#shit just isn't needed
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McLaren have pulled team orders
Somehow Tumblr is going to become even more toxic
Whoopdee fucking doo
#everything about this situation is shit#can y'all stop causing arguments over it#shit just isn't needed#im tired#i love both of them#oscar piastri#lando norris#f1#tasha's ramblings
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when will we talk about the willful helplessness epidemic on here. So many people on this god forsaken website demand to have any and all things that exist outside their personal experiences directly, personally pre-chewed and spoonfed to them. And when you do, they'll then ask for you to swallow for them, too, because, you see, in THEIR experience..,
#this is about people who show up in the replies asking shit that has already been answered in the replies#this is about people who show up in reblogs asking people to explain very obvious things to them that'd take one second of listening to#others' experiences to be aware of#For the love of god if you're presented with information or turns of ohrase that conflict with your personal experience don't just sit down#Consider that perhaps things unlike you exist and that things that are one way for you may be different for others#This isn't difficult you just need to stop centering yourself as the only point of reference you have#you're not. There is so much more than you out there. And you can hold it and know it#you just need to get the FUCK OVER YOURSELF#fucking christ#mumblr#problemnyatic thoughts
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Danny Is An Alternate Version Of Ra's Al Ghul And Flash Already Called Dibs On Adopting Him
Danny In All His Sleep Deprived Slightly Scuffed Up From A Fight Glory Is On His Way To Clockworks Tower To Hopefully Get A Nap And Maybe Some Homework Done When A Natural Portal Opens Up In Front Of Him And Proceeds To Unceremoniously Drop Him In The DC Verse Just Outside Of Central City Before Promptly Closing Leaving A Tired Danny Behind In A Run Down Abandoned Parking Lot.
It's Times Like This When Danny Regrets Putting Off Learning How To Make His Own Portals, Cause Now He Is Very Much Stuck For The Foreseeable Future And He Has No Idea Where Or When He Is. Luckily For Him However Central City Isn't Too Far Away, Unlucky For Him However Is That Once In The City He Realizes This Isn't His Dimension. He's Pretty Sure He'd Remember Something Called The Justice League.
So What Do You Do When Supernatural Bullshit Fails You? You Fall Back On Your Mad Scientist Roots And You Make A Portal Gun. So That's Exactly What Danny Plans To Do.
Unfortunately Staying Alive And Building Questionably Safe Portal Technology Requires Money And Supplies, So He Ends Up Wandering From City To City Doing Odd Jobs/Fixing Up Busted Tech For Cash Or Unwanted Electronics For His "Operation: Get Home" Needs. This Obviously Ends In A Few Superhero Encounter Shenanigans.
Though He Always Ends Up Back Near Central City, Both On The Off Chance The Natural Portal Will Open Up Again And Because Out Of All The Superheroes That Apparently Exist In This Universe The Speedsters Are His Favorite (Red Robin Is Solidly His Second Favorite Ever Since The Gotham Vigilante Gave Him A Large Coffee Filled With Enough Caffeine To Kill A Man).
Unbeknownst To Danny However Is That Every Hero/Vigilante He Has Encountered Has Come To At Least One Of The Following Conclusions; 1. Run Away Meta Who Is In Desperate Need Of A Good Meal/Adoption Bait. 2. Possibly Red Robin/Tim Drake Clone 3. A Good Kid But Could Possibly Be A Future Rouge If Left Unsupervised. 4. Did Bats Get A New Kid And Why Is He Here?
All Flash Knows Is That He Saw The Kid First And Therefore Has Dibs. Suck It Bruce.
Fast-forward A Few Months And Danny Gets Hurt During A Rogue Attack While Trying To Help Some Civilians Get To Safety (Old Hero Habits Die Hard (Ha Die Hard) And All That Jazz) And He Nopes Out Once Everyone Is Safe And When The Paramedics Are Busy With Other People Unaware He Left A Blood Sample Behind.
One DNA Test Brought To You By Paranoid Bat Concerns Of A Possible Red Robin Clone Later And They Find Out That Dannys DNA Matches One Ra's Al Ghul.
They Now Think Danny Is An Escaped Ra's Al Ghul Clone.
Memes For The Vibes:
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#captain's posts#this has been haunting me#the flash/any of the speedsters:*exist*#danny:*can feel the speedforce on them* i like your vibe funny man#basically danny is actually an alternate version of Ra's Al Ghul and gets chucked into the dc vesrse#because natural portals are bitches hijinks ensue#and while i do love batfam adopting danny i think its very funny for flash to just yoink him while the big bad bat isn't looking#i desperately need him and tim to be besties tho specifically before they find out danny is an alternate Ra's Al Ghul#danny:*sitting in a park and tinkering with some circuitry* oh hey flash :)#flash: hey kid! great news i might be adopting a kid soon!#danny: oh really? thats cool-#flash:*holding out adoption papers and doing his best puppy eyes* its you. sign here.#danny:*vague memory of clockwork complaining about speedster pops into his mind* hmmm#danny:*deciding to be a little shit cause what else do you do when you're almost a year into being stuck in an alternate dimension* >=)#danny: sure why not? soooo full name or what?#flash:*didn't expect to get this far* uh-#i also really like danny being clockworks apprentice/time line clean upper so danny just remembers cw bitchin about the speedsters#also cause im a sucker for tim x danny...#tim:*having a crisis cause the cute meta kid he befriended/has a crush on may or may not be a vlone of Ra's Al Ghul* aaaaasaaaaaaaasaaaaaaa#dick: you okay buddy?#tim:*aggressively points at the dna match of danny to Ra's Al Ghul on the bat computer* AAAAAAAAAAAAAA#dick: Oh-#dc x dp#dp x dc#dp x dc crossover#dp x dc prompt#dpxdc
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uhmhmhmmm just occasional thoughts about Daniel's interaction with Marius
#(can't wait to see old Daniel shutting him up immediately)#sorry i can't stand Marius's hypocritic ass and since his role in Lestat's life is unavoidable then i just need to see Daniel's reaction#because old Daniel is definitely going to be much different from the book one (who ended up living with Marius at some point 😭)#like oh damn he isn't going to deal with Marius's bullshit and his “im the smartest person in the room” behavior#and ofc im sure he is going to call the fucker out for all the shit he did to Armand#iwtv#interview with the vampire#amc iwtv#amc interview with the vampire#iwtv daniel#daniel molloy#marius de romanus#iwtv fanart#vampire chronicles#my fanart
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Drew this real quick because I fucking love these two so much ???? Especially Bee. I wish they interacted more so badly. PLEASE.
Also learning how to draw these guys.. slowly.
#IT WILL NEVER NOT BE FUNNY TO ME HOW DELIGHTED B GOT ??? FOR VIOLENCE?#the brainrotsreal's art tag ✧˖°:*♡#like okay you have d17/megatron okay#d17 got consumed by vengeance. iconic of him. you SEE him grow more ruthless/ violent........AND THEN YOU HAVE B 127#he got knife hands for 0.00937 seconds and immediately KILLED PEOPLE SO EASILY IM SCREAMING SDJKJSDS#did by accident and then did it gleefully. AND SO WELL TOO LIKE ???? bro got that hunger for violence ig. got that delight.#i wish we got to see d17 and b127 interact more cause imagine b got his knife hands early and d17 was like.... alright start stabbing#and b127 is LONELY. mf is deprived of interaction and CLEARLY clingy. i see him telling d17 to stand down so he isn't hurt.#not necessarily because he has the SAME morals as orion/optimus#like look me in my eye. tell me if d17 didn't say something like “needing an ally not a leader” (friendship bait)#AND UR TELLING ME BEE WOULDN'T FOLD AND HELP HIM? HM? HMMMMMMMM?#like i feel like b's morals are mostly match whoever he's around. if he was around d-17 more? WELP? let's assassinate together bestie!#anyways optimus and elita gotta watch b fr cause mf is already an incredible ally on the battle field SDKJKDSS#like just tell him where to go and that place would DESTROYED. NO WITNESSEES LEFT. LIKE HELLO#transformers one my beloved#d 16#megatron#tf one#tf one megatron#tf one b 127#b 127#transformers one fanart#never know how many actual tags to use istg.#imagine being isolated for years and all that shit went down like what is going on in b's brain rn. mf got 3 friends and then lost one#SO QUICKLY
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Danny: Hey, I need you to be my boyfriend for a week.
Jason: What.
Danny: My parents are coming over and I've apparently accidentally talked about a partner more than once and only realized when they said they wanted to meet them.
Jason, currently still solidifying his power as a Crime Lord: Excuse me?
Danny: Let me get this out of the way, I do not consider you at all a person of romantical interest and a friend. But I need you to act as my partner for only a week until my parents go on their merry way over to my sister, okay?
Jason: Is there, quite literally, no one else to ask this?
Danny: You're my only friend who lives in Gotham, plus we share the same apartment.
Jason: That's almost sad.
Danny: You in?
Jason: Sure, why not.
===
Maddie: Danny, honey.
Danny: Yes mom?
Maddie: I don't mean to.... question, who you choose as your parent but. Well, me and your father was just wandering if he was a... [Maddie gestures with her hand] you know, one of those.
Danny, uncomprehendingly staring at his mother's hand: What.
Maddie: Oh dear, how do I bring this up. You know, one of those.
Danny: Mother I need more context.
Jack: If your boyfriend a crime lord!?
Maddie: Jack!
Jack: What? Beating around the bush wasn't helping!
Danny: Say WHAT?
===
Danny: Hey dude, thanks for helping with this even though you didn't need to!
Jason: No problem, I wasn't doing anything too [Crime Lord activities flash through his mind] important.
Danny: Can you believe my parents thought you were a crime lord though? Weird am I right?
Jason:
Danny: Jason. You are scaring me.
Jason: Haha, yea that's weird isn't it?
Danny: Jason.
Jason: Well, I have to leave now to attend to my totally real and totally not crime related job at the ice cream shop.
Danny: [Squints eyes]
Jason: [Internally sweating bullets]
Danny: Suuuuure, bring me back some ice cream though.
Jason: [Thumbs up and leaves]
#dc x dp#dp x dc#dpxdc#dp x dc crossover#dcxdp#dc x dp crossover#Danny isn't romantically interested in Jason in the least#Neither is Jason romantically interested in Danny#But he needed a partner and Jason was the only one available#Jason somehow managed to balance that and being a crime lord#Jack and Maddie instantly had the suspicion of him being Red Hood aka a crime lord aka a criminal aka a danger to their boy#Danny doesn't know at ALL though and so they hang that theory up because if Danny didn't know then he probably wasn't a crime lord#Jason's identity was almost blown because he pretended to be the boyfriend of his friend#Again Danny doesn't know shit about him being Red Hood he just thought dude was dedicated to his job plus its Gotham#Not that weird to come back with scraps and scratches
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Sometimes the doomed old man toxic yoai gets so bad you just have to start writing about fucking revenge guac to get over the pain.
#sonic movie 3#sonic 3#sonic the hedgehog#slight spoilers#stobotnik#I've never seen such fucking YEARN in a man before like PICK IT UP bro your obsession is so obvious#I've never felt so.. like this about an end of a relationship before i swear to god if Stone disappears after this I'll riot#I need him causing destruction in Robotniks name but before that I'm going to cope with him being a yearny little shit snd Shadow being edgy#Genuinely it's going to be 1K words of Shadow thinking 'Maria would've loved guacamole..' or something like that because i refuse to be sad#I'm not coping.. everyone lives nobody dies stobotnik ISN'T DEAD NOW WHAT DO YOU MEAN#the sonic movie team is paying for all of my bills not just the therapy ones because FUCK THIS#i loved the movie though it's so good gaia please never stop the peak it's so peak holy shit#OH GOD I JUST REMEMBERED METAL SONIC WON'T HAVE HIS DAD WHAT THE FUCK IS WRONG WITH YOU PEOPLE#I'm NOT going to be okay coming into the third movie how could you have taken the father son bonding AWAY FROM ME
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Out of Context Stuff for a Danyal Al Ghul au i haven't posted - Pit Beast Danyal
Damian, 13: Look, Danyal, -- I am so sorry for everything that happened between us in the League, I hope you can forgive me.
Danny, 10 (allegedly): (has been secretly plotting to murder Damian this whole time, is still gonna do it obvs, but is going to make it significantly less painful now)
Danny: I-- of course, older brother. :]
--------
Bruce: what do you have there, Damian?
Damian:
Danny: (a hulking 10ft pit beast standing beside him, growling idly with ram horns gouging out his eyes and a second set of horns jutting into the air, spines down his back, and a long, spiked tail with an animalistic, skull-like face)
Damian, who smuggled him in (they've made amends): a smoothie, father
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Damian: this is my little brother Danyal, i murdered him when he was five. He festered in rage for the last half-a decade, took over a League mountain base in Switzerland, murdered everyone inside and then tried to murder me when I went to investigate with Drake.
Danny: hello!
Damian: we're cool now
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Damian: thoughts on resurrection
Danny, (a full ghost): i will succeed in murdering you if you try it
Damian: we'll put a pin in it then
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Danny (still instilled with League values): why don't we just murder him??
Damian, on patrol (Danny followed him): we don't murder people, Danyal
Danyal:,,,,are you sick, Dami?? Have you been possessed? Why not!?
(There is raucous laughing through the comms)
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Danny, five, pre-death: Dami! :D
Danny, dead, vengeful: Older brother (:
Danny, post-forgiveness: Dami! :]
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For some actual context: Danny is fully dead in this au, its a result of the classic DPxDC Demon Twins "death duel" trope but instead of Danny getting revived, he stays fully dead. Danny was five, Damian was seven. His ghost lingered though, and due to the proximity of the pits his ghost steadily absorbed the ambient energy it was letting off. The pits are not corrupted ectoplasm in this au, it's just liquid ecto.
Which means Danny's corruption from an angry and hurt little ghost boy to an unrecognizable monster is from his own doing. It's a result of him stewing in his hurt and anger for years, it physically warped him. He's very powerful. Danny can travel between League Bases but chose a small, out-of-the-way base in the Swiss mountains to fester in and then just. Never Left.
His influence steeped into the very foundations of the building, allowing him to transform and warp the rooms and hallways for his own bidding, Meaning he could turn it into a seemingly unending labyrinth if he so wished to, and block the entrance.
Eventually, blinded (both metaphorically and physically) by his own rage, Danny grew powerful enough to appear physically in the living realm and attacked everyone in the base, slaughtering them all and leaving the base abandoned. He attacks anyone who dares enter -- whether that be other league members, or the unfortunate hiker who stumbled across the base. His conscious is steeped into every nook and cranny of the building, there is nowhere you can hide where he can't find. Nobody leaves without his explicit say so. Nobody ever does.
Him appearing as ten years old before Damian in the skits above is his own physical doing. First it was to prevent Damian from being suspicious of him. Damian initially thought Danny was revived with the pits, he was too busy with his own training afterwards to notice that Danny never showed up again, and when he did notice, he assumed it was because Danny was too ashamed of his loss to face him. He'd always forget to ask about him.
Then it becomes a personal choice to appear as ten. It's how old he would've been had he been alive.
danny forgiving Damian is kinda for an offshoot branch of the main au. Whereas the main au takes the form of a ps4 first person horror game where Damian and Tim are investigating the Base for Plot Reasons. There's no sign of the rumored "monster" living inside until the end, where Danny, who was found inside the Base and has been happily "helping" them look around, manages to persuade Damian into splitting off from Tim in order to "show him something."
This something turns out to be Danny revealing that he never really forgave Damian for that fight, and he reveals through a horrifying transformation, that he was the monster the whole time. Which the game subtly hints at throughout as Danny's strange behavior becomes harder to ignore.
First from his insistence to only refer to Damian as "older brother" (when before the duel he always called him Damian or Dami), to him right off the bat denying the existence of a monster when questioned. ("There's no monster here, older brother. It's just me.") To other various things, like his knowledge of the outside world not matching up to modern times or things going on with the league outside of the base, or what happened to the other league members.
This whole idea was inspired by the song "Scylla" from Epic the Musical, with Danyal being the voice of Scylla as well as Odysseus, while Damian stands as Eurylochus. The instrumentals after Scylla says "hello" is him turning into the pit beast, and Scylla's "drown in your sorrow and fears" part is danny, as the pit beast, snarling at Damian while he attacks him.
There's a Good Ending, a Bad Ending, and a True Ending. The Bad Ending results in Damian being killed by Danny, it happens when Damian decides not to question or suspect Danny and treats him kindly. The Bad Ending is a cutscene, where Danny kills Damian quick and painlessly.
Meanwhile the Good Ending is Damian killing Danny. This is a boss fight, and it happens when Damian treats Danny coldly and suspiciously the whole time. Danny as a result, decides to make Damian's death painful as he had planned to, which is why it's a boss fight because it only causes him to double down on his anger.
The True Ending is Damian escapes with Tim. It happens when you treat Danny warmly up until the last minute, where when Danny proposes to Damian that he wants to show him something, Damian goes to talk to Tim and finally, reluctantly agrees that something is off with Danny, and that he'll be careful going in. It starts off with the boss fight until a third through, where it then changes to a cutscene where Tim manages to get the door open and Damian escapes out. It's then a chase scene down a never-ending hallway as the building actively works to keep you trapped inside. But you eventually make it to the exit so long as you avoid all the projectiles and doors.
Remember when I mentioned that Danny only lets people leave when he wants them to? That's where the treating Danny kindly throughout the game comes into play. It causes him to second guess himself and, eventually, reawaken and strengthen the love and admiration he had for Damian prior to his murder. It's why in the Bad Ending he kills Damian quickly -- because by then, he loves him enough that he doesn't want him to suffer, but is still so consumed by his rage and need for vengeance that he kills him anyways. That quiet part is what allows Damian (and Tim) to find the exit, because some part of Danny still loves Damian enough that he wants him to live.
The True Ending ends with a cutscene of Damian and Tim tumbling out into the snow/grass outside of the base. Damian looks up back to the entrance to see Danny standing there. But rather than a ten year old boy, there's a little five year old Danyal Al Ghul instead. He stares at Damian emotionlessly, blood seeping from his chest, staining his clothes, and little, bloody sword in his hands and tearstains on his cheeks, before he turns away and disappears back into the building.
#dpxdc#danny fenton is not the ghost king#danyal al ghul au#danny phantom#dpxdc crossover#dp x dc#dp x dc crossover#dpdc#pit beast danny#danyal al ghul#dpxdc au#damian and danny forgiveness route is kinda like a post-true ending idea where damian decides to return to the base and find a way to help#danny.#and also because nobody in that fucking family processes grief in any kind of sane way he is also plotting a way to resurrect his dead#brother with the lazarus pits. he just needs to find where he was buried. and also hopefully get danny's permission. he's gonna do it anywa#but it'll be nicer if danny agrees to it beforehand. that way danny isn't angry with him when he eventually revives him#also if tim dies at any point during the game you have to restart to your last save point. there's not many opportunities for him to becaus#danny is honestly not that interested in him but its still there. some details for the game: danny's pit beast model has the highest#resolution out of everything there. meanwhile his human model has the lowest. he also lacks a shadow and his voice carries a strange echo#that's subtle enough to sound like an accidental audio mistake. his voice gets more warped as the good ending progresses and becomes more#human during both the true and bad ending. it indicates his forgiveness and growing care for damian. while in the good ending he gradually#grows more pissed.#danny has shit eyesight as a result of his eyes being gouged out for years. but since he's literally one with the building he doesn't#need any help walking through it. he can travel it with his eyes closed. if he's anywhere else though he needs to be holding onto something#he also has one eye covered in bandages in his ten year old form because he can't get that eye to heal and look human.
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you ask yuuta if he wants a bite of your food and when he says yes you offer your plate to him, but he’s just sat there looking at you with his dumb big bambi boy eyes and his mouth slightly open and he will not look away or blink or close his mouth until you lift your fork to his lips to feed him and then he grins like shit’s sweet and hums about how good the food is like nothing happened like he’s not ridiculously attractive. gonna chew on steel
#he consistently does shit like this is like he's not stupidly attractive and its because he does not know. he does not know that he's hot#the yuuta/yuuji divide is that they’re both bad asl and neither know it but yuuji is Not innocent and yuuta is just naive [at first]#which is me saying yuuji is kind but yuuta is just Nice once again#insane i need to bash his head against a table. and kiss him i guess whatever#also who expects to be fed when you offer them food: toge but he KNOWS he's being annoying and whines if u dont feed him#gojo/yuuji/choso are the opposite#gojo asks if u want some of his food and then won't let u have any unless u let him feed it to you. nd if u want to avoid a scene u have to#he just babies people :((///// he does this to everyone . will cry#yuuji also does it reflexively like hes like 'oh! this is good you should try it!' and before u can even agree he's got his spoon#in your mouth and smiling like 😇 its good right!🥰......angel boy#choso...do i need to say it isn't there canonical evidence for this#oh also u offer food to toji and he just kinda tilts his head like oh what ur not gonna feed me? like no. stinky. feed YOURSELF!#yuuta okkotsu.................... when i get my hands on this boy....#💌
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Waltz
#isat#isat odile#isat loop#in stars and time#This is just vibe based - but odile looping vibe based!#Also#loopdile#because why not - sure#honestly the isat fandom tendacy to tag on a slopping curve of 'we ship it but that can mean WILDLY different things depending on context'#very much amuses me - that's been how i write ships for years! nice to not need to overthink tagging shit for once lol#cus lord knows that i never know if a ship is romantic or if they're just bloody weird about each other#These two WILL have tasted each others blood before too long#and DEFINITELY murdered the other in cold blood at least once#sure Odile isn't more fucked up then siffrin#but loop is cursed dealing with someone that they cannot predict the moves of and so has no choice but to get more invovled#The bones in loops hand are CREAKING right now#and yes#loop is forming the scissor sign#they are both so normal i love them your honor#my art
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(sort of a companion piece to this)
older brother instinct
(★ my Kofi)
#my art#trolls band together#trolls fanart#trolls bruce#trolls john dory#trolls#no matter how old you both get. you never lose that ''oh shit my little sibling is CRYING'' panic.#hoooooooooooogh i have TOO MANY THOUGHTS i can't articulate AAAHHH#idk man i'm just constantly thinking about bruce's dynamic with JD as the second oldest#simultaneously wanting to support his brother while still NEEDING him ya know#i think that on some level. even after things got REALLY bad with the band...... he just wanted his brother back#grgrgrtg idk the bottom line is that all of brozone needs a good cry. and a hug. and a sincere apology from JD.#(it's VERY important to me that you notice that JD isn't actually saying the words ''i'm sorry'' here btw.....)
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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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I think it would really benefit people to internalize that mental illnesses are often chronic and not acute. Some of us will never be able to jump the hurdle of managing illness, much less sustaining a sense of normalcy. Many of us will never "recover," will never manage symptoms, will never even come close to appearing normal - and this is for any condition, even the ones labeled as "simple" disorders or "easy-to-manage" disorders.
It isn't a failure if you cannot manage your symptoms. It isn't a moral failure, and you aren't an awful person. You are human. There's only so much you can do before recognizing that you cannot lift the world. Give yourself the space to be ill because, functionally, you are.
#mental health#mental health advocacy#like... anxiety and depression are often concieved of as simple and easy to manage...#...but that isn't the case for so many of us. anxiety and depression just have a lot more research invested into them...#...and while i wish this were the case for literally every other condition it does alter people's perception of you to some extent...#...so while this is NOT solely about anxiety or depression it includes us...#...my anxiety and depression and PTSD have *destroyed* my life. this is chronic and will probably be life-long...#...and that isn't my fault. i've done the fucking work but guess what? that doesn't account for the fact that I Am Just ILL#the least we can do for each other is to be compassionate#be compassionate to those who cannot heal. be compassionate to the people who can't manage their lives. this world is scary enough#recognize that management of symptoms is something not all of us can do - even IF their condition is labeled as 'easy to manage'#i allowed myself to feel angry that i can't heal 'normally' and that was unfair as fuck toward myself#and i NEED people to internalize this so that MAYBE this could help somebody else who is where i was#i NEED them to understand that it's okay that they are where they are - sometimes shit just doesn't turn out how you expect or want#don't beat yourself over you being a person. you are struggling enough. you deserve to rest. just rest please#and just... give yourself space
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Just a small drabble. Kenma has a high maintenance girlfriend and has no idea (read: he doesn't care and thinks you're way too amazing for him). Song below makes me think of the dynamic
Warnings: Kenma x Fem!Reader, she/her pronouns used for reader, you're into your appearance and typical "feminine" things (by heteronormative standards) in this one, you are just mentioned in this, not actually in it. it's more of a conversation between kenma and kuroo, sorry. really short, i could expand the concept into a fic in the future.
Kuroo looks over Kenma's shoulder to see what's distracting him from Kuroo's riveting story of his last business trip and is surprised to see Kenma confirming an online order. "Buying a new game?" Kuroo asks with a grin.
Kenma rolls his eyes and leans away from him in response. "No. I ordered a new bag for ____ ." His tone suggests it's nothing out of the ordinary, and it isn't, but it still causes Kuroo to raise an eyebrow.
"She's kinda high maintenance, huh?" Kuroo comments his thoughts out loud.
Kenma scrunches his face up as he looks at Kuroo like he's stupid. "No."
Kuroo pauses for a moment and just blinks because Kenma is not naive or oblivious. In fact, he's able to read people almost freakishly well because of his anxious obsession of staying a head of people so they can't catch him off guard and humiliate him or something. There is no way Kenma is oblivious to your tendencies. "You're buying her another handbag..." Kuroo says slowly.
Kenma grunts in response and looks back at his phone. "A tote bag," He mutters the correction. "And I'm buying her it because she carries so much shit in her bag it hurts her shoulders. This is supposed to be internally padded without it being noticeable."
"And...you don't think that's...high maintenance?" Kuroo inquires as if speaking to a child.
Kenma huffs in annoyance and looks up at Kuroo again. "No. She's easier to please than my cat."
Now Kuroo is seriously confused. "What?"
Kenma looks at him like he's stupid again. Kuroo feels like he's on the outside of some inside joke. "I bought her a year's worth of nail sets for valentine's day and she was skipping places for the next week," Kenma tells him bluntly. "She's so easy to please, it's ridiculous."
Kuroo looks at him in bewilderment. "Kenma, she gets a new nail set every month and she hardly ever wears the same outfit twice. She gets embarrassed if someone sees her when she's not fully done up."
Kenma purses his lips. "Yeah. She likes when people admire her," He tells Kuroo as if it's obvious. Kuroo is genuinely so lost right now. "That's not high maintenance, it's easy to understand. If she was super complicated to read and clingy, and nothing pleased her then she'd be high maintenance. She's not any of that."
Huh, Kuroo never really thought about it like that, but he supposes it makes sense for a guy like Kenma. He likes things straightforward and he appreciates people who understand him and his need for solitude. You're straightforward in what you want, you don't expect Kenma to make himself uncomfortable to please you by demanding he takes you places or anything, and you're fine to give him alone time since you like alone time too. Kuroo supposes you being a little materialistic and into your appearance doesn't bother Kenma since it's simple and he seems to be able to understand it, which is all he cares about.
And, now that Kuroo thinks about it, it's not like you ask for Kenma to do any of the things he does. You were into fashion and being done up long before you met Kenma, to the point that Kenma didn't believe you were into him for a while because you seemed so out of his league. It's not like you sought Kenma out because you wanted a guy to pay for your nails. Ever since Kuroo has met you you've had a new nail set every month, happily showing it off. Now, Kenma pays for it though, and he almost looks as happy as you do when you show off your new set to him. Maybe that's what Kenma meant. You are pretty easy to please in that regard and maybe Kenma likes pleasing you, and seeing remnants of it whenever you wear something he bought you or have a new hair style he payed for. Kenma isn't good with words, but he's decent with actions. Maybe he likes that he can please you so easily with actions.
Kuroo smiles at his friend and chuckles to himself. "Well, whatever you say, Kynma. She's your girl."
Kenma scrunches up his nose and turns back to his phone. "Don't call me that."
#kenma loving buying you shit and you using it. he loves feeling like he's with you and making you happy even when he isn't there#also kenma just loves making you happy. period.#he knows he's not good with words and that he's so introverted that he needs alone time#so it makes him happy if he can make you happy by being interested in what your interested in (like how you do with his games)#and showing you he cares through giving and buying you things he knows you enjoy#he also loves buying you small things like a coffee or fast food when he knows you want it#kenma is acts of service and gift giver extraordinaire#anime#haikyuu#kenma x reader#kenma kozume#kenma x you#haikyuu scenarios#haikyuu x reader#kozume kenma#kenma kozume x you#kenma kozume x reader#kenma fanfic#kenma drabble#kenma imagine#haikyuu drabbles#haikyuu imagines#haikyu headcanons#kenma headcanons#kenma haikyuu#haikyuu kenma#kenma x fem!reader#kenma x y/n#kenma kozume x y/n#i could write a full fic on this
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might as well put this here now that it's confirmed hunter was created as a toddler but i do have a headcanon that hunter's sprig plushie was originally a gift from belos from an early childhood...
belos getting it for him when hunter was a kid, back when he was still somewhat affectionate towards him, when he was actively making him love him/making him think HE loves him, before he grew colder/pulled away/started using more hurtful manipulation tactics... carrot and the stick, etc.
and then hunter not knowing what he did for the affection to end, wondering Where he went wrong, yearning to one day be good/helpful enough to get that affection back.......
and then after everything is done and belos is dead, hunter still asking darius/raine/whoever else would be going through the castle rubble to give him the plushie if they find it. cuz he still cares abt it, and it still WAS a source of comfort throughout his life, despite it being a gift from belos. in his mind the plushie is a positive thing in his life, that probably helped him through many scary moments and lonely nights..... a relic from the time he Felt like he was loved by his uncle.
#because you know. abuse and manipulation is complicated#he isn't going to stop caring abt sth that was always a source of comfort of him just bcuz he got it FROM belos#similarly to how even if he hates belos as a person he can't just immediately get rid of all that love he felt as a kid#shit goes deep#ANYWAY. I NEED TO DO MY FUCKING SCHOOLWORK I CAN'T BE HUNTERING RN running off#hunter toh#my toh talk#nicole talks#hunter#my headcanons#toh hunter#toh
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i just think spock has great mom friend potential tbh. strong contender for the cutest thing i've ever drawn
![Tumblr media](https://64.media.tumblr.com/f07e48f5e38b35bcd11b94301397fd46/692a05dee5ae00eb-eb/s540x810/cc54c5eb8907c6886d1efdee7f56d71883570533.jpg)
![Tumblr media](https://64.media.tumblr.com/8d2248a54933bc03066b4cb5049b81b9/692a05dee5ae00eb-d8/s540x810/5f8cdb8c852bc59b2df2b87fd430e4a974f642a9.jpg)
![Tumblr media](https://64.media.tumblr.com/659531ac4e406b7f28bb580510bf8d88/692a05dee5ae00eb-b8/s540x810/a63030c336a8eb30bb276869b7139e70ab92efca.jpg)
![Tumblr media](https://64.media.tumblr.com/497d57584ec7c661ef1bd4ac29cc2cac/692a05dee5ae00eb-6b/s540x810/b433f38f2f36c2147c460bcf72aa3ef10022fabf.jpg)
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#(the irony of drawing this post on 3 hours of sleep is not lost to me)#star trek#star trek fanart#star trek tos#star trek the original series#spones#spones fanart#spock#leonard mccoy#bones mccoy#i fully intended to just draw a funny thijg of bones going WOAUGH shit bc im sleep deprived and i get the wobbles but it ran away from me#bones x spock#im sleep deprived because i lost my 11pm coffee roulette yesterday... i suspect that my meds stack w caffeine#spock fanart#dust trek hcs#i like to think that spock needs less sleep bc vulcan but if he DOESN'T get that sleep hes absolutely zonked... let that guy catnap#bones on the other hand no matter how much sleep he gets if hes up hes up and naps do not agree w him at all#he'll get up feeling worse somehow (spock is SO good at napping tho it drives him insane)#jim naps like a dad at a school recital (any chair that isn't the captains chair is fair game)#this is mcspirk in spirit as always
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