#so they didn't get included
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goddessofroyalty · 11 months ago
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I finally did it - I created the catalogue of (most of) the possible Sefikura children combinations that I have played around with in the past.
It's under the cut (and I'm sure I missed some but guess I can always just keep adding to the slide deck)
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uncanny-tranny · 1 year ago
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I think so many people are so deeply alienated from themselves that they have no clue how to exercise their free will and autonomy. For some, this alienation runs so deep that they are afraid of their own autonomy and humanity. It is completely understandable why one would have those feelings, but it can be worrisome.
I want to help others who feel this way, so here are small things I have done to exercise my free will:
Add "guilty pleasure" songs to playlists and actually listen to them (I have a ton of late 1990s-early 2000s music I listen to now proudly that I never listened to in the past out of shame)
Getting the décor item, bath set, bed spread, ect. in the patterns you like, even if it's "childish" (I got a dinosaur-themed wastebasket from the kids' décor section and I adore it)
Taking a new route to get to a place you go to often
Eat dessert first
Celebrate well, and often
Collect things that are "odd" or don't seem like an "acceptable" thing to collect (somebody on my "for you" page collects dandelion crayola crayons and it was so cool!!!!!!)
Incorporate one new piece in an outfit you wear frequently (e.g., a new chain, a necklace, ribbons, bracelets, ect.). Challenge yourself to add onto the outfits if you feel up for it.
Sing along to songs without worrying that you sound "good" or your intonation is completely accurate
Read a book from a genre you weren't allowed to read as a kid (comics, thrillers, mysteries, anything!)
Walk without having a specific destination or goal
Pick up a new craft without expecting yourself to master it or to ever be "good" enough. Get your hands messy.
I don't want to shame anybody for not feeling as though they have free will or that they are exempt from exercising it. However, I wanted to give ideas so that you might read this list and find your own ways to express your intrinsic autonomy and will. You deserve to be a person, to feel alive, not just living. That is what our lives are for.
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inkskinned · 2 years ago
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probably time for this story i guess but when i was a kid there was a summer that my brother was really into making smoothies and milkshakes. part of this was that we didn't have AC and couldn't afford to run fans all day so it was kind of important to get good at making Cool Down Concoctions.
we also had a patch of mint, and he had two impressionable little sisters who had the attitude of "fuck it, might as well."
at one point, for fun, this 16 year old boy with a dream in his eye and scientific fervor in heart just wanted to see how far one could push the idea of "vanilla mint smoothie". how much vanilla extract and how much mint can go into a blender before it truly is inedible.
the answer is 3 cups of vanilla extract, 1/2 cup milk alternative, and about 50 sprigs (not leaves, whole spring) of mint. add ice and the courage of a child. idk, it was summer and we were bored.
the word i would use to describe the feeling of drinking it would maybe be "violent" or perhaps, like. "triangular." my nose felt pristine. inhaling following the first sip was like trying to sculpt a new face. i was ensconced in a mesh of horror. it was something beyond taste. for years after, i assumed those commercials that said "this is how it feels to chew five gum" were referencing the exact experience of this singular viscous smoothie.
what's worse is that we knew our mother would hate that we wasted so much vanilla extract. so we had to make it worth it. we had to actually finish the drink. it wasn't "wasting" it if we actually drank it, right? we huddled around outside in the blistering sun, gagging and passing around a single green potion, shivering with disgust. each sip was transcendent, but in a sort of non-euclidean way. i think this is where i lost my binary gender. it eroded certain parts of me in an acidic gut ecology collapse.
here's the thing about love and trust: the next day my brother made a different shake, and i drank it without complaint. it's been like 15 years. he's now a genuinely skilled cook. sometimes one of the three of us will fuck up in the kitchen or find something horrible or make a terrible smoothie mistake and then we pass it to each other, single potion bottle, and we say try it it's delicious. it always smells disgusting. and then, cerimonious, we drink it together. because that's what family does.
#this is true#writeblr#warm up#relatedly for some reason one of our Favorite Jokes#amongst the Siblings#is like - ''this is so good u will love it''#while we are reacting to something we OBVIOUSLY find viscerally disgusting#like we will be actively retching and be like ''nooooo it's so good''#to the point that i sometimes get nervous if someone outside my family is like oh u should try it its good#(obvi we never force each other to eat anything. we are all just curious birds and#like. we're GONNA try the new thing.)#edit to answer why we had so much vanilla:#my mom is a very good cook and we LOVE to bake. so she just had a lot of staples in the house.#it's one of those things that's like. have u ever continuously thought ''ah i should get butter im probably out''#even tho u are not out of butter. so u end up with like 5 years of butter.#my mom would do that in a costco but like with vanilla extract#to be fair we WERE always using WAY TOO MUCH bc we were kids#so like she was right to stock up#ps. yes we were VERY sick after this lol i just didn't want to include it in the post in case ppl had an ick about that#u can tell it's real bc we knew "oh no we fucked up that's too much vanilla to waste'' but our reaction was to just. keep drinking it#> sibling understanding that vanilla extract isn't free > knowledge mother doesnt mind if we use it for milkshakes#> sibling choice to maybe get in a loophole of ''not wasting it'' if we drink it bc that's the same as using it (not throwing it out)#listen bud i was like 13 and my sister was like 9#when my mom discovered this we. got in. A LOT. of trouble. a lot of it. a LOT of it.#3rd edit bc i guess it isn't clear - i am 1 of my brother's 2 little sisters#i am the middle child#out of all the ways i have had to explain a post before being like ''did u forget a middle child can happen'' is my favorite
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hinamie · 7 months ago
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cursed kids v2 ⚠️👹
i've been a jjk first years stan since day one and have been wanting to redraw the first art i did featuring the three of them
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poorly-drawn-mdzs · 6 months ago
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Heh...Literally nothing personal, kid.
[First] Prev <–-> Next
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bet-on-me-13 · 10 months ago
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Wes ruins everything
Wes had finally done it, he had finally realized why nobody ever belived him about Fenton and Phantom! It made so much sense now, he had been looking for an answer for years, thinking he was going crazy because everybody refused to see the Obvious!
He was Cursed!
He literally had an Ancestoral Curse on his Bloodline that made it so that all those born with the gift of Prophecy would be ignored! A Gift of Prophecy that he apparently had.
It was Cassandra's Curse, the one from Greek Myths. Apparently she was his Great×1000 Grandmother and passed down the Gift (and Curse) of Prophecy to him. And he knew how to break it!
All he needed to do was gather the right resources, chant the correct incantations, make sure not to accidentally summon a Demon in the process, and he could just foist the Curse onto some other poor schmuck. Sure it would suck for them, and he would loose his Gift of Prophecy, but Wes had been ignored for Years at this point, he needed validation!
So he did the Ritual, and he didn't mess it up, and he managed to get rid of the Curse.
Now all he had to do was convince everybody that he was right for the first time in his life! This was going to be great!
...
Cass didn't know what was going on.
A while ago, she had started getting these...gut feelings that she couldn't explain.
She would look over the details of a Case her Family was working on, and see a patern that the others were seemingly ignoring. Like when she realized that The Penguin was about to raid the Docks on the East Side, but the others were convinced it was going to be on the West.
But when she had tried to tell them, they had brushed her off. "We've already concluded that he will begin the Raid on the West side, no need to go to the East."
She had gone anyways, and low and behold she had been right. But nobody even acknowledged that she had been right at all, they had just wondered how they had missed the signs, not even questioning how she had known.
It wasn't limited to Cases either. Even small things, like telling her brother's where the TV remote was were brushed off, and hours later they would still be looking, never even having checked where she told them.
It seemed that no matter what, nobody cared about her point of view anymore. They kept brushing her off, telling her she was wrong, actively ignoring her ideas.
And it was getting worse. They were starting to ignore her more and more, forgetting she was in the room, not calling her down for Dinner, even forgetting to check in on her during Patrol.
She knew that there must be something going on, Magical or otherwise, but when she tried bringing it up with her Dad or JLD, they would also Brush her off.
Her Family was forgetting her. And they didn't even realize it.
...
Danny was not okay at the moment.
When he had gone to school a few weeks ago and noticed everybody staring at him, he didn't give it much thought. Maybe Dash or Paulina had spread another Rumor about him again, not too out of the ordinary.
When his name had been called over the Intercom, he hadn't thought much of that either. His grades were falling even more than usual, so he assumed his Guidance Counselor wanted to have another talk with him.
When he walked into the Principals Office to see both of his Parents and some GIW Agents, that's when he realized something big must have happened.
He didn't have much of a chance to react when the Shields went up, but he did react when the first Ecto-Blast scorched the wall behind him. His Parents began to scream at him as they fired their Blasters, something about replacing somebody? He didn't know, he was pretty preoccupied at the moment.
It took more effort than he cared to admit to escape the Room, but a stray shot to the hidden Shield Projector under the Principals Desk proved to be his saving grace. Unfortunately the moment he escaped the Office, he was met with a veritable Army of GIW Agents, all armed to the Teeth with Weapons he had never even seen before.
He managed to get away for a moment, hiding in the Bathroom as the Agents chasing him passed it by. That's when he met Wes.
He obviously hadn't been expecting him, but the moment he saw him Wes put on a smug look. "Oh hi Fenton, trying to get away from the other students?"
Danny had replied with confusion, "What the hell are you talking about?!"
"I finally managed to convince everybody about you, now everyone knows that you're Phantom! I'll bet you're hiding from all of the other Students hounding you for questions right?"
"...it was you?"
"Yeah, so? I finally get to be right!"
"...You absolute MORON-"
That was the last Danny got to say to Wes before an Ecto-Blast launched him through a Wall, seeing his face morph into a look of Shock just before the dust cloud covered it up.
Since that day, Danny had been on the Run. Nowhere was safe anymore now that the GIW knew both his Human and Ghost's faces, but he had to keep running. He crossed state Lines already, and was on his way to the next Ecto-Rich City he could sense, somewhere in New Jersey.
He cursed his Fenton Luck every day. Why had everybody believed Wes this time?! Nobody had ever belived him before, nobody even seemed to acknowledge his existence after a while! What had changed?
Danny just wanted to rest already.
...
Cass had taken to Patrolling alone recently. She had taken to doing a lot of things alone, actually.
After the first month, it seemed that nobody could remember that she was in the room with them, even if she was within their eyeline, she just faded into the background. By the 2 Month Mark they had stopped talking to her entirely, although occasionally she would get a Text or two from her dad. By the 3 month Mark she was completely invisible, and By the 5th she had been forced to get used to it.
She didn't know what was going on, was it a Meta Ability? Magic? Alien Tech? She had no idea.
She had begun to cook for herself after the first time Alfred forgot to set her Plate at the Table. The same with Washing her own Clothes, Cleaning her Room, and Paying her Phone Bills. At the very least the Automated Allowance Payments to her Account had kept up, or she wouldn't have been able to go to her favorite Cafe anymore.
It was bittersweet for her. She used to go to that Cafe every week with Alfred, but he didn't even come on his own anymore. Had he only come for her? Did she really mean that much to them? It hurt, she finally had a family that cared for her and suddenly she didn't exist to them.
She sat alone at a Table, ignored by everyone in the Cafe as usual, when a new face walked in. He looked about her age, a little roughed up, walking with a sort of cautious gaint, as if he was scared of something. His Body Language seemed to agree with her assessment, as his body practically screamed "Worry" in its movements.
Cass stopped watching at that point. Just another Gotham Teen, probably worried over something like getting not having enough money or getting mugged on the way home. It was a Common sight in Gotham.
She attention was pricked again for a moment when she heard a voice speak up. "Uh, can I sit here?"
She ignored it, he wasn't talking to her.
"Um, excuse me? Miss? Could I sit here?" He repeated.
She ignored him again, he wasn't talking to her. Nobody talked to her.
"Hello? Do you have Earbuds in?" He said, and he waved his hand in front of her face.
Her face. He waved his hand. In front of Her Face.
He was talking to her.
She looked up at him sharply, seeming to startle him for a moment before he asked, "So, is that a no?"
"You can see me?" She asked.
He looked a bit bewildered, but replied "Uh, yeah? Why would I not? Are you...a Ghost?". That last part sounded a bit suspicious.
"No. Not a Ghost. But nobody sees me. Ever. Nobody remembers me." She replied. She had never spoken this much to anybody outside of her Family, but in the past few weeks she had been starved for interaction.
He seemed slightly interested, and sat down at her table. He looked her in the eyes, and said "Do you...talk about it?"
She smiled. He could see her.
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cinematicnomad · 3 months ago
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THE TERROR ▸ every mention of "close"
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hailsatanacab · 1 year ago
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A Persuasive Argument - dpxdc
"Great!" Danny says, clapping his hands together to get everyone's attention. The dinner table falls silent as everyone looks towards him. It's a full house today and, honestly, Danny's a little nervous. "I'm sure you're all wondering why I gathered you here today."
"It's dinnertime. In our house." Duke mutters, while doing a very bad job of concealing his yawn. He holds his fork poised over the braised beef, but, just like everyone else, still looks towards Danny before tucking in. It's intriguing enough to wait.
"Yeah, no one misses Alfie's dinner." Dick says, with a brilliant smile that Danny can't help but return.
"Precisely! What better time to talk to you all than when you're all actually here!"
"Wait, I thought you came round to work on our English essays?" Tim asks, blinking owlishly.
"I'm afraid I've lured you here under false pretences, Tim."
"This is where I live."
"I would still really appreciate help on that essay though, I mean, what the hell is Hamlet even about? I just don't get that old time-y language, like 'Hark! A ghost hath killed me!' - absolute rubbish, what does that even mean?"
"The ghost never kills anyone in Hamlet, he's there to tell Hamlet that he was murdered. Have you actually read it?"
"No, but it sounds like you have. Tim, I want this guy to help me with my essay instead. I know for a fact that you haven't read Hamlet, either."
"So? We don't need Jason, I've read the Sparknotes."
"Hi Jason, I'm Danny, pleasure to meet you, summarise Hamlet in three sentences or less."
"Am I auditioning to help you write your essays? I can't believe you’ve gone through your whole school life without reading it, it’s good!"
"Hamlet, along with a number of other classics, was banned in our house because it portrayed ghosts as intelligent and sympathetic beings rather than evil, animalistic beasts. I didn’t even get to see The Muppet's Christmas Carol until last year with Tim! It was surprisingly good, and I hate Christmas because everyone always argued and it sucked. But we're getting off topic. I—"
"No, no, please go back to that, because what the fu—"
"Boys, please." Bruce interrupts, looking to the world as if he wants to hang his head in his hands. "Danny, you were about to say something?"
"Oh, yeah, Mr. Wayne! Thanks!"
"Please, call me Bruce."
"Well, that very succinctly brings me to my point, because I'd actually really like to call you dad."
Nobody says a word. Nobody even blinks, all as shocked as the other, watching open-mouthed as Danny pulls his laptop out from beside his chair. Bruce can definitely feel a headache coming on.
"Before you say anything, I've prepared a 69 slide PowerPoint presentation on why you, Bruce Wayne, should adopt me, Danny Last-Name-Pending. Please save your questions, comments, and verdict until the end, thank you."
#dpxdc#batpham#i forget - can we tag the parent fandoms? w/e#immediately alfred's like: while i do appreciate your initiative may i suggest it wait until after dinner?#and danny - who has barely eaten proper homecooked food ever - takes one bite and then absolutely wolfs down the whole lot#after he's finished he's like 'bear with - I've got to add that to the 'Reasons I Would Like to Live Here' section'#danny's powerpoint has tailored sections for each batfam member with lists of reasons why they'd get along#my au thoughts on this is that the fentons disowned danny when he told them he was phantom#and that this is after the ultimate enemy - wherein which he allied himself with the JL to fight against dan#(which didnt really work at all - BUT he knows some of their identities now INCLUDING batman's)#so one of the main reasons why he'd be a great fit is that he knows their vigilante status anyway so they don’t need to worry about secrets#dick just turns to tim like 'he’s your friend. he learnt this from you.'#tim: 'i didn't tell him our identities!! i would never!!'#dick: 'no i know that. it's the stalker tendancies. it's baby tim all over again'#tim: scandalised gasp#they all eat dinner in silence just super subdued and in shock and sending glances to bruce and danny#duke like: 'so i know I'm the last one in the family but like... this isn't how it normally happens right? did any of you make powerpoints?#tim gets all shifty because he absolutely did make a powerpoint he just never actually showed it to anyone#everyone stares at tim because they all know. it was in one of bab's blackmail files she has on him#damian's slide has danny offering to throw down at any time. 'tim says you like to prove yourself with your skills?#how about a real challenge? if i beat you then you have to vote yes to adopting me!'#damian is in two minds about accepting because... 1) look at him damian could take danny in his sleep! but#2) on the off chance that he does win... damian does not want any more brothers#(he takes the bet and its a suprisingly fun fight - and while he'll never say this... he would vote yes even without the wager)#on one of danny's slides there's a picture of ellie: you'll also get my clone sister! two children for the price of one!!#uhhh.... thats it now - I've been having fun with this haha#spent all day with the 'ive lured you here under false pretences' 'danny i live here' line in my head haha#anyway enjoy!!!!!! this was fun#i wanna make these slides so bad
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yangjeongin · 4 months ago
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HYUNJIN | ESQUIRE x CARTIER 2024
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danieyells · 6 months ago
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Tokyo Debunker Stigmas, Artifacts, And Other Possibly Combat Relevant Information
Since we've met all of our current ghouls, I decided to share my non-comprehensive list of the stigmas and powers and weapons of the ghouls we've seen so far!! This isn't all of them because they haven't all been revealed or explained. But it should be everything we've seen so far! Let me know if/where I've missed things! I've also mentioned some other details for some of them, namely the less human ghouls.
Jin Kamurai
Stigma
Incantation - Bianerus
Effect - forces the target to obey his command.
Currently cannot be activated without the PC's enhancement. At present, only Tohma, the PC, and few if any others know this.
Incantation can be recited mentally
Continuous commands("kneel") only seem to last a few minutes at most
Artifact
Sword - teleportation
Can be used to cut a portal into the air for teleporting someone with him, but doesn't appear to need this for just teleporting Jin
Tohma Ishibashi
Stigma
Incantation - Argeas
Effect - "lets him send vibrations long distances"
Vibrations include the vibrations from his voice, allowing his voice to carry longer distances, making him heard further away
When enhanced he can break through anomalous soundproofing and better specify the direction his vibrations carry(as neither Kaito nor Luca heard his voice from outside the room)
Artifact
Halberd - ?
Other
Tohma naturally has "brute strength" which, combined with his stigma, allows him to essentially make earthquakes.
Tohma has the trust of Darkwick, allowing him to easily get access to powerful common artifacts such as the skeleton key
Lucas Errant
Stigma
Incantation - Iggnaim
Effect - creates a barrier.
When enhanced the barrier becomes visible. It's significantly larger and supported by a large anomaly that's invisible to everyone but the PC and perhaps Kaito, even unable to be seen on cameras or by Luca himself.
Artifact
Twin blades - ?
Appear identical aside from a difference in color.
Smashed through reenforced glass to choose him as their new master.
Apparently sound to Luca like a crying child. He believes the child must be begging for his help.
Other
Carries around a knife.
Kaito Fuji
Stigma
Incantation - ?
Effect - "can see auras sometimes?"
So far hasn't been seen/used, and Hyde didn't sound certain about what it does.
Kaito has notably enhanced vision, able to see things that are further away and surprisingly skilled at reading lips.
Kaito screams when Luca's stigma is enhanced, looking straight up at the anomaly it spawned despite no one else but the PC appearing to see it. While it's possible he only saw its aura, it's likely he saw the anomaly itself.
Artifact
Rogue bow - ?
Produces magic arrows that veer nonsensically off path when shot, except, seemingly, if there's a malicious or threatening target(?) at which point it will veer to save an endangered target(such as the ghost boy being taken by the arms) and/or go directly for the source of a threat or malice(such as the faceless anomaly about to attack the PC and Riku or the glowing grave of Natalie Hunt.) When the magic arrow hit the glowing grave it "blew the whole thing apart."
Other
Pretty acrobatic despite not training, flipping and cartwheeling across the graveyard to dodge the ghostly arms trying to grab him.
Alan Mido (Alan Todoroki)
Stigma
Incantation - Yagsal Olbalsa
Effect - ? "Seems to be an extremely dangerous ability" -B's Log
Seems to enhance his strength, as he punched Takeru's tulpa in half
Seems to make him uncontrollably violent, seeking to kill his enemies(looking for Takeru's tulpa's head and crushing his throat) and possibly reduces his awareness of his surroundings(light removed from the eyes of his sprite and panel art, grabbing and pulling the PC without realizing he was hurting her, continually attacking Takeru despite being aware he couldn't take him out with punching, only regaining his senses when Sho grabbed and spoke to him)?
Artifact
Lead pipe - ?
Leo Kurosagi
Stigma
Incantation - Haxs
Effect - super hearing.
Increases distance and precision of his hearing. Does not allow him to hear through anomalous soundproofing.
When enhanced increases distance further and allows him to hear through anomalous soundproofing.
Had the PC enhance it in order to find the escaping possessed guard during the prison riot. Uncertain if this allows him to hear ghosts or if he simply needed the increased precision due to the surrounding noise.
Makes Leo sensitive to sounds and noise even when it isn't active, resulting in noticing noises other people can't hear and frequent complaints when in noisy environments or around loud or high-pitched people.
Artifact
Bubble gum - can be manipulated into any shape when blown.
The longer it's chewed, the longer he can manipulate it
"So if I chewed this one a bunch and stuck it over your nose and mouth...
"...you'd suffocate. Bye bye Honor Roll."
suggests that it can't be removed until the time he's manipulated it runs out?
Cannot capture incorporeal targets.
Shohei Haizono
Stigma
Incantation - Spurno
Effect - "just jams stuff"?????
Primarily seems to push things or result in change of direction, possibly able to cause sensory scrambling resulting in uncoordinated movement or temporary stunning(as with Takeru's tulpa?)
Leo says it can be used on incorporeal targets, but Sho says it can't take something down unless it's "super weak"
Used in Episode 2 to prevent Takeru's tulpa from walking straight
When enhanced in Episode 2, pushed Takeru's tulpa back with greater force, but didn't push him away, or cause him to release the PC(stunned him?)
Used in Episode 12 to remove the ghost of the prison guard possessing Alan and push the ghost into a cell to lock it there until it moved on
Artifact
Motorcycle - ?
Her name is Bonnie. She eats food placed in her fuel tank instead of gasoline, including chewing it and even burping. She's picky about what she eats. Her favorite food is barbecue sandwiches, but she also eats jerky.
If she isn't fed three times a day "she gets sulky and refuses to start." Her engine won't start at all if she's hungry.
She's described as a "large motorbike" by the PC's narration, and Subaru apologizes for the amount of space he's taking up on the wharf in Hotarubi to feed her, corroborating this.
She seems to have some control of her own movement as Sho rewards her for staying upright when stopped and made to buck by Luca's barrier.
Sho drives her just about everywhere and drives her around at Leo's request as well. She has a travel permit that needs to be shown when leaving and reentering campus, however she's able to break through the checkpoint with enough speed.
She's kept on her artifact chain when not ridden.
She's able to comfortably be ridden by two people but three is very tight.
Haru Sagara
Stigma
Incantation - Bahnti
Effect - reduces gravity's effects on his own body.
Reduced effect of gravity allows him to move extremely fast.
Makes his body much more fragile when used. Possibly includes weakening his immune system?
Artifact
Deck brush - ?
Towa Otonashi
He rides around on it while distracting Otohime, skidding across the floor on the brush until he tips over.
Other
Right arm has been replaced with a prosthetic after being broken by "Gen"(presumably Shion Genkai) which is currently damaged after he caught Ritsu's camera with it. Because of the current extent of the damage he was unable to perform labor tasks that require it.
Stigma
Incantation - ? (has an audio file, but the spelling hasn't been shown.)
Effect - Controls wind and weather(?)
Towa exhibits control over weather as his primary ability, and he confirms it's his stigma when the PC asks in Episode 12.
Others' understanding of Towa's stigma is only that he controls lightning and that other weather patterns are random, not in response to Towa's feelings.
The weather reacts to Towa's emotions, causing the sky to darken in preparation of rain, lightning, or snowstorms when he's angry.
Towa is also able to predict weather that he doesn't control.
Towa can create lightning(which he uses to electrocute enemies), rain, wind(used to create a pillar of water for the PC to land on when falling off the boat, a whirlwind for gathering ducks, and to direct the rain sideways to wash bubble soap off of Kaito), snow, and possibly earthquakes(the ground is noted to start shaking in response to his anger.)
Artifact
He 'rides the wind' in order to jump high as though flying
Bubble wand - blown bubbles cause explosions.
The explosions are powerful enough to destroy glass that withheld a full grown Kraken.
Towa warns not to touch the bubbles, as they will kill you.
Not all bubbles seem to cause explosions as he blows bubbles from atop the Capybus without there being any harm done.
Other
Towa's nature is implied to actually be quite malicious and uncaring, especially towards things that are weak and especially towards humans, however he claims he changed because of "love." Several home screen lines, his full awakening line, and his response to being touched by the turtle anomaly in the Dragon Palace support that he hasn't fully changed his mindset, only represses it.
Towa cannot speak during the daytime and is only able to talk when it's night. This includes being in Obscuary, where it's permanently night, however the cover of clouds doesn't allow him to speak during the day meaning it's not related specifically to the visibility of the sun. However this is drawn into question when the presence of the giant cat anomaly in Episode 12 casts a shadow over him, briefly allowing him to speak.
Can speak to and understand anomalies, even those that lack speech capabilities(such as the tree on the hill.) Haru is aware of this ability.
Able to see and hear ghosts(Zenji) and possibly other things that only people who are "special" can see(the tree on the hill, which even Ed cannot see.)
When Towa is away from Jabberwock for an extended period of time(in Episode 4 it happened after 24 hours) the nature conditions deteriorated significantly, with water drying up and the sky dark despite it being sunny the previous day and the anomalies beginning to behave violently. According to Ed, if Towa is away from Jabberwock for too long the anomalies within will begin to die. Ed suggests that Haru is unaware of this fact. In Episode 12, despite being away for 3 days, this doesn't appear to happen.
Anomalies fear him and obey him, particularly when he's angry, even to the point of kneeling out of fear when he's furious. Normal animals experience the same fear, freezing and behaving anxiously in his presence.
Says the PC smells nicer than before, perhaps able to smell their curse's advancement due to the flowers that would grow on her as a Kyklos.
Ren Shiranami
Stigma
Incantation - Raothtas
Effect - Cleans things?
B's Log: "According to him it seems to be a power with little use."
Has only been used to remove Calamari's ink from the floor when wiping it up failed.
Artifact
Swim ring - restrains target.
Cannot be removed by the wearer.
Taiga Hoshibami
Has a rope attached that allows the wearer to be reeled in.
Cannot restrain incorporeal targets.
Stigma
Incantation - Malab
Effect - ?
Artifact
Tommy gun - takes anything broken into small enough pieces and fired from it as ammo.
Damage type seems to vary based on what was placed into it. Shards of glass created a swirl of glass shards, whereas bronze from a statue shot heavier rounds.
Doesn't seem to require ammo to fire.
Doesn't seem to work on everything as Taiga says his bullets don't work on anything lately. Possibly limited to hostile entities? (He was able to shoot the Oblivion Dealer, but not able to shoot the Kyklos--which ran away--or the Barong--which was non-threatening.)
Other
Carries a knife and a pistol.
Eats anomalies, though not exclusively, and gets hungry whenever he goes on a mission. His hunger for them results in varied behavior from minor irritation to nearly losing control of himself to the hunger. He can eat any physical anomaly thus far, being shown or referenced to eat anomalous animals, plants, objects, and "enzymes", and he finds anomalous plants and enzymes converted into beverages suitable for human consumption to taste unpleasant. He eats normal food and drinks normal alcohol without a problem. It's difficult to tell how he feels about and after eating anomalies, as it varies, although he enthusiastically expresses his desire to eat the Kyklos. It's hard to tell how new this behavior is as Romeo seems disgusted but not surprised by it and Taiga attempts to warns Romeo when he wants to eat the Barong mask(not in speech bubbles but able to be discerned in his audio.)
Appears to occasionally be aware of things that he has no way of knowing about, sometimes even seeming to know the future. Haru asks hin when several characters are returning, which suggests Haru is aware of this and occasionally asks him to predict outcomes.
Taiga asks Haru for a coin, saying he'll allow Haru to choose his desired outcome based on heads or tails. However it's uncertain if this means he can actually alter outcomes himself. His losing dialogue suggests that he attempts to, but doesn't always succeed.
His hunger may be able to be triggered or increased by smelling or seeing anomalous blood(such as the PC's.)
His memory is very poor, although he can remember things and people with prompting.
Romeo Scorpus Lucci
Stigma
Incantation - Tiris
Effect - "turns things into bombs".
Able to turn anything into a bomb, including non-explosive objects. Seems to require that he throws them?
The size of the blast depends on how attached to the target object its owner is. If Romeo truly values something he's blowing up, the explosion is quite destructive.
Hyde has him testing various types of prototype anomalous explosive materials for Darkwick on missions.
"To me, these prototypes are a path to catching anomalies in one piece." which implies most of Hyde's prototypes cause non-lethal explosions. One of his home screen lines mentions, for example, a tear bomb.
Artifact
Sniper rifle - ?
Maintains his bullets himself.
Doesn't always carry the same types of rounds. For example, he only had smoke bombs in the prologue.
When used against the Arachne in Episode 9 it blasted a large hole into its head? However when he fired it to gain the attention of the audience and when he shot at the door in Episode 8 the impact didn't seem as great, suggesting the impact/size of his bullets varies as needed.
Other
Ritsu Shinjo
Has the trust of Darkwick(or at least has Hyde's favor?) allowing him to carry around common artifacts as though he owns them(hammerspace briefcase which he added a custom case for; fox robe)
Implied to be missing his right leg(likely having been replaced by a prosthetic.) Kaito mentions that Romeo cannot run fast. He also shows noticeable pain and discomfort after being run into by Kaito.
Stigma
Incantation - Acimo
Effect - hardens his body. Increases his weight.
Prevents damage from concussive attacks such as kicks and bullets. If you kick him while it's active it'll hurt.
Doesn't seem to experience pain in this state.
Can survive explosions and escape from collapsed buildings unharmed.
Artifact
Compendium of Laws - ?
Has the contents memorized?
Taiga taught him to use it as a blunt weapon, although he forgot he did this.
Appears to glow somewhat when held, although what this suggests is unknown.
Subaru Kagami
Stigma
Incantation - Talnandio
Effects - psychometry.
Experiences memory fragments through almost anything he touches.
Passive, activates on contact with people, animals, anomalies, and objects without incantation.
Using it exhausts him to the point of needing a significant amount of rest, possibly even passing out shortly after usage.
Wears gloves and avoids crowded places to try and avoid accidentally setting it off. Feels bad about being able to learn people's secrets.
Artifact
Parasol - ?
Sturdy enough to destroy a possessed doll.
Haku Kusanagi
Stigma
Incantation - ?
Effect - ?
Implied he prefers not using it?
Artifact
Flute - ?
Used flute to remove himself and the PC from Kisaragi Station, knocking them out with some sort of ethereal water and causing them to wake up back on the empty train car.
Other
Able to see and communicate with spirits.
Able to perform various rituals such as laying spirits to rest and making talismans that allow people close to a spirit to see and hear them.
"Cordoned off the area" of the train and station the PC was on, which should have prevented interference from civilians. May be part of his Artifact or Stigma, or part of his capabilities as a Shinto priest.
Performs the stigma test for Darkwick.
According to Taiga he's able to remove curses if the anomaly that caused the curse is in front of him. It's uncertain if this is his stigma, part of his artifact, or another power.
Haku has the trust of Darkwick, allowing him to easily get access to powerful common artifacts such as the skeleton key
Zenji Kotodama (Taro Kirisaki)
Stigma
Incantation - ?
Effect - ?
Artifact
Doll - ?
Heavily resembles his brother as a child, according to Zenji. When Zenji and the doll protected Jiro, Zenji said "You've always been there for him when he needed it most." suggesting that there may have been a third Kirisaki brother.
Won't let anyone but Zenji and Jiro touch it. Protects Zenji and Jiro.
Appearance slightly changes to that of an oni when angered.
Has a mind of its own, or is perhaps possessed. Wanders around campus without Zenji, much to his concern.
Able to damage and destroy ghosts?
Joined Zenji in protecting Jiro from being eaten by the Arachne and seemed to be fine after the Arachne was destroyed while it and Zenji were inside it. Attacked the Arachne from within (with Zenji?) to distract it with pain so Jiro could attack it.
Other
As a ghost, Zenji cannot be touched, meaning he can't be damaged or killed. However he covers his ears when Haku performs a ritual to lay spirits to rest and covers his face in Subaru's warding card with incense, suggesting that he would be laid to rest under the right circumstances.
Zenji is not bound to Darkwick despite being a ghost who died on campus, and can come and go as he pleases.
Darkwick is unaware Jiro is present as only Haku and Towa(and eventually Subaru and the PC) are aware Zenji's spirit lingers. If Darkwick were to become aware of Zenji's presence they would want him laid to rest.
Due to Obon, people in Japan are more sensitive to spirits and anomalies are more frequent, causing Zenji to sometimes be visible or audible during the summer.
Zenji brings his doll with him most everywhere, however people can only see the doll and not him. The same happens with his biwa. If he carries them, they appear to float.
Zenji can touch physical objects(his doll, his biwa, and his phone) and his footsteps are audible if he doesn't silence them. He can ride the Galaxy Express as well. Because one has to show their phone to the conductor cat to take the Galaxy Express, it's probable that the cats can see or hear him and simply don't report him.
Afraid of ghosts, possibly the dark, and maybe dead bodies.
Edward Hart
Stigma
Incantation - ?
Effect - ?
Artifact
Cane - ?
Other
Edward is, or was historically, the world's strongest vampire, implying a great deal of hidden power. As he is 400+ years old, he knows a great deal about anomalies that Darkwick doesn't listen to for some reason. However being old has also made his body and mind much weaker. . .allegedly.
Ed has immense power, which we've only heard of him using on the singular mission he participated in. Using it he obliterated an anomaly and a building in such a way that Darkwick struggled to cover up(unlike Tohma's destruction which was able to be explained as poor maintenance and age) suggesting he more or less vaporized it. It's unknown if this is a vampire power or his stigma.
Ed is able to produce a purple mist that seems to be able to enthrall humans(as Rui and Lyca didn't need to hold their breaths when he used it.) The PC mentions feeling "good", comfort, and euphoria, her mind slowing down, light on her feet, and she began to think thoughts that aligned with what Ed wanted of her made and her body feel weaker. When she managed to fight against it and speak for herself Ed stopped producing the mist and she was able to recover quickly. When Ed used it on the humans in the mansion they experienced similar symptoms(feeling good and beginning to think they didn't need to call the police for help) but fell into sleep quickly unlike the PC. It is unclesr whether or not this is his stigma or simply a vampire power.
Ed mentions on the home screen that there's a miasma in the garden of Obscuary that humans are susceptible to. He also mentions a miasma in the breeze during summer. It's uncertain if he's referencing the mist he produces, although it's unlikely in the second case as he mentions no desire to go outside.
If Rui touches him, the touched part will break off(at which point it can be reattached simply by pushing it back into place,) ache intensely for a time, or he will die temporarily.
As a vampire, Ed is immune to curses and is immortal. He claims that sunlight will eventually reduce him to ash and in the pre-prologue before jumping off of the balcony he implies that whatever is waiting for him at the bottom will be the death of him as well. One can become a vampire by drinking the blood of a vampire, and this will overwrite curses such as the Kyklos' curse. It's uncertain if this would overwrite Rui's reaper curse.
As a vampire, Ed is rapidly exhausted by sunlight. Sunlight won't kill him instantly, but it will cause him to collapse. He claims sunlight will turn him to ash eventually, and he cannot be outside in the sun without a parasol. If it's cloudy enough or he's in enough shade, Ed is able to be outside during the day. He's usually tired during the daytime, but still seems to sleep during the night.
Ed is physically and mentally weaker during summer months, but stronger during autumn and winter.
Ed primarily drinks tears, although he mentions that he does drink blood in his character story and on the home screen. He finds that human food doesn't taste like much of anything.
Ed is able to transform into a bat and fly around in that form. He doesn't seem to be able to speak in this form, only screeching and squeaking. Based on the campus chibis he may have bats as 'familiars' too.
Ed mentions that Lyca's soul is misshapen, however it's unclear if he can actually see his soul or if he was merely teasing him.
Ed cannot see the tree on the hill that Towa speaks to, but seems to be aware that something is there.
Rui Mizuki
Stigma
Incantation - ?
Effect - temporary relief of pain and discomfort
Incantation has only been said in his head.
It's unclear if blowing a kiss is required to activate it or if that's just for flair, but it did produce a gold smoke that applied to the hurt area.
Artifact
Scythe - allows Rui to conceal himself in darkness.
Rui admits to using his artifact to keep an eye on others on campus.
Other
Suffers from a 'Reaper Curse' which effectively makes him a reaper.
Cannot make skin contact with most living things without them instantly dying. This includes humans, animals, plants, and even mold! Sufficiently strong living things(such as Ed, a vampire) will not die instantly when touched, but most things are too weak to survive. On contact, the touched thing's life force is absorbed into Rui's body through his mouth as a sort of green smoke that emerges from them.
Absorbed life energy goes straight to his body, extending his life filling him with so much energy that it prevents him from sleeping. He keeps himself as busy as possible as a result of having so much energy to spare.
In the case of Ed the reaction we've seen in-game when he was touched was the touched limb popping off(resulting in a spray of blood.) On the home screen he mentions Ed simply dying temporarily on contact and Ed mentions places they accidentally touched aching nonstop. It's uncertain what other creatures are strong enough not to die right away and how they would be affected by contact.
Wears gloves, a turtleneck, and avoids crowded places to avoid committing manslaughter and killing anything he touches.
Lyca Colt
Stigma
Incantation - Ramsochisa
Effect - allows him to follow any scent he's smelled before.
Artifact
Claws - ?
Other
Half werewolf. Able to show or hide his wolf tail and ears at will, but they pop up when he's sufficiently aggravated.
Transforms with exposure to the full moon. "The speed of his transformation is affected by how much he's exposed to moonlight and his mental state." Sometimes feels his skin crawling when the full moon is near?
Covering his head when he's outside under the full moon prevents or regresses his transformation. Collapses after his transformation regresses from half wolf and doesn't transform while unconscious. Nothing happens to him if he's not exposed to the full moon on a full moon night. Obscuary is always a crescent moon, allowing him to be there safely during a full moon.
Werewolves have four stages: Human, partial wolf, half wolf, and full wolf. At 'half wolf' Lyca is an anthropomorphic wolf. However, he loses control of himself after he's been transformed for a while, and may attack indiscriminately.
He doesn't remember much when he transforms. He might remember less if he fully transforms?
Yuri Isami
Stigma
Incantation - Agnihaet
Effect - "hyperstimulates his braincells"
"allows him to logically process information and solve complex equations almost instantaneously."
when enhanced seemed to make the information processing instantaneous and extremely accurate?
Artifact
Syringe - Causes injuries received by the individual injected with its contents to damage the entity that inflicted them.
Jiro Kirisaki
Stigma
Incantation - ?
Effect - ?
Artifact
Chainsaw - ?
Blunt, making it a bad match for webs(which simply got stuck in it) and things that need sharpness for effective cutting, but able to 'cut' through more solid things that don't require sharpness or precision, presumably by just crushing them with the rapidly spinning dull blades.
Other
Jiro is noted to be especially strong.
Jiro was in a coma until an undisclosed time ago, when Yuri was able to awaken him from it. When he was comatose and for how long and why hasn't been relayed yet, however he was said to be particularly violent during The Clash, meaning he was likely awakened before or during it, or fell into a coma during/shortly after it.
As a side effect of his condition and mysterious illness, Jiro has a poor memory, immunodeficiency, and his wounds reopen very easily. He needs four treatments a day, and they take around an hour to complete. Yuri is the only one who can administer them, and Jiro isn't able to do so himself. Even with his treatments he's forgetful and prone to being sick and has a bit of a fragile constitution. Abrupt changes in temperature, for example, make him choke.
Jiro doesn't react much to his wounds and being in pain, but he will eventually collapse from overexertion or illness if he misses a treatment or has taken too much damage.
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hemisphaericas · 8 months ago
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ocean view
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jaztice · 1 month ago
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ttrpgs are poetry. to Me
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To See With Eyes Unclouded By Hate | The Fall of Home | Uncanny | Shadow / Giant | Misspent Youth | Thorn | Eyes on the Prize | Cracker Barrel Has Fallen
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caligvlasaqvarivm · 28 days ago
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
Finally, something interesting to note is that nearly every Aspect follows its own Hero's Journey cycle - full actualization for each one usually means reaching around to its opposite Aspect, and taking lessons from them - for example, Breath players need to learn maturity and responsibility, while Blood players need to learn relaxation and whimsy. Thus, an Aspect at its worst manifests in two ways - either a toxic overabundance of the Aspect's worst traits, or such a dearth of the aspect that it begins to resemble its opposite. Only by reaching into the opposite, however, can the player be tempered and reach full maturity - can they become more of who they are.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
"Passive" is a good word to use; at a toxic overabundance of their Aspect, Space players are trampled underfoot. They become enablers, servants to dark forces, or so lost in their own worlds that they neglect the one they live in. With their Aspect "inverted," a Space player becomes a demon of poor prioritization. Distracting not just themselves from their true purpose, but others, too, the Space player will wreak havoc by overemphasizing unimportant topics and ignoring important tasks. This superficially resembles Time, in that the Space player will become fanatically dedicated to their task, but note that the poor prioritization is still Space-esque at its core.
Still, within this nadir is a valuable lesson: the strength of self-assertion, and the determination to see a goal through. These will allow the Space player to weed their garden, separating good from bad, allowing it to flourish like never before.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so.
At a toxic overabundance of their Aspect, Time players become explosively destructive. The ultimate "goal" of all things is death, with which Time is associated, and accordingly, Time players have a penchant for aligning themselves with futility and entropy, struggling so hard that their thrashing leaves a trail of annihilation in their wake. With their Aspect "inverted," Time players detach entirely - they can become so fed up with struggle that they simply opt to lay their weapons down and let the end take them. It's very easy for them to come to the conclusions that either everything matters, or nothing matters. This superficially resembles Space and its big picture thinking, but note that its framework of struggle, and whether or not a goal needs to be pursued, makes it a Time concern.
But the inherent meaninglessness of existence is, in itself, an important realization to make - that whether or not anything "matters" in the grand scheme, things can still be worth doing, worth caring about, and worth investing in. This realization allows the Time player to attack their goals with renewed vigor and greater clarity, which in turn means that the party becomes an efficient, well-oiled machine.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere and innocent good-naturedness, like a baby animal before it learns to be fearful of danger. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others.
At their worst, Breath players are irresponsible and callous. They'll shirk the consequences of their actions, blaming anybody but themselves, or simply choose not to care who they hurt in order to get what they want. They may even choose to stop making choices for themselves, leading to the "inversion" of their Aspect - a voluntary loss of freedom and independence, derived from an Breath-like aversion to responsibility, which superficially resembles the bondage of Blood.
But if they are able to overcome these tendencies, a Breath player will learn what true responsibility looks like - responsibility for themselves, their choices, and the effect they have on others. Armed with this, a Breath player's ability to break bonds can be focused into a clear force for good, clearing away all obstacles and harmful societal standards, leading the charge into something new and beautiful.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, being concerned with its overall well-being. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone.
Thus, it's easy for the Blood player to wind up controlling - desperate to make sure everyone is moving according to their vision, they'll become iron-fisted dictators, with a "my way or the highway" approach to social interactions. It's easy for them to wind up pariahs of their own making, becoming so critical of others, or so adamant about enforcing their own will, that they inadvertantly sever their ties - something that superficially resembles Breath's independence, but is truly a result of Blood's neuroticism.
But with that space and separation can come great clarity. Blood players must learn to relax their grip, and allow people room to breathe - including themselves. Once able to grasp that sometimes bonds must be forged with a soft touch, Blood players' natural empathy shines through, allowing them to build something so much kinder and greater than the sum of its parts.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire.
Their desire for the limelight can quickly spell disaster - they can become incredibly cruel, harsh, and egotistical in their pursuit of narrative significance. They forget, in their obsession, that they, too, are fallible and flawed, and the inevitable reminder can come very harshly. Light players struggle with moderation, and as such, when they feel shame, they'll often take drastic measures to cope with it - deliberately darkening their own influence or intellects, removing themselves from the "story" entirely - something which superficially resembles Void's penchant for the background, but which is firmly rooted in Light's obsessive need for drama.
But in experimenting with narrative insignificance, Light players can reach an epiphany - in their absence, others may shine, and that can be a wonderful thing. Light players, then, can learn to shine not just for their own sakes, but for the sake of others, allowing them to weave a story even more brilliant than any that can be weaved alone.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable personalities on a team. However, this simplistic, feelings-driven approach often leads to pleasure-seeking behavior, poor impulse control, and overindulgence in vice, and from there, to irrelevance, with which Void is so closely interlinked.
Void players are especially prone to vice, and at their worst, will become so drunk on pleasurable activities that they pursue them to the active detriment of the party's goals or the Void player's self-improvement - making them the ultimate irrelevant character. They can also very easily drag others into their mélange, with a forcefulness that resembles Light's illuminating guidance, but which is ultimately rooted in Void's pursuit of personal pleasure.
But there's a lesson to be learned in Light's domain: how to bring themselves into relevance and greatness. A Void player, once they learn to pursue not just personal pleasure, but a greater satisfaction for the collective whole, can drag the Void behind them, kicking and screaming, to where it'll be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand and explosive finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty.
Thus, a Mind player at the worst zenith of their Aspect is heartless and cruel. Leaving no space for empathy or even personal feelings in their plans, the Mind player will plot for an ending as heartless as they are. But a Mind player is never truly without emotion, and ignoring their own feelings causes them to manifest in terrible ways - Mind players have a tendency to seek toxic, codependent relationships, hoping to find external validation, subjecting themselves to the wishes of others, which can appear like Heart's fixation on feelings and desire.
But in recognizing their own need for emotional validation, and the importance of their own feelings, a Mind player can realize that there's an entire dimension to the game they've been playing that they've been ignorant of. When a Mind player learns to temper their schemes with empathy, compassion, and kindness, how much more success they'll see - and how much happier that grand finale will be!
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves.
With this sincerity comes vulnerability. Heart players wear theirs on their sleeves, and at their worst, this can make them demanding, needy, and sensitive - so eager to connect with others emotionally that they'll cramp themselves to fit others' desires. But they can't ever keep this up for long; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection. They may even work to manipulate others, preying on their emotions and desires to force them to act in their worst interests. This superficially resembles Mind's cold logic, but unlike Mind's cool rationality, Heart's aloofness is a mask, an attempt to avoid pain by pulling away.
But this isn't purely a negative, because a Heart player can learn a healthier form of detachment, and separate out healthy and helpful desires from harmful and detrimental ones. Given this clarity, the Heart player becomes the team's emotional core, able to raise up each teammate's best qualities, while helping them deal with their worst, enabling everyone to be the best possible version of themselves - which the Heart player knew them to be all along.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed.
It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process. At their worst, they're stubborn to the point of not listening to anyone but themselves, confidence becoming blockheadedness. This focus on forward progress without looking back can even cause Life players to become harmful to others, so focused they are on their own growth that they don't notice that they're choking everyone else out. This may resemble Doom's death in its worst case - arresting everything else, eventually blocking even their own path with unruly, out-of-control fecundity.
Thus, a Life player needs to learn to more gracefully accept Doom's influence - to pause, slow down, and consider viewpoints that are negative, unpleasant, or difficult. A Life player, endowed with moderation, will be able to cultivate a bountiful garden, rather than an unruly jungle - a place for all to flourish and live in plenty, never wanting for anything.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate.
Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending. As if energized by their own sense of futility, a Doom player at the "inverse" of their aspect may seem to echo a Life player's focus on forward progress and motion, actively spurring their team on towards an untimely demise.
A Doom player must learn to harness this sense of progress for good, rather than harm. A Doom player, once able to grasp the joy of life even in the greatest depths of despair, will be able to fill even the darkest hours with peace, meaning, and hope.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots, with no self-awareness whatsoever. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - often great sources of embarrassment to their teams, as their naked sincerity is painful to witness. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous.
A Hope player can easily be set on the wrong path - as convicted as they are, and as difficult to shake from that conviction as they can be, Hope players can easily march down a path of destruction, if not persuaded with a deft touch and gentle guidance. In the event that their faith is broken, Hope players easily become despondent and lost, floundering and wishy-washy, which superficially resembles Rage's self-consciousness, but is truly just a lack of direction.
But Rage has a powerful lesson to teach Hope players - that of questioning themselves, interrogating their own beliefs. Once their convictions have gone through rigorous scrutiny, revised into the best, brightest versions of themselves they can be, a Hope player is a worker of miracles - speaking into existence a beautiful future on faith alone, proclaiming that how they see the world is how the world shall be.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players are incredibly self-conscious, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
In the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This is Rage at its toxic overabundance. Conversely, a Rage player can retreat so harshly into their mask that they allow others to dictate their beliefs, taking them to heart - an action motivated by Rage's destruction (this time, turned inwards) that superficially resembles Hope's convictions and faith.
The true path for a Rage player is a healthy balance - to allow themselves some of Hope's sincerity, and by doing so, to become more sincere and true. This will let them release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy - the heralds of a revolution, razing away the faulty, corrupt old systems such that something better and new can take their place.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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bunnykaye · 6 months ago
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💚BONUS Polin Week💚 day three | Mutual Pining
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nahrumi · 3 months ago
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gojou no basuke! 🏀😋
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dirtytransmasc · 13 days ago
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I find it deeply depressing that every adult in Spider's life had children, yet he was never anyone's priority. every adult he could and most likely attempted to match in to. the adults he remembered as the closest things he had to parents since birth (Jake and Norm, even if they weren't acting as his parents, because Spider, genuinely, would not know better). down to his actual foster family (the McCoskers). essentially went out of their way to de-prioritize him.
like I'm not faulting them for having kids, for having a family. but Spider was their first priority. he didn't need to be adopted by any of them, per say, but he was their responsibility. he was their orphan, Jake especially, considering he was the chief of his people, but Norm as well, seeing as he's a prominent figure head of the clan/Hellsgate.
the McCoskers took him in, but over the years, as they had their own children, he was more and more neglected. he was now no longer his actually appointed guardians priority. and that only gets worse and worse as he ages until they become outright abusive (Nash does anyway, cause thats what I'm gonna call violently kidnapping his, throwing him in a room and locking him there, and trying to kill all of them, him included, when they run away. as abuse. and I'll get back to the whole "you have to turn yourself in to the RDA" x2 speech from Jake in a second). they also didn't really accept his culture. with their resentment towards the Na'vi brewing, Spider most definitely faced some heat for being more of the forest than of humans, in terms of culture.
3 times over, Spider came first and was put last. put last by parents who know damn well how much love, time, care, and attention a child needs. who should be able to see when a kid is being neglected. who dialed to advocate and protect him from neglect (instead of calling him a stray).
he was a child and they were his advocates. all three parties failed in their duty as advocates, to protect Spider. to ensure he always had a loving home that made him their priority. that fulfilled all his needs, not just the physical ones. but all put their own families first, and abandoned Spider to the scraps of their love, time, and affection.
imagine being Spider, an orphan who can't even mention his birth parents and is always treated like he is the physical rebirth of his father's sins by half the people around him. every adult in your life has kids and seems like they're such a good parent. you watch their kids being loved and tended to and having a steady home. they receive love and affection constantly. but your fosters pay less and less attention to you as they have babies. and now your a stray to the man you look up to so much. and the man who probably taught you how to put an exopack on has less and less time for you. no one has time for you. you're no one's child. no one's priority. just a stray. a nuisance. and you don't truly belong anywhere.
no one was putting him first. children need to be someone's priority. psychology. they need it.
and then the RDA returns. the McCoskers leave, Spider is expected to leave everything he has ever known, to join the very people he hates and has been trying so hard since he could understand what it meant, to prove that he wasn't like them. Jake, the man he once looked up to, was telling him to leave. sending him away. stripping him of the little amount of family he could somewhatly claim, that being his siblings.
once again, Jake is his chief, should be looking out for him. not even as a father, per say, but as his duty to Spider as his chief. a chief should never be sending away his most vulnerable ward, a child he should consider his own (as all of his clans children should be one with his own children), to the opposing enemy force.
this happens again when they're running away, Jake tells him ever more directly to hide in the forest alone until the RDA stops shooting at everything that moves and then turn himself in so he can his own children could run. once again, putting him last, instead of protecting all of them.
then for a year, Spider has no family. no one. the McCoskers are gone and no one has stepped up to bat for him. he's 15/16 and alone. his the big sibling to the Sully's. those kids are all he has, but they aren't really looking out for him. he's looking out for them. cause he's the oldest. that's just how it is. he is one with the clan. lives with them. does chores. watches out for his siblings, the whole nine. but Jake isn't doing his duty of watching out for his ward. he is once again giving and giving and giving, and not receiving.
and then he is taken, he is taken, and while Jake may not have had the means to go back for Spider, or been able to take the risk of going back for him, he abandons him without a thought for his safety, and puts his children first. it's the language and attitude be poses towards the situation that is wild to me. he has every right to be worried about his children, but he could not spare Spider an ounce of concern, even knowing the danger he was in, and is more concerned about him spilling details then anything else. Spider is, once again, not his first, second, or even third priority. he is a means to an end. a necessary loss.
people only care about Spider when there's nothing else they can put before him.
#to put a long story short#I am upset that every adult in Spider's life could have and care for their own kids#but could not look out for Spider#not even saying that they needed to be his parents#but they abandoned him. every last one of them. and no one did anything to protect him.#no one made him a priority#individually. no party is directly guilty. but the fact that they all watched it happen and didn't do a thing. didn't even notice.#makes them all guilty of one thing or another in my mind#Spider didn't deserve to have every adult in his life dodge responsibility over him#I always thought Norms kids were adopted and it genuinely made me hate him since I read the comics. that he adopted kids but not Spider.#I am still mad. but less so.#its still frustrating that. but I get that raising bio Na'vi kids snd a human child would be rough.#I feel the same way about him that I do Jake#Spider was. even if he wasn't their adopted child. their responsibility first. before they had children.#seeing as there positions of power/having a human body/etc. made him his advocates and caretakers.#and they failed him when they chose to have their own kids and that became a catalyst for Spider being all but abandoned by them#because even with foster guardians. Spider need people looking out for him to make sure he was actually being taken care#avatar 2#avatar the way of water#spider socorro#miles spider socorro#miles socorro#avatar#avatar spider#spider avatar#I didn't include Max in this cause we don't know enough about what he had going on for me to comment.
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