#so that justifies his murdering people?!
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Okay, I don't know how many people here listens to Epic The Musical about Odysseus. (Fantastic songs, can't stop listening to them myself.)
But I'm kind of flabbergasted by the TikTok videos I keep seeing where people are more pissed about Eurylochus opening the bag than Odysseus sacrificing six men???
One was admittedly a really stupid move and Eurylochus should be held accountable even if it was an accident but Odysseus literally picked six people to die without them even knowing. Like, if we're gonna compare situations then Eurylochus' mistake is better matched with Odysseus telling the Cyclops his name (another stupid mistake). Why are people comparing a dumb mistake with literal murder??? And why are people saying Odysseus is the better choice in it?!?!
Like, am I the crazy on here???
#Epic The Musical#Odysseus#Eurylochus#Epic The Thunder Saga#The way I see it#Odysseus literally sings about how he's gonna be a monster from now on#and yet he's still the victim???#And I've seen people bring up that he's a king and it was treason to disobey#so that justifies his murdering people?!#Like if old Charlie boy said someone betrayed him#and he was going to let six random men die#we'd all agree the dudes probably mad and shouldn't be on the throne!#Sorry but this is just coming across as really weird to me#and i keep seeing videos so i needed to vent!
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
A Space player's struggle lies in finding the strength to assert themselves, picking out the good from the bad, weeding the garden so it can flourish and thrive.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so. In the worst case scenario, detach entirely, coming to a standstill.
A Time player's struggle lies in finding peace with themselves, such that they can enjoy the fruits of their own labor - labor whose rewards only multiply when the cause and methodology become clear.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere earnestness, which is not always well-received. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others. Their easy-come, easy-go natures make it difficult to focus them towards a goal, and it's easy for them to simply allow themselves to be tossed around by circumstance and the whims of others, or to simply run away from their problems entirely - never confronting their own responsibility or fault for a situation, passing along the blame.
A Breath player's struggle is letting themselves mature - letting themselves take responsibility, and understand that their actions have consequences for others. Only then can their breeze blow in the party's sails, aiming towards victory, breaking through all obstacles to reach it.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, capable of cutting through to the core of other peoples' interpersonal issues. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone. Thus, it's easy for the Blood player to wind up a nag - desperate to make sure everyone is moving according to their vision, they'll fuss and bother and interfere and boss people around until everyone else gets sick of them. It's easy for them to wind up pariahs of their own making, severing their own ties with others by their efforts to establish them.
A Blood player's challenge is of learning how to turn that empathy and honesty inwards, to calm down and let themselves enjoy the presence of others; only then can they come to know how to build something stronger and better.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire. Their desire for the limelight can quickly spell disaster for those around them, who are reduced to supporting characters in their minds. Craving so much external validation, they're often blind to what would actually make them internally happy.
A Light player's challenge is of coming to terms with their own limited reach, and allowing themselves to shine not for their own desire for importance, but for the betterment of the world in which they live.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable and reliable personalities on a team. However, this simplistic, feelings-driven approach often leads to complications and unforeseen consequences, and very easily to irrelevance, with which Void is so closely interlinked. A Void player's reliance on emotion and intuition can result in overindulgence of pleasure, to the active detriment of the party's goals or the Void player's self-improvement, leaving them lost and irrelevant, unable to act.
A Void player's challenge is in resisting the call of the Void's temptations, instead dragging the Void behind them, kicking and screaming, to where it can be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty; this often leads them to seek codependent relationships, hoping somehow that they can find the validation they need externally, not realizing that they're deepening their own fragile self-images.
A Mind player's challenge lies in tempering their natural understanding of karma and justice with kindness and empathy - not just to others, but to themselves, and using that enlightened understanding to lead others forth.
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves. With this sincerity comes vulnerability, and vulnerability often brings with it pain; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection.
A Heart player's challenge is in gaining the confidence to be open with others, to weather the pain of rejection, and let themselves share their gifts, that others may learn to share theirs.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed. It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process.
A Life player's challenge is in accepting the merit in taking a pause to consider unpleasant words and alternative viewpoints, in trying to understand the actual problems instead of imposing their own will onto others, so as to better focus their healing energies.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate. Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending.
A Doom player's challenge is in rising above the melange of suffering and pain, to grasp personal peace, and to fill their lives, if not with happiness, then with meaning.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - usually not particularly well-liked, for their inflexibility, for their lack of empathy, and for their dearth of wit. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous. Setting them on the wrong path, or breaking their Hope in twain, can result in disastrous consequences, as - one way or another - what a Hope player believes in comes true.
A Hope player's challenge is in seeing beyond themselves, letting others help guide their vision to something newer and more beautiful.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players grasp that their natural inclinations are bothersome to others, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment; in the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
A Rage player's challenge is in learning to be authentic and true, and to allow this to release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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i will never shut up about jon promising to protect sansa in 6x09 and then the parallel of lyanna begging ned to promise to protect jon IN THE NEXT EPISODE. something something “if the day should ever come when your lord father was forced to chose between honor on the one hand and those he loves on the other what would he do?” and we KNOW ned picked love. ned loved his sister so much he lied to his king and bff to protect jon. ned loved his daughter so much he sacrificed his honor and duty to the realm and lied to protect sansa.
the writers intentionally put sansa at the center of jon and dany’s conflict. sansa’s not in king’s landing during the battle in 8x05 or 8x06 but she still haunts the narrative, her name is brought up by FOUR different characters. jon was ready to die if dany saw him as a threat to the throne. “i'm tired of fighting it’s all i've done since i left home.” and the only way to get through to him and to get him to fight again and to kill dany is to mention sansa and how she’ll never be safe with dany around. “if we don’t take back the north we’ll never be safe i want you to help me but i'll do it myself if i have to.”
and sansa is so used to being alone. she spent months waiting for robb to rescue her from king's landing, and it never happened. robb chose the north, his duty, over her. and she's beaten for the north's independence and then sold to two different families who stole the north from her. and then she finally finds help in theon and brienne and podrick but she doesn't feel completely safe again until she's in jon's arms. but even then she's still ready for more disappointment, to be separated from her family again because “life is not a song” and “there are no heroes.” but jon isn’t robb. “jon isn’t tormund. jon isn’t davos, or the red woman, or stannis for that matter. jon is jon.”
“where will you go? where will we go. i won’t ever let him touch you again. we need to trust each other. until i return the north is yours. touch my sister and i’ll kill you myself. what you did for her is the only reason i’m not killing you. i’m her family too. what about everyone else? what about the other people who think they know what’s good? i’ll protect you, i promise. no one can protect me, no one can protect anyone.” but jon proves her wrong, he can protect her. he will keep her safe. because when his day comes and he has to chose between love and duty, he chooses her. there still are heroes in her story and their story isn't over yet.
#jonsa#i have such a love hate relationship with that scene#because it makes jon look so bad that he tries justifying dany's actions#and he needs to be like convinced to take down a mass murderer to prevent more death#but the parallel to maester aemon's lesson (despite d&d trying to reverse it and say duty is the death of love - so dumb btw) is chef's kis#*kiss#ned protected lyanna’s son and lyanna’s son goes on to protect his daughter#also robb my beloved and my beloathed#my boy king#he chose his duty to his people over his love for his sister but then turns around and choses talisa/jeyne over his duty to the freys#also don’t get me started on how sansa saw jon making the same mistake she made in s1 in trusting joffrey#she’s not her father. no she’s much prettier#and she saved him from being a political hostage by telling the whole world the truth about his identity#*political hostage or even from death#vs ned saving jon by lying to the whole world about his identity#something poetic about sansa revealing ned’s lie to protect jon with the truth#anyway jonsa still giving me brainworms in 2024?? more likely than you think#i’m really going thru it today lmao#mine
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SCORCHED EARTH
#hsr#honkai star rail#void archives#sunday#hsr sunday#voidsun#rajart#cw blood#Being in love with VA makes Sunday see them through a lens of admiration#a thin veil that shields his eyes from their horrors#but VA pries his eyes open with a pair of pliers as they force him to look at them#So he may come to the realization that they are a monster#Could he keep looking at them with pupils full of love now that he knows?#penacony arc showed that it's easier for him to magically justify his decisions than to actually reevaluate them#and when it comes to inventing lofty reasons for murder he's a specialist. he would probably make VA some sort of gay messiah#“ it's wrong but its NEEDED 💜 they're a monster but so are the PEOPLE 💜 they're a message to HUMANITY 💜”#camera shifts to va wiggling around in their own guts like a puppy playing in mud#<- my friends words
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You guys are always yapping about how Criston Cole is Rhaenyra’s victim. Even though the show contradicts you on this point many times. Even though the producers contradict you on this point repeatedly.
However, no one wants to reckon with the fact that those men took a tale about a misogynistic paedophile and the child he groomed and isolated and then turned his child victim into the initiator/aggressor.
It’s par for the course with the adaptors. We watched it happen with Dany and Jorah, Doreah and Xaro Xhoan Daxos, Loras Tyrell and the homophobic way they adapted his story. The racist, heavily sexualised way they adapted the sand snakes and Ellaria Sand. I had hoped the fandom would know better by now but alas!
#before someone inevitably comes here to “but daemon” me#I will say that#daemon targaryen#did not get an adaptation that effectively whitewashed his character to the point that even book-only discussions of his character#are derailed by his antis.#if anything daemon was made extra evil#criston cole was whitewashed#to the point that people who have allegedly read the books are arguing that he was always#rhaenyra's victim.#it's absolutely maddening.#people justifying the homophobic rant he gives after viserys dies#people saying his usurpation of rhaenyra is justified#also being “but daemon-ed” is so fucking annoying#I don't even like that nigga but the way your lot talk about him has me wondering if any of you cracked open fire and blood#or rise of the dragon#or even the world of ice and fire#like damn#you niggas don't even slander Tywin this much and he's also a child murdering#woman murdering#war mongering#cruel#misogynist#like what gives?#house of the dragon#fire and blood#hotd#criston cole
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OG Choi Han they could never make me hate you cause if some random rich boy was yelling at me and telling me my family deserved to die like a day after it happened and all I wanted was to know how I could get help I’d beat him up too
This plus the added fact that the Harris Village people were the first people to take Choi Han in and take care of him after years and years in the dark forest. Like he’s obviously not going to be mentally stable after all that, and he was so young when everything happened to him like I cannot blame him at all. I don’t think I can ever hate OG Choi Han like ever, he’s flawed, he has problems, but I love him dearly. He deserves the world. This kid who had to fight for his life, was taken away from his family, and in the process had to give up parts of his own humanity to survive, and like went to war two years later, they could never make me hate u OG Choi Han…
Like yeah violence is bad I guess but OG Cale had it coming(saying this as an OG Cale fan, I love him, but he was mean as hell when he was younger!)
If I’m honest, I think they were both in the wrong to an extent. Like OG Cale shouldn’t have said all that no matter the circumstances, and OG Choi Han shouldn’t have beaten him up so much. But u say mean shit and you get hit, that is how it will work when you’re talking to the guy who just saw his entire village get murdered like idkkkk man
I understand where OG Cale was coming from, but he had many issues and while he wasn’t an awful person, he was capable of doing bad things because of his own internalized pain and emotions that he never got to properly process because of his emotionally distant childhood and relationship with his father who should have been there for him more when he was younger.
Okay speaking of his childhood, Deruth isn’t the WORST father in the world but there are a lot of things he could have done better. I think a lot of Deruth’s flaws come from his fear of failure and messing up. He’s scared of doing the wrong thing, and so he sticks to doing what he knows and using what he knows best. That’s why he uses his money, that’s why gift giving is his way of showing affection, he knows that it is one thing he cannot mess up.
The problem is that money and gifts is NOT what OG Cale needed. I think what that guy needed the most was a parent who wasn’t afraid to talk to him, to ask him questions. Not to say that Deruth gave up on OG Cale, but I think in a way he gave up on OG Cale by giving up on himself. Deruth didn’t trust himself to have the capabilities to talk to OG Cale, which is why he never did. It’s because that Deruth was scared, and didn’t trust himself, that he could never face OG Cale
If Deruth was able to trust himself a little more, and pull himself together, I don’t think OG Cale would have turned out the way he did. As a kid, he probably thought the only way he could help his family without relying on anyone(no doubt this whole ‘I have to do it myself’ thing came from the fact that he couldn’t rely on his father when his mom died, and instead was acting as a pillar of support for his father when it should have been the other way around) was to sabotage himself, the only heir. If he was shown to be unfit to be heir, then everyone else would have no choice but to direct their hatred towards him instead of his family.
If Deruth had talked to his son at least ONCE when he was a kid, asking him why he was upset or why he did the things he did, I think OG Cale would have told him. Why? Because he’s a kid!! A kid will obviously want to rely on his father, if he just had one sign telling him that he didn’t have to do it alone I’m 90% sure OG Cale would have said something.
Basically, while Deruth isn’t the worst father, he’s not really a great father either. I think he does do his best, but he has issues with communication lol
OG Cale and OG Choi Han are both complex characters and had their own reasons to behave the way they did. The thing is with people is that they’re complicated and have layers, so the situation with them would have layers behind it as well with multiple co-existing truths and stuff
#guys I’m a big fan of Choi Han#and I get sad when people bring up this scene and all the blame is on him#like okay he was wrong but if YOU saw your entire family dead and some random rich boy started yelling abt how their lives were worthless#you’d be mad too no?#like his feelinsg were totally justified cause OG Cale was REALLY mean in that scene#‘their lives are worth less than the bottle in my hand’ OHHHHH OKAY OG CALE THATS ENOUGH THATS ENOUGHHHH#I love OG Cale but u have to admit he wasn’t very nice when he was younger#like the statements ‘he had his reasons’ ‘being trash was an act’ ‘he wasn’t a bad person’ ‘but he did say bad things’ can co exist#yes being trash was an act but he is ALSO capable of saying mean things and things that are wrong#LIKE TELLING THE GUY WHO JUST GOT HIS FAMILY MURDERED THAT THEIR LIVES WERE WORTHLESS#HE WAS NOT INNOCENT FOR THAT#Younger OG Cale is not a black and white character#and neither is older OG Cale but this post isn’t abt him#okay I’m gonna bring up someone who isn’t from TCF#but take Eunyung Baek from no home as an example okay#eunyung did bad things and was a bad person because of his childhood right#the reasons to being a bad person do not take away the bad things he did#but just cause he did bad things and was capable of them did not mean he could not change#I love OG Cale a LOT and I just think that his character has a lot behind it#Older OG Cale is obviously very different from his younger self#years and years of war and tragedy have matured him and like he’s not the same person he was anymore#okay back to Choi Han I love that guy I will defend him with my life#beating up people is wrong yeah but with the circumstances I’d say OG Cale had it coming#like okay it would be different if it was unprovoked but it was very much provoked#I swear I love OG Cale I just think he was very wrong for that#not to say he can’t change or isn’t capable of change he definitely is#idk I guess my point is that OG Cale was wrong but he changed as a person#and OG Choi Han was wrong for beating him up so much but it wasn’t unjustifiable#tcf#lcf
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sorry for speaking my truth it will happen again. i think my main issue with valax’s redemption arc is literally just that there’s never a moment where the mc gets to actually talk to her about what she did—there’s not really a cathartic conversation, so valax and mc moving past what she did to them feels less like forgiveness and redemption and more like an agreement to ignore the elephant in the room
like sure we got to talk about our trauma (in chapter 17 of 20. lol. lmao, even) to the party, but valax wasn’t present for that?? and like, sure, she says once that she is sorry “for the pain she caused [them]”, but there’s a difference Tew Me between “sorry for hurting you ig ✌️😗” and actually being like “yeah, i abducted you and forced you into a magically induced coma and stole your blood and robbed you of a full year of your life and repeatedly tried to murder you, to say nothing of the grief i caused your loved ones. i did all that shit and i’m sorry for it and deeply regret it, and i acknowledge that you don’t owe me forgiveness, but i will spend the rest of my life working to build a better world for my people instead of being my mother’s pawn”, and a difference between “my mother is unhappy with me for saving you :(” and actually like, giving the mc space to talk about the impact of her actions towards them. like girl you are not getting out of this shit with one sentence’s worth of apology and a sex scene lmfao!!!
during the first half or so of the book the focus for mc is not falling the fuck apart bc they have a friend group to tentatively piece together and they’re averse to showing fear in front of valax, so they’re repressing all their trauma—and by the time valax joins the party, the narrative has gone full Valax Cool And Good mode, and fully allows you to flirt with her and tease her and generally stops taking her seriously as an antagonist. which would be all fine and good if we had actually at any point gotten to be like, “hey, you abducting me and keeping me in a magically induced coma and stealing my blood and trying to kill me has actually caused me a lot of lasting fear and pain,” followed by some set of choices wrt forgiving or not forgiving her for all that in light of the revelation that she did all that shit bc her mom tortured and brainwashed her
like why are my friends more pissed off about the time this bitch abducted me and did evil little experiments on me than i am. free valax she did all that shit bc of her mommy issues but i should’ve gotten to call her a cunt just once. pb stop making all your mcs generals in the idgaf war challenge (IMPOSSIBLE)
#maeve speaks#playchoices#choices#pixelberry#blades of light and shadow#bolas#choices bolas#choices valax#bolas valax#blades valax#valax#princess valax#valax x mc#JENNY HOLZER VOICE INCORRECT MERCIFUL IMPULSES POSTPONE THE CLEANSING THAT PRECEDES REFORM.#YOU TASTE BLOOD AND KNOW THAT LIFE IS LOVELY FRAGILE AND YOU REMEMBER THAT THE OPPRESSED ERUPT AND MURDER.#the conflict between the shadow and light realms and the nature of the ash empire’s war is interesting.#valax using the mc’s pain as a means towards the ultimate end of a better life for her people is interesting.#but you can’t focus a whole story on revenge—you can’t give your big bad a partly-justified revenge quest—and then just not talk about#forgiveness and vengeance on an interpersonal level. nia forgives aerin no problem. mc forgives valax no problem.#can we get fucking real? and also a grip? and also a clue? do you think i come on this stupid fucking app to swallow rage the way i do irl.#aerin at least acknowledges the myriad ways that he wronged nia and nia gets to be impacted by his actions even a full year later#but EYE am barred from any meaningful discussion with valax abt her misdeeds bc she’s sad and hot?#who let the blades 2 writing team cook 🗣🗣💯💯#bro out of recipes again 🔥🔥‼️‼️🗣🗣🗣#bro turned the stove off he aint cookin 🔥🔥🔥🔥🗣🗣‼️‼️#etc etc. just so many great plot points and characters and FUMBLED execution every time.
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In one post you mention that you needed to make designs for wrath and gluttony (if I read it correctly I think they’re supposed to be parts of the assassins) and I was wondering who are the other deadly sins? (If the answer doesn’t contain spoilers that is, if it does then ig I’ll ask who’s your favorite assassin to draw so this ask isn’t mostly useless)
so there are 7 deadly sins in total, all ranked from least to most formidable/powerful/prolific/etc -
7. vivica de la crux aka envy
6. needles of the church (+ pins) aka sloth
5. dice demonné aka greed
4. lunette strikewhite aka pride
3. V.A. angel aka lust
2. gluttony
1. wrath
you'll notice that dice demonné hasn't been mentioned yet until this point! he's not a spoiler unlike the last two assassins (who are between designs, i've even been considering rebooting their concepts entirely or swapping around their ranking). he's one of the more lighthearted assassins so his sin is expressed pretty literally through a casino, where he's the high roller who makes and wins crazy bets and puts people into bankruptcy!
but, by day, he acts as a priest for the church, who has the same people he cheated the night before come to him confessing their sins and asking for forgiveness. he basically says "pay a tithe and god will forgive you" - when they can't pay any longer, he has them killed. usually it's enemies of the organisation who get put in this trap. (or sometimes in the middle of a game, he'll get pissed and have people killed regardless. witnesses are just given hush money.)
he has a cane to defend himself, but doesn't really fight on his own - he has his two sidekicks to fight for him, just like how needles has pins. (ignore how i forgot to draw kimberly's gun.....) they're nuns by day and casino girls at night!
(and my fav assassin to draw is probably vivica, though i have fun with all of them equally!)
#ask zeno#zeno's art#ocs#reassassination#oc rambling#long post#kinda#not really idk#dice demonné#kimberly#beretta#the point of his whole character is basically that worldy desires override the beliefs of some religious people (like televangelists)#and so they act as hypocrites while simultaneously shaming people who basically do the same thing as them#idk reassass as a whole is supposed to be a light commentary/critique of how some christians really don't follow actual christian philosophy#and will be hateful or violent against others despite the bible literally teaching against that#while trying to justify themselves using the bible that theyve misinterpreted (on purpose or otherwise)#the way my mega catholic crazy religious studies teacher was lowkey an inspo for reassass LMAOOOOOOO#anyway i just use extremes like organised crime to express that#i was gonna say i dont think catholics irl are actually murdering people they don't like but then i realised they kinda do that a lot
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hello, hello, you all — so... i hope you all are having a great thursday thus far, and i thought i'd bring this up now since i hadn't before; but with ana's zombification comes some noticeable differences to his behavior as well as appearance. because, and don't get me wrong, he was already pale before... but now anastasiy's skin now has this pallor that takes on a sickly look. and it has become necessary for ana to have to apply some concealer to his skin daily to hide the fact that his lips are, indeed, sort of tinged blue + some veins (particularly around his eyes and mouth) can clearly be seen and it definitely isn't the most uhh. natural look, to say the least JSJSJ
now, i'll probably cover more about his behavioral differences later, but one thing is that this man does have these SICK and TWISTED urges to consume human flesh as a zombie would in typical fiction would... so that's lovely / j LMAO nahhh, i'm totally being sarcastic with y'all right now as that is actually horrifying. but anastasiy does try his darndest to resist giving into this temptation because cannibalism is a BIG no-no in society for a reason (because its absolutely terrible and extremely gross) + with... slightly mixed results 😬
#NO ONE EVER TELLS YOU THAT BRAVERY FEELS LIKE FEAR: musings.#SEE HOW OUR WANTS HORRIFY US: headcanons.#TO SUFFER. IT MEANS GOD IS NEAR. GRACE — LIKE A SCALPEL WITHOUT ANESTHESIA: character study.#ooc post.#yeah so... i'll have you know that i was THIS close to calling ana 'mister man' but then i was like JSJSJ nah i've got to be a littleee more#serious here even though i am pretty much the queen of being sillay by now BC idk how i would make that work while talking about-#CANNIBALISM so... yeah ☠️ but anyways how are we feeling about ana's character so far y'all? but OFC there's no pressure for anyone-#to answer that i'm just genuinely curious NGL haha. because i think that anastasiy is pretty different from peeps like barton-#and blamore in the way that he is still morally bankrupt for killing people as it's NEVER alright and/or justified to do that#in ana's mind however he was torn between two impossible choices and he didn't know that manja's deal would be as bad as it turned out-#to be. but he still has to take responsibility for the fact that he made it and that his moral compass is definitely entirely skewed now#because saving person in exchange for dooming a bunch of others is... 😬 yeahhh i think we all can agree that it's a selfish choice#at the very least#tw: body horror.#tw: cannibalism.#tw: mentions of murder.
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People on here who think even anime Crona didn't deserve redemption or needed to be severaly punished after watching DBZ:
#soul eater meta#soul eater#meme#low effort#dont take it too seriously#just showing my context when people claim someone is beyond redemption#my man vegeta literally killed billions for fun into his 30s#and even continued to be a dick way past many chances#even killed his closest companion without a second look for basically no reason#like that shit is kinda cold till now#but still got redeemed#so crona can have a little mass murder as a treat#do people still use this meme format#idk#it is what it is#dragon ball#dbz#vegeta#redemption arc#I think unironically vegetas backstory is one where one can say that it influenced his actions but dont justify them
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People often Misunderstand Dabi's hatred for his dad. It's not because he's abusive
The thing a lot of people confuse is that while Dabi/Touya hated Endeavor, he didn't hate him because he was (physically) abusive to others! Touya does hate Endeavor not because dad was abusive but because he stopped paying attention to him at all and thought he was replaced! Touya hates him because of how much he loves and loved him. He wanted to be like him and to be admired by his dad forever and when he took that away clumsily trying to stop Touya from hurting himself by ignoring him that was even worse. Dabi himself would encourage people to hate on Endeavor for any reason because he wants to make his dad suffer but he does not care about abuse which is what a lot of Dabi apologia and people who fan him (inaccurately) has that he hates his abusive father because he was abuisve. DABI/TOUYA DOES NOT for that reason. Enji was a terrible parent in the past as is known with Shouto and treating his wife Rei and ignoring his non quirk kids Fuyumi and Natsuo, but he was not a terrible parent to Touya until he started ignoring him. In fact while one can assume his training methods can be difficult and Shouto hated them for sure (he was a young kid what the heck) and it's possible that they got harder, but Touya is the kid who will set himself ablaze of his own choice in training so that pain would be nothing to him.
The one person Dabi truly loves and hates is Enji. He wanted his love and attention and if he can't have that he will destroy his father as well as everything he loves including his family until there is nothing left to distract him from him. Using Enji's abuse was only ammo for him! He fully admits Endeavor abused his family because it means nothing to Dabi/Touya. He confesses to kiling more than 30 people (probably because he doesn't know the exact number and lost count after that because it probably is more than 30) because it means nothing to him. This was solely a film to bring down his father Endeavor's reputation at the worst possible time with a double whammy one-two punch of not only ruining his dad's reputation but everyone's view of heroes at the same time with Hawks killing Twice (edited to seem in cold blood). Being a hero is what his dad loved so much, more than him that Dabi made sure to completely destroy the trust people had in all heroes and to make the people dad saved turn against and hate him. See if Touya actually cared about the "abuse" he could have ended Endeavor's reputation and career at any moment. And secretly holding that over his head without him knowing was a trhill for a little while. But all he had to do was well, make such a video before and show a dna test and he could have made everyone very aware that he Endeavor's dead son was alive and that his dad was contrary to his saving the public, horrible to his family. And with it being multiple figures and the clear evidence of him and Shouto being damaged, his wife having been hospitalized, and his children having difficutly with him it would have had actual ramifications. He could have pulled Shouto out. He could have reconected with Natsuo. But he doesn't. Because he doesn't care about that or them except as ammo to hurt his dad. Had things gone differently he would have never said a thing. He worshipped the ground his dad walked on. And as he makes clear with Shouto he doesn't care about Natsuo almost dying when the villain he sent almost killed him despite them having had a past good relationship. All Dabi thought was imagine what Endeavor would think if he died. And Touya had wanted to be back in Shouto's place. Not anymore now, but how dare Shouto have everything he wanted and not appreciate it. Shouto wanted to save hsi brother, Touya wanted nothing more than to destroy him, dad, or both whether to kill Shouto and/or die with him to hurt his dad, or kill his dad directly. And nothing justifies what Dabi does. One could at least understand him wanting to kill his dad, even if that is extreme, Shouto did too and S1-3 it would have been understandable. However, killing lots of random people villains and civillains that have absolutely nothing to do with them is not at all proportional or understandable. And he has zero guilt or remorse and he burns them with fire, an extremely painful excruciating death. They probably don't live long witb how hot his fire is if they don't have a heat resistant skin or quirk (and such people actually gave him trouble fighting) but otherwise it's still a very horrible way to die. He views them all as mere practice kindling and trash to be taken care of and entertainment. People were nothing more than tools in his quest to hurt Endeavor. He loves these random people more than him being their hero? Then let them burn. He doesn't genuinely care whether hero society is corrupt or not. After all, he has no problem with killing solely to spite his dad. He doesn't care about the villains and downtrodden and they were only ever a vehicle to help him enact his eventual revenge in the meanwhile. And readily willing and acting to kill his own family. There was no reason to go after Natsuo and Rei, or Shouto but even allowing extreme leniency understanding that trying to kill his dad and the brother who replaced him is understandable, there is no reason to go after Natsuo and Fuyumi and Rei. Other than that is solely to hurt his dad which is not remotely justifiable.
He got Twice killed and while he says he didn't want Twice to die, if only because he would have helped with his revenge, he very readily had the video made which is extremely convenient. Stupidly reckless of Dabi to let Hawks that close if he actually wanted Twice to survive but on the other hand, he very well could have been saying what Hawks and the others expected to hear. Dabi somehow obtains Twice's blood for Toga later and it just raises even more questions of how and when did he get that? Did he ask for it and just store it for later? (Which weird if he wasn't actually planning this beforehand). I don't see how he would have got enough to be actually in a container for Toga to use that would still be viable if it hadn't been planned for. And he just sat on it until she was emotionally vulnerable and sad and goes here use this. This wasn't about helping her grieve this was getting her even more murder serious and to stop messing about with the heroes. But there is only a small amount of time where they knew that Toga could further copy powers before Twice died so Dabi having it on hand is extremely suspicious since Toga had no idea he had it. And after him helping her and seeming a friend (which he truthfully denies and says only is for his own benefit) h gives her a way to have Twice back and honor him.
Dabi is a very manipulative and cruel And the third most evil in the series after AFO and Overhaul just ahead of Muscular because Touya is smarter, didn't get caught repeatedly and while Muscular is cruel and sadistic and takes great delight in it, Touya is readily willing to hurt and kill his own family and the people he supposedly cares about for the sole singular focused purpose of punishing Endeavor. Dabi is living purely off the extreme rage and focused obsession to make his dad pay that even as his body wounds should have killed him he's still living just to make it happen. Even AFO backed off from even remotely trying to use him as a replacement from the sheer passionate singular depths of Dabi's rage made him unable to be controlled unlike Shigaraki generic molded hatred which passionate but focused on nothing but destroying making it easier for him to take over. And Dabi chose to be like this to deliberately murder and kill people and use them as mere tools. He chooses to continue it over and over living solely out of hatred and spite. This was not created by Endeavor, this is on Touya. People try to blame Enji for creating Dabi which is not true. Did he mess Touya up? Absolutely. Emotional neglect hurts. He would be obsessed with his dad in any form naturally and he would be guilty of that. But Enji is not responsible for Dabi murdering people and becoming a genuine villain. He is not responsbile for Touya going if he won't see me I'll destroy everything he loves. And not responsible for Touya trying to murder his family. He played a role by giving anf taking away love and not getting his clearly agitated unstable son help and absolutely could have done better and is seeking atonment but it is on Toyua all the deeds he had done. And before people say the abuse messed him up, most people do not become serial killers and mass murderers from abuse. (It can contribute but also many were never mistreated or abused at all that do). All it points is that tragedy happens to everyone and that then the personal choice and how to react comes in. Especially since this was emotional neglect not physical abuse. There is a big difference and yes emotional can hurt just as much it wouldn't have turned him into full blown evil like that if he hadn't chosen to be. There were so many ways he could have done a screw you dad look at me without going I'm going to burn you and everything you love to the ground and kill a lot of people along the way. Like I saw a hilarious post about Dabi instead of going okay murder, becoming an All Might Fan and buying all the All Might merchandise such that its everywhere and Endeavor absolutely could not have missed it. And that is the type of petty energy that unironically would have probably worked at getting his dad back to get him to look at him and interact again. (or he could have ignored it as Enji could be disciplined but it would definitely be drving him bonkers so win-win). But even from a young age Touya was obsessive about his dad that he tries to kill Shouto as a baby from the thought of being replaced.
I love Dabi as a villain but it is difficult to see so many blame Enji and abuse for Dabi's choices as if he had no agency in it. And while Dabi would definitely for the public blame Endeavor too, he wanted nothing more for than him to notice and once to always see him and now to make him the only thing Endeavor has by hurting him destroying everything he loves including ultimately himself. Because Dabi love/loved him. And could really care less if he or Enji hurt them as long as it's only him and his dad.
#Dabi#Endeavor#Villains#Abuse#Touya#Evil#Dabi/Touya chose to be#I see too many posts that claim Dabi is a great villain#And then ultimatly blame Endeavor#As a fan of Dabi#And Endeavor this is irksome#People say they like complex villains#And then blame abuse did it#As if they didn't choose to act like this#And keep choosing#Especially in an extreme case like DABI?!#NO#Abuse does not make you a complex character or villain#It just makes you tragic#It is their response and actions that determine#It neither excuses nor explains nor justifies Dabi in any way#And Dabi doesn't give a flip#He loves his dad#He hates his dad#That is the complexity#That he is so obsessed#He will murder anyone who gets in his way#And to hurt his dad#Destroy everything he loves.
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i think that you can(and should) enjoy hoffman as a character and also acknowledge that he is an inherently horrible person who has done very bad things. those two things can coexist btw
#i think some people forget that he is literally social commentary on corrupt cops which is an aspect of his character that is so interestin#but idk some hoffman fans act like he's some sweet angel who's only crime was the whole. yk. murder thing#when it was not#he is not a good person! don't treat him like he is!#i should also make it very clear: i Love hoffman#he's one of my favourite saw characters#i love him to bits#does that mean that i think he is a good person or that some of his actions were justified? ABSOLUTELY NOT!#erm anyways ignore me rambling#just once again getting annoyed at ppl on tiktok having zero media literacy skills#saw#saw franchise#mark hoffman#si yaps
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said this before but neil’s backstory is genuinely horrifying
#like. andrew’s makes me nauseous yk? I wanna throw up when I think about it#neil’s is SCARY#I don’t understand how people turn him being paranoid into a ‘hahah he’s so silly’ he was being hunted like an animal? for almost 8 years?#he was a child. watched his father murder people for fun. his mom took him and ran and his father chased after them#and then when he finally caught up killed neil’s mother? like why are we acting as if that paranoia wasn’t 100% justified#aftg#also this downplaying of what life was like for neil 100% plays into peoples hatred of mary but that’s a post for another day 👍
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i really enjoy both empathy scenes because theyre both unreliable narrators and are so telling of the person who experienced it! aqing remembers all the times xue yang was slimy and evil because she wants wei wuxian to kill him and she hates him for what he did, so all her memories are changed based on that
nie mingjue remembers meng yao smiling evilly and he adds scenes of him hearing the talk in the cave before going outside to sit and wait for nie mingjue. he wasnt there! he wouldnt have known if that happened or not! outside of nie mingjues flashback meng yao keeps such a tight hold on his expressions! nie mingjue has always viewed things as black and white and meng yao was too grey for him, he never believed a word meng yao said and relied on other people-- who hated meng yao!-- to back up his beliefs, so he could hate meng yao for being too evil. his vision is tainted by his emotions, he is an unreliable narrator, and he also wants wei wuxian to kill meng yao and get him justice
anyway. incredible scenes. both so justified in their hatred but it bleeds into their memories in such an interesting way lol
#cql#I personally never rly liked nie mingjue bc hes So black and white and its frustrating as hell but that perspective becomes so fascinating#when u can see through his eyes like everything hes remembering is justified!!#free my girl (meng yao) he did all that and more but his big doe eyes were so beautiful he should get a free pass to murder people#especially if they wanted him dead. which is like. most of the people he killed#it truly was a race against nie mingjue. they would have tried to kill each other at some point its just who killed the other first#also like. nie mingjue was actively hallicinating towards the end there. are we considering this a reliable narrator?
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He loves his family so, so, so much 😭😭😭
#except his other half-siblings apart from lydea but they're all shitty (except trystan) so he's justified#he's so 🥺#so what if he poisoned someone and blackmails people and is maybe a murderer??#maybe those people had it coming#playchoices#choices#pixelberry#sebastyan thorne#cop#crimes of passion
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Do you have any regrets?
"NOPE!!!! EVERYTHING IS GREAT! BECAUSE I AM GREAT!!! AND SO IS EVERYTHING I DO!!"
#undertale: scattered extension#utse#papyrus / scraps (utse)#ask#anonymous#ic ask#i. actually think he's *mostly* genuine here#he *does* have some past regrets of course. but his really major ones actually happened before even undertale took place#like i said previously. he doesn't actually regret doing the thing that caused him to die as a skeleton#even if he definitely would have preferred *not* to die of course#and even as scraps. i don't think he's done anything that warrants *too* much regret yet?#aside from massively inconveniencing chara with his constant resets gfgdgdf#but i keep going back and forth on that. it's a bit of a struggle to find that balance between#''this is papyrus; the guy who was willing to show mercy to someone actively wiping out every monster in the underground#and who believes that *anyone*--no matter what--can be a good person if they just try to be''#and#''he is in FLOWEY's role. do not hesitate to make him do flowey things. no one would think asriel would do all that either but Guess What''#dgdgsf#i think. he hasn't gotten to the point of Killing People For Fun. and ultimately never does#but he *does* gain that mindset of ''it's okay if i murder people because i can just undo it all with a reset. it doesn't really matter''#and he doesn't reach that#''i am a god and everyone else's lives are just toys for me to play with. i am the player in a game and everyone around me is just an npc''#belief that flowey has#instead he's more like ''i have a goal and if i have to hurt or kill other people as collateral to reach it then so be it.#my ends justify my means because i can just undo my means once i finally reach my end.''
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