#so nice to be included here
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dazzelmethat · 11 months ago
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Some crickets and grasshoppers and my thoughts about them.
I've always been interested in bugs since I was real small.. I should draw them more often.
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little-pondhead · 2 years ago
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DP x DC Prompt
There are no more heroes.
Well, okay. Rewind a bit.
Danny has been doing the hero thing for a while now. He’s had a big reveal; everyone has accepted him (including his parents), the GIW disbanded, the Anti-Ecto acts repealed, and generally, everything is going great. Some of the A-Listers are even training as junior ghost hunters to help give him a break from his rogues! (Being Ghost King makes things hectic sometimes, and he just needs the extra help. Sue him!)
The point is, literally nothing is wrong with Danny Phantom’s afterlife.
And then Valerie Gray, the Red Huntress, disappears in front of his eyes.
Danny is baffled! She’s just…gone! Valerie just popped out of existence, like she was never there. But no matter how hard he searches in the Ghost Zone, he can’t find her soul anywhere. His core isn't broken in grief. So she’s not dead. Which is good. So then, where is she?
Some of the others come forward with ideas on how to find her. A few ghosts volunteer to go out into the mortal realm, an area Danny had declared off-limits, to see if she was out there. Danny approves it. He rounds up some of the friendlier (i.e., discreet) ghosts and Amity Parkers and demolishes the outside travel ban.
So everyone spreads out, looking for their dear frenemy and teammate. But it becomes apparent very quickly that something is wrong with the rest of the world.
There are no more heroes.
Every single living superhero on the face of the Earth has just…vanished. Villains are running amok; the countries are in chaos! Some aliens are invading Earth, mythical deities are trying to take over, and society is crumbling to the ground. Everything is on the brink of collapse.
Well, Danny was still there. And so were his people. They were pretty spread out, so could they just…take up the mantles? He also knew where to find the souls of dead heroes in the Zone; surely they wouldn't mind coming out of retirement for a little bit, especially if they couldn't die again. Oh! And that skeleton army leftover from Pariah Dark's reign might be useful in repelling those invading forces.
Honestly, there were more than enough hands to go around! And with the heroes gone, Danny didn't mind letting everyone out for a little break, as long as they followed his rules. They wouldn't stop the search for the other heroes, but hopefully, when they found them, the heroes wouldn't mind Danny's intervention too much. :)
In other words:
Someone fucks up, and all of Earth's living heroes are either wished out of existence or are whisked away to some far-off realm where Danny hasn't checked yet. In the attempt to figure out what's going on, Danny lets the dead run amok over the Earth as they search for clues. The skeleton army repels the invading armies, the souls of dead heroes deal with the world leaders, and his rogues and other Amity Parkers set up shop in place of famous heroes, trying to get the cities under control again.
Basically, they just do their best to keep everything from imploding until the Justice League and others are back.
(And why is it that Danny hasn't disappeared? Well, whatever caused everyone to go poof! only affected living heroes. Anyone heroes that were dead in the first place, or even just half-dead, stayed behind.)
#pondhead blurbs#danny phantom#dpxdc#reveal gone right au#ghost king au#for plot reasons#it doesn't count if the hero had died and then came back to life#lots of heroes would still be around then#but this is me pushing the halfa!jason todd narrative work with me here he deserves the fun#deadman is there too#and he's just thriving honestly. it's so nice to be around his own kind even if the world is ending#maybe ellie is whooshed away too cause she never technically died but she took up danny's moniker when he was crowned#vlad is ecstatic cause danny put him in charge of several states while they looked for clues including Wisconsin#skulker is replacing superman and just has a shitty S painted on his chest and just eats kryptonite like candy the first time he meets Lex#Kitty and Johnny take over in gotham and sam is now the new wonder woman#idk man just stupid stuff like this#the press is flabbergasted cause the fucking KING OF GHOSTS just showed up and he's 14 and just looking for some friends#Danny: hey guys sorry about the zombies and fire i'm just here to find my coworker and lil sister and maybe the other heroes#Danny: in the meantime i'll just let my army into the mortal realm to defend it while we figure out what's going on pls don't yell at us :)#the press: how do we explain this to the justice league when they come back. how do we explain that earth was saved by a 14 year old boy-#also idk which heroes are technically dead but are still kicking so if you feel like someone deserves liminal status slap it on them idc#some villains are trying for world dominance and some are just trying to find their buddies. their fight buds. where'd they go? :(#joker gets bitch slapped by a skeleton two days in and waylon becomes bffs with wulf#danny uses the watchtower as a base of operations and it's the only thing he doesn't want to give up when the heroes are back#i have no plot ideas beyond this#i just want everyone to be baffled that an army of the dead showed up while they were gone and just made sure everything stayed cool#later danny realizes he was technically the ruler of the world for a bit since his people were everywhere keeping the villains in check
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caligvlasaqvarivm · 3 months ago
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
Finally, something interesting to note is that nearly every Aspect follows its own Hero's Journey cycle - full actualization for each one usually means reaching around to its opposite Aspect, and taking lessons from them - for example, Breath players need to learn maturity and responsibility, while Blood players need to learn relaxation and whimsy. Thus, an Aspect at its worst manifests in two ways - either a toxic overabundance of the Aspect's worst traits, or such a dearth of the aspect that it begins to resemble its opposite. Only by reaching into the opposite, however, can the player be tempered and reach full maturity - can they become more of who they are.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
"Passive" is a good word to use; at a toxic overabundance of their Aspect, Space players are trampled underfoot. They become enablers, servants to dark forces, or so lost in their own worlds that they neglect the one they live in. With their Aspect "inverted," a Space player becomes a demon of poor prioritization. Distracting not just themselves from their true purpose, but others, too, the Space player will wreak havoc by overemphasizing unimportant topics and ignoring important tasks. This superficially resembles Time, in that the Space player will become fanatically dedicated to their task, but note that the poor prioritization is still Space-esque at its core.
Still, within this nadir is a valuable lesson: the strength of self-assertion, and the determination to see a goal through. These will allow the Space player to weed their garden, separating good from bad, allowing it to flourish like never before.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so.
At a toxic overabundance of their Aspect, Time players become explosively destructive. The ultimate "goal" of all things is death, with which Time is associated, and accordingly, Time players have a penchant for aligning themselves with futility and entropy, struggling so hard that their thrashing leaves a trail of annihilation in their wake. With their Aspect "inverted," Time players detach entirely - they can become so fed up with struggle that they simply opt to lay their weapons down and let the end take them. It's very easy for them to come to the conclusions that either everything matters, or nothing matters. This superficially resembles Space and its big picture thinking, but note that its framework of struggle, and whether or not a goal needs to be pursued, makes it a Time concern.
But the inherent meaninglessness of existence is, in itself, an important realization to make - that whether or not anything "matters" in the grand scheme, things can still be worth doing, worth caring about, and worth investing in. This realization allows the Time player to attack their goals with renewed vigor and greater clarity, which in turn means that the party becomes an efficient, well-oiled machine.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere and innocent good-naturedness, like a baby animal before it learns to be fearful of danger. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others.
At their worst, Breath players are irresponsible and callous. They'll shirk the consequences of their actions, blaming anybody but themselves, or simply choose not to care who they hurt in order to get what they want. They may even choose to stop making choices for themselves, leading to the "inversion" of their Aspect - a voluntary loss of freedom and independence, derived from an Breath-like aversion to responsibility, which superficially resembles the bondage of Blood.
But if they are able to overcome these tendencies, a Breath player will learn what true responsibility looks like - responsibility for themselves, their choices, and the effect they have on others. Armed with this, a Breath player's ability to break bonds can be focused into a clear force for good, clearing away all obstacles and harmful societal standards, leading the charge into something new and beautiful.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, being concerned with its overall well-being. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone.
Thus, it's easy for the Blood player to wind up controlling - desperate to make sure everyone is moving according to their vision, they'll become iron-fisted dictators, with a "my way or the highway" approach to social interactions. It's easy for them to wind up pariahs of their own making, becoming so critical of others, or so adamant about enforcing their own will, that they inadvertantly sever their ties - something that superficially resembles Breath's independence, but is truly a result of Blood's neuroticism.
But with that space and separation can come great clarity. Blood players must learn to relax their grip, and allow people room to breathe - including themselves. Once able to grasp that sometimes bonds must be forged with a soft touch, Blood players' natural empathy shines through, allowing them to build something so much kinder and greater than the sum of its parts.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire.
Their desire for the limelight can quickly spell disaster - they can become incredibly cruel, harsh, and egotistical in their pursuit of narrative significance. They forget, in their obsession, that they, too, are fallible and flawed, and the inevitable reminder can come very harshly. Light players struggle with moderation, and as such, when they feel shame, they'll often take drastic measures to cope with it - deliberately darkening their own influence or intellects, removing themselves from the "story" entirely - something which superficially resembles Void's penchant for the background, but which is firmly rooted in Light's obsessive need for drama.
But in experimenting with narrative insignificance, Light players can reach an epiphany - in their absence, others may shine, and that can be a wonderful thing. Light players, then, can learn to shine not just for their own sakes, but for the sake of others, allowing them to weave a story even more brilliant than any that can be weaved alone.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable personalities on a team. However, this simplistic, feelings-driven approach often leads to pleasure-seeking behavior, poor impulse control, and overindulgence in vice, and from there, to irrelevance, with which Void is so closely interlinked.
Void players are especially prone to vice, and at their worst, will become so drunk on pleasurable activities that they pursue them to the active detriment of the party's goals or the Void player's self-improvement - making them the ultimate irrelevant character. They can also very easily drag others into their mélange, with a forcefulness that resembles Light's illuminating guidance, but which is ultimately rooted in Void's pursuit of personal pleasure.
But there's a lesson to be learned in Light's domain: how to bring themselves into relevance and greatness. A Void player, once they learn to pursue not just personal pleasure, but a greater satisfaction for the collective whole, can drag the Void behind them, kicking and screaming, to where it'll be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand and explosive finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty.
Thus, a Mind player at the worst zenith of their Aspect is heartless and cruel. Leaving no space for empathy or even personal feelings in their plans, the Mind player will plot for an ending as heartless as they are. But a Mind player is never truly without emotion, and ignoring their own feelings causes them to manifest in terrible ways - Mind players have a tendency to seek toxic, codependent relationships, hoping to find external validation, subjecting themselves to the wishes of others, which can appear like Heart's fixation on feelings and desire.
But in recognizing their own need for emotional validation, and the importance of their own feelings, a Mind player can realize that there's an entire dimension to the game they've been playing that they've been ignorant of. When a Mind player learns to temper their schemes with empathy, compassion, and kindness, how much more success they'll see - and how much happier that grand finale will be!
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves.
With this sincerity comes vulnerability. Heart players wear theirs on their sleeves, and at their worst, this can make them demanding, needy, and sensitive - so eager to connect with others emotionally that they'll cramp themselves to fit others' desires. But they can't ever keep this up for long; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection. They may even work to manipulate others, preying on their emotions and desires to force them to act in their worst interests. This superficially resembles Mind's cold logic, but unlike Mind's cool rationality, Heart's aloofness is a mask, an attempt to avoid pain by pulling away.
But this isn't purely a negative, because a Heart player can learn a healthier form of detachment, and separate out healthy and helpful desires from harmful and detrimental ones. Given this clarity, the Heart player becomes the team's emotional core, able to raise up each teammate's best qualities, while helping them deal with their worst, enabling everyone to be the best possible version of themselves - which the Heart player knew them to be all along.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed.
It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process. At their worst, they're stubborn to the point of not listening to anyone but themselves, confidence becoming blockheadedness. This focus on forward progress without looking back can even cause Life players to become harmful to others, so focused they are on their own growth that they don't notice that they're choking everyone else out. This may resemble Doom's death in its worst case - arresting everything else, eventually blocking even their own path with unruly, out-of-control fecundity.
Thus, a Life player needs to learn to more gracefully accept Doom's influence - to pause, slow down, and consider viewpoints that are negative, unpleasant, or difficult. A Life player, endowed with moderation, will be able to cultivate a bountiful garden, rather than an unruly jungle - a place for all to flourish and live in plenty, never wanting for anything.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate.
Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending. As if energized by their own sense of futility, a Doom player at the "inverse" of their aspect may seem to echo a Life player's focus on forward progress and motion, actively spurring their team on towards an untimely demise.
A Doom player must learn to harness this sense of progress for good, rather than harm. A Doom player, once able to grasp the joy of life even in the greatest depths of despair, will be able to fill even the darkest hours with peace, meaning, and hope.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots, with no self-awareness whatsoever. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - often great sources of embarrassment to their teams, as their naked sincerity is painful to witness. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous.
A Hope player can easily be set on the wrong path - as convicted as they are, and as difficult to shake from that conviction as they can be, Hope players can easily march down a path of destruction, if not persuaded with a deft touch and gentle guidance. In the event that their faith is broken, Hope players easily become despondent and lost, floundering and wishy-washy, which superficially resembles Rage's self-consciousness, but is truly just a lack of direction.
But Rage has a powerful lesson to teach Hope players - that of questioning themselves, interrogating their own beliefs. Once their convictions have gone through rigorous scrutiny, revised into the best, brightest versions of themselves they can be, a Hope player is a worker of miracles - speaking into existence a beautiful future on faith alone, proclaiming that how they see the world is how the world shall be.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players are incredibly self-conscious, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
In the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This is Rage at its toxic overabundance. Conversely, a Rage player can retreat so harshly into their mask that they allow others to dictate their beliefs, taking them to heart - an action motivated by Rage's destruction (this time, turned inwards) that superficially resembles Hope's convictions and faith.
The true path for a Rage player is a healthy balance - to allow themselves some of Hope's sincerity, and by doing so, to become more sincere and true. This will let them release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy - the heralds of a revolution, razing away the faulty, corrupt old systems such that something better and new can take their place.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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notonlymice · 26 days ago
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“And I’d choose you; in a hundred lifetimes, in a hundred worlds, in any version of reality, I’d find you and I’d choose you.” ― Kiersten White, The Chaos of Stars
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charmtale · 5 months ago
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sailor moon episode 200 .. revolutionary girl utena episode 39
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wandixx · 3 months ago
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Christmas in Mount Justice
cartoon version of Young Justice, written instead of sleeping and I'll be honest, I kinda run out of steam at the end, but it'd take me until next year if I didn't push through, so here it is, and hopefully it's not quite visible where I started pushing through it, I hope you'll enjoy
words: 4633
“Since, hopefully, this is the last time we're seeing each other before Christmas–” Black Canary announced, stretching after finished training“ I wish you all merry and healthy and boring Christmas” she finished with a wide warm smile. Danny barely stopped himself from rolling his eyes. This goddamn worst time of the year. He checked once more if his mental shields were up. According to M'gann, ghosts were really loud on mind reading wavelengths so he needed to keep them up most of the time. He wasn't an asshole to drown his friend in absolute hatred of Christmas.
“You too Black Canary!” Wally yelled, running like the earth was burning to get cookies M'gann baked “By the way, what are your plans?” he asked upon his return.
Did they really have to keep talking about it? Danny was half considering just dropping through the floor to escape this conversation but chose against it because he really didn't want to answer all the questions it would cause or hear a ‘you can't deal with all unwanted conversations by escaping them’ lecture again any time soon. He could and he would, the Freakshow incident was just one way to prove it.
“B and I have to attend some stuffy rich people party” Robin said with clear displeasure “I still need to plan what mess to stir there. Chandeliers swinging are banned and so is arson so I have to get creative.”
“You actually set something on fire?! That's sick as hell!” the speedster's enthusiasm didn't waver as he threw a few cookies at Danny. It was nice that someone remembered about Danny's slightly enhanced metabolism. They (both Young Justice and Amity squad) still didn't understand it completely but the working hypothesis was that he needed to eat more to make up for ectoplasm he couldn't consume in quantities big enough for his ghost side since it was poisonous to humans and he had to dose it carefully. Being a halfa was rough like that some(most)times. 
“Well, lighter is easy to sneak inside–” Robin explained and honestly Danny never expected to hear Gotham’s feared vigilante go over logistics of arson but he guessed it was his life now, he could use this info to do something about at least one Christmas tree in Amity or share it with Sam. She mentioned some upcoming rich people party too”–and amount of alcohol there is astonishing, really you'd think that people would try to stay sober on event like that but apparently–”
“I'm having dinner with my mom and some family friends–” Artemis interrupted “Can't wait spend God knows how many hours with all of them talking over each other and asking awkward questions” she tried to sound displeased but there was no way she could hide her fondness and wasn't that a wild thing to see. Seriously, he almost choked on a cookie. In theory Danny knew some people genuinely liked Christmes but–
Just like that? Just happy to–
Yeah, he knew but couldn't quite comprehend. Sam was exactly like that, found but trying to seem annoyed to keep up with her goth persona. Tucker was way more open about his delight.
For Danny Christmas was only too loud because everyone was singing badly and too bright because of lights and too stuffy and there was this damned argument about Santa and yelling and fe–
“Oh, me too! We also planned a movie night with Central Rogues, this time it's Cold’s turn. I wish he won't pick Die Hard again…”
Well, Danny guessed movie night with Rogues, that clearly meant an off evening since they wouldn't try to stir things up while watching the movie, sounded like a really nice idea. Personally he would do without people who try to turn him into a pulp every other day but apparently things worked differently in Central.
“King Orin wanted to introduce me to some surface celebrations as well,” Kaldur said with a warm smile and halfa forcefully stopped himself from giving their leader a weird look. Even him?! Betrayal, absolute betrayal! 
“Well, I don't really celebrate so I'm staying here, maybe training a bit, I'm not sure yet,” M'gann announced shyly and it took all his willpower to not hug her for being the only sensible person in the room.
“Yeah, I'm staying too. Apparently I'm not invited to family gatherings” Conner added bitterly. 
“Honestly your not missing much,” Danny muttered “It's just perfectly prepared and measured argument breeding space, believe me”
Wally tried to protest but one pointed glare and it dissolved through power of ‘don't make Conner feel about it any worse than he already does’. Danny felt a little guilty for using it to sooth his own hatred towards Christmas but not too much. He really wanted to reassure his friend and ways he went about it were no one else's business. 
“And what are your plans, Danny?” M'gann asked gently after he didn't continue. He really wished he didn't have to answer but keeping his emotions hidden meant nobody could see that something was up and say ‘you don't have to tell if you don't want to’ or other shit like that.
“Not sure yet. I think I will crash with you here honestly. If we believe this magic book we found, there is a Christmas truce in Zone, so there shouldn't be any ghost attacks and your company is always great,” he smiled sincerely.
“Wouldn't your parents ask questions if you just skipped Christmas, though?” Wally asked a bit cautiously but Danny waved his concern off with a vague ‘eh’ sound.
“Will you show us some Christmas traditions then? As a part of ‘earthly traditions’ course?” M'gann's eyes almost shone with excitement and Conner looked hopeful and it made him feel conflicted. The whole point of crashing in Mount Justice with two aliens was to not touch anything Christmas related with thirty feet long stick but alas M'gann asked nicely and was pretty. These were two big ideals fighting inside of him then and there while he tried to keep his face and outer mind blank enough to not bring any suspicion.
Betrayal to second, no third, power! He wanted to escape this hell of an experience! 
But well, he could shape the experience in a way that's the least painful and M'gann and Conner were really great friends…
“Sure”
He couldn't quite match her enthusiastic grin or even Conner’s bit smaller one.
He was going to regret it, wouldn't he?
***
“Guys, I messed up so bad…” Danny whined,  curling on Sam's enormous bed covered in fluffy blankets and nice pillows.
“What did you do this time?” girl asked with a smirk. Halfa was sometimes mad how well his friends knew him and didn't take his dramatics as seriously as he would like to.
“I wanted to have a sleepover at Team's HQ during Christmas, you know, to escape it. Only ones who will stay are Miss Martian and Superboy, aliens, so I thought it's a good idea. And then they asked me to show them ‘earthly Christmas traditions’ and I AGREED!” he yelled, his hands flying dramatically at the confession.
His friends, little traitors they were, just laughed.
He came to get some help, advice on either doing this introduction well because Danny Fenton was known for a lot of things but half-assing projects he agreed to do wasn't one of them (homework was obligatory without his consents ergo didn't count) or gracefully getting away from mess his idiocy brought onto him, not to be laughed at! He had enough of it at other times.
Though they got to work when they calmed down, making Danny revisit the idea of not talking to them ever again and throwing it out of the window.
“Alright,” Tucker started, preparing his note and planner apps before continuing “what do you want to show them? Gingerbread house?”
“Of course” Danny huffed because as much as he hated Christmas and its traditions, gingerbread house was decent one. Making one at Tucker's place three years ago when he had been introduced to the idea was one of his best memories related to the holiday. Even though it was cut short by trip to the ER because dumbass little Danny had wanted a little gingerbread man he set aside and he had eaten him still all fresh and 350°F hot and got severe burns in his mouth and throat because apparently his instinctual response to burning in his mouth was to swallow instead of to spit.
“Gifts.” Sam raised in a way that meant she was not taking any complaints and Danny didn't really want to argue. His track record with gifts from his parents wasn't too good ever since he had a brief just-like-dad phase and they didn't realize it ended after a month but other people knew how to fix it. The Voyager Lego set he got from Sam the year before still made him smile when his eyes landed on it. 
Tucker noted it down. “What else? Christmas tree?”
Danny winced but nodded. He wasn't too fond of it but it was too big to miss it.
“Ugly sweaters?”
“Superboy would actually develop laser vision if I tried it”
“Movie marathon? I can lend you some DvDs”
“Yeah, it's probably a good idea. Kid Flash mentioned it too.”
“Santa Claus?” Sam asked with a smirk and Danny threw a pillow at her.
“Who is Santa Claus? I never heard of him, must be a Rhode Island thing” he answered with a straight face, not knowing how many times he will have to repeat it.
**
Phantom: hey guys!
Phantom: want a Crisscross Christmas
Phantom: ?
Artemis: The what?
Phantom: oh, you know
Phantom: this thing were we draw aech othres names anf have to buy a gift
Kid Flash: you mena Secret Santa
Kid Flash: ???
Phantom: never heard of that
Phantom: thats a wierd naem
Phantom: but if rules match, call it whatever yoyu wnat
Aqualad: I like this idea
Robin: GIft drop-off on 27th is okay for everyone?
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Robin: i take that for yes. 50$ budget?
Kid Flash: Robin, Rob, Bob, my best pal. I have 5$ and single slice of bubblegum to my name rn
Kid Flash: No, actually no bubblegum anymore
Kid Flash: 10$ is top I could spend
Phantom: Same
Artemis: Same
Aqualad: Me too
Miss Martian: I'm not sure if me and Superboy have any money, actually
Phantom: See Rob?
Phantom: just be a good samamritanina and give them 10$ instead og flaunting batmans money
***
"Important question. How do one pick a present?"
"You know, it's good if it's something personal, either in a way that it's something they want or need, a gag gift that'd be funny for both of you, or just something that made you think of them"
"Yeah, yeah, I read the mom blogs, none of this actually helps, what am I supposed to get for Artemis?!"
***
"Alright, so. I have a list of things I think you need to learn about Christmas. We're kinda late to the party, so I cut off some stuff because there is no way we would make it in time."
"Sounds about right, what do we start with?"
"Most classic of classics, the Christmas tree, Batman already greenlit it, so it's waiting outside"
***
"So, Christmas tree is evergreen plant, conifer, sometimes only branch or synthetically made model, that, if living, is cut down from Christmas tree nursery, and then put inside the house, usually in the living room or other space that is considered repre-"
"Danny, we live in society, we have basic knowledge on American traditions that is literally everywhere. We don't need it to be spoon fed to us in a voice more robotic way than Red Tornado, literal robot"
"Conner!"
"What?! I'm not wrong"
"Sorry. Let's get to decorating then?"
"If you want to ramble, we'd be more than happy to listen. It's obvious that you took a lot of care to learn everything."
"Speak for yourself"
"Conner!"
"Yeah, yeah. Anyway, with what exactly do we plan to decorate it?"
"Oh, this one is easy. I asked around people to donate some stuff, and Batman got us few things after I asked for permission for the tree. He even asked Justice League to drop us some things too."
"That's nice of them"
"Yeah, though I'm a bit worried about gifts from Arrows and Robin, y'know. They all had this type of smile that means either a gag idea, merch or exploding glitter and I'm not sure which option scares me the most"
"Glitter"
"Glitter"
"Yeah, you're right"
***
"Did… um… did Superman bring anything?"
"Yes, actually! He brought pretty big box of stuff and mentioned dropping of some food for Christmas in the morning or the afternoon of the first day. He said he was happy that you got the experience even if he isn't able to be the one to give it to you. I think he is coming around"
It was an interesting thing about Danny. He wasn't all that good with authority figures or frankly adults in general, and he never passed on the chance to tear in Superman for his treatment of Conner, if he saw the man, but in private he was surprisingly pro-Superman and tried to make them "see his perspective" with some pretty convincing arguments. Everyone else was still unimpressed but Danny never gave up.
M'gann still wasn't sure if in these circumstances she found it cute or annoying.
"Bullshit"
"If that's what you want to believe in"
***
"Oh, hello Megan! Red Tornado, would you like to join us in decorating the Christmas tree?"
"This… seems like a decent idea. What is the procedure of it?"
"We already put on the lights, so now we're placing baubles and other hanging decorations, before we finish off with paper chains and these fuzzy boas. We need them evenly spread out on all of the tree, preferably in a way, that things in similar colors aren't right next to each other, alright?"
"Yes, Phantom, instructions are clear"
"Great. Do we want some music in the background? My friends usually play some Christmas songs to get us all in 'the right mood' as he calls it?"
"Good idea, I'll play something."
"Thanks Meg"
"Just hear the sleigh bell jingling…"
"Is this… yeah, it's Carpenters, it's Jazz's favo- oh shit"
"Got it!"
"Nice catch Conner! Red Tornado, sorry I didn't clarify before, we're not decorating the side by the wall."
"Understood"
***
"We have only one last thing left then"
"Yeah?"
"The star at the top. The youngest child of the family usually get the honor. Conner, it's you time to shine~"
"Shut up already"
"How is he supposed to reach the top though? He can't fly"
"Step stool or someone has to hold him up lion king style"
"Lion king- Don't you dare! Keep those hands to yourself! Danny!
***
"So, what's next on your magical list?"
"Gingerbread house. It's a moment for you to shine Meg, because I'm absolute mess in the kitchen and I don't think Conner is much better"
"Actually-"
"blah, blah, blah, absolutely perfect, could be hired at Michelin star restaurant right this instant blah, blah, blah"
"Oh, you little-"
"I believe the arguments are supposed to start at the Christmas table and not before. It seemed to be consensus in my sources. Was I mistaken?"
Conner stopped dead in his tracks, as confused as M'gann at the question.
Danny laughed so hard he fell on the ground.
"Red Tornado, what does that mean?"
"There is no need to spread misinformation until we can get confirmation whether my sources were correct or not"
"Danny? Danny?! What does he mean?! Why are you laughing?!"
Danny just stayed curled on the floor, almost wheezing.
***
"So, we have all of the ingredients, right? Flour, cinnamon, nutmeg, cloves-"
"I think it's still in the cabinet, let me grab it real quick"
"Alright, other than cloves, do we have salt, vegetable shortening, granulated sugar, molasses, an egg- I mean, applesauce? Yeah? Let's hope it'll work. Okay, I think were ready"
"Ginger?"
"What?"
"Do we have ginger ready?"
"I don't think so, I'm pretty sure we've run out about a week ago? Why- oh wait"
"Did we seriously forgot to get ginger to make The Gingerbread House?! It's literally in the name!"
They all just stood in silence for a long moment.
"We're idiots"
"Well said, well said"
"I believe there are better names to describe you in this situation. Unfortunately, I cannot recall them"
"Thanks Red Tornado, that was helpful"
"Maybe we can still buy it?"
"It's 10:34 PM, December 23rd, M'gann, what shop would even be open?"
"Shut up Conner, it's actually not a bad idea. I think I've seen- yes, there is something open until eleven, about five minutes out if I fly"
***
"There was no ginger at the shop, but I got cranberry for later, if needed, and some chips to snack on"
"It's fine, we found unopened pack of powdered ginger in the back of the cabinet"
"That's great! Give me a minute to return this packet I liberated on my way home?"
"Danny!"
***
"Hey, M'gann!"
"Yeah?"
"Would you like to invite your uncle to our dinner?"
"That's a great idea Conner, thank you!"
***
"Okay, wait, wait, wait, before you two get weirdly aggressive about it again-"
"We're not that aggressive and it's a serious matter"
"I don't have any ghosts to get of my misplaced aggression out on so I'm funneling it into cake decorating instead"
"M'gann, you literally are trying to choke him right now, Danny, even I know it's concerning and I have less than half a year of learning what is considered normal under my belt. Anyway, before you escalate it again, how about each one of us gets one side of the house and then we work in pairs on the roof?"
"I like that"
"But what about aesthetic integrity!"
"It's quite literally against the point of gingerbread house"
***
"Before we go to sleep, I believe it's a widespread tradition to leave milk and cookies for the Santa Claus on the Christmas Eve evening"
"Huh"
"What is it this time?"
"Nothing really, chill out Conner, I just never heard of that"
It was so clearly a lie it probably couldn't even be called that, but at this point everyone realized, that for some reason bearded man in red was a sore subject, and they stopped trying to learn why. Maybe some day he'd tell them.
***
"Sorry. This person is currently unavailable. Please leave a message after the tone."
"Hey Dani, it's Danny. Merry Christmas, please let me know when you get that. I'm celebrating outside of home, safe, with some friends, so if you want, I can give you an address and you can drop by. They're all more than okay with ghost stuff and have a history of accepting someone similar to you without any questions. I'm sure they'd love you. Let me know you're alright and if you want to join us. Sorry I keep calling, I'm at the worrywart stage. Love you, please stay safe."
Danny was doing pretty well with this whole "organizing Christmas". Really. M'gann did kick him out to breathe a bit of fresh air (and wait for the Superman and food he was supposed to bring in) because his hands were shaking too much, but other than that he was fine. Really. He was getting a bit panicky because he didn't hear a word from his sister in the past week and usually she let them know if she knew she would go somewhere where that could happen but she just as often didn't because she spontaneously decided to do something else. Trackers they made her wear showed she was fine.
It didn't really help, he wasn't sure if there was anything less than actually hearing or preferably seeing her that could reassure him.
It wasn't even talking about all of the trouble that was a bit closer to home, because Christmas never meant anything good for him, with or without his parents stirring up the Santa-fight. They weren't there and yet, he still couldn't make himself believe it could be any better this time. For Ancients sake, he made sure there was no Santa Claus in whole Mountain, nothing to remind him of how it always was and his brain still decided to be stupid about it.
So now he was standing in thin hoodie out in Rhode Island winter, in hopes that cold would shock him out of spiraling, trying to keep his breaths even and not fly away because it felt all like a little too much at the moment. he was standing in thin hoodie out in Rhode Island winter, waiting for a man who would awkwardly try to do the whole 'I'm an adult you can trust' routine and then treat him like messenger pigeon to contact the child that actually wanted and needed him. He couldn't entirely blame him but-
"Are you quite alright?"
"I'm fine"
"Are you sure? It's quite cold to be dressed like this and your heartbeat is quite erratic."
"I'm fine as old wine Superman, please say your piece before someone comes to see what took me so long"
"Danny-"
"I'm serious. Leave it alone and just give me the food"
Superman looked a bit conflicted, clearly considering all of the potential pros and cons of digging in further and choose wrong.
"You're worried about Dani"
"You're the last person I want to talk to about her," Danny spat out, anxiety quickly turning into anger.
"Of course, but-"
"Have two civil conversations with your clone before trying to tell me how I should handle mine" As soon as these words left his mouth, Danny regretted them, if only a little, but he kept pushing "I told you about her to explain why I'm willing to vouch for you. It doesn't make you someone I'll confide in. It doesn't make you someone I trust. It doesn't make me approve of the way your handling it. It just means I understand. But you're an adult man and experienced hero with stable job and adult shit figured out and I'm a teenager with home just safe enough for me to stay and family that'd question how third child just showed up. We are not the same."
Superman flinched away at some point during the rant, looking properly humbled. He avoided eye contact and just reached forward to pass him hard plastic case filled with food containers and smaller boxes wrapped up in nice Christmas themed paper.
"Alright kiddo. Get it inside before you turn into a icicle. And tell Conner I wish him Merry Christmas, alright? I mean, I wish it to everyone but…"
Damn, if the "never meet your heroes" person wasn't right.
"You're a coward Superman. Come in and tell him that yourself"
***
Conner lashed out, as expected, but it was far more subdued than it would be just few month before. To his credit, Superman stayed the whole time it went down and only left when boy mostly calmed down and wouldn't feel like he was being ignored. Man even tried to respond to some allegations, though he wasn't really heard. Conner ranted some more after hero left, but overall it went better than Danny thought it would.
Then they had dinner, which went… surprisingly well. Apparently, not having to worry about being attacked by the main dish did wonders to Danny's overall jitters (and didn't everyone get super weird when he mentioned it). Not having people start nonsensical fights also helped. He knew better than to mention that.
Also, turns out that Superman or whoever he got to make them food was freaking amazing cook, thank you very much. Danny wasn't necessarily fasting, not in a way he knew some people did in the period preceding Christmas or at least on Christmas Eve, but the tension of past few days made it hard to eat a lot. It definitely lessened now that the thing was happening and seemingly going well, so he was absolutely ravenous. To be completely honest, as far as he could tell, everyone else matched his enthusiasm.
There was a bit off moment at the beginning, when Martian Manhunter asked him if he shouldn't be with his family during holidays, but Danny quickly and subtly brushed it off and nobody mentioned that afterwards.
He may have overeaten, actually, for once in his live, which he may regret in the morning, but at the moment, it made him quite content.
Then came the gifts, which also went better than he expected. For once there was no need to act like he enjoyed the gift despite already planning on how to get rid of it. Even better, focus was almost fully removed from him, obviously, because it wasn't his first rodeo.
Conner looked so lost and confused with the gift he got from Superman's mom, it was almost heartbreaking. It was beautiful crocheted scarf, black and red, with his symbol on each end, and an apology note explaining that Mrs Martha Kent would give him something more note worthy but she learned about him way to late to make something better. There was also promise of more worthy gift in near future. Danny knew all that because Conner read it out loud, asking everyone to help him make sense of that. There was only so much they could do.
Other than that, he got some nice flannel shirts from M'gann, quite a few sweets. He also got a book from Danny (it was a sin he didn't read "The Martian" before) and concepts of new hero suits for him, that Sam somehow sneaked between the pages. It was certainly a lot to explain without making anyone angry.
M'gann got two different cook books, that unfortunately didn't include Fenton fudge recipe (Dad was really protective over it), some surprisingly obscure merch from "Hello Megan" and more sweets.
Red Tornado got an apron and few tokens of appreciation, that robot quite liked, as far as Danny could tell.
Martian Manhuter, due to how rarely he visited, was the hardest to pick presents for, which resulted in some general little trinkets.
Danny got night sky projector, which was really cool, and potted plant, for some reason, which, while also cool, because plants are cool (Sam would rekill him if he thought otherwise), he knew far too well, would not survive until July. It wasn't only because he could barely take care of himself, let alone whole ass plant (see also, that one time he either drowned or dried three cacti), but also because of the times ghosts (or home security) attacked him in his room. He was thankful anyway. Maybe it could push him into finally getting some contingencies against that, that’d actually work. After all, it was quite a pretty plant.
By the time they moved to the couch to watch “Die Hard” of all things (it was only DVD that Tucker provided that didn’t have Santa Claus as a prominent character, because of course that little traitor would do that), Danny had to admit that this Christmas was… nice. Enjoyable. Pretty amazing actually. Good enough that he could understand people waiting for it the whole year. He couldn’t tell that he joined their ranks, but he certainly could understand them.
It was also downright exhausting and at some point even dynamic fights of John McClane couldn’t keep his eyes open. It was fine though. He was safe, he was warm, almost squeezed against his friends. It was good place to just relax.
It’s been first time in a long time since he felt that on Christmas.
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I'm not sure if I managed to properly Conner's... whole thing, if he turned out too hostile, let's just say he was still pissed about the whole "wasn't invited to Clark's family gathering" thing and it made him a bit more antsy.
I'm not sure how well I managed to handle it, but I don't want to bash neither Clark nor Conner. They're both victims in this situation and while the way Clark handled it was far from ideal, it's also far from worst he could do and I believe he deserves a bit more grace. In the end, on psychological level he is just human and humans don't always handle being baby trapped perfectly. Maybe I have more understanding towards him because my prefered way of handling conflicts is walking out and locking myself in my room, but idk. Maybe I'm capable of more coherent explanation when it's not 3:44 AM
Ginger shenanigans were inspired by my own Christmas preparation adventures, when I was making bread dough for the Christmas Eve and decided to add rosemary to make it more ✨festive✨ and got really attached to the idea. My mom agreed, then it turned out we didn't have any, then I went to the shop like twenty minutes before it closed at 11PM so at least one guy was there to replenish his alcohol suplies. My mom called to tell me to also buy some powdered garlic and beetroot. Turned out we had rosemary at home. At shop I only found garlic. I also brought energy drink, because I was tired but had more stuff to do and some snacks just because.
Bread turned out pretty good.
I sincerely believe if I was solely responsible of making gingerbread, I would forget to get ginger (or like, to fit with "it's in the name" thing, pepper, because in Polish it's "piernik")
I'm really sorry if the drop in quality by the end is noticable, if this thing stayed unfinished whole another year i'd do something I'd regret later.
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anbaisai · 8 months ago
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Happy birthday to @crystallizsch and the lovely Yuusha! May you have another wonderful year full of happiness and currynoodles💜
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lapdogchase · 2 months ago
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Transcript: “Let’s talk about masking! "But which type of masking are you talking about? Autistic masking or wearing a mask?" "But I thought unmasking was a good thing?!" Every time I talk about wearing a mask, I inevitably get comments like this. And while it can be a completely harmless question at first, honestly it’s become odd and even alarming to me at times as a disabled person. Yes, we all have unique backgrounds that give us different first associations of a word like masking: it’s not always easy to gauge context either (something I know all too well as an autistic person), which is why I personally say unmasking/masking autistic traits and wearing a mask/masking and usually provide more context in whatever I’m talking about.
But what alarms me most is that so many autistic folks talk far more about autistic masking then wearing a mask masking that they can’t even fathom I’m talking about this in the first place. We are five years into an ongoing pandemic that has taken millions of lives across the world, and continues to disproportionately kill disabled people everyday, and you don’t know the life saving wearing-a-respirator masking so many disabled folks been talking about regularly on this platform. Point blank, not talking about masking and Covid safety at all is quite frankly negligent and, yes, ableist if you consider yourself an advocate for disabled people.
It’s distressing to me that I have to explain to autistic and adhd folks why they have to care about other disabled people every time I talk about wearing a mask. You are not the only disabled person using the term masking, and always assuming masking is talking about only autistic folks feels at worst, aspie supremacy adjacent, and at best, accidentally forgetting about all your disabled siblings who have been advocating for masking for years. it’s not too late to start masking and talking about it again regardless the size of your platform or influence - all it took was one kind call-in from a friend to get me masking again two years ago and I am eternally grateful for it. If you’re looking for a sign to start masking again, this is it. But for the record, yes, less autistic masking, and more wearing-a-mask, masking! Bye friends!
(from candy.courn on insta! direct link to the video if the embedded link doesn't work)
really good video because i get this comment every time i post about wearing a mask no matter how specific i am with my phrasing and it drives me up the wall a little bit
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covertblizzard · 1 year ago
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jaykyle au where they're theatre kids in the same school but they're not the actors jason's the scriptwriter/director and kyle is the prop manager (i don't know the official terms sorry) and they'd probably do an amazing job on the backstage setting if they could stop arguing for 5 whole seconds about their artistic visions and ideas and how "this would obviously work better this way"
#jason todd#kyle rayner#jaykyle#mypost#dc thoughts#vp of the club: maybe we should find some other people to do the job if they can't get along?#pres of the club: no they're both talented af and i want this to be raving success just knock their heads tgt and tell them to play nice or#i'll make them wear the get along shirt again#WAIT ONE SEC DONNA'S THE PRES and overseer she's pissed bcos kyle played the same role last year and he was chill then#wally's vp no 1 and backstage manager and he's thinking of kicking kyle out#dick's vp no 2 and main lead and he's thinking of kicking jason out bcos it's embarrassing and annoying to work with your younger siblings#kon helps kyle with props and bart is one of the actors and kon is jealous af about it he grumbles a little#roy is the fight scene choreographer#i'm trying to think of something for garth but the only thing that comes to mind i'm not sure are fitting enough#actor manager? weapon manager? oooh maybe pet manager if they have animals... human and pet manager???? hr department but including animals#ooooh maybe pet manager if they have animals#raven can play bart's love interest (in play) maybe (wally doesn't like it and neither does gar for very different reasons)#eddie deals with the contraptions they build for this bubble machines smoke machines lowering and raising anything mechanical#rose and cass helps with the weapons stuff they keep fighting too and roy is TIRED#connor plays the villain he didn't mean to or want to but he got dragged into it and he's really hot and gunned in for next years main lead#he doesnt want this#steph and mia are hair makeup costume department but bart and kon love to hangout and help too#jennie-lynn and bart are in-charge of socials#tim pops up a lot because so many of his friends (and brothers) are here and when he does he helps steph and mia#damian too pops up to help with pet management and sometimes prop art#this is much to dicks annoyance jason is already here can his little brothers LEAVE HIM ALONE SOMETIMES UGH#damian (taking cues from talia and bruce loverenemies dynamic and wanting an artist in-law): we should set jason and kyle up#dick: no / tim: hmm / dick: NO#i want to add the yj girls (cassie cissie greta anita) but i know too little about them right now but imagine they're there and the roles#are to be determined
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skrunksthatwunk · 1 year ago
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landing
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Brandon Sanderson: Fantasy vs. Sci-Fi
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Almost all of BrandoSando's books straddle the line between the two genres, and after seeing @approximateknowledge's post here, I wondered how they would lay out on that chart. I was also inspired by this fascinating WOB about Skyward's genre. These are just my opinions, so let me know if you agree or what you think you'd change!
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mipexch · 1 year ago
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there's something so beautiful about rain world's art style that i can't properly put into words
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becauseplot · 2 years ago
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Okay so something about the spiderbit wedding has been sitting in the back of my mind for awhile now and I don't know if anyone's talked about it but I just recently figured out the words to articulate it (kind of) so here we go!
Prior to the q!spiderbit wedding, a lot of the fanart/fanfics I saw/read depicted Cellbit waiting at the altar while Roier is walked down the aisle by either Foolish or Vegetta. Which makes sense! It keeps with the idea of the father "giving away" the bride (or in this case, the groom) at the wedding, which wouldn't be possible for Cellbit since he doesn't have any parental figures on the island. So, I was a little surprised when the wedding day came and Cellbit was the one to walk down the aisle while Roier waited at the altar. I was a bit disappointed at first---they missed a chance to do a sweet little spin on a wedding tradition! (Found family* my beloved <3)
But then I kept thinking---something about Cellbit walking down the aisle. Something about Cellbit walking down the aisle. Something about Cellbit walking down the aisle to the altar where Roier, his soon-to-be husband and trusted confidant, stands; where Felps, his best friend whom he just got back from an unknown fate, stands; where Forever, the friend he wronged but never lost faith in and wants to do right by going forward, stands.
Something about Cellbit being alone and walking himself down the aisle towards them like he is making an active choice. After the fear and the isolation, pushing others away and hurting those close to him so he could make himself a martyr because he felt like he had to face the Federation alone and that he could only rely on himself---now choosing to walk towards the altar where they stand---walking towards his happy ending.
Because this is his happy ending. I'm not at all an advocate for the idea of "oh romance/marriage is the only thing that will make you happy in life" but not only is being married to Roier something Cellbit desperately wants, this wedding means so much more than just getting married.
Of course, this isn't really the end, but for someone like Cellbit, it's a start. A new beginning. A brand new chapter of love, friendship, and trust. So yes, Cellbit walks down the aisle at his wedding, and he does it alone, and he does it because he deserves it, and he does it because he wants to, and he does it because he has to, and he does it because he needs this.
*I would just like to note that found family does not have to follow a nuclear formula with parent-child roles and I don't wish to propagate this misconception. That's just how Roier's family is structured in canon. Foolish and Vegetta are boyfriends and Roier calls them (or at least Foolish) "dad" that's just how it is and it is beautiful &lt;3
Also apologies if I get any lore wrong. I'm not a Roier or Cellbit main viewer but I learn a lot through what I do watch of their streams and what I absorb through my dash. Hopefully this still makes sense.
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emily-mooon · 5 months ago
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@jancyweeks Day 7: Power (Couple) + AU
For the final day of jancyweek, I chucked them into my favourite Hitchcock movie that is so them, Rear Window!
I’d say Lisa and Jeff are a power couple. They do work together to solve a murder and also match each others freak (as they should <3)
I did plan on posting the fic I’ve been writing for it but due to uni, I wasn’t able to finish it in time like I planned. So I’m going to post this moodboard I made separate from it (it will be posted again when I finish the first chapter cause I do really like it and I also don’t want to get even more buried in my drafts than it already is)
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skitskatdacat63 · 2 years ago
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2009 Singapore Grand Prix - Fernando Alonso
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the-alan-price-combo · 9 months ago
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An Animals diorama I made, based on the Pop Gear music video of "House of the Rising Sun"!!
🌅🐾✨️
(Detailed pictures under the cut!)
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