has never caught on to dean being queer also. btw. dean isn't closeted he's just never made a big deal of telling sam#you never really know your parents just the version of them they want you to see etc etc#anyway this is also why sam is thought to be More Sensitive in comparison#by people who have also fallen for the Act. i call this the General Audience Dean Act#because it was who he was SUPPOSED to be from kripke's pen until jensen went ummmmm no. he has trauma :) and forcibly gave him layers#this is also not samcrit btw i always need to clarify that#i am bad at sam studies but i think you could also write posts (and ppl have) about how dean doesn't truly know sam either#bc he has Little Baby Brother zoned him forever even though he is almost 40 by the end of s15
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
Finally, something interesting to note is that nearly every Aspect follows its own Hero's Journey cycle - full actualization for each one usually means reaching around to its opposite Aspect, and taking lessons from them - for example, Breath players need to learn maturity and responsibility, while Blood players need to learn relaxation and whimsy. Thus, an Aspect at its worst manifests in two ways - either a toxic overabundance of the Aspect's worst traits, or such a dearth of the aspect that it begins to resemble its opposite. Only by reaching into the opposite, however, can the player be tempered and reach full maturity - can they become more of who they are.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
"Passive" is a good word to use; at a toxic overabundance of their Aspect, Space players are trampled underfoot. They become enablers, servants to dark forces, or so lost in their own worlds that they neglect the one they live in. With their Aspect "inverted," a Space player becomes a demon of poor prioritization. Distracting not just themselves from their true purpose, but others, too, the Space player will wreak havoc by overemphasizing unimportant topics and ignoring important tasks. This superficially resembles Time, in that the Space player will become fanatically dedicated to their task, but note that the poor prioritization is still Space-esque at its core.
Still, within this nadir is a valuable lesson: the strength of self-assertion, and the determination to see a goal through. These will allow the Space player to weed their garden, separating good from bad, allowing it to flourish like never before.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so.
At a toxic overabundance of their Aspect, Time players become explosively destructive. The ultimate "goal" of all things is death, with which Time is associated, and accordingly, Time players have a penchant for aligning themselves with futility and entropy, struggling so hard that their thrashing leaves a trail of annihilation in their wake. With their Aspect "inverted," Time players detach entirely - they can become so fed up with struggle that they simply opt to lay their weapons down and let the end take them. It's very easy for them to come to the conclusions that either everything matters, or nothing matters. This superficially resembles Space and its big picture thinking, but note that its framework of struggle, and whether or not a goal needs to be pursued, makes it a Time concern.
But the inherent meaninglessness of existence is, in itself, an important realization to make - that whether or not anything "matters" in the grand scheme, things can still be worth doing, worth caring about, and worth investing in. This realization allows the Time player to attack their goals with renewed vigor and greater clarity, which in turn means that the party becomes an efficient, well-oiled machine.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere and innocent good-naturedness, like a baby animal before it learns to be fearful of danger. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others.
At their worst, Breath players are irresponsible and callous. They'll shirk the consequences of their actions, blaming anybody but themselves, or simply choose not to care who they hurt in order to get what they want. They may even choose to stop making choices for themselves, leading to the "inversion" of their Aspect - a voluntary loss of freedom and independence, derived from an Breath-like aversion to responsibility, which superficially resembles the bondage of Blood.
But if they are able to overcome these tendencies, a Breath player will learn what true responsibility looks like - responsibility for themselves, their choices, and the effect they have on others. Armed with this, a Breath player's ability to break bonds can be focused into a clear force for good, clearing away all obstacles and harmful societal standards, leading the charge into something new and beautiful.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, being concerned with its overall well-being. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone.
Thus, it's easy for the Blood player to wind up controlling - desperate to make sure everyone is moving according to their vision, they'll become iron-fisted dictators, with a "my way or the highway" approach to social interactions. It's easy for them to wind up pariahs of their own making, becoming so critical of others, or so adamant about enforcing their own will, that they inadvertantly sever their ties - something that superficially resembles Breath's independence, but is truly a result of Blood's neuroticism.
But with that space and separation can come great clarity. Blood players must learn to relax their grip, and allow people room to breathe - including themselves. Once able to grasp that sometimes bonds must be forged with a soft touch, Blood players' natural empathy shines through, allowing them to build something so much kinder and greater than the sum of its parts.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire.
Their desire for the limelight can quickly spell disaster - they can become incredibly cruel, harsh, and egotistical in their pursuit of narrative significance. They forget, in their obsession, that they, too, are fallible and flawed, and the inevitable reminder can come very harshly. Light players struggle with moderation, and as such, when they feel shame, they'll often take drastic measures to cope with it - deliberately darkening their own influence or intellects, removing themselves from the "story" entirely - something which superficially resembles Void's penchant for the background, but which is firmly rooted in Light's obsessive need for drama.
But in experimenting with narrative insignificance, Light players can reach an epiphany - in their absence, others may shine, and that can be a wonderful thing. Light players, then, can learn to shine not just for their own sakes, but for the sake of others, allowing them to weave a story even more brilliant than any that can be weaved alone.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable personalities on a team. However, this simplistic, feelings-driven approach often leads to pleasure-seeking behavior, poor impulse control, and overindulgence in vice, and from there, to irrelevance, with which Void is so closely interlinked.
Void players are especially prone to vice, and at their worst, will become so drunk on pleasurable activities that they pursue them to the active detriment of the party's goals or the Void player's self-improvement - making them the ultimate irrelevant character. They can also very easily drag others into their mélange, with a forcefulness that resembles Light's illuminating guidance, but which is ultimately rooted in Void's pursuit of personal pleasure.
But there's a lesson to be learned in Light's domain: how to bring themselves into relevance and greatness. A Void player, once they learn to pursue not just personal pleasure, but a greater satisfaction for the collective whole, can drag the Void behind them, kicking and screaming, to where it'll be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand and explosive finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty.
Thus, a Mind player at the worst zenith of their Aspect is heartless and cruel. Leaving no space for empathy or even personal feelings in their plans, the Mind player will plot for an ending as heartless as they are. But a Mind player is never truly without emotion, and ignoring their own feelings causes them to manifest in terrible ways - Mind players have a tendency to seek toxic, codependent relationships, hoping to find external validation, subjecting themselves to the wishes of others, which can appear like Heart's fixation on feelings and desire.
But in recognizing their own need for emotional validation, and the importance of their own feelings, a Mind player can realize that there's an entire dimension to the game they've been playing that they've been ignorant of. When a Mind player learns to temper their schemes with empathy, compassion, and kindness, how much more success they'll see - and how much happier that grand finale will be!
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves.
With this sincerity comes vulnerability. Heart players wear theirs on their sleeves, and at their worst, this can make them demanding, needy, and sensitive - so eager to connect with others emotionally that they'll cramp themselves to fit others' desires. But they can't ever keep this up for long; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection. They may even work to manipulate others, preying on their emotions and desires to force them to act in their worst interests. This superficially resembles Mind's cold logic, but unlike Mind's cool rationality, Heart's aloofness is a mask, an attempt to avoid pain by pulling away.
But this isn't purely a negative, because a Heart player can learn a healthier form of detachment, and separate out healthy and helpful desires from harmful and detrimental ones. Given this clarity, the Heart player becomes the team's emotional core, able to raise up each teammate's best qualities, while helping them deal with their worst, enabling everyone to be the best possible version of themselves - which the Heart player knew them to be all along.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed.
It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process. At their worst, they're stubborn to the point of not listening to anyone but themselves, confidence becoming blockheadedness. This focus on forward progress without looking back can even cause Life players to become harmful to others, so focused they are on their own growth that they don't notice that they're choking everyone else out. This may resemble Doom's death in its worst case - arresting everything else, eventually blocking even their own path with unruly, out-of-control fecundity.
Thus, a Life player needs to learn to more gracefully accept Doom's influence - to pause, slow down, and consider viewpoints that are negative, unpleasant, or difficult. A Life player, endowed with moderation, will be able to cultivate a bountiful garden, rather than an unruly jungle - a place for all to flourish and live in plenty, never wanting for anything.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate.
Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending. As if energized by their own sense of futility, a Doom player at the "inverse" of their aspect may seem to echo a Life player's focus on forward progress and motion, actively spurring their team on towards an untimely demise.
A Doom player must learn to harness this sense of progress for good, rather than harm. A Doom player, once able to grasp the joy of life even in the greatest depths of despair, will be able to fill even the darkest hours with peace, meaning, and hope.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots, with no self-awareness whatsoever. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - often great sources of embarrassment to their teams, as their naked sincerity is painful to witness. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous.
A Hope player can easily be set on the wrong path - as convicted as they are, and as difficult to shake from that conviction as they can be, Hope players can easily march down a path of destruction, if not persuaded with a deft touch and gentle guidance. In the event that their faith is broken, Hope players easily become despondent and lost, floundering and wishy-washy, which superficially resembles Rage's self-consciousness, but is truly just a lack of direction.
But Rage has a powerful lesson to teach Hope players - that of questioning themselves, interrogating their own beliefs. Once their convictions have gone through rigorous scrutiny, revised into the best, brightest versions of themselves they can be, a Hope player is a worker of miracles - speaking into existence a beautiful future on faith alone, proclaiming that how they see the world is how the world shall be.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players are incredibly self-conscious, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
In the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This is Rage at its toxic overabundance. Conversely, a Rage player can retreat so harshly into their mask that they allow others to dictate their beliefs, taking them to heart - an action motivated by Rage's destruction (this time, turned inwards) that superficially resembles Hope's convictions and faith.
The true path for a Rage player is a healthy balance - to allow themselves some of Hope's sincerity, and by doing so, to become more sincere and true. This will let them release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy - the heralds of a revolution, razing away the faulty, corrupt old systems such that something better and new can take their place.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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was having trans marty thoughts again and i came to a realization about this scene
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#back to the future#bttf#bttf fanart#marty mcfly#lorraine baines#lorraine mcfly#kit does an art#drew this one a while back and was hoping to save it until i compiled enough doodles in the same genre#but i like it better as a standalone picture bc it's funny so. here you go#poor marty he had so much going on in this scene alone#and if you think about him being trans it just adds another layer to that#1. just woke up from getting hit by a car#2. realized he wasn't dreaming and he definitely is in the past#3. that's his mom. in the past#4. his mom is HOT in the past. wasn't she born a nun or something this is wrong and terrible and he hates everything about this realization#5. where are his pants. why does he have no pants where are his pants. they're halfway across the room??? why are they over there#6. HIS MOM IS HITTING ON HIM???? his mom who is objectively hot in the past is hitting on him and he's in her bed with no pants on and ohhh#oh god. she took off his pants. to look at his underwear. and guys usually have something noticeably under the wear don't they. oh shit#7. SHE TOTALLY NOTICED. SHE'S GONNA ASK AND HE'S GONNA HAVE TO EXPLAIN THAT AND IT'S GOING TO BE SO AWKWARD AND BAD#8. there's no way someone in the 50s is gonna get it she's either going to think he's a girl (problem 6 is taken care of but replaced with#perhaps an equally uncomfortable experience) or like. they're going to stone him or something he doesn't know how they react to this stuff#in the 50s#luckily for marty the last 2 problems never happen but that still would've been a very stressful minute just thinking about it#she was so perplexed by the purple underwear ig she just didn't notice haha.#kit yap session#for the tags. as usual
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Red Hooded Phantoms
Hmm
Another deaged or reborn Danny idea
But also Danny is Jason plotline. I've seen a few Danny is/reborn Dick, Tim, and a few rare Damian ones but I feel like we don't see a lot of Danny as Jason.
After being deaged by Vlad in another failed attempt to make Danny his son, he decided to try raising a deaged Danny instead because the boy would have no memories of his past, however during the struggle between Vlad and Team Phantom, Danny is sent into Vlad's lab portal and into the Zone, only for another random portal to open up and drop him into the DCverse and into a Gotham alleyway.
He is found by Shelia Haywood and well, we all know the life of Jason Todd after that.
Or he dies due to like the GIW, or bad Vlad, or bad Fenton Parents (Not picky on which) and is later reborn due to the damage done to his core.
It isn't until he dies and returns that Jason Danny feels like its something familiar, something is itching in the back of mind as he mindlessly wonders around Gotham after digging himself out of his grave.
And it only becomes more and more familiar when he is later found by the LOA/Talia and tossed into the Pits. Even the rage he gains feels familiar.
Later he becomes Red Hood, and that timeline happens.
Jason Danny doesn't find out the actual truth until one day the sky is ripped open by a glowing Lazarus green portal and a large armor covered being steps out, declaring he is there to fight for his crown/throne against the one that bested him last time and to bring forth Phantom for their battle.
And he had less than a few hours to come forward or else he will rip this world apart. (Pariah Dark may be a Tyrant King but he wanted his throne/crown back along with revenge against the one that stole it in the first place legitimately so it couldn't be denied)
A huge JL and JLD meeting is held and no one can find this 'Phantom'
So someone in JLD has a suggestion to summon someone from the Infinite Realms who might be able to help them locate Phantom (or maybe summon Phantom himself since he's technically the Ghost King.)
If we go with summoning someone other than Phantom, they manage to summon Jazz (whose acting as Queen Regent at the moment since Danny went missing)
And the moment he see's Jazz, Jason Danny feels his head and soul start to hurt. And memories he's sometimes see's in his dreams start bubbling into the surface.
#danny phantom#danny fenton#crossover#dp x dc#blue rambles#danny phantom dc#writing ideas#random idea#dpxdc#Danny is Jason AU#He got deaged due to Vlad to babyhood#and got dropped into Gotham/DCverse during a fight between Vlad and Team Phantom#Lived his life as Jason#and when he died it felt familiar#being a halfa is why he returned to life#his ghost powers are at the surface but due to not knowing how to use them they arent used#his Pit Rage is a little bit of his Halfa side angry at not being used in so long#and its why the Pit stays in him because its attached to his ghost core. Which Jazz is totally going to drag him to Frostbite to get fixed.#either he gets summoned or they summon Jazz#One of those two#If he gets summoned he's very very confused#but uses the All Blades that become ice with stars and galaxies inside it and even more powerful than before#If Jazz is summoned she see's him and knows its Danny#I can see her reach out to cup his face and calls him her baby brother and thats she's so happy to see him again#The batfam have so MANY questions#Bruce is losing it under his cowl because WTF. He doesn't wanna lose his son again.
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sorry not sorry to bring this up again, but
Netflix removed Palestinian movies. They (movie/tv industry) fired Melissa Barr.era, a latina actress that spoke against the genocide. They kept actors from St.ranger Thin.gs even though they openly support the genocide. They cut the scenes of May Cala/mawy, a Palestinian/Egyptian actress from a major movie. Those are the examples of the top of my head. Keeping Assad Zaman's name (a non christian name) out of the press/promotion and now out of the nomination, despite the fact that he had much more screen time than Sam, who will also be the lead the next season (so plenty time for him to shine), is just... not a coincidence.
And I don't think anyone in the US, or the world for that matter, doesn't know about these things happening, if not in the movie/tv industry, but in the world (US support of I.srael for example). So I can't accept that people that don't get (to put it mildly) why people find problematic that Assad is not nominated... don't fully know what's up. Just because some people want to pretend Assad is not a South Asian/Bengali Muslim, but a white Christian American/Brit, it doesn't make it so.
#assad zaman#islamophobia tw#and also delainey shoulld also have been lead actress not supporting#but I don't see THESE people mentioning that and I wonder why#and NO ONE said they shouldn't be#at least no one here#she and Jacob are the leads of s2 and they should get an actual global globe nominee#wanting to support muslims/brown/other POC doesn't mean you don't support black people#I really don't know what it's either or#and I don't think they think that#it's just racism at this point#I could add sources for all of these if you want me to#*why it's either#**golden globe
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FAMINE: That's one deep, dark nothing you've got there, Dean.
[youtube with closed captions]
dean and his father. dean and his family. dean and how bad it is.
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(via @closetoyou1970)
#spn#vid#mind the warnings on this one for real#woe! fruit of my rewatch be upon ye.#pallas calls this my 'deangirl coming out vid' which honestly. true. but those who paid attention know i've always been a deangirl.#also. after this no more deanwinchester rilo kiley amvs I Pwomise#anyway. i'm not gonna give a full commentary here but a big reason why i chose this song is that the narrator#is essentially dismissing her own problems and instead watching the problems of someone else#and i kind of wanted to play with that theme. this is the parallels show so let's do some parallels. lots of things happen to characters#that are Like Dean somehow. either in personality or circumstance. that we know or can infer happen to him. but we don't see it bc it's#not sayable. not speakable. so like for an easy one. we see meg being tortured in caged heat. she also talks about apprenticing under#alastair just like dean. so i show her being tortured [in a way that is sexualized and demon-specific] and reacting how she does#because i invite the audience to imagine or interpret that this has also happened to dean at some point. we just don't see it#so there are many dean parallels in this video. some obvious. some subtle but textual. some products of my twisted mind. but that's the way#i am using them to make my argument.#oh also: dean voice sam's eyes going black is JUST like when he used to fight with dad and wouldn't listen to me when i told him not to.#i guess also the point is that because it's unsayable. dean can't say it. dean can't even acknowledge it. and so it bleeds through#into everything in his life#that's why it's important that the song narrator doesn't take her own problems seriously. dean doesn't either.
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...I... I do not know what on earth compelled me to make this nor why, but I will not be taking criticism at this time
#Moon posting#Break Week is rough y'all#Please I just needed to shitpost a little let me have this#OP Meta#I know this chart is incomprehensible you just have to accept it for what it is#No I was kind of thinking to myself it was kind of funny how of the OG Shichibukai half of them are either dads or borderline dads#And I was like. Can I make a chart of this. Can I make a Dad Chart of the Warlords.#I don't know why I made this nor what to do with this information but. Sure. Let me yeet this out.#Kuma is the Dadliest Dad to Ever Dad in One Piece. Moria canonically adopted Perona when she was little. We love the OG Goth Dad#Crocodad is real TO ME but if nothing else he does have the energy 100%. It's just short of Canon Confirmation at this point#Mihawk is a weird uncle to me. He has no dad energy. This man does not fuck. But he'll look after some kids (Zoro & Perona). Sure.#Blackbeard is like the opposite of Mihawk. He has never looked after a child but I'm sure he has spawned a bastard or two or three#(He may be a father but he is not a Dad) (But canonically as far as we know BB has no kids yet so I'm putting him in Not A Dad)#Jinbei is the new Token Father of the Strawhats according to Oda and so I'm putting him where he is based on that. Also vibes#Law's where he is kind of for similar reasons as Jinbei. This boy is too young to be a dad but dealing with Luffy gave him a few grey hairs#Doflamingo did arguably watch over Buffalo and Baby 5 as those two grew up so he's The Most Qualified in that square#Weevil is baby#Hancock could have Dad Energy in the right circumstances. Like she has THE POTENTIAL#Buggy does not fuck#...Thinking about it I probably should've switched Hancock and Buggy's placements on the chart but whatever it doesn't matter
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Why do we still have in 2024 stupid takes like Rhea created and enforces the crest system?
Bcs Rhea BaD anon.
More seriously,
FE Fodlan is one of one of the most divorced FE verses from its fantasy elements (see : Nabateans being as important as Ignatz's leather shoes) : Tellius has the Laguz existing, Archanea/Ylisse has manaketes hanging around and being a core point in FE Archanea, Elibe has its entire history involving dragons and the best ending finally be about acceptance between the two races, Magvel has zombies, Valentia has terrors and in SoV we have dragons and magic dragon blood, Fates has dragons (and laguz-like!) and even Jugdral have people with magic dragon blood.
(i ranted and ranted and ranted under the cut, so it's a bit long)
Unlike Fodlan, Jugdral's "people with magic dragon blood" are a key element to the story told at large, and it bleeds through the mechanics used to tell that story. FE4 wise, toddler!Seliph has a S rank in swords when Beowulf, even if he trains his entire life, will never achieve A rank in swords. Base!Julia with her holy weapon can smack Loptyr, when max!invested (at least lore wise) Forseti!Ced will never be able to kill him.
It's unfair for Beo and Ced, but that is how the verse works because, in that verse, some people are mc guffins or "the only ones" who are able to do something, or even, straight out, stronger/have more talent than others.
In traditional fantasy settings we have the "same" sort of rules, you have elves who do X and Y, humans won't can't, dwarves who can't either but they can do W, orc who can do J, etc etc.
Even for all of the "deconstruction of the genre!" gimmick ASOIAF has, according to some people, Dany is fire-proof and Jon most likely survives after being assassinated because he is a Stark and can use his doggo as a back up save, both things Edmure Tully will never be able to achieve.
Tolkien has Numenoreans being straight up blessed by the Valar/stronger/longer lived/etc etc than middle-earth humans, on top of also having elves, dwarves and ents.
Ergo : power inbalance is baked in the fantasy genre.
And yet, the writers often manage to tell some version of "the ones who have less power are no less important", like with Tolkien, it's a bunch of hobbits who manage to take down the greatest "evil" of their era, or some message like "having more power/being more important means you are bound to help the ones who have none" thingie.
In Fodlan, the "beings who have more power" than humans are the Nabateans (+ Sothis herself!). Sothis can create life, her daughter - through unknown means - can create artifical beings, one her children can control weather (the one who was turned in a milkshake for Charon!), one of them has monstruous strength (the one turned in a milkshake for Blaiddyd), one of them could communicate with animals (Timotheos iirc - if we assume he was a Nabatean or got his powers from his crest), her granddaughter can set up an AOE to heal what would otherwise be fatal wounds (it's heavily implied this is what Flayn did when she overused her power and went comatose) etc etc.
This is the original power inbalance in Fodlan.
Then some humans "stole" this power from Nabateans, and got a share of it themselves, which is what is later called "crest" : aka, some humans got a part of the super/magic powers that Nabateans originally had and thus, because, for all intents and purposes, "super-humans".
Now, Fodlan discourse started with FE16 being released in 2019, not that long after GoT's ending - which was trash - and in an era where fandom turned from "harmless fun" to "something that looks like activism and earns you point if you manage to use it to express your real life opinions".
In 2019, after Dumb and Dumber tanked GoT and removed most of ASOIAF fantasy parts to deliver "sex that sells" with a moldy plot, some part of the fandom started to conflate and harass people over what they like, and how it, apparently, reflected on their real life opinions ("if you hate this female character it means you hate women!"/"if you think X becoming king is a good ending, you don't value democracy!").
So, we have this fantasy setting with its inherent power inbalance... that quickly became something that is/was unacceptable, because IRL, power inbalance is based on bullshit and something everyone decries - so if your beloved media reflects on what you like IRL, you can't like a setting with an objective power inbalance, even if is justified by magic which doesn't exist irl like shooting eyebeams or some people being more "special than others" who can live up to 1500 years old.
Fodlan's power inbalance, for some parts of the fandom 2019, cannot be justified by traditional fantasy settings so, those settings/fantasy elements are straight out ignored.
Thus the "crests"' magic effects/powers are ignored, and dumbed down to, roughly, what a middle school student would think "nobility" is/was in the Middle Ages/Renaissance.
Jean-François Marie Pierre de Bourbon isn't inherently better at smashing things with a sword than Bob, or at healing than Roger, any "advantage" Jean-François Marie Pierre de Bourbon has over them is, maybe, that he started training earlier.
In Fodlan?
If Jean-François Marie Pierre de Charon has a major Charon crest, he can dance and clap in his hands to summon rain. Bob and Roger, no matter how hard they train, will never be able to do that. Jean-François Marie Pierre de Charon will thus be seen as having higher "value" or being straight up "better" than Bob or Roger, because as long as he is here, your crops will never suffer from drought.
But... we can't have that, because if you confuse fandom and real life opinions and aspirations, you cannot admit that some people in Fodlan are inherently "better" at something, only because of their blood, otherwise, what would it translate to IRL?
This is why, imo, part of the fandom (and the game sure doesn't help! Fodlan is no Jugdral and its gameplay lacks coherence regarding the in-game lore! Remember how Raphael can use a relic and only loses 10HP, when Miklan, plot wise, was turned in a demonic beast?) that loves this take, arguably, reduces crests to a title and family name.
Why should the Bourbon family rule over us, when they're no better than Roger or Bob? Isn't it unfair the Bourbons are still valued nowadays when the only thing to their fame is their name, and not what they are actually doing?
The game plays coy about crests - we know each of them has a specific power - but it never reveals what are those powers (lore wise!) save for 2 of them. So are crests superpowers, or just a family name with a particle, or both? Is the "system" (a friend made a post debunking any idea of "systemic" application of this notion in the three countries) based on bullshit, or on, objective superpowers?
Dimitri tries to tackle the issue, but only around relic usage : the Gautiers are valued if they have a crest because they can use their superweapon to protect the border. But what about valuing House Charon's ability to bring rain and guarantee good harvests? What is the other superpower tied to the crest of Gautier that isn't "use a femur and wreck havoc with it"?
If Marianne's ability to talk to animals is tied to her crest, why isn't it more developed? Instead of having useless shit like talking and befriending horses like a Disney princess, we could have Maurice-blooded people be masters of counter-intelligence, imagine if they can talk to birds/rodents and ask them to scout various areas or spy/ask them what they saw ! Hell, we could have had a situation where in a fog of war map, where Marianne, if, idk, through Billy fed enough animals in the monastery, would have a better field of vision than anyone else, with some blurb/one-line about her relying on the animals around to know and see what is going on! Alas, it wasn't meant to be.
FE16 eludes the question, because the character who "questions" a world centered around "crests" is the marketable asset of the game, and cannot be challenged in any meaningful capacity v- she feels it's unfair that her crest seemingly dictate her life, and only in the gacha game with ery serious writing like the Heavy Plate Corps or Sniddies, does she get a modicum of self-reflection - or at least someone challenging her - where she is told that she could use the superpowers she has to help people instead of blaming the world for getting one.
In a traditional FE setting, where some Lords question why they were born with power/or are in powerful positions, the answer is always that no matter what they were born with (or without in Leif's case!) what is more important is what they decide to do with that power. Elincia never wanted to become Queen? She will still fight and protect Crimea and its people. Marth is the last hope of Altea, even if it means leaving Elice behind. Seliph doesn't want to fight in Thracia anymore or feels like he's a fraud? He can turn tail and return home, while the world around him falls apart. Leif also feels like a fraud because he doesn't have superpowers like his cousin? Does that mean he should turn his thumbs and watch as his people are being caught/enslaved/sacrificed?
In Fodlan you have no reflection like this : Linhardt is, imo, the best example.
Dude hates blood and has a crest (aka magic powers) geared towards healing, you could make a case that for someone who has hematophobia, being a healer is difficult and this would be the reason why he refuses to heal/use his powers to help people around him... but no. Lin's laziness is played for laughs, and his refusal to do anything not related to his topic of interest is never questioned/analysed under the angle of, say, a head nurse who has no crest and laments that she couldn't save everyone who was hurt during an assault, who snaps at him for having the "gift" he has and not using it for the sake of people around him.
"What Lin decides to do with his power?" : Well, nothing.
Instead we have a reflection on his bright mind going to waste if he lazes all day long, culminating in his Supreme support where an Imperial facility is created specifically to cater to his tastes, that will enable him to research crests as much as he wants...
But still, nothing about his innate "healing" power!
In the end, it's no surprise that part of the fandom latched on that "crest = nobility title" because the Fodlan verse refuses to develop anything about its fantasy elements (hell, iirc Nopes swaps "crests" for "blood" and "titles" in its Supreme route ?).
"Sure, but where does Rhea fit in this nonsense?"
Rhea is, in this vision, the ultimate target !
For all of the "I ignore fantasy elements", Rhea is always (in FE16 at least!) turning into a dragon : no matter how hard you want to ignore fantasy, she's here to remind you tht, in this verse, dragons exist.
But most importantly, as Fodlan must be analysed through an IRL lens otherwise modern fandom cannot engage with it, Rhea, by virtue of being the lady in charge of a religious organisation called "Church", is also seen through a lens : Rhea BaD bcs Religion BaD and Catholic Church BaD.
FWIW, thanks to the five years of discourse we had, I learnt more about cultural values and differences existings between, here and the rest of the world - especially a place that is overepresented on fandom spaces - on organised religions especially the catholic church. Of course this bled on fandom takes and analysis, which projected some users' irl bias against the Catholic Church on the fandom organisation and entity that is the Church of Seiros. Combine this with secularism being now weaponised and used to ridicule people in spaces like r/atheism and you have a perfect recipe for "Religion BaD = Catholic Church BaD = fictional organised religion with a catholic flair BaD".
Granted, given how a certain loLcalisation team also originates from this place, it's no surprise that some "creative liberties" they took tried to hammer even more, let it be in the script or the fucking "what is this game about?" page on their website, how this fictional organisation is basically a squenix trope of "evil cult manipulating everything in the shadows and sekritly controlling the world".
Besides, the main heroine of the game (even if that comes with a twist!) opposes this faction (CoS and especially its leader!) and, by the way those games are built, as seen earlier, they cannot disavow her too much, else the entire gut-punch the devs were gunning for (you are betrayed by your beloved character! But unlike what happens in Baten Kaitos, you only are attached to her because she is your avatar's simp) will fall apart. So she must be, somehow, right and not motivated by more personal and heinous reasons, like not accepting "non-humans" to have powers over humans, or thinking the world is not a place for them (this was carefully scrubbed out in Nopes, btw!).
If Supreme Leader, who we are supposed to root for and whom the game ultimately rewards because "reforms" happen in the endings, says that the CoS is the reason why humans value superpowers, she must be right, or at least, not completely wrong???
Which raises the final point on this topic : FE16 came in 2019, which was election year in the US, and we all know that election time in the US means the rest of the world is also affected, even if the rest of the world, well, isn't the US. As I mentionned, the US is over-represented in fandom spaces, and fandom is far from being a safehaven from all the mayhem and passion that always boil during election time and its immediate following.
Coupled with the "my fandom faves define my real life opinions" thingie I already wrote about, and we had an explosive cocktail for bad takes, needless aggressivity, ridiculing people with dissident opinions because they are seen as "wrong", etc etc. And let it be something trendy or not, especially when (young?) people are arguing about "politics" in online spaces, but it always boils down to gross simplification of various complex issues and/or using catchphrases or "shock-value" words to win over whoever is reading/listening.
(et je ne dis pas ça parce que certains de nos politiques font des "immigrés clandestins ou pas" la source de tous les maux, ou le fait que nos députés font la même chose en ce moment, Jonluk et Marine main dans la main, pour paralyser l'Etat afin de pousser Manu à la démission et éviter la case prison pour Marine)
I always thought the "CEO of racism" was a meme, but through Fodlan discourse, I started to wonder if it was something started seriously by someone who really thought that "racism" is caused by one person.
And we finally get to the point : somehow, somewhat, Rhea is supposed to be responsible for people/humans valuing superpowers.
Forget that the same "quest to obtain those superpowers" led to the extermination of her kin, or how the devs themselves explained that people - at least in their setting - always want more power :
As a result, what would happen to humans who gained power... they would want even more power, and find a dragon much stronger to beat in order to collect materials forcefully, in order to make even more powerful weapons... and so that was the cycle that was born. And that was the birth of Fodlan's Ten Elites
Wait, kill that, those superpowers don't exist since the game and the characters (bar Catherine, but I agree with @9thwither here, Cat is one of the most overlooked characters in this fandom!) never talk about them, so they don't exist...
Rhea is thus the reason why people value bloodlines - especially since those bloodlines don't come out with superpowers.
It sounds better and closer to what you could "hear" irl, from someone who's discoursing on the internet to explain "why" some people are more valued than other, it's because of religion and the Pope! It cannot be because of, well, human greed or just the need to have more power (for good or wrong reasons), no.
"But random, the Church most likely promotes a "divine right to rule" doctrine and let the 10 Elites' families rule over their clans in Faerghus thus gain nobility!"
Sure, but everything is moot if you consider this : to make this take viable, we ignore the game and consider that crests are just bloodlines, and not, objective sources of superpowers.
So why are we, discussing about this hypothesis/theory, even arguing about what the game says and/or does?
Bob Blaiddyd can kill a giant lion/wolf with his fists at base level, is it because of a supposed doctrine that people rally and want to be in Bob's graces, or because Bob has the power to protect them all? Karen Charon can summon rain, are people siding with her because Rhea told them to, or because Karen can make crops grow?
In conclusion : why people are still, in 2024, sprouting those takes?
1- Because they refuse to engage with the game and realise that it is a fantasy game belonging to a very specific genre
2- Because fandom opinions reflect on your real life opinions and likes : so they must find a reason to oppose what their perceive as an unacceptable power inbalance otherwise it means that they support the various inequalities that exist IRL
3- Because Religion BaD and bar the "projected takes from transposing feelings about an IRL church on a fantasy one" more and more people tend to prefer an "easy to proceed" solution than think about multi-causal issues and find solutions that might not.
Of course, I can already guess that some people might argue that they don't "refuse to engage with the game" since this take is more a less a condensed version of the Supreme spiel, and as developed above, the game does - willingly - a shit job at demonstrating that her spiel is nonsense (they had to add the "greed" part in an interview released after the game and its only and final DLC!), just like her sockpuppet who supposedly learns how misguided he was in certain routes... only to end with the same ice cream, albeit with a different topping.
However, Dimitri and Sylvain mention how crestless children are disowned in Faerghus... when Dimitri's own uncle is ruling over a domain himself, Ingrid's brothers exist in the background and Gustave is still Baron Dominic's brother, on top of having been the royal master at arms for at least, depending on the route, 3 generations of Faerghan kings.
In a game where Dorothea can blame the Goddess for fighting in a war her bestie started - without anyone pointing this out - it's obvious this verse has unreliable narrators, but after 5 years and having played all routes in both games + a DLC + a dev interview explaining how and why some humans acquired crests...
Tl;Dr :
Reason 1- is most likely the most prevalent why this take exists anon, "because some people refuse to engage with the game" with the added topping of "save for what Supreme Leader and her sockpuppet say that I can use to demonise the characters I don't like".
#anon#replies#fandom woes#trying to sum up the reasons of why the 5 years of discourse happened is... complex lol#this takes encompasses everything#Fodlan and some parts of the fandom's refusal to engage with Nabateans aka the fantasy part of the game#treating crests like a glorified family name or worse a hereditry proof#takes only being meant as gotchas against fellow fans and deriding them for being 'wrong' to the point of harassment#sure the game is as consistent as a marshmallow#but the refusal over 5 long years to engage with what you can chew out from this marshmallow is just#what is even the point of any discussion?#sure lolcalisers lolcalised a lot making some muddled messages even more muddled but#explaining that people value super-powers because someone told them to? Instead of just#people loving Superman because he can protect them and do nifty things?#never underestimate the influence of Church BaD in this fandom anon or in online spaces#not saying we don't have our own edgy r/atheist people here but this is basically taking it to another level#and let's not forget the “my fave is better than yours because he can solve poverty in 2 easy steps” nonsense#and it's fightening how sometimes this can apply to both fandom or real life#'you can cure greed racism and xenophobia by killing this one person'#remember the “CoS is BaD because it instaured a CASTE system????”#top ten of the takes in those fives years lol it wins the “i'm using words i don't know” trophy#Imagine a situation where we could have had Lin refusing to go to the warfront because of his hematophobia#and his superior either Supreme Leader or maybe Billy themselves telling them it's okay to stay behind if they don't want to participate#as long as he doesn't have any regrets if some of his allies who don't return might have been saved by his powers#sure it's assholish but it looks like what F!Lewyn told Seliph#Much like Elincia who breaks down saying she never wanted to be queen#sure she never wanted but now she's there what is she going to do?#blame her father for having been the king ?#FE16
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My name is [BRUTUS] and my name means [HEAVY] so with a [HEAVY] heart I'll guide this dagger Into the heart of my enemy
Something about having absolutely no choice in who you marry. About being literally forced by the law to spill blood - to accept this stranger as your husband over a man you truly care for or accept the fact that the man you love might die because you put him in danger. Something about risking becoming the wife of a man you've never even seen before a few minutes prior because you know anything would be better than putting your beloved in harm's way. Something about the trust inherent in that decision and in the way she speaks of it after. Truthfully, T'Pring doesn't know the captain and she doesn't know Spock. Either one of them could have taken her as their wife but she does know Stonn. She knows that Stonn will remain by her side no matter what. They made a plan together. They have an agreement which T'Pring believes will be upheld even though the plan changed with the arrival of Kirk. Stonn will always be there, always, and Stonn will be hers. Something about the language used around T'Pring: Ownership, subservience, non-personhood. T'Pring is an object that Spock can win. She cannot reject him, she has no say in the matter other than having Stonn 'claim' her instead. Even when Spock leaves after being very clearly rejected by T'Pring he says "Stonn, she is yours." as if despite her clear rejection he still owns her and is must formally 'give' her to Stonn. But the language T'Pring uses around Stonn is a break from that: "There was Stonn who wanted very much to be my consort, and I wanted him." Stonn who wanted very much to be HER consort and she WANTED him. The language here is very particular - It's not, for example: "Stonn wanted me to be his wife" - he is HERS. And she WANTS him. There's a mutual affection there and a strong trust - a trust which seems to be well founded since Stonn (though silent) stands by her side at the end of the episode. <- That might seem small but if Spock would reject her for 'daring to challenge' (again, the language is not 'because I don't want you' but more of an implied disgust at her having the AUDACITY to reject him) then it's not a stretch to assume that it'd be considered an insult in the TOS Vulcan society to NOT choose Stonn as her champion after a prior agreement. Anyway T'Pring was a woman in an impossible situation within a society which saw her as more of an object than a person and she wanted Stonn and Stonn wanted to be hers and she trusted that he would understand if she had to publicly pick someone else to ensure his life would be spared and he did understand.
#amok time#T'Pring i s....T'Pring she....-puts my head through a wall-#PLEASE read under the cut for my rambling about T'Pring in amok time pleasepleaseplease#tired of 'T'Pring is evil/a bitch' and VERY uninterested in 'T'Pring is a girlboss'#T'Pring is a person in a society which doesn't think she has the right to make her own choices who's in [love] with a man who [loves] her#back in what I'd like to think is implied to be a slightly subversive way in its mutual and fervent nature (whether the writers thought#this was a good or bad thing - who knows. We know better RIGHT??)#and yes I will stylize T'Pring's hair differently every single time I draw it HEHEHE#star trek tos#Spock#T'Pring#also of COURSE something something spock/kirk & stonn/t'pring parallels: To keep your beloved safe you have to force someone else to kill#theirs - not BC you hate him (you don't) but you don't love him either and why does HE get to have you even if you don't want him?? Why doe#he get to 'give' you to the person YOU chose?? It's not a hatred on a person level (which I wanted to portray with the 'brothers') portion#but a sort of societal embodying.#I will think about T'Pring not wanting to be 'the consort of a legend' every damn day !!!#They really could have laid it on thick in making her evil guys...T'Pau even makes a comment about Spock's 'vulcan blood is thin'#but all T'Pring says is that Spock is a legend and she doesn't want that for her life. She wants Stonn.#And you're gonna sit there and you're gonna tell her that she's wrong!??? Spock doesn't even want to be with her!! Why is she so hated!?#CAN WE FREE MY GIRL??? She did all that but it's being read in the worst faith possible!!#comix page#bea art tag#star trek art#She literally says the word 'FREE'...she's TRAPPED!!!
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It's hard to believe that people actually dislike Izuku for "What he stands for" or the fact he's a flawed character when for years, years now people will hate on him for less.
This is the same fandom I have seen some people say Aoyama, a child who didn't actually have a choice, got off "too light".
Same fandom where some people will call Horikoshi a misogynist and then turn around and reduce the female characters to nothing but love interests and future wives. Some of you still only see Ochako as a girl with a crush. Some of you like to bash on Miruko's uniform and people only being horny for her and yet still won't say anything about the male character's costumes and are also horny for those characters yourselves.
Same fandom, now, that will ignore a character's development and that character has admit to being an ass and still be like "He didn't develop at all" and even worse? That character is a child. A child who never even is awarded for his behavior. In fact, often times is punished by the narrative in some way. And yes, I am talking about Katsuki.
Same fandom where some people will attack others over ships. And with shipping, that's the only time some of you will "care" about these characters. Izuku is the main victim of that!!
Same fandom who will be like "fanon is better" when fanon is actually worse.
Same fandom who at a time actually hated the villains, still do and even going as far as to making fun of some of their appearances (like Shigaraki and Dabi)... and really only started to "care" when they "showed out" during the Villain Arc. And by "care" I mean, only finding Shigaraki and Dabi hot as hell and still don't understand their characters. And even if you get why the villains do what they do, some of you still won't acknowledge they're in the wrong, too.
What about the minor villains who just want to cause havoc? For all we know, some of them may come from good homes and just want to be menaces to society. The heroes aren't completely good people either, but don't act as if it's every single one of them who do it for fame (Rock Lock is an example of a hero doesn't actually sees being a hero as a JOB) and every villain has some "excuse" because they don't.
In the case of Izuku Midoriya, some of you will say that Vigilante Deku was the best version of him. No. No, it's not. It was the worst version of himself.
It's not because he was a vigilante. It was because he wasn't taking care of himself. In what way is that the best version of anybody? Neglecting your health?
BNHA: Vigilantes is a perfect story that shows vigilantes not neglecting themselves and still doing what they needed to do to save people.
Often times when I do cross Vigilante Deku fanworks, it's like a totally other character.
My grievance with people "criticizing" Izuku isn't because of what he stands for. Their attitude will come off like he shouldn't have flaws.
Yes, he is a teenager who can only do so much and even as he gets older he can only still do so much because he is still just one person. But he can learn. He still has a long way to go even after however the story ends. Is he not suppose to learn or what?
Question: If Toga dies, will you hate Uraraka? If Spinner dies, how about the other characters? Will you hate them?
Kurogiri is gone but I don't see people hating Aizawa and Yamada.
"But it wasn't their fault! They were trying!"
And Izuku wasn't? Was it Izuku's fault that Shigaraki turned out the way he did?
Izuku wasn't the problem. He tries to be the solution and yes, sometimes it's a flawed solution.
But he shouldn't be the only character the fandom chooses to criticize and hate on for his flaws.
"But he's the main character!" Played out excuse. Played out, it's ridiculous. You're telling me that you're choosing to hate Izuku because he's a flawed main character?
Bullshit. So a character's position in a story is why you're choosing to hate him?
Even though other main characters before and after him have are loved and practically fucking worshipped and yet will have just as much flaws or even more?!
There are folks who love a character despite being gross as hell and they're not the main character. So that "main character hate" is bullshit.
For me, I will hate or love a character not because of their position in story but because of how they are as a character. Sometimes, it just so happens they are the main character. Sometimes, they're not.
Of course, their role can play a part as to how they're written.
Honestly, again, it's hard for me to believe people are "criticizing" Izuku for what he "stands for" when this fandom has shown me countless times the amount of bullshit it will pull. This fandom? Really? Same fandom who will adore other characters for less? Hate characters for less? Who come up with cold ass takes that do not make sense?
What? Exactly what kind of character Izuku Midoriya is meant to be? I'm curious, I really am! (No, no, I'm not.)
Because what it seems to me that even if Izuku was "perfect", the fandom will hate him no matter what.
"BNHA is cop propaganda!" Really? Because the police force here seems pretty "useless" to me. (A lot of the work is done by the heroes.) Sometimes, I forget they even exist until I see like Sansa or another police officer. (Actually, I be forgetting Sansa is a cop.) They're not even the main focus. Maybe it's just me, but BNHA comes off as a story that shows the ongoing cycle of what a previous generation's actions will do to shape the next generation and what that next generation may do to change. It's just that it's being told through heroes and villains and in between.
#midoriya is the product of what previous generations have done#it's not like everything good he does he's exactly awarded for it#he doesn't come out of a battle unscathed and fine and dandy#he still feels the effects of it every single time#so it's not like he's exactly okay with everything and it's not like he hasn't been fine with the good side either#bringing up the lady nagant situation as if she literally wasn't trying to kill a child or that situation wasn't a time critical one#they could have had a talk if she wasn't you know AN ACTUAL BOMB#this fandom is ridiculous#mc have a flaw? HOW DARE HE!!#that's the attitude some of you give#it's not like you're supposed to be completely okay with everything stories are meant draw emotions from you not just satisfaction#but why punish JUST AND ONLY izuku for it as if he is the only character with faults or responsible?#him being the mc shouldn't be an excuse he just happens to be the mc#but he ain't the only fucking character#just kiya's thoughts#bnha#mha#boku no hero academia#my hero academia#midoriya izuku#izuku midoriya#deku#bnha spoilers#bnha manga spoilers
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[deep sigh]
#i don't want to *shudders* 'discourse' but my god. some ppl do not understand the you are not a child/i never was scene w/ dean and mary#might just have to dig up my previous posts on the topic#like! the whole point is that both dean and mary's feelings are valid. both are allowed to feel hurt. both are grieving.#dean being 'a decade older' than mary doesn't change the fact that he's never had his mother in his life and finally does and WANTS her#to BE there#that's it. that's all he's asking for. he's literally NOT asking her to 'parent' him or coddle him or cut the crusts off his sandwiches#he's not expecting her to play 'mommy'. he literally just wants her around and wants her to CHOOSE them over their enemies#i don't think that's a hard ask or unreasonable#but at the same time i also think mary is allowed to want space to process her own complicated grief over losing her 'babies'#and she's allowed to want to discover who she is outside of being a mother esp now that she doesn't have small children to care for#but that also doesn't mean she ever stops 'being' a mom either. she's always going to be their mom. whether she feels equipped to be or not#(most parents do not feel prepared or equipped to be parents)#and so i also understand why it hurts so bad for dean (and sam) to watch her leave them. to watch her seem to choose anyone BUT them#even if that's not what she's actually doing / not her intention#like the point of that scene is that they're both hurting and both's feelings are valid#dean isn't being unreasonable asking for his mom to finally be in their lives and stick around and wanting to know her#but mary is also allowed to want space (she is so like dean in that respect) to process everything and figure out who she is#anyways. i said i wasn't going to make a post abt it but i guess i kind of did#even tho i know i've said all this before in another post a while back#dean and mary#vic.txt
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Tolkien fans do not get on my case but an AU where Bilbo decides to bring home this weird scaly rock from Smaug's hoard and many years later Frodo accidentally knocks it into the fireplace while packing for his adventure.
Suddenly there's a baby dragon in his house and it's not like he can leave it behind to burn down the Shire so a new party member is acquired.
#i figure smaug had a mate but she died before the egg hatched#and boys being boys he doesn't know shit about how to take care of an egg so it's just dormant like the eggs in got#i either wanna name this lil guy thorin or something hobbity#gimli was not amused when he found out#aragorn was just plain confused as to why a hobbit would have a baby dragon#tolkienverse#frodo baggins#lotr#the hobbit#smaug the dragon#accidental baby dragon acquisition#the baby is not going to mordor no way over my dead body
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just so you know i AM slightly worried about certain plot points being crammed into supercool edit-esque montages rather than getting the full fleshed development they deserve. season one left room for emotions to breathe and mature while season two packs up storylines with heavy load resolutions that feel unsettling.
i think the second act would have benefitted from showing more of what the time gap was like. they did well with the jinx/isha relationship for example but glazed over her status as zaun's symbol, or cait slowly breaking away from ambessa's influence, or pitfighter vi (especially her dynamic with loris) or whatever the heck happened to jayce with the hexcore.
they're focused on getting us from point A to point B and i'm scared we're losing sight of original plotlines that are so integral to the show. like.. with so much left to explore and everyone suddenly teaming up, where does the zaun and piltover conflict lie in this?
#the oppressed and the oppressors fighting side by side would not be it#zaunites have no reason to give a shit about piltover#even against big bad wolf ambessa#i really don't want them to shy away from the politics of the show#that's the core of who most of these characters are#the global direction is great i don't know why we have to rush to get there#i miss my little boy savior#cause whatever is going on with mel doesn't feel that important either#idk i'm just hoping act 3 can solve some of this#at least caitvi seem to fight in the teaser#she shouldn't have let her off the hook that easily#arcane s2#arcane#arcane analysis#arcane spoilers#arcane meta#.txt
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