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snowfizzle · 2 years ago
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I’m subtly coming out to various friends, soccer team and family by singing love songs but replacing all the “he’s” with “she’s”
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poorly-drawn-mdzs · 6 months ago
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HOT, SINGLE, UNSTUDIED SPONGES. 3000 NAUTICAL MILES AWAY. Come sail the distance and read Tiger Tiger!
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caligvlasaqvarivm · 12 days 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.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
A Space player's struggle lies in finding the strength to assert themselves, picking out the good from the bad, weeding the garden so it can flourish and thrive.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so. In the worst case scenario, detach entirely, coming to a standstill.
A Time player's struggle lies in finding peace with themselves, such that they can enjoy the fruits of their own labor - labor whose rewards only multiply when the cause and methodology become clear.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere earnestness, which is not always well-received. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others. Their easy-come, easy-go natures make it difficult to focus them towards a goal, and it's easy for them to simply allow themselves to be tossed around by circumstance and the whims of others, or to simply run away from their problems entirely - never confronting their own responsibility or fault for a situation, passing along the blame.
A Breath player's struggle is letting themselves mature - letting themselves take responsibility, and understand that their actions have consequences for others. Only then can their breeze blow in the party's sails, aiming towards victory, breaking through all obstacles to reach it.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, capable of cutting through to the core of other peoples' interpersonal issues. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone. Thus, it's easy for the Blood player to wind up a nag - desperate to make sure everyone is moving according to their vision, they'll fuss and bother and interfere and boss people around until everyone else gets sick of them. It's easy for them to wind up pariahs of their own making, severing their own ties with others by their efforts to establish them.
A Blood player's challenge is of learning how to turn that empathy and honesty inwards, to calm down and let themselves enjoy the presence of others; only then can they come to know how to build something stronger and better.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire. Their desire for the limelight can quickly spell disaster for those around them, who are reduced to supporting characters in their minds. Craving so much external validation, they're often blind to what would actually make them internally happy.
A Light player's challenge is of coming to terms with their own limited reach, and allowing themselves to shine not for their own desire for importance, but for the betterment of the world in which they live.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable and reliable personalities on a team. However, this simplistic, feelings-driven approach often leads to complications and unforeseen consequences, and very easily to irrelevance, with which Void is so closely interlinked. A Void player's reliance on emotion and intuition can result in overindulgence of pleasure, to the active detriment of the party's goals or the Void player's self-improvement, leaving them lost and irrelevant, unable to act.
A Void player's challenge is in resisting the call of the Void's temptations, instead dragging the Void behind them, kicking and screaming, to where it can be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty; this often leads them to seek codependent relationships, hoping somehow that they can find the validation they need externally, not realizing that they're deepening their own fragile self-images.
A Mind player's challenge lies in tempering their natural understanding of karma and justice with kindness and empathy - not just to others, but to themselves, and using that enlightened understanding to lead others forth.
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves. With this sincerity comes vulnerability, and vulnerability often brings with it pain; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection.
A Heart player's challenge is in gaining the confidence to be open with others, to weather the pain of rejection, and let themselves share their gifts, that others may learn to share theirs.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed. It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process.
A Life player's challenge is in accepting the merit in taking a pause to consider unpleasant words and alternative viewpoints, in trying to understand the actual problems instead of imposing their own will onto others, so as to better focus their healing energies.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate. Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending.
A Doom player's challenge is in rising above the melange of suffering and pain, to grasp personal peace, and to fill their lives, if not with happiness, then with meaning.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - usually not particularly well-liked, for their inflexibility, for their lack of empathy, and for their dearth of wit. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous. Setting them on the wrong path, or breaking their Hope in twain, can result in disastrous consequences, as - one way or another - what a Hope player believes in comes true.
A Hope player's challenge is in seeing beyond themselves, letting others help guide their vision to something newer and more beautiful.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players grasp that their natural inclinations are bothersome to others, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment; in the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
A Rage player's challenge is in learning to be authentic and true, and to allow this to release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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itsriotmotherfuckers · 11 days ago
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Sirius caused the longest hat stall in Hogwarts history when he was sorted, by the way
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cto10121 · 25 days ago
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Book Fiyero: *immediately recognizes Elphaba and stations himself at the backdoor to prevent her from evading him, stalks her halfway across town to her aerie (even though at that point in time she was only a college friend he hadn’t seen in five years), insists on seeing her again, instinctively goes to comfort her when she first cries, gets sucked into increasingly deep and fraught conversations with her about collateral damage and freedom fighter terrorism, calls her the “most individual, the most separate, the most real” DURING AN ARGUMENT, says he adores Elphaba’s looks IN THAT SAME ARGUMENT, doesn’t understand Elphaba’s “being born with a talent or an inclination for goodness is the aberration” comment because (implied) he sincerely believes Elphaba isn’t evil, changes his mind about the plight of the Animals all by himself but doesn’t mention it to Elphaba because he is afraid she would distance himself from him, buys scarves for both his wife and Elphaba even though only Elphaba likes scarves, is so concerned for Elphaba and her dangerous Lurlinemas Eve mission that he stalks her instead of staying at his club or just leaving town altogether, and is so worried about her that he returns to the aerie just to see her*
Also Book Fiyero: Am I in love with Elphaba?
#😭😭😭😭😭😭#wicked#wicked meta#wicked book#faeyero#fiyeraba#re reading wicked and i am crying#maybe the musical was right all along in making him the scarecrow#jk fiyero’s wicked smart no pun intended#i think he was protecting himself subconsciously from heartache#because he had sarima and the kids#if he got in too deep with elphie…well…#but sarima believing he was a little in love with glinda makes me laugh so hard. so off base#honestly the intensity with which fiyero just latched onto elphaba when he sees her again. real I'M NOT GOING TO LOSE HER AGAIN vibes#it almost makes me wonder#because it’s been five years dude#crope saw her too#but he didn’t stalk her halfway across town just to say hi#and he knew her for much less time than glinda boq crope AND tibbett. they literally had only (1) line of dialogue during the shiz years#don’t get me wrong#typically when you have to ask yourself if you love that person the answer is usually no#but i think in this case actions speak louder than words#no shade to musical fiyero btw he also got the sauce. especially bailey!fiyero oh god#but book fiyero is something else#‘my wife is from nest hardings’ ELPHABA WAS BORN IN NEST HARDINGS#he could have said ‘my girlfriend or friend or cousin’ but nooo it had to be wife#also the fact that he refused to sleep with sarima’s sisters or be unfaithful to sarima because he didn’t want to compromise his power#but then sleeps with elphaba when she sheds (1) tear#i’ll shut up now
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ratatatastic · 2 months ago
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Vanha Kauppahalli date: en full, a 2 minute 50 second masterpiece...
Primetime Panthers | 11.6.24 (x)
#aleksander barkov#matthew tkachuk#florida panthers#2425#the global series is a gift#“alright talk to me what do we got?” with the camera following behind them makes it seems like theyre spies doing reconnaissance#the start to a thriller where they got sent to finland stake out for intelligence#maffhew not even waiting for sasha to answer before hes asks about chocolate#“the purple one you always bring” maffhew has been charmed by sashas leaving choco in stalls as gifts when he comes back from finland huh#you can tell he says that with depravity of a man who finally realises he doesnt need to rely on his supplier he can get it himself now#“uh oh [laughs] okay... what is this?” maffhew was not prepared for all the food to already be ready for him he just hopped off a plane and#expected to have to wait more and did not and absolutely does not trust the situation in the same way you get romantic candlelit-dinnered#and youre like alright whats all this then whats your angle what are you doing#“this is salmon and rye bread 😄” “(with the eagerness to prove hes smart and engaged) so is that 👉” “(charmed) and so is that 🫱”#“ill try your favourite first” GURL RELAX OKAY SETTLE DOWN YOURE IN A NEW COUNTRY JUST CHILL MAN#“salmon and rye bread—thats the famous one 🤓” [sasha nodding along because he has to reassure maffhew but also hes in the middle of eating]#maffhew choosing the most inopportune time and you can TELL sasha is like [swallows quickly] because he wants to answer but also BIG BITE#“herring” “herrin' 🤠?” “eating all this her-RING” no notes#“is this just another salmon on rye bread” he says with hope because he likes salmon but also disappointment (he wants to try more foods)#“different salmon? smoked?” the amount of questions hes askijg because hes so terribly engaged he wants to know and sashas like [shrug]#he has to get an A+ in experiencing finland which is normal to want and possible to achieve#“i still love your country though” and sasha explodes into the mirthful grin ive seen in my life like he just won the damn jackpot#he speaks at 100 mph like please take a deep breath sweetheart youre excitement is papable but PLEASE#THE WAY HE GETS SO UNSURE WHEN HE MENTIONS BARKY HATES THAT FOOD WHEN HE LIKED IT SO MUCH#MAFFHEW YOU CAN GET A PASSING GRADE IN EXPERIENCING FINLAND IF YOU STICK TO YOUR GUNS I PROMISE#SASHA HELP A GUY OUT HERE MAN THROW HIM A BONE#SASHA ONLY LAUGHS AS MAFFHEW THROWS HIMSELF INTO A TIZZY OVER THIS YOU ARE SOOOOOO#the chuckle when sasha mentions he had runebergin torttu in school... id like to know what was funny there#we call out sasha for being too lovesick and laughing at all of maffhews “jokes” BUT HES JUST AS BAD???#“what the hell do i do with this thing?” MAFFHEW HAVE YOU NEVER SEEN MERENGUE IN YOUR LIFE???
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just-null · 1 year ago
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YO, SUPER LATE SUPER LONG SUPER MESSY OCTOBER POST THAT I JUST SHOVED EVERYTHING INTO BC I DIDN'T WANT TO DO MULTIPLE. FUCK IT.
I forgot halfway that these were supposed to be costumes and not mini aus... SO REMEMBER IN MY PLACE, EVERYTHING IS HYPOTHETICAL. also. some have a bit of yandere elements to them bc its SO FITTING FOR NORITOSHI.
Happy late October, everyone. it's winter now. Let's get it, baby.
[Long rambles and doodles under the cut!]
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Vampire!
I kept asking myself, "How sexy is too sexy.." and "How the fuck does a sexy vampire even look like without it being a shirtless guy w fangs or Edward Cullen....." I think I figured it out
Sure, sure, vampires are superhumans with sun allergies that can drink blood really hotly. They can also easily overpower you to feast and blah blah blah, but what if said vampire (Noritoshi) was too weak to do any of that? Not literally, but he craves your say. He wants not only your blood but your affection. He wants to get praised as he drinks you in. Are you comfortable? How much will you allow him to take? Do you want to get him back in return? Guidance with this makes him feel more at ease. It's still Noritoshi at the end of the day. He's going to find a way to be a little awkward about you because of his crush. He refuses to drink from anyone other than you, even if it causes his death. Therefore, he has to keep you healthy! For the rest of your lives..! Besides, he can't really go outside or else he'd.. y'know. So if you think about it, this is a very beneficial relationship for both of you!!
The only downside is that you're losing blood on the regular, and for some reason, more people are moving away... Probably nothing, right? Noritoshi is always there to keep you company and help you recover anyways.
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Witch!
my attempts also bled into the witch design.... you got greedy with requesting two in one ask, but I'll spoil you this time bc I also wanted to see Noritoshi as a (sexy) vampire and witch. heh. AND I DIDNT REALIZE HED BE SO CUTE AS A WITCH..... WHAT THE FUCK?? rip momo, fight for your title of cute witch...
Noritoshi strikes me as one of those witches who'd rather be left to their own devices because they're running some important magic whatever in the background. though, he'll take some breaks and indulge you if you insist on having him around. Insist meaning you pass by and strike conversation, leaving him to neglect anything and everything to prioritize his time with you. He doesn't want to use magic on you unless it's beneficial for either you or both. Noritoshi likes a natural progression with you that he knows for a fact is true and not some product of some spell. Though it doesn't mean he wouldn't use charms and such to get you to interact with him more often to speed up the process!
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Can't sleep? He has a remedy perfect for that! Bad luck? Oh no, take a charm. Nerves? A potion he perfected will help you ease your jitters. Annoying peers? With a snap of Noritoshi's fingers, they're gone! Just don't ask what happened. Enjoy yourself instead and come to him with any new issue. He's quick to resolve it.
Definitely has some sort of doll that looks suspiciously like you.. Noritoshi would probably talk to it and practice one liners that give you the strongest sense of nostalgia once he uses them. He's simultaneously giddy that the charm he put in the doll works but also a little annoyed that his hard work isn't surprising you, but leaving you with deja vu.
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Idol!
i was crying the entire time bc what does an idol look like.... noritoshi is handsome enough to be an idol without actually being an idol... now i can confirm that idols are very well dressed though. thumbs up 100% but i had some thoughts...
[Idol]
Noritoshi would be the type to cherish his fans, but hold clear favoritism over you. he'd be those idols that look cold, but they talk, and they sound smug in a charming way. i don't know much about idols, but i know he'd be so fucking good.... he'd be the type of guy to sing to you amongst the hundreds in the crowd.... ahhh the interviews w these famous aus. they're just talking and acting like themselves. can you imagine Noritoshi getting asked the question if he has a lover or not? he can lie, im sure you're alright with that, but he doesn't want to!! he does have someone!!! someone he loves more than all his fans love for him combined!!! he just can't say it for the sake of your privacy and his career. so Noritoshi does what any charming guy who's good with their words does. he deflects the question. answering the question, but not really, that'd be something he's known for. fans online are split on why Noritoshi does this. some think he's trying to keep that side of his life private, others think he's trying to mess around, and others think he's hiding a secret lover!!! though the last one is usually seen as the outlandish one, sometimes it makes Noritoshi's heart drop bc they get some things right. "Having a lover is a complicated question hidden behind a simple disguise. If I had to answer, I'd say my lovers are my audience. they make sure i'm well cared for, some more than others." AND HIS FUCKING LITTLE SMIRK I CANT COUGHS UP BLOOD. IM A THEORIST TOO. SECRET LOVER. 🫵🫵🫵🫵🫵
ON THE FLIP SIDE....
[Not an Idol]
An amusing thought where Noritoshi goes out in his casual clothes, and he's mistaken for an idol. No one knows who he is, but he just looks like he'd be one. bro's just trying to buy groceries, and now he has a fan group asking him to take pictures with them.. He'd tell them that he's just a guy, not an idol, but the group would still want a picture with him. it'd be a waste to pass by someone who's so naturally gorgeous, so with a sigh of defeat, he relents. It's just a photo, right? No harm done. Noritoshi'd go home and feel overwhelmed/embarrassed by the whole ordeal. later, he gets a call from someone in the kyoto group or you to inform him how he's all over social media, known as that handsome guy in the supermarket. HED BE COMPLETELY UNREACHABLE TO MEDIA OUTLETS BC NORITOSHI IS THAT GUY WHO DOESNT HAVE SOCIAL MEDIA.... he'd have to make one to make sure no one pretends to be him online. "Hello, I don't use social media, but I've been informed I've been getting attention online. To prevent anyone from being fooled by an impersonator, this is my official and only account. thank you." P.R. STATEMENT WRITING ASS.. his single post gets flooded with likes, comments, and DMs. it almost blows up his phone..... he was just buying bread, dude...... people try to dig up and find him through the other Kyoto group's social media.
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[bonus] my second in command requested to put him in a fem idol outfit bc he thought it was funny. after frothing at the mouth and coughing out blood, I complied.
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Doctor!
THIS IS SUCH A STRAIGHT FORWARD ASK BUT IT HAS SO MANY IMPLICATIONS. MY BELOVED CULT MEMBER.. THOSE EMOJIS GIVE ME A DIFFERENT IMPRESSION BUT IM NOT SURE.
Noritoshi as a doctor...... apple sales would plummet. his little clinic's business would skyrocket. sick cases would peak in his area. getting your heart checked by his stethoscope would be so fucking embarrassing bc all he'd hear is THUMPTHUMPTHUMPTHUMP
LIKE IMAGINE IF THAT WAS YOUR DOCTOR? BRO.
COUGH COUGH HACK WHEEZE COUGH COUGH.
Noritoshi would probably own a small clinic that he wants to expand. That or he opened one after working for a hospital for a while. He's a great doctor who's most likely respected but a pain in the ass to work with. Among patients, he's gotten the hot doctor reputation. Most want to be treated by him, but he's so professional, any chance of trying to flirt goes down the drain. Yeah, he puts his hair up to avoid it in his face even though his eyes are closed classic lab safety procedures. He seems like the type to have a soothing but authoritative voice during examination, so he gets his message across. it's a bit difficult when dealing with patients for Noritoshi. If he sees them too often, he firstly scolds you for not taking care of yourself, then feels guilty for not giving you the proper care. Keep yourself safe and healthy, or else Noritoshi will clearly :( Putting him in a yandere setting would be dangerous. He'd have a lot of control over you, considering he can prescribe medication, shots, visits, and other things.... he'd have a ball.... nothing that would cause you any harm, of course. he's only looking out for you and doing what's best for you..!
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Pirate!
my second in command wanted a pirate. pirates are so fucking cool and i know damn well if this guy were a pirate he'd have a bunch of battle scars under that fancy coat.
Noritoshi as a pirate would be more than a little odd, but also fitting. He looks like the type of guy who'd be well put together, yet he's willing to get his hands dirty. Like the guy who got into the pirate life because of some personal issue that couldn't be solved fast enough through conventional means. Even as a pirate, i imagine he holds everyone to high standards. They're still pirates though.. so his expected standards aren't even that high. He has more freedom here, so even he himself lets loose once or twice. Especially with you. He's even able to get away with more violent actions for you, the seas are unpredictable, after all. While taking some treasure, Noritoshi'd toss you a gem or golden coin, just so you can say you were the first to claim it. Just so he can see that happy glint in your eyes when getting your hands on treasure. God forbid anyone try to get their hands on your hard earned goods. They'd be met with a bullet to the foot or a sword at their neck. Everyone and their mother knows how you're his favorite, but Noritoshi downplays it. Its not a crime to help out someone from his crew is it? Not in the seven seas. He leans more into his cold ruthless killer side here. He has goals and people to help keep in line whether hes captain or not. Yet when around you, he's almost adorable in how he shows you a pearl so entrancing that it reminded him of you.
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Corpse Bride!
my submission to my Noritoshi Halloween costume closet.. CORPSE BRIDE, THIS MOVIE FUCKS. esp w the yandere elements.
Noritoshi 100% made you recite the wedding vows to him before accepting the ring. If you fumbled up, he'd correct you with SO much attitude and expect you to start from the top until you got it perfectly.
Hypothetically, in the chalice scene towards the end..
Noritoshi is the type to never be fully relaxed unless he knows for sure you'll be eternally his. In this scenario, YOU proposed to HIM but have to die to continue being together. Not only that, but someone in the living world is also after your heart. Someone who bleeds. Someone who's the obvious choice. Someone who can give you the life that you deserve. Someone who will succeed in their pursuits if you. remain. alive. Noritoshi's life was cut short, yet he still managed to lose so much and be abandoned a considerable amount of times. When he meets you and finds out about the possibility of having to go through that again even in death, it finally clicks in his rotting mind. He realizes he's been doing something wrong to keep constantly failing. Noritoshi revises his methods to a more.. selfish course. Why should he care about anyone else's wants or how his actions hurt them? You were the only one who made him truly fulfilled, to make him feel alive. The only one who deserves anything and everything good that comes from this world. Destiny is never done toying with him when he realizes your marriage is invalid because of your pulse and his lack thereof no matter how hard he'd try, but the opportunity arises. of course, he's ecstatic to give you an afterlife worth much more than what a silly beating heart can achieve. "All people die eventually. If you miss your living family or friends, all it takes is patience, darling. I'll wait by your side in the meantime." He weighs the pros and cons of everything, but when it comes to swaying manipulating your thoughts he only highlights the ones that'll get you on his side. in this case, the pros of dying to be with him! Honestly, the answer was so obvious that Noritoshi didn't know why he was stressing about it before. It hurts him to see you in any type of pain, but he reassures both himself and you that it'll only be for a moment. Afterward, he'll have the rest of your afterlives to make it up to you!! What happened to Till Death Do Us Part? Noritoshi thinks it's insulting that something as shallow as that could be so widely accepted. If your love were true, it wouldn't stop just because the world decided to take them away. "Till death do us part? Darling, don't be silly. 'Not even death will do us part' feels much better, doesn't it?" 
#noritoshi#kamo noritoshi#noritoshi kamo#noritoshi x reader#kamo noritoshi x reader#noritoshi kamo x reader#yandere noritoshi#yandere kamo noritoshi#yandere noritoshi kamo#merry october#???#ragingbisegzual#charamander459#I FUCKING LIVED THROGUH THIS GOD I FELT SO BAD I TOOK SO LONG ESP SINCE ITS ALREADY HALFWAY INTO NOVEMBER BUT HERE WE GO. BABY IS HERE#i thought i was so smart making this look like a fashion show. anyway hi im still alive just busy#vampire and witch nori were makin my brain fry bc all the outfits for guys were their shirt off. it was both funny and testing my creativit#as for idol.. heh. <- in love with forbidden love and secret relationships and 'we shouldnt be doing this' 'i know' *does it anyway*#I WAS TEARING MY HAIR OUT AT DOCTOR. LIKE I LIKE THE CONCEPT BUT WHAT WAS I SUPPOSED TO DO.. PUT HIM IN SCRUBS???#im not upset im just so entertained by how straight forward you were yet there are still so many implications in this ask#LIKE YOU WROTE FOUR WORDS AND TWO EMOJIS AND THATS ALL IT TOOK FOR ME TO DO A DOUBLE TAKE#now that i think abt it. i shouldve put him in a hot nurse outfit... //punches myself in the face#THATS WHY ANY FAMOUS/ROYAL/REPUTATION AU IS MY SHIT BC THEY HAVE TO HIDE THEIR RELATIONSHIP/EACHOTHER AGH FROTHS AT THE MOUTH#i love how the pirate noritoshi is a cool guy until he sees you and turns into a simp#CORPSE BRIDE WAS SO SELF INDULGENT. THAT MOVIE FUCKS SO HARD. THE USE OF 'DARLING' WAS BC EMILY USED IT IN THE MOVIE#IT HAD SO MANY YAN VIBES BUT FUCK. WHY DID YOU HAVE TO BE SUCH A GREEN FLAG EMILY. I LOVE YOU#heh. the lace and mask are supposed to represent the bones and such. didnt mean to give him a phantom of the opera look.. though it fits...#null rot
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turrondeluxe · 2 years ago
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nekrosmos · 1 month ago
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questions about nikolai and price (originally from an ask meme about original characters but i wanna hear your thoughts):
what do they want to hear?
what do they need to hear?
what do they dread to hear?
Thank you for the ask !! I honestly struggled with the answers, I'm not the best at deep character introspection so this really had me scratching my head. I hope what I came up with makes sense !
What do they want to hear?
Nikolai: "I trust you."
Nik is intimidating, isn't he ? Intelligent, strong, well-connected Nikolai. People know that. It usually takes only a half a second glance to know that you do not want to be on this man's bad side. He's used to it, really. But how many times as he entered a room only to see people shift uncomfortably, suddenly very aware of his presence? He makes people uneasy, whether he wants it or not. It's fine when he's on an op and needs to be menacing, but it gets old quickly when he just wants to relax, sometimes.
He's trustworthy, despite his shady dealings, he's loyal. Thankfully, a handful of people know that.
Price: "You made a difference"
Yes, his hands got bloody, but it was all worth it in the end, right? He saved people by pulling the trigger when it needed to be done. No hesitation, it's what the world needs. So what if he can't sleep at night and his file is covered in black ? He made a difference, the rest, he can live with.
What do they need to hear?
Nikolai: "You need to think of yourself, too."
Nikolai puts others first, this has always been true. He likes to help out, likes to feel useful, ready to answer a call. Loyal to a fault, devoted to his friends. But when was the last time Nik put his needs as a top priority ? Has he ever done that ? He has no trouble flying to the other of the planet at a moment's notice if someone asks him to. How many nights of sleep has he missed because someone needed a hand? How much time has he spent fixing up his helo because it got banged up the last time a friend needed transport in hostile territory ? It's always others first, never himself, and he needs to be reminded of that.
Price: "You matter."
It's easy to forget that you're someone when you've been used as a weapon since you were 16. You forget that you have a purpose outside of your work, too. You forget you're a human first, with needs and wants and desires. You are Captain John Price, but you are also just John Price, and he matters too.
When he comes home for a break, what does he see outside of blank walls and a barely lived in house he never really took the time to make his ? It's temporary, he thinks, he doesn't really live here.
Maybe John needs to be reminded that he exists outside of his work.
What do they dread to hear?
Nikolai: "You don't belong here."
From either side. I think Nik feels strongly about his relationship with his home country, how he's been working against it and how his actions might be perceived by his countrymen. I think he's scared of losing this part of himself, and being rejected, even though all he's done was in the name of his country.
And then on the other side, Nik knows he stands out, knows people see him as a "could have so easily been the enemy" kind of guy. People like him, sure, but how many, aside from Kate, John and Gaz actually trust him ? Everyone else sees him as useful, but ultimately, they still look at him with a suspicious eye.
Where is home for Nikolai, really ?
Price: "You failed them"
Losing people, he's used to it. It never gets easier though, does it? Men and women under his command, people he's known for years, people who trusted him, friends. But, there is something entirely different between losing someone when you did everything you could have done and it was the way it was supposed to go, and losing someone because of your mistake. He failed them, he knows that, and it haunts him.
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tazmiilly · 2 months ago
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hii sorry if this has already been answered but I see that in abw ford is often drawn with a wheelchair or cane and I was just curious if there was a specific reason behind it? (like condition, etc.) tbh I personally find the drawings rly comforting as someone w chronic pains I heart ford and how u draw him sm <3
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This was answered with the help of my partner so i say “we”
The reason we started doing it is because it’s fucking awesome, but there wasn’t anything specifically in the ABW Journal 3 passages that alluded to him having mobility aids, if that’s what you’re asking. Everything we’re about to discuss is stuff that we just came up with on our own.
Without going into too much detail, in February of ‘82, Ford fell and fractured his right tibial plateau. Due to several factors - the fate of the universe being at stake, Ford’s own fragile mental state, the looming presence of Bill, etc. - Ford did not immediately seek treatment. He tried to “suck it up” and “tough it out” for quite a while, which of course only exacerbated the injury, and by the time he finally did go to a hospital, his leg had been permanently damaged. He walks with a limp and has long-term arthritis in that knee.
Additionally, to protect his mind from Bill, Ford had Fiddleford perform a DIY sci-fi craniotomy on his parietal lobe (this is their universe’s equivalent of the metal plate being installed in the head). Again, though, circumstances being what they were, it was a messy procedure, and Ford has been dealing with the side effects of the surgery ever since.
Most of the time he walks with a cane, but there are plenty of instances in which he uses a chair, such as if he has to travel long distances, navigating difficult terrain, or even if his pain is just particularly bad that day. (Caroline note: I made a whole post about his various mobility aids! You can read it here!)
So the big difference in this universe - what makes it “better” - is that Ford is not forced to be alone and adrift for thirty years. Ford’s problems don’t go away immediately, but he doesn’t have to face them on his own. In this world, he has access to help and, though he struggles to at first (this is Ford, after all), ultimately accepts it. We have a ton of notes about where the exact point of timeline divergence is, what exactly happened, and a great deal of these do contribute directly to his use of mobility aids, but I think the really important thing is that he doesn’t feel he has to stand alone. He can depend on others for help and he can use a cane to walk around and he can use a chair if he needs a break.
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l3irdl3rain · 10 months ago
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we are far enough removed (24 hours) from the mattress ruining incident that I am able to reconsider our options. During the day my bedroom door will be shut with absolutely no cats allowed. And at night? Pepaw will wear his Big Boy Underwear
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faunandfloraas · 23 days ago
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im so glad im not the only person that looks at seungmin and goes "❓tism❓" bc he is Way Too Relatable to me as a person w autism
yeah..... like I say it in jest but also..... well, yk. sometimes you notice something and you notice something and you notice something and you go Hmmmm
#enby-peep#lol its funny for me personally bc i see a lot of stuff that reminds me of my cousins daughter........ and shes autistic#but everyone in our family constantly and my cousin especially is like Shes you. You are her. Youre so alike.#So you were autistic and that explains your childhood#and i was like Um. I dont know :) i dont know........ i refused it and then i went to the psych for my adhd#he was like 🤨 can you fill out these sheets... and it was to see if i was hitting the markers#and i was hitting them. I was hitting them out the park but i also knew exactly what to answer... not to hear it#so i just answered it... incorrectly to myself. anyway that was 3 yrs ago and i still go ???? why did you lie ??? wtf#so. maybe my seungmin commentary is sometimes a commentary on myself also#but its the same reason being sent to therapy as a teenager didnt work on me bc i knew exactly what to say to be#told what i wanted to hear- youre a mature smart young woman- youre good. id just lie to hear that even if it wasnt actually helpful#and i succeeded. Im a great actress. i didnt want help i wanted to be perceived as normal and i was for a minute. incorrectly.#and probably negatively maybe if i didnt lie i'd be different now but I did and I did it again 3 yrs ago but..... I think ive finally left#idk. my weird obsession with being 'normal' behind- i dont follow the script as much as i did before and im much more honest about how i am#this is an insane set of tags LMAO#so sorry#i dont talk about this stuff often and its An Anniversary today i accidentally used this ask as an emotional dumping ground#some people have journals (seungmin) i have tags on a tumblr post#peace and love on planet earth
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funsizedshark · 7 months ago
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pacing around in circles muttering to myself about daniel and louis and the years between the first interview and now...... daniel telling armand "he didn't even want me in the end" after offering to get on his knees for him instead... they didn't fuck but for decades "i really thought we did" / "do you want to now?"... daniel is old and dying in a penthouse full of impossibly young beautiful immortal beings and louis still laughingly offers something that daniel thought for years he'd gotten already. and then it turns out that not only he didn't, but something in him had assumed they did have sex and never explored that further and he's gone through this entire second interview so far under that assumption because that bridge has been crossed already. except it hadn't and when louis says "do you want to now" you can see the change in his expression like for the briefest of moments he really is considering it
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froggy-nebula · 7 months ago
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vriska is really funny cause when you look at the shit she actually does shes not the best at manipulating people or flarp or combat she just cant win at any of her hobbies
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ishizizzle · 11 days ago
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I have eyes and ears ok I SEE Davrin and I HEAR Lucanis
But mama I am a monster fucker
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winteriron-trash · 6 months ago
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rdj the (whitewashed) electric boogaloo
This is a reminder to everyone who's excited about RDJ's casting as Doctor Doom that this casting is whitewashing. Victor Von Doom is a Romani character and has been a Romani character since his introduction in the 1960s. (Fantastic Four Annual #2 [1964]) Not only that, but his Roma identity and the persecution he and his family faced due to it is integral to his character, it is what forms his identity. (Books of Doom by Ed Brubaker) Even if on the off chance this casting is meant to not be Victor but instead be some variant of Tony or whomever else becoming Doctor Doom, it is damaging to the character to rob him of that important cultural background. Doctor Doom does not exist without that history. Fans have been pushing hard to cast Doom as a Romani actor for years, especially since the MCU has whitewashed other Romani characters. (Wanda, Pietro, etc) This casting is not a celebration moment, it's fucking heartbreaking that the MCU repeatedly ignores the important and nuanced cultural backstories of characters.
I know I can't change anybody's mind on whether or not you want to be excited about RDJ's return to the MCU. But I do think at the very least you should be mad that the MCU is baiting us all and destroying nuanced and interesting characters for the sake of self-referential easter eggs and nostalgia bait. Because that's what it is. Feel how you'd like to feel about RDJ's return, but personally, this is soul-sucking. I had such a deep love for the MCU as a teenager, it was obviously something incredibly formative to me, especially Tony Stark. This isn't recreating what I fell in love with the MCU for. This is turning a well-planned and artistic storyline of adaptations into cheap cash grabs and fan service. Because, I think we're past the point of being able to call the MCU an adaptation of anything. They can use existing characters' names and powers, but to say they're being properly adapted is laughable.
This is not an adaptation of Doctor Doom. This is RDJ the Electric Boogaloo because Marvel's fear of losing the interest of dedicated MCU fans overrides their willingness to tell stories that are genuine to the characters. I don't know what there is to be excited about that. The MCU has lost its authenticity and aside from a few projects, feels heartless. Every movie is a copy of a copy. This announcement isn't something celebratory, it feels like a death knell of a cinematic universe that's so desperate to cling to relevancy it's resorting to nostalgia for a character/actor who hasn't even been dead for a decade. We're not getting anything new, we're just rinsing and repeating the same song and dance.
I get it. I love Tony Stark, his death destroyed me and I to this day, rue the ending he got in Endgame. It misunderstood his arc and it robbed him of a satisfying conclusion. But the solution to that isn't dragging the corpse out of the grave five years later to whitewash an existing character with rich and interesting nuance, just to forcibly tie his existence in the MCU to Tony. Whether he is a variant or not. Why would you want someone else's fave's legacy to be destroyed simply so your fave's legacy can go on? Hell, if we were really all so hellbent on the return of RDJ and/or Tony to the MCU, we have the multiverse for a reason. There were other ways to do it that didn't whitewash and ruin someone else. This just. Isn't something to be happy about.
#... we will not be addressing that i'm a dead blog#no one say a WORD about my inactivity for 4 years this isn't about that /lh#also if anyone tries to get smart about “romani isn't a race” i don't care and you can shut up.#it's an ethnic and cultural identity. and it should be portrayed correctly.#ESPECIALLY for a character like *victor von doom* of all people. like it is fundamental to him.#i would've included panels of the comics mentioned but most of them use the g-slur and i don't wish to encourage that here#like listen i don't think you need to be a comics fan to be an mcu fan. they're so divorced from each other atp#nor do i think the mcu owes complete comic accuracy. but i do think you should at *least* care when characters are whitewashed.#look. i really don't want this to be a debate on if rdj's return is good or not#i've been frankly baffled at how many old mutuals are excited but. whatever if you want him back i get it.#but it shouldn't be like this. not at the expense of a different character.#this whole thing made me realize i'm *far* more jaded and turned off to the mcu than most of you guys are.#which is fair you can still be an mcu fan. if it brings you joy i'm so happy for you#but how does this like. bring joy i don't get it.#this is soulless. it's uninspired. it's done purely for shock value.#i occasionally get asks to this blog about why i left and asking me to come back#and i get it. i *want* to come back.#but i don't *care* about the mcu anymore. this is not the franchise i fell in love with.#i don't recognize what once meant everything to me.#winteriron will always hold a special place in my heart (as will tony stark)#but like. i just don't have love for it. and it sucks that this bullshit from marvel actively kills the love i had.#this sours tony stark to me. i'm sorry but it does. because was it really worth this? is this what his legacy has become?#this does cheapen his legacy btw. like without question. it turns him into a cheap cameo reference. heart of the mcu my ass.#my fandom circles have *massively* changed#i'm now entirely surrounded by comics fans bc my primary fandom is dc comics. that's what i'm up to these days#and the difference was actually baffling to me. everyone i follow now is *pissed* about this. comics twitter is so mad.#and then i see ppl on here excited and i'm just genuinely surprised this is something you want. i don't get it.#i don't say that to be rude. i just don't get it. how is *this* actually something people *want*.#do i still care about marvel? eh.#i like winter soldier comics and i could give a comprehensive rec list. and i read some other characters i deeply enjoy.
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