#so let us just keep to this
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Killian Donnelly and Katie Hall in new production photography from Les Miserables in the West End. [ x ]
#oh potato#oh killian#I am not prepared to acknowledge the other photos in the grouping#even though there is another of him in the msieur le maire outfit#because the valjean javert fight photos always look completely asinine to me#so let us just keep to this#we may not have very much longer to do so#so many novels redacted I might as well make an encyclopedia
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the fact that alfred was the one to put up jason's memorial is so important to me
#alfred's military background and his sudden shove into parenthood are things i think about a lot#alfred using the term 'soldier' as something honourable. as something to take pride in.#alfred putting 'a good soldier' on jason's plaque to show his care#the voice in bruce's head referring to his children as his soldiers sounding suspiciously like alfred's#bruce initially refusing to acknowledge jason's existence after his death bc it's the only way he can keep going#& alfred saying 'i will not let you do this. if you will not acknowledge him in your daily life i will make you do so every night'#because alfred doesn't know how to acknowledge the absence of a child either#besides going about your life and praying hoping wishing that they return somehow safe and sound#but he knows how to honour fallen soldiers.#and he will help you in the only way that he can.#sorry i just have so many thoughts about this#(justice league 19)#alfred pennyworth#jason todd#red hood#bruce wayne#batman
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horrible truth bomb dropped on my head 20 min ago
#I DIDNT KNOW I DIDNT KNOWWWWW#when i say damn thats crazy its bc i DO think its crazy i think a lot of things are crazy. like how birds have cloacas#or the way ppl draw a five pointed star in different ways and everyone assumes their way of doing it is how everyone does it#my brother is not letting me live this down btw he literally shouted at me like HOW DID YOU LIVE THIS LONG AND NOT PICK UP ON THAT#IDK!!! IDK I THOUGHT SOMETIMES IT COULD BE USED TO EXPRESS GENUINE SHOCK??????#he says its my delivery that makes it sound insincere bc i say it in a monotonous voice which when i think abt it YEAH....#THAT DOES MAKE IT LOOK KINDA BAD IN HINDSIGHT.....#and then i told him i keep a list of phrases that tickle my brain so i can remember to use them in conversation and apparently#most ppl dont do that bc he was like ???? stop doing that??? just let the conversation flow naturally it sounds fake>????#idk man i feel like if i did that and blurted out 'i forgot people find stuff like underwear arousing for some reason' instead of#smth like 'i wonder what kind of ppl find this kind of stuff the bees knees' like i normally do. it would. not go so well.#ALSO THE FLOW CHARTS ARENT NORMAL? i make flow charts before i call the bank or smth so i know what to say#its not just to blend in its also so i dont waste ppls time going uhhhhh as i think of how i put smth into words#its called stalling for time and i dont care if i have to say smth like thats just how the cookie crumbles if it gives me#5 more seconds to process whatever the fuck someone said without letting them think im not paying attention#doodles#diary#sona#puppysona#comics
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here we go :) part one of three, updates to be released weekly!
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sam says 4 (game master cinematic universe, part 3)
Ruby was at her mum's for a family dinner she couldn't miss on pain of death, apparently, and the Doctor was many things, but a family dinner kind of guy wasn't one of them—particularly when Carla had already slapped him once in the short time he'd known her. He thought he'd broken his streak of bad luck with mums, but… well, seemingly not. So he was companionless for a few hours, and while he could wait for her to get back, maybe catch up on his reading—what was the point of waiting when you had a time machine?
He ran his hands over the TARDIS console, marvelling at her clean lines and metallic flourishes, the way that even now she felt brand new but familiar, and paused. He’d just pop off for a quick adventure, nothing too dangerous, but—where to go?
He could scan for a distress call nearby, and pitch in to help. He could drop in on Donna and Shaun and Rose, beautiful Rose, and see how they were all doing. Or he could just hit the randomiser button, and jump in feet first wherever he ended up.
He remembered a conversation from a long time ago, when he wore a different face, and his gorgeous TARDIS wore a face too, for the first and only time.
“You didn't always take me where I wanted to go.”
“No, but I always took you where you needed to go.”
He grinned. Who could resist an offer like that? He pressed the button and whooped as the time rotor spun into action, ready to see where the universe would take him.
---
Apparently, he was needed pretty close to where he already was. Earth, 2024. Huh. Same planet, same time—within a few months of where he’d left Ruby, even. The main thing that had changed was the location: he was now in the good old US of A. California, to be more specific, and Los Angeles to be more specific still. And to really narrow it down, the Doctor discovered as he poked his head out of the TARDIS doors, he was in… a broom closet. Not bad, as a parking spot—a bit squeezy, but out of the way. And as he poked his head out of that door, he could finally see he was in the backstage corridors of a studio of some kind. Film or TV, if he was to hazard a guess, it was a different vibe from Abbey Road.
With a shrug, he decided to go exploring.
It couldn’t have been more than a minute before a young woman wearing the full-black outfit, headset, and permanently stressed expression of a production assistant came running up to him.
“Are you the fill-in Sam organised?” she asked breathlessly, and honestly, seeing the look on her face, the Doctor didn’t have the heart(s) to tell her no. And really, what was the Doctor, if not a professional fill-in? This, this was why he had a randomiser button on the control panel, because whatever he was about to get himself into was going to be fun.
“Sure!”
“Oh, thank god,” sighed the production assistant, relief dawning across her face. “When Ally tested positive this morning, I thought we were sunk for the record, because we called around and we couldn’t get a hold of anyone. But then Sam said he could get someone in, and, you know, here you are, and just in time, so—ah, yeah, if you could follow me this way?”
Smiling all the way, the Doctor followed his guide through to hair and makeup, looking around as they went. The studio seemed to belong to a company called Dropout, according to the branding scattered around, and things seemed, at least on the surface, to be… well. Fine. He couldn't tell why he'd been brought here yet, which meant that when he found the reason, it was going to be particularly tangled. He couldn't wait!
And then he looked back at his guide, still engulfed in a miasma of anxiety, and realised he'd been too busy looking for clues to notice the person right in front of him.
“Hey, it's cool, you've found me,” he started with a gentle smile. “You can relax. Hi, I'm the Doctor. What's your name?”
“Oh!” she said, startled. “The Doctor, yeah, of course. Um, hi, I'm Kaylin. Look, sorry, it's just that I've been so busy this morning, I'm so distracted… Shit, and I would've completely forgotten to get your details too. There's paperwork to fill in, but you can do that later. Um, just for now, though, can I get your pronouns?”
The Doctor thought for a moment. “He/him, for now.”
Kaylin nodded, making a note on her phone. “Okay, cool! And do you have any socials?”
“Not me, babes,” he replied. “I'm hardly sitting down long enough to be able to update, you know?”
“On a day like this, I know exactly what you mean,” she said. “That's okay, Lou didn't have socials either for the longest time. Right, so if you go through there, the team will get you sorted, and once you're done, someone will take you up to the greenroom. All good?”
“All great,” the Doctor replied. Kaylin flashed him a quick, relieved smile, then hurried off.
Hair and makeup was a fairly quick process, the sound mixer fitted him with a microphone, and before too long, Kaylin was back to take him upstairs.
“This is the greenroom,” she said, pushing the door open. “The rest of the cast for the episode are already here—they’re great guys, and they’ve both been on the show a lot, so they’ll be able to help if you’ve got questions. And if you need anything else, just come find me or any of the other PAs, okay?”
The Doctor nodded, beamed at Kaylin, and walked in.
---
The greenroom was small but comfortable, and its occupants, two men around the same age as the Doctor appeared, looked up as he entered.
“Oh, you’re new,” the taller of the pair said, clearly giving him the once-over.
The other sighed with a mixture of fondness and exasperation, just as clearly used to his friend’s antics.
“Hey, I’m Brennan,” he said, levering himself up to standing from his perch on a chair arm, and holding out a hand. “That’s Grant.”
The Doctor took it warmly. “The Doctor. Just passing through, and happy to help.”
Grant’s eyebrows quirked. “Doctor… something?” he prompted.
“Or is it just ‘the Doctor’?” Brennan asked.
“Just ‘the Doctor’,” the Time Lord confirmed cheerfully. “You’ll get used to it, everyone does.”
Grant didn’t look convinced, but—
“Copy that,” Brennan shrugged, and settled back on the arm of the chair, returning his gaze to the door.
Grant, in turn, looked at the Doctor and rolled his eyes in a clear expression of ‘no, I don’t know why he’s like this, either’.
“Okay,” the Doctor said after a moment of watching the watching. “I wasn’t going to ask, but now I think I have to. What’s up with the door?”
Brennan huffed a laugh. “Well, the last time there was one of those up—” he pointed to the Out of Order sign stuck to the bathroom door, “—we got locked in here for the game.”
“He’s paranoid,” Grant interjected.
“Well, yeah, maybe,” Brennan retorted. “Or just cautious. Because Sam’s been acting weird lately, and we’re coming up to the last few records of the season, so he’s probably planning something way out of the box for the finale. And the original cast was you, me and Beardsley, so…”
He shrugged one shoulder meaningfully, and Grant nodded, conceding both the point and the potential for chaos.
“So if Sam comes in to give us the briefing, rather than waiting til we’re on set,” Brennan continued, “or there’s anything else weird going on, I’m gonna know about it right from the beginning.”
He turned to the Doctor. “The only reason I'm not quizzing you is because I know for a fact Beardsley was genuinely scheduled for this, so you can't be a plant by the production team. No offence.”
“None taken,” the Doctor smiled. “That sort of thing happen often, does it?”
Grant and Brennan exchanged a look.
“More than you'd think,” Grant answered with a grimace.
“Alright,” the Doctor said slowly, then brightened. “So what is it we're actually doing?”
Grant gave him a disbelieving glance. “You don't know—?”
“Very last minute fill-in,” the Doctor said breezily. “But don't worry, I'm a quick study.”
“Well, you're not that much worse off than the rest of us,” Brennan said encouragingly. “You know about Game Changer, obviously, if you know Sam, and we only find out the rules of the game once we get on set. Hopefully,” he added, with a dark look back at the Out of Order sign.
The Doctor nodded. No, he didn't know Sam, and he didn't know Game Changer, but he could work out the situation from context clues. This was a game show. And with the Toymaker banished, and Satellite Five not coming into existence for another 198000 years, give or take, he found himself smiling. Maybe third time would be the charm.
“Mmm, hopefully they aren't going to throw you in the deep end,” Grant said. “Because Brennan might seem lovely now, but as soon as we get out there, he's a whore for points. He'll stab you in the back and won't even blink.”
Brennan barked with laughter. “Yeah, and you wouldn't?”
“Excuse you, I'm always a goddamn delight,” Grant replied, the very picture of injured dignity.
“Oh, absolutely!” agreed a new voice. The Doctor turned to the now-open door to see a bearded man in a pinstriped suit smiling broadly. “That's why we keep inviting you back!”
Grant bowed sarcastically. “Why, thank you, Sam. Good to know I'm appreciated by someone here.”
“Always,” Sam replied, gently but firmly ending that particular path of the conversation. He scanned the room, and his eyes lit up when they landed on the Doctor.
“Ah, you must be the Doctor!” he said with obvious delight, walking over with his hand outstretched. “I'm Sam—thanks for filling in for us, you've made sure we're going to have a good show. Seriously, it's a pleasure to have you here.”
“Aw, cheers!” the Doctor smiled, shaking the offered hand. “Glad I could help out, I'm really looking forward to this!”
“Well, great!” Sam exclaimed, then took a step back, regarding all three players in turn. “Now, folks, I'm just letting you know that we're just about ready to start the record, so if you can start heading down, that'd be great.”
Grant and Brennan nodded—Brennan, the Doctor noticed, with relief.
“See you down there,” Sam said, smiling. “Have a great show, and—”
His eyes caught on the Doctor's for a second, twinkling.
“Good luck.”
---
Backstage, the Doctor, Brennan and Grant were marshalled into podium order and given a final briefing from the crew. And then, with a thumbs-up from Kaylin, that was it.
Showtime.
“Get ready for a Game Changer!” came Sam's voice from onstage. “Tonight’s guests: he can shoot off a monologue with laser accuracy; it’s Brennan Lee Mulligan!”
Brennan, his back to the camera as the curtains opened, spun on his heel and, with a stone-cold expression, pointed finger guns straight down the barrel, before letting the facade crack open. “Hi!” he exclaimed, and walked over to the leftmost podium.
“It’s his first appearance, but he’s already on fire; it’s the Doctor!”
The Doctor leant against the archway to the stage and flashed a broad smile towards the camera, then in a few skipping steps, had bounded over to the next free podium. What the hell, why not make an entrance?
“And even in the toughest of mazes, you’ll always be able to find him; it’s Grant O’Brien!”
Grant dipped his lanky frame into an approximation of a curtsey, spreading his arms wide, then sauntered over to the closest podium with a grin.
“And your host, me!” Sam announced, a ring of manic white showing around his irises as he beamed down the barrel of the camera. “I’ve been here the whole time!”
“This,” he continued, pushing his microphone shut and stowing it in his jacket pocket, “is Game Changer, the only game show where the game changes every show. I am your host, Sam Reich!”
As he said his name, he looked at his hands, front and back, as if he was pleasantly surprised to be himself, then gestured towards the three podiums.
“I am joined today by these three lovely contestants! Now, you understand how the game works.”
“Of course not,” Grant started. “You know we don't.”
“We can't, Sam, that's the whole point of the theatre you've set up here,” Brennan said over him.
“Not yet,” was all the Doctor said, anticipation starting to drum a tattoo of excitement against the inside of his ribcage.
“That’s right!” Sam said brightly, shooting finger guns at the camera. “Our players have no idea what game it is they’re about to play. The only way to learn is by playing. The only way to win is by learning, and the only way to begin is by beginning! So without further ado, let’s begin by giving each of our players fifty points.”
The Doctor, biding his time, watched the reactions of his fellow contestants. Grant looked at the front of his podium, checking the point total, and nodding approvingly when he saw that yes, it was sitting at a round fifty. Brennan, on the other hand, was starting to frown.
“Players, Sam says: touch your nose,” Sam began, and Brennan sighed the sigh of someone who wasn’t happy to be proved right.
“Oh, no,” he groaned. “Oh, you son of a bitch. Wasn’t one this season enough?”
He touched his nose anyway, as did the others, and Sam smiled encouragingly. “Sam says: touch your ear.”
When they all did, Sam nodded. “Touch your other ear.”
Everybody held still, fingers on the ears they had originally touched.
Sam beamed. “Easy, players, right?”
“You say that now,” Brennan said darkly. “Which makes it worse, because all you're doing is setting us up for failure.”
Sam gasped, pretending offence. “Would I do that?”
“Yes,” Brennan and Grant replied in unison, which drew a grin from the Doctor and set Sam off chuckling.
“And I'm not having it,” Brennan continued, leaning his elbows against his podium and pointing at Sam with the hand not touching his ear. “You better watch yourself, because I know how this game works, and you're not going to get one over on me.”
“Strong words, Brennan!” Sam said, clearly delighted by this response. “Okay, then, let's start making things a bit more interesting!”
The game continued as per Sam Says usual, some rounds done as a group and some individual. Points were won, sure, but lost slightly more frequently, and even the Doctor found he was having to concentrate to avoid getting caught in the host's traps.
It was fun. Genuinely, it was like playing a game with friends, and the Doctor felt himself leaning into it. There wasn't any sign of danger—maybe there wasn't a mystery to solve at all, and the TARDIS just decided he needed a total break.
Well, probably not. But the way things were going, he was able to let himself hope.
“Alright, players,” Sam said a good few rounds in, just as pleasantly as he would start any other question, and the screen behind him dinged as a new prompt popped up. “Survive the death beam.”
For a second, everything was frozen perfectly still.
And then came the crash, the explosive noise of heavy machinery moving relentlessly through a drywall set.
The Doctor was already moving. “Everyone down!”
“Duck!” Brennan yelled at the same time.
The two of them hit the ground within milliseconds of each other, but Grant was still paralysed in the face of the giant, science-fiction type laser cannon that had just ploughed through the wall.
It whined ominously, screaming its way to fever pitch. And then a sharp pain in Grant’s ankle made him stagger, pitching forwards onto the carpet behind the podiums as the Doctor rolled away to avoid getting pinned.
“Sorry, babes,” the Doctor whispered. “But it was either kick you to get you down, or—”
A hideous metallic screech ripped through the air, and all three of them could feel the crackle of ozone as a beam of energy swept across what had, moments ago, been neck height.
“…Or that,” the Doctor finished with a grimace.
“Jesus fucking Christ,” Grant breathed, suddenly very conscious of every inch of his 6’9 frame. “Thanks.”
“Well done, players!” Sam exclaimed delightedly from above them. “But… sorry, I didn’t say ‘Sam says’, so that’s a point off for everyone.”
“What the fuck!” Brennan snapped.
“Are you actually insane?” Grant demanded at the same time, his voice overlapping with Brennan’s.
In response, Sam just wheezed with laughter. “You can come back to your podiums,” he said, cheerfully ignoring them.
Nobody moved.
“Very good!” he acknowledged, and even without seeing his face, the grin was obvious in his voice. “Okay, Sam says: come back to your podiums.”
Although the words were innocuous, and his tone was just as light and breezy as usual, there was nevertheless an edge hiding just underneath the surface. And while the death beam loomed large in the minds of all three players, it was impossible to consider disobedience as an option.
Slowly, they stood, returning to their places. Now they had the time to look at it properly, the death beam was even more sinister, and Brennan and Grant both kept flicking nervous glances its way, ready to move if it looked like it was charging up again.
The Doctor, however, was focused purely on the man standing in front of them. Unbothered, Sam met his gaze like a challenge, a mischievous smile playing about his lips.
“Oh, you’ll love this one,” he said, and the screen changed. “Sam says, starting with Grant: say my name.”
Grant frowned in confusion, but answered quickly nonetheless. “Sam Reich?”
The man himself shrugged tolerantly, moving on. “Brennan?”
Brennan just stared at him coolly. “Do you take me for a fool?”
“Well caught, Brennan!” Sam said happily. “Sam says: say my name.”
“Sam,” Brennan replied, suspicion clear in his voice. “Samuel Dalton Reich.”
He nodded, still with a hint of indifference. “And lastly, Doctor.” His smile broadened. “Sam says: say my name.”
It was easy. Too easy. And as the Doctor looked into the eyes of the man calling himself Sam Reich, he felt his hearts stutter in recognition, because something had changed. He wasn’t hiding himself anymore, and while the face was different yet again, the Doctor would know the shape of that soul anywhere. It was impossible. It was inevitable.
“You can’t be,” he breathed.
Sam smirked, leaning in across his podium. “Oh, but Doctor… I’ve been here the whole time,” he stage-whispered with a wink.
“He said you lost,” the Doctor said, shaking his head, looking wrong-footed for the first time that Brennan and Grant could recall. “You lost, and he trapped you.”
The other two watched, uncomprehending, but Sam just smiled, drumming his fingers against the podium with an audible beat, fast but distinct. Four taps, four taps, four taps. “I’m waiting.”
The Doctor took a slow, deep breath. Set his jaw.
“Master.”
---
missed an installment of the game master cinematic universe?
original idea by @ace-whovian-neuroscientist: x
art by @northernfireart concept: x scissor sisters sketch: x sam and his doppelganger: x
writing by me (!) part one (escape the greenroom): x part two (deja vu): x part three (sam says 4): you are here!
#game master#sam reich!master#doctor who#dw#dropout#game changer#you know what let's chuck some character tags in here#15th doctor#the master#sam reich#brennan lee mulligan#grant o'brien#kaylin mahoney#clari speaks#clari writes#ah darlings i'm putting my chat down here rather than in the post body for once#so i've thought of this whole saga as 'part three' but i will be a) titling them all and b) just keeping on numbering the parts sequentiall#rather than 'part three part one' etc#otherwise we're getting into homestuck act titling territory and that is ground i do not wish to tread#also fuck i hope i've got the time zones right#i'm planning to post this when an episode of game changer would ordinarily be released. to plug the gap. to tide us over.#(the finale trailer is so delightfully unhinged and i cannot wait til next week)#anyway gang this one was wild#the slight but significant genre shift from 'game changer with doctor who elements' to 'doctor who with game changer elements'#it was fun to write! and hopefully fun to read :)#also i MUST say that eugene northernfireart has a baller comic in the works that this entire thing is based on#this is thousands of words of setup and continuation because the sketch idea was so good it possessed me#and we decided that it had to be a proper dw episode#(hey rtd hire me pls)#anyway eugene is on hiatus bc of life so in the meantime go give him love and be Fuckin Hyped for the comic when it appears bc i know i am
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space sweepers but they're delivery people and are at no point on screen through the entire movie
#fantasy high#riz gukgak#kristen applebees#gorgug thistlespring#adaine abernant#fabian seacaster#figueroth faeth#the bad kids#half tempted to say these names are forum handles they use so much it pretty much became their professional names lol#I keep them teenagers bc its funnier that way#no real lore I just like drawing this. but I do think abt how theyre all weirdos too also bc thats funny to me#riz is a huge conspiracyhead who does everything by hands. he has a casio fx-570 in mint condition. nobody knows how he's maintaining it#he is nonetheless Really Good at his job. which somewhat tracks bc it's a job that requires keeping up with interstation conflicts#and new policies and an obsessive amount of planning. but he is Too Good at it. and also he dresses like that#kristen has the atomic engine that theoretically lets her unmake and remake matters with her mind. but it consumes a huge amount#of energy so it's mostly useless. she's still a cult survivor also#gorgug lives his entire life on a ship with his parents who quit a cushy deal maintaining a space station bc he wouldn't be allowed on#the low gravity let him grow very tall but also his oxygen saturation is pretty bad so he's got breathing support#fig is a robot who just found out she's a robot like two months ago. she's been assuming everyone's a robot like her and she's been feeling#very betrayed by her mom lying about that part. she's on a body mod spree which is rough bc system-specific parts are expensive#and so is adapting random parts to her system#fabian's still a pirate captain's son. can't say anything that'd be able to get the vibes across clearer than that#adaine went to tech/business school. she put her monthly allowance towards an ecoterrorist group in her academy which turned out to be an o#and she's currently wanted by UTS. more than fabian. which makes him slightly mad#she's also acquired a passion for low-tech weaponry on the way. she likes ice picks and cleavers#I think up all of this for no reason except that once again the idea of all these people being 1/teens and 2/on the same ship to be posties#is hilarious to me. esp. if they were in a forum group chat beforehand
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Pt 2 and the final part of LL Megatrons conversation with an aware G1 Starscream
this one wasn’t as dramatic as the first part but there’s only so much emotional vulnerability Screamer can do with his new free will heheh, thanks for all of the comments encouraging me! I’ve never drawn longer comics like these before and it’s pretty fun so hopefully I can improve with the next comic I make!
#Starscream doesn’t completely trust Megatron at the end of this comic but he will eventually#if he was that possessive over og Megatron he’s NEVER letting this one leave#btw that decepticon logo on Megatron is actually just stickers#if it gets damaged he sticks another one on#he’s kinda attached to his autobot badge cause it’s the only thing he has other then his weapons from his og world#he gets them commissioned on Etsy because they need to be so big and it’s been draining the decepticon budget for a month#or whatever the 80s version of Etsy is#starscream finally makes him an official badge and he finally lets go of the autobot one#he still keeps it somewhere#transformers#transformers lost light#megatron x starscream#transformers fanart#transformers g1#starscream#megascream#megatron#megastar#edit: I fixed a grammar mistake hopefully no one saw that#OK THERE WAS A COUPLE OF TYPOS WHOOPS I’m not used to typing on my tablet rip#i cant wait to look at this in the future and hopefully by then i would have improved#i mean this entire blog is me tracking how my robo art improves +some official content but specifically for comics#G1 x LL AU
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Here's a big old Fire Emblem Search & Find I did for the FE3H Masquerade Zine! Find the Golden Deer, but see if you can't find the rest of the students as well! For the ultimate challenge, see if you can't name every character! (Disclaimer two characters are NPCs with no names)
#double bonus can you identify the 2 or 3 fe3h characters that AREN'T in the scene?#i say 2 or 3 but i probably forgot more :( im using you people to check my work#fe3h#carrying over my posts from twitter choo chooooo#fireemblem#im not going to tag everyone but you're welcome too! good luck!!#instead let me tell you about the mini narratives i came up with while drawing this#soren is waiting for Ike to get back with food#seteth just noticed flayn dancing WITH A BOY from afar#rhea was supposed to sing but got superseded (she's okay with it actually)#monica and ferdinand are trying to start a dance off with edelgard and hubert (its not working)#Ashe stepped on Annette's toes and is freaking out. Lorenz is trying to give pointers but it's only sort of helping#balthus absolutely stole some of the betting pool money. i think i forgot to ink the coins falling out of his hands! dang#metody and shahid are going to become great friends and have a wirlwind romance before one betrays the other in a cutthroat fashion#Lysithea left a single cake slice on the table and Miklan is just happy to have gotten his before she showed up#ike and leopold had a flex off#Gilbert is stuck between young lovers this isn't a narrative i just think it's funny#oh and of course Sylvain managing to piss off Sera Charlotte and Maribelle while Felix ignored him and Ingrid looks on#that's supposed to be roy not eliwood btw i forgot to color his headband so it's basically eliwood#that's all i can think of rn but if you played#thank you!!! i hope you had fun#this was SO much fun to make thank you to the mods for facilitating me#haha this post has been up for 20 minutes and people are already pointing out so many characters I forgot. ur keeping me humble
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These were meant to be warmups. ANYWHO!
Went to a random palette site and picked ones that were reminiscent of Wally's colors but still very different that I liked and grabbed some outfits to do a sort of challenge for myself. Idk, thought it would help me out of my funk.
Suffice to say, I'm feeling a bit better now~ These were really fun to do!!!
#welcome home#welcome home puppet show#wally darling#welcome home arg#WH Wally#welcome home wally#wally darling fanart#welcome home fanart#welcome home puppet arg#my art#Waaawwwyyy in a dreessss#Drawing the man to heal my soul#The top one feels so different from what I'm used to!!#Im usually so set on keeping my art soft but man doing something like this was kinda fun!!!#SHOUT OUT TO THEKNIFECLOWN for letting me steal their fit for the second piece!!!!!#limited colors also meant Wallys stuck with blue eyelids but ngl I find the blue so cute. A part of Wally's beta design I really really lik#Anyway its 5am and shoulda been in bed...AGES ago!!!#enjoy enjoy#sidenote please ignore that i just drew the same expression twice fjsjkdd god I didnt even REALIZE!!!!!
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Learn from who? Learn from you?
Chen Bowen as CHEN YI & Chiang Tien as AI DI KISEKI: DEAR TO ME (2023)
#kiseki: dear to me#kisekiedit#kdtm#kiseki dear to me#ai di x chen yi#chen yi x ai di#nat chen#chen bowen#louis chiang#chiang tien#jiang dian#userspring#uservid#pdribs#userspicy#userjjessi#*cajedit#*gif#uh huh. mmhm. parallels and shit#OK LIKE. in nice words ai di essentially tells chen yi to go for it BUT bc hes a Lil Shit he says it like 'use force to PROVE how you feel.#followed by '.....OH WAIT YOU CANT BEAT HIM'. the way he rubs that in chen yi's face too like it isnt even 'youre weaker than him.'#it's you're LOWER than him. & thats why ai di calls him a coward bc therell always be a divide between chen yi & cdy that chen yi wont cros#and the point of this is - okay i know chen yi is literally picking ai di up and throwing him around here but also you have to remember#ai di LETS HIM. ai di doesnt fight back as hard as he could and that puts them on EVEN. EQUAL. GROUND. every time.#& yeah theres some comedy to it but you cant Ever forget that ai di wants chen yi to want him. needs it. he's faking sleep in the 1st scene#and once chen yi realizes what he wants he puts everything he has into keeping it - inadvertently taking ai di's advice by doing so -#& expresses it in every kind of way too. whatever it takes. bc between the two of them its not just 'bring him back' it's 'bring him HOME'#in a way thats based on the constantly being witness to the worst of each other & choosing it AND. years and layers of trust & love.#..ok only I would take a gifset of chen yi picking ai di up & make it abt how their relationship is perfectly balanced. but im right so idc#the last one ties it all together in my onion. chen yi got him home. and ai di's deliberately allowing himself to be loved. they won
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Danse Macabre
[Commission]
#dungeon meshi#dungeon meshi spoilers#marcille donato#winged lion#better drawn mdzs#<- art tag I really need to change.#Turns out the secret to drawing better was having someone offer you money to draw.#I jest. I just had a blast with this prompt and I seriously appreciate the commissioner for letting me have the chance to push myself.#And for giving me permission to post! Hi! If you're seeing this: thank you again!#Let me be clear: no I don't quite know where this came from. It just happened. My chakras unblocked for a few hours.#You too can unblock my chakras with money and commission me to draw cool art B*)#We are so far off from when this is relevant so this one is really just for the manga readers. *****Spoiler notes ahead:#So...As someone who read dungeon meshi monthly for many years....I admit to not seeing Marcille becoming the dungeon lord coming#Hilarious too; re-reading and watching the show made me realize that this outcome is pretty strongly foreshadowed.#Ryoko Kui distracts you by putting the focus on Laios being the 'one to break the curse' but nope!#This was the culmination of her goals and desires.#And - for those who did not have to suffer as us monthly readers did:#YES. WE NEARLY ALL THOUGHT THAT MARCILLE HAD TO DIE.#The last 20 or so chapters were a constant spiral of: 'Oh this story isn't going to have a happy ending is it?'#She just keeps losing herself! The winged lion plays her like a puppet and she is his perfect doll! So full of conviction!
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imagine getting absolutely obliterated by hbomberguy & having the absolute nerve to try multiple comebacks & even copying one of hbomberguy's titling motifs in ur ""apology"" when the original annihilation centered on ur rampant plagarism. but it was fine bc u got a head injury as a child
#mine#hbomberguy#james somerton#it's actually hilarious. he's so brave but in an absolutely absurd level of nerviness way#also like grating though cause it's like. u literally screwed so many ppl & communities over.#u have some GALL to keep trying to come back dawg.#just let us stay free of ur bs bruh.
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
A Space player's struggle lies in finding the strength to assert themselves, picking out the good from the bad, weeding the garden so it can flourish and thrive.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so. In the worst case scenario, detach entirely, coming to a standstill.
A Time player's struggle lies in finding peace with themselves, such that they can enjoy the fruits of their own labor - labor whose rewards only multiply when the cause and methodology become clear.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere earnestness, which is not always well-received. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others. Their easy-come, easy-go natures make it difficult to focus them towards a goal, and it's easy for them to simply allow themselves to be tossed around by circumstance and the whims of others, or to simply run away from their problems entirely - never confronting their own responsibility or fault for a situation, passing along the blame.
A Breath player's struggle is letting themselves mature - letting themselves take responsibility, and understand that their actions have consequences for others. Only then can their breeze blow in the party's sails, aiming towards victory, breaking through all obstacles to reach it.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, capable of cutting through to the core of other peoples' interpersonal issues. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone. Thus, it's easy for the Blood player to wind up a nag - desperate to make sure everyone is moving according to their vision, they'll fuss and bother and interfere and boss people around until everyone else gets sick of them. It's easy for them to wind up pariahs of their own making, severing their own ties with others by their efforts to establish them.
A Blood player's challenge is of learning how to turn that empathy and honesty inwards, to calm down and let themselves enjoy the presence of others; only then can they come to know how to build something stronger and better.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire. Their desire for the limelight can quickly spell disaster for those around them, who are reduced to supporting characters in their minds. Craving so much external validation, they're often blind to what would actually make them internally happy.
A Light player's challenge is of coming to terms with their own limited reach, and allowing themselves to shine not for their own desire for importance, but for the betterment of the world in which they live.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable and reliable personalities on a team. However, this simplistic, feelings-driven approach often leads to complications and unforeseen consequences, and very easily to irrelevance, with which Void is so closely interlinked. A Void player's reliance on emotion and intuition can result in overindulgence of pleasure, to the active detriment of the party's goals or the Void player's self-improvement, leaving them lost and irrelevant, unable to act.
A Void player's challenge is in resisting the call of the Void's temptations, instead dragging the Void behind them, kicking and screaming, to where it can be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty; this often leads them to seek codependent relationships, hoping somehow that they can find the validation they need externally, not realizing that they're deepening their own fragile self-images.
A Mind player's challenge lies in tempering their natural understanding of karma and justice with kindness and empathy - not just to others, but to themselves, and using that enlightened understanding to lead others forth.
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves. With this sincerity comes vulnerability, and vulnerability often brings with it pain; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection.
A Heart player's challenge is in gaining the confidence to be open with others, to weather the pain of rejection, and let themselves share their gifts, that others may learn to share theirs.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed. It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process.
A Life player's challenge is in accepting the merit in taking a pause to consider unpleasant words and alternative viewpoints, in trying to understand the actual problems instead of imposing their own will onto others, so as to better focus their healing energies.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate. Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending.
A Doom player's challenge is in rising above the melange of suffering and pain, to grasp personal peace, and to fill their lives, if not with happiness, then with meaning.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - usually not particularly well-liked, for their inflexibility, for their lack of empathy, and for their dearth of wit. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous. Setting them on the wrong path, or breaking their Hope in twain, can result in disastrous consequences, as - one way or another - what a Hope player believes in comes true.
A Hope player's challenge is in seeing beyond themselves, letting others help guide their vision to something newer and more beautiful.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players grasp that their natural inclinations are bothersome to others, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment; in the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
A Rage player's challenge is in learning to be authentic and true, and to allow this to release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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I love it when women hate men. I love it when women are allowed to vent to each other about how horrible and creepy men are. I love it when women form friendships with and prioritize each other over relationships with men(whether they're attracted to them or not). I love it when women put men dni in their bios and on their nude photos and on posts on their blogs. I love it when women refuse to mollycoddle and accommodate entitled male feelings with "but this doesn't mean I hate all men, I know a few men who are great, I love my father/sons/brothers/uncles/male cousins/guy friends" I love it when women complain about men WITHOUT "not all men" being a disclaimer. I love it when women avoid socializing with/refuse to be around/befriend/get close to men because they know men can't be trusted. I love it when women make "kill all men" jokes. I love it when women offer absolutely no concern or care for men's feelings and if their misandry offends men whatsoever because why should we, men are the oppressor class who have raped and killed and abused us and kept us as subjugated as second-class citizens for millennia, they regularly mistreat us and the women in their own marginalized communities still every single day and make this world so much harder and more awful for us to be in, and if we choose to hate them and not spare them any sympathy then so be it, and I don't just mean "men as a class" either, you can be a woman who doesn't want to have anything to do with any man on an individual basis and completely cuts off men from her personal life too and ykw I will love and fucking support you in that because men deserve absolutely NOTHING from us. If they're so tough and strong then they can handle it just like they can handle being lonely. If you are a woman who hates men, ESPECIALLY IF YOU ARE A LESBIAN AND/OR A TRANS WOMAN, then just know that I love you. I love you, I support you, and you are safe here.
#was going to make a post about how much i hate that women aren't allowed to hate their oppressors but i decided to spin it into something#positive instead#this is supposed to be the feminist site that makes reddit mgtow piss their baby diapers so let's go back to despising men and not coddling#their feelings and let's dye our hair blue while we're at it#i am so tired of this new wave of guilt-tripping and gaslighting women who hate men and don't trust or want to be around them#i hate how we're made into villainesses or the problematic ones for not valuing them in our lives or for wanting to guard ourselves or be#safe from our oppressors#and i'm tired of people who don't know the first thing about feminism being like 'BUT THAT'S TERF RHETORIC WHAT ABOUT X MINORITY MEN'#guess what women can also be x minority that you're trying to protect the men of and we get to hate men too#trans women are included when i say women btw and trans men are included when i say men#if anyone has the right to hate men more than anybody else it's trans women esp trans lesbians because they put up with so much shit#from men that even cis women do not and they especially know how vile men are behind closed doors#so#terfs fuck off#radfems fuck off#and if anybody tries to make this post more appeasing to men or 'not all men's this post you are getting blocked and hit with a hammer#feminism#misogyny#sexism#patriarchy#tw men#tw rape#tw abuse#misandry#terfs dni#radfems dni#feminists need to go back to being scary and unpalatable for men none of this 'but some of them are good!' bullshit#men are entitled to nothing from us#and if you try to prove me wrong then you are just proving my point if you have nothing good to say then simply keep scrolling#ok? ok.
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a kiss!!
(specifically because of this tweet and the bts shots in the thread)
#good omens#ineffable husbands#ineffable muffins#aziraphale#crowley#aziracrow#is tumblr seriously only letting us put one single link into posts now#I tried to put two and it would NOT let me keep both#so I've just linked to my twitter post very sorry#that was annoying as hell jeeez
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Due to a lot of feedback on the nature of this blog, and how the meme format can come across as insensitive and shameless, I'm considering switching to a news only post format, without the use of the destiel meme. I greatly enjoy sharing information about current events, and would like to continue doing so in some way.
So I am making this poll to ask everyone their opinion on the way I do things, and for suggestions to improve my content.
#not news#feel free to make suggestions in the comments or just yell at me anonymously#i really do enjoy reading about what's happening in the world and sharing that information with others#i mainly used the meme format to force people to read the headlines#but i don't want to make rage bait or anything like that. i honestly want to help inform people#in a time when misinformation across social media is at an all time high#so please! vote! tell me what you think! if i do reform the blog i'll still keep up all my destiel meme posts of course#and i may make a throwback destiel meme every now and then#so let me know!#probably shoulda made this just a 24 hour poll in hindsight but oh well. i'll keep news posting until the results are in and go from there
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okay guys Undertale AU Fandom PSA we gotta set something straight
UTMV is our fandom’s acronym, not UTAU
UTAU doesn’t stand for Undertale AU, it’s the name of a vocal synthesizer program akin to Vocaloid.
UTMV stands for Undertale Multiverse and will prevent fandom mix-ups
Please I don’t wanna confuse the vocal synth fandom with our nonsense (affectionate), they shouldn’t have to witness Sans Undertale flooding their tag when they just wanna see Kasane Teto 😭
#I’M NOT MAD DW JUST WANNA LET EVERYONE KNOW#undertale au#utmv#ut aus#utau#<- tagging so that the people who use that tag for UTMV content will see this#to any actual utau fans who’ve had to see this I’m incredibly sorry please just keep scrolling#undertale multiverse#textpost#utmv fandom#ut au#undertale au fandom#sans au#underverse#trying to put all the tags I can think of that ppl use for this fandom#shaymin rambles
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