#so this becomes a way for us to bond ^^
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thinking that whenever cait's busy (or particularly not in the mood to go), Cassandra takes me to whatever symphony/concert she's attending. it like starts with me being so curious when i hear that she's attending (maybe cait's training that day so she can't come) and i ask to come with her
#i love orchestral music so much#used to usher for our symphony in high school so i could watch them perform :3#so this becomes a way for us to bond ^^#is it obvious i rewatched s1 e5 recently lol#sweet like a cupcake 💖🧁#my safe haven; my family 💜🏡
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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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MORE THAN ANYTHING - REPRISE ↳ from Hazbin Hotel Season One (2024): 1x08 - "The Show Must Go On"
#hazbin hotel#charlie morningstar#vaggie#hazbin vaggie#chaggie#hazbin charlie#KILL ME KILL ME NOW ACTUALLY LOOK AT THE WAY THEY LOOK AT EACH OTHERRRRRRRRRRRR#AAAAAAAAAAAAAAAAAAAAAAAAA#the fact that they integrated the familial love song into a romantic love song makes me think.... makes me THINK THAT THIS TUNE#can be the ''Main'' Theme for the rest of the show. PLEASE tell me im guessing right i will literally die it can apply to SO MANY SITUATION#more family love. more romantic love. more platonic love. more of ANYTHING ELSE. scenes with any flavor of affection and connection.#IT CAN BECOME THE THEME OF THE CONNECTION FOUND BY THESE WAYWARD SOULS AND THE UNIQUE BOND THEY'VE COME TO FORM#*slams hands on table* THEY CAN ALSO BE EVIL AND USE A SLOWED DOWN VERSION AS A SAD SONG!!!!!!!!! WHEN A CONNECTION IS BROKEN!#WHEN A FRIENDSHIP IS LOST OR CALLED INTO JEOPARDY! WHEN A TIE BETWEEN CHARACTERS IS SEVERED#BY EITHER CHOICE OR TRAGEDY.#THEY CAN PLAY A DRAMATIC ORCHESTRAL VERSION WHEN SOMEONE STEPS IN DRAMATICALLY TO SAVE THEIR FRIENDS. AAAAAAAHHHH!!!#FUCK ME UP!!!!!! JUST FUCK ME UP!!!!#my videos#music vids: s1#song: more than anything (reprise)
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See, I think Charles’ annoyance and frustration with the Cat King really was just pure protectiveness and not any kind of jealousy - it’s understandable, because Edwin is not telling him what happened even though something clearly did, which is not typical for them. Edwin doesn’t usually hide things like this! Of course he’s worried!
Charles’ reaction to Monty, on the other hand, is difficult to explain in a way that isn’t jealousy. You could say he’s being protective again, but Charles shows no sign of distrust in Monty, and had no idea of who Monty was or that he might betray them - he was actually very chill with him, except in a select few specific scenes. You could say he just doesn’t like him because he got brushed off during their first meeting, but not only does that not seem like Charles at all, it also doesn’t make sense, since, again, in most instances, Charles is genuinely friendly and is happy when Monty compliments him and seems to have come around to liking him (it completely flies over his head that this is a petty jab at Edwin on Monty’s part but oh well hahaha). You could say it changes up their status quo a bit and that bothers Charles. I do think this bothers him a bit, but I think, unlike Edwin, Charles’ fear and frustration here is directed more at situations (the Cat King whisking him away for several hours, as an example) than others. He’s sociable and likes being able to talk to new people. There’s absolutely no way he’d begrudge Edwin doing the same - and he doesn’t… with Niko. Edwin and Niko hit it off and become very close and that never bothers Charles at all. He’s incredibly endeared to her, just like the rest, and for the most part, he’s chill with Monty too, and smiles pretty knowingly when Edwin confesses to him having awakened some feelings. The only exceptions, where he shows definite annoyance, are when Monty first shows up and gets really in Edwin’s personal space to show him the astrology chart he made, and when Edwin is so sucked into the book Monty gave him that he doesn’t hear that Charles is talking to him, to which he annoyedly says that they seem to have been “spending a lot of time together”.
You could say he’s unused to having anyone get in Edwin’s personal space like that, but, again, Niko. She’s very tactile with him and he doesn’t seem to mind all that much; they spend time together watching things. If it was just someone getting close with Edwin in general, not only would that be weirdly possessive for the character, but it would also mean he would show discomfort with anyone getting close, I think. Does Charles see Monty as more of a potential threat than Niko, seeing as he knows her and her personality and doesn’t know Monty? Well, maybe, but again, Charles shows no sign of distrusting Monty at all.
Monty is a boy. Okay. So something about seeing Edwin so close to a boy that is not him, getting lost in thought over something this boy gave him, really rubs Charles the wrong way. Charles appears to catch on just as quickly as anyone else that there is something (or it looks like something) between Edwin and Monty. He is not surprised when Edwin comes out to him in episode 6, and in fact, seems to have just been waiting for him to verbalize it. He smiles and is not bothered at all by Edwin showing (what he thinks is) a romantic interest in Monty - he just doesn’t like it when Monty clearly shows a romantic interest in Edwin. Um. Well. Well.
Charles is jealous. I really don’t know what else to say.
Look, when I first watched this show, I actually didn’t want them to end up together romantically - I love the idea of one having fallen in love with another who does not reciprocate and the two of them still loving each other just as much. That Edwin’s confession made them closer instead of making things awkward is such a beautiful outcome to this build up and I absolutely love it. However. On my two rewatches, I caught a lot more little details, and I think it would be very strange if the show did not follow up on this. That, plus the deliberate quality of these “jealousy” moments where the camera focuses on him, Charles’ Orpheus coding throughout the show, the fact that Edwin’s arc was far more about realizing his feelings for Charles specifically than just coming to terms with his sexuality, and that even the actors admit that Charles’ response to the confession kind of left things open, it really seems to me like the path leads to a romantic endgame for them, or at the very least, that this possibility will be explored in more depth.
**This is just my reading of it. Please do not use this post as a gotcha for anyone who loves them as a platonic duo or people who really love Crystal and Charles together (because let’s face it, they’re super cute too). I’m just doing my rambles. As per usual.
#listen this got really long and I’m sorry but I wanted to be sure I covered all my bases because#I flat out hate the old argument of ‘it (romance) is the only possible explanation!’ with regards to strong bonds#because it so often invalidates strong platonic expressions of love#but… *gestures above*#they’re going to need to address this at some point I think#I really hope though that if the relationship becomes more romantic#that this does not happen in season 2 but in season 3 or something#make it a good build and emphasize the importance of their existing platonic bond#I want their bond to continue to change and grow closer via their friendship first before evolving into romantic tension :)#(also I have faith in these writers but I’ll always be worried about what happens to Crystal with all this. pls don’t cast her aside…)#the smart thing would be to have Crystal have more of the main plot action and Charles more of the feelings arc#for season 2. that’s what I’m hoping#not just any romance or jealousy for Charles but also feelings around his family and dad and his wants and fears and all that#storyrambles#this got away from me again haha#should I use my analysis tag? does this count??? …I’m using it. ->#call me ace detective the way I am ace. and also a detective.#dead boy detectives#I also love the idea of a canon gay couple in an overall queer narrative because that’s beautiful#please I want it to happen#charles rowland#edwin payne#payneland#dbda meta#dbda spoilers
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Zenos viator Galvus and him trying to deal with actually feeling things for once (Even if he doesn't really understand how to handle the comfort he receives from others for it)
I am also giving this man a dad that actually cares, because this brainworm have gotten me and there is no saving me from them.
#ffxiv#sketch#zenos yae galvus#adventurer zenos#durante#zero#local man learns how to feel again... and is regretting it immensely-#as his old habits of “ignore” or “shut down” dont work that well anymore#because#at least from what I've personally looked into#unironically zenos' method of reaper contract was the smartest way to go about- he wouldnt have had the context that they used to be people#but I also write Zenos with the thought that he would abhor becoming anything like Varis-#and I dont think he'd like being directly responsible for turning another person into a weapon or a tool like how he was- intentional or no#and I think its just a neat point of tension between adventurer zenos and zero#and it just ends feeding into what I write one of his main hurdles being#his resignation that he may never change- or that he isnt worth compassion because of the circumstances he grew up in#and him being so ready to take blame and resign the possibility of apologizing because (given context) i dont doubt#that Varis had constantly blamed him for Carosa's death#and it also just gives me a bit of reasoning why him being called a monster (specifically thinking of the scene with Krile) sets him off#I also just like the idea of Durante taking him in as a hesitant mentor and accidently bonding with him- even beyond the theories I have#(and this is totally me being biased because I ADORE durante as a character)#but I think helping Zenos and the way Zenos and Wol would later interact with each other would give him a measure of peace#of being able to guide someone and be there for someone like it seemed golbez was for him#I also think zenos deserves at least one warm fatherly hug#and who better than the strange old ass voidsent who could honestly probably rotate him any moment his guard is down
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any thoughts/opinions on vikdecai?
i don’t believe i have any complex thoughts that haven’t already been said by the community at large! mostly my opinions just correlate to a very fond i like them, since mordecai kneecapping viktor in order to save himself from having to hurt him later is really one of the first things that humanizes his character. makes you realize he’s not nearly as cold or practical as he tries leading you to believe -- a front that unravels further given his atlas obsession. and i like that! my favorite thing about mordecai is his subtle longing for the lackadaisy crew, how much he doesn’t wish to hurt them, and how venomously he loathes his current life … what he’s doing now isn’t what he wants to currently be doing, but merely what must be done for his goal, one which is already layered in lackadaisy sentiment. so his bond with viktor is important to me, given how much it highlights this inner struggle and earnest truth within his character. but then again, this can also be applied to mordecai’s relationship with mitzi, atlas, and ivy, so let me discuss them in a more romantic sense. which i’m sure is what this question is trying to get at!
romantically, i view mordecai and viktor’s dynamic as … favorable? it’s entirely plausible there were feelings there, an intimacy only they shared as men inside atlas’ arsenal, people who were entirely knowledgeable of the lackadaisy’s nasty underbelly. it’s their slaughter of people deserving and of many, many innocents that help their boss’s speakeasy run, and this violence ( this constant watching one another’s back ) would only breed closeness in spite of the horror it’s built on. and, of course, they have core things in common outside of their job and efficiency for bloodsport! like their love for family, their devotion towards those who matter most, and how out of place they equally feel on this soil - - in this world and era, where everything feels like it’s out to get them in some way or another. their ability to connect beyond their surface level traits and quirks ( mordecai and viktor are very much opposites on their surface, and they have a habit of bickering about these differences, albeit lightheartedly ) demonstrates the profoundness of what they have and what they’d do to protect it. they care for one another in little gestures, insignificant to most but in a way that truly matters to them … as they can see the genuineness in it, since they’re putting themselves into the careful actions and aren’t just doing things for politeness sake. for example, mordecai tries adorning them in matching cloth so they’re two equal halves, symmetrical, and then we have viktor who pocketed mordecai’s glasses to give him later when they were done with their mission. i like to imagine there are more things like this in their relationship! stuff that isn’t as severe as life or death, like saving your friend’s skin by a mere inch or dragging each other to a finish line every day. any of atlas’ men can offer that. it’s the extra things, done out of agency and personal desire, that bring them closer than any other regular joe on atlas’ payroll. it’s rather clear that they were close canonically, and that viktor was perhaps mordecai’s closest friend in a way that atlas could never be due to the pedestal he was constantly put upon. and while we have less insight on viktor’s feelings, i’d imagine the betrayal has never, and will never, fully heal. it is not a wound he can easily patch up, and it isn’t something one could just forget either. how can you dismiss someone who used to be your hands and eyes and ears? when you two functioned as another man’s extra body in your entirety? you may as well have shared a mind when out on the field, and that’s a closeness and a trust which is hard to lose. viktor hardly lets anyone in as is, just as anti social as his spectacles wearing companion, so to lose that in such a violent was is an unspeakable pain he bears, i’m sure. mordecai took whatever remained of his life from him with that shot. he’s permanently robbed viktor the ability to defend the last few hairs he cares to protect. his purpose is now up in the air. and all this anguish from someone he completely and utterly believed in … there is a lot of hurt, is what i’m saying. a hurt that’s too deep and life altering for it not to be supremely personal too. it’s deep and festering and viktor ignores it, and mordecai ignores it, mostly, but sometimes his paw strays near his wound and he itches at it, and it reopens the ache all over again. there is metaphor to be found there! an abandonment and a departure that leaves you bloodied from maiming or being maimed. it is very easily a multi-layered sentiment!
however, i could still take this or leave it romantically, hence my earlier statement of favorabe rather than unabashed gushing and swooning. this is a ship i like, but i don’t read mordecai as crushing on viktor per se? i’ve always viewed his extreme relationship with atlas as puppy love that’s half bred from devotion, something not entirely genuine but also still genuine enough, which makes for a nice parallel between that and rocky’s bond with mitzi. his rivalry with atlas’ wife and his oddities such as wearing his boss’s shirts read as girlish crush behavior, typical things one does when believing themselves enamored, you know? naturally his views and feelings for atlas aren’t quite that simple nor easy to parse, and i’m not trying to simplify them in any way! i just believe he had a torch for atlas, and thus didn’t carry another for anyone else, at least not as intensely. whatever feelings he might have for someone would always be second to atlas, who was his very reason for living and breathing every day, who was his answer and justification and eventually? his obsession. in many ways i think mordecai was too wrapped up in atlas to properly develop feelings for viktor, even if there were inklings of something inside of him. ironically, the term something is what i love using when thinking about him with viktor or mitzi. mordecai is something with those two, he feels something, an unlabeled sort of thing he can’t really reach -- perhaps he doesn’t even want to, scared of what it might mean, what it could say. and it is different somethings! they are not the same feeling, what he feels towards those two, but it’s not fully known to him in the way that his feelings towards atlas was. it is not as clear! especially now, with things as awful as they are and with mordecai so full of turmoil he’s forcing himself to not share. he also has an intense aversion to emotions, obviously, which doesn’t help matters lol. this man could find some of the closure he’s so desperately seeking if he took more than a glance inside of himself, but then he wouldn’t be apart of this tragic tale, now would he?
still, in a better world where the lackadaisy’s gaggle of traumatized characters are allowed healing without any casualties or major losses, then i’d enjoy seeing a viktor and mordecai slowburn. where they decide to remain steadfast by each other’s side like once upon a time before, and they deal with life as a unit. maybe when given the space for it, mordecai’s affection can finally cement into real love for viktor -- the romantic kind, something sappy and disarming and maddening all at once. maybe viktor will allow such indulgences, finally able to touch upon his heart again and use it in a way that he hasn’t gotten to in a couple ages. or maybe he won’t share the specific feelings that mordecai possesses for him, but he’ll enjoy creating an entirely new thing that’s only for them : he can compromise and he can bend if mordecai is willing to bend just the same. they certainly wouldn’t be your typical couple, their emotions too stunted for regular dates or typical pda, but there’s something more special and intimate to them carving out their own space, and thus having their own secret world. a mix of platonic and romantic affections, a healthy dose of selfishness and desire they couldn’t ever have before but now can hoard so entirely, in small bearable doses. and there will always be some things they both won’t ever be able to shake ( mordecai disabling viktor, atlas, viktor’s daughter, etc ), although they could manage these aches and guilt better together, which is the exact sort of happy ending i’d want for them. if i may be so indulgent myself haha ( <- person who knows lackadaisy’s ending will be mostly dark and tragic but likes playing around with hopeful scenarios and what-if’s regardless! )
#my asks.#lackadaisy analysis.#lackadaisy#vikdecai#i’m still figuring out my opinions on things! still analyzing text and trying to figure out my own perspective …#so i hope this isn’t too wishy washy or incoherent!!#basically. tldr : i think their bond is so important and i could see mordecai letting his fondness become more#and i love them so bad <333 idc if it’s friendship or gay or whatever i’m obsessed with them#let it also be known that i’m a asexual mordecai truther#but i do think he likes men. like i don’t think he’s aromantic … just asexual …#anyway!! thank you sm for this ask!!! i love asks so i was very eager to answer this haha#hope this was okay!!!#( also i highly recommend the midnight special by shutterbird on ao3 btw!#wonderful read of mordecai and viktor’s relationship#and is one of the rare fics i’m using as a way to flesh out the characters and their relationships#so. a lot of my views probably allign with that fantastic read!! )#i also feel like i want to say more on this topic but for now this’ll do!
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luther: the golden child
diego: the mastermind
allison: the peace keeper
klaus: the clown / mascot
five: the rebel / truth teller
ben: the lost child
viktor: the scapegoat
is this something i think this is something
#the umbrella academy#rani makes text posts no one will read#hargreeves siblings#ben being the lost child is kind of forced bc he’s dead but i find it interesting even then#bc ben was unique in the family for already hating being a superhero and his powers due to the horror of them. and however it is he died#it had to be horrific bc viktor doesn’t write about it in his book bc five doesn’t know what happened. and before he died ben’s unique self#awareness seems to have meant they all loved him in a normal way only for his death to poison those bonds completely#so through no decision of his own this very sullen and cranky child has to become a self sacrificing wallflower bc the only way he gets to#even exist is if he takes care of klaus and tries to sober him up. his big moment is sacrificing himself for his siblings! they can’t ever#escape the abuse that reginald heaped onto them!! even in death they’re playing roles reginald forced them into#and sparrow ben is clearly so used to being the manipulator so he’s thrown when his family dies and sloane refuses to be manipulated anymore#and he winds up kind of lost child esque accidentally *anyway* - ignored and repressing his feelings and unable to connect emotionally#also before anyone says diego is too stupid to be the mastermind google ‘the mastermind dysfunctional family role’ it doesn’t require you to#not be a himbo only to be willing to be cruel & as they all say in s1 diego never knows when to stop#pogo is an adult enabler. grace has a weird function bc the umbrella kids love her and diego is convinced she killed reginald bc of abuse#five seems similarly attached to her (makes sense given delores) but the others see her more as an enabler which is INTERESTING#i’m gonna stop rambling now
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a frequent visitor
#boku no hero academia fanart#Yabureme Aizawa AU#nomu aizawa#shouta aizawa#principal nezu#this is a response to an anon but it had a second prompt so I didn't want to answer it and then forget about the second one#but ya Nezu is one of the faculty that comes by super often when Yabureme is in Tartarus#there's always been a powerful mutual trust between these two before he was taken and Nezu only wants to help#the first time Yabureme is in Tartarus he is completely unresponsive but Nezu visits him every few days anyway in an effort to get#a response out of him. it doesn't work#but during his second stint in Tartarus he's more lucid and Nezu becomes a huge comfort as Aizawa is rediscovering himself#he's the reason Aizawa eventually relents and agrees to see his class again. he is totally resistant to the idea bc he knows he hurt them#MULTIPLE times. plus he was barely their teacher so he shouldn't be that big of a deal to them right? they knew him for like a week#when Yabuzawa is his own free agent again Nezu helps him bear the weight of his trauma and they bond over shared experiences as experiments#canon Nezu and Aizawa are cute and funny and wholesome bc of the whole cuddle-in-the-scarf thing but it's way deeper than that#Nezu is one of the only ones that Aizawa knew respected him for his abilities as a teacher vs just his useful quirk. Nezu gave him his job#and believed in him so much that he let him do whatever he wanted in pursuit of teaching students who would live longer#and less foolishly. Nezu/Aizawa are friends and value each other a great deal thanks xoxoxo
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I will never be normal about Ox and Gordo’s relationship actually. Thinking about them makes me insane. Like imagine being abandoned by everyone you love everyone all at once they’re all dead or gone across the country or fucking banished to prison and they left you alone, ON PURPOSE, and you can’t do a damn thing about it because if you leave you abandon your home, their home, you lise what feels people you have left and is it even worth it when they left you so easily and
There’s a little kid hiding behind his fathers knees and he’s never had root beer and you watch him grow into this intense strange boy who doesn’t understand that his father isn’t coming home his father left him and god don’t you know how that feels and you watch him learn his way around a car and you remember the man who taught you who gave you a chance who listened when you said what was wrong and
He needs a job and you’re the only one who cares so you help, god, of course you help, you can’t let him or his mom lose what little they have left so you let him work for you under the table, he doesn’t need to but he demands it even though you paid off their debt as soon as he asked. It’s the money of those fuckers who abandoned you, anyway, and Ox needs it Ox and Maggie need it and
He’s everything to you he’s your son your brother your life and he’s fifteen and he’s your fucking tether, he keeps you human, and you think finally, finally you’re healing. You both had shit dads who dealt you shit cards but you’ve got each other and you don’t need anyone else and
Then they come back and it’s not for you. They come back and they don’t even speak to you.
But they speak to him. To Ox.
They need him. Just like they needed you when you were barely a teenager when your father leveled that town when he killed your mom when you had to become their witch because the pack needed it your Alpha needed it because Thomas-
But Ox chooses them, over and over. You try to make him understand that they’ll only use him and hurt him and he doesn’t care. He chooses them. The damned wolves.
Imagine the man you loved hated needed despised dies and his son makes every imaginable mistake and you follow him because he is your Alpha he needs you and you leave. You leave Ox behind and you hate yourself every day, for three years, you know how this feels you know exactly how this feels and it’s bitter in your throat because you hate him him Mark him for this choice you’ve just made and you understand and you hate it and it’s vicious and you can’t forgive him so how can you forgive yourself and
You come home and he’s not a boy anymore he’s not a kid but a man and he’s tall and strong and he’s the Alpha, somehow, and he doesn’t need you anymore.
But he forgives you. Easier than you’ve ever forgiven anyone in your life, he forgives you because he loves you and you love him and you came home.
#green creek#Oxnard Mattheson#Gordo Livingstone#I’m having a moment gang I’m just#there’s something so. I can’t even put my finger on it they’re like a mirror looking at yourself the boy abandoned and he’s you and#youre him leaving him your his dad brother friend tether pack love and you’re fucking leaving him behind and it hurts like nothing else#LIKE????#I wish there were more moments of Gordo and ox just being them#they make their fathers mistakes in different ways but they learn because you can’t break a bond like theirs#and Thomas being a common line Gordo loved Thomas so so much and he hated him so viciously#and Ox loved Thomas Thomas was his father Thomas meant everything to him and then he died left gone#and Gordo was used to that because that’s what Thomas does he abandons he leaves but Ox#Ox didn’t know even if you tried to warn him and then you left too#there’s so much gang#THERES SO KYCH TO THEM#don’t even get me started on Joe and Mark in the fuckery mix#Mark becoming Ox’s second while Gordo became Joe’s witch like like like#LIKE OX AND GORDO GRAVITATED TOWARD THE THREAD THEY HAD THE THING CONNECTING THEM TO EACH OTHER#OX TO GORDOS MATE GORDO TO OX’S#IM LOSING MY FUXKING MIND
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I got thinking too much about Marwa from What We Do in the Shadows again and how she was canonically making observations of Jupiter and Saturn in the 1200s. Then I thought about how Elena took Damon to go watch a meteor shower, and I decided that Marwa and Elena should get away from all the vampire drama B.S. in their lives and go nerd out about astronomy together, and this moodboard sort of happened. I also thought about how Elena becomes a doctor and went ah, they are both women in STEM! So I ran with that as a theme too.
But yeah, Marwa needs a friend who will actually support her interests and engage with her intellectually (no shade to Nadja and the Guide, I'm glad they had a fun weekend watching Mamma Mia together which was literally the only time we got to actually see Marwa happy onscreen, but they have never demonstrated much interest in science that I can recall and I want Marwa to have an astronomy buddy), and I think Elena would be fascinated by her and her perspectives on astronomy from centuries ago, and they could learn about modern astronomical advances together. If I find the time and energy I might even write fic about it, but for now, here is a moodboard so that we can all bask in the vibes of my beautiful crossover vision together.
Image sources: x x x / x (the first frame of x gif + a screenshot from x) x / x + x x x
#Elena Gilbert#Marwa wwdits#Marwa/Elena#Marlena#Marwalena#I'm not necessarily viewing this as a romantic ship but I'm also not not viewing it as one. take it either way as it pleases you#rowing the rarepair rowboat#(thank you freddieslater for letting me use that tag that's such a good tag)#the Vampire Diaries#What We Do in the Shadows#Marwa the Relentless#at first I didn't want to call her that because Nandor is such garbage to her. not even garbage. he hollows her out and destroys her soul#but I like the idea that she is also relentless in her own way. if only insomuch as she survived him. which really she didn't#the more I think about what happened to Marwa the more I feel like she endured the worst fate imaginable. I mean what Nandor did to her was#really so much more evil than any of the compulsion we see in Vampire Diaries because I mean he completely erased everything that made her#who she was. He chipped away at her personality and her sense of self bit by bit until he literally deleted anything recognizable as Marwa#from existence. I need to scream about it.#and the only scene with her smiling is the one I took that screenshot from. The only. Scene.#anyways I'm so glad she's fine now & having fun showing Elena cool telescopes and telling her about all of Jupiter's moons &how to see them#I love astronomy so if somebody on TV mentions liking astronomy I become bonded for life with them. lol#TVD rarepair rowboat#WWDITS#not to be anti-wwdits; I do love Nandermo. but they did Marwa so dirty#Justice for Marwa!#astronomy moodboard#I made this weeks ago but I got so busy with the play but now the play is over and I went 'hey remember that moodboard you should post it'#so here it be :)#it's not the best moodboard I've ever made but I made it in a passionate fervor of feminist energy and I like it
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I sincerely think if Dennis Reynolds and Jeff Winger were to makeout, it would benefit them both immensely, in fact, it’d be good for their health
#jeff winger#dennis reynolds#wait wait okay they run into each other because Jeff’s a student and Dennis is out looking for his usual college girl type he’s so set on#but like they both come to the realization that’s not what they want anymore/never what they wanted or what will make them happy#because they see reflections of themselves in each other#and after having a wild whirlwind affair or one night stand they part ways each changed by the experience#and Dennis comes home and tells Mac how he feels#and Jeff tentatively accepts the dean’s invite to a dinner or something#text#anmmbposts#and also the next time the gang needs a lawyer Dennis is like I know a guy so they don’t have to use uncle jack anymore#and Jeff takes The Lawyer completely off guard and absolutely destroys him#and Charlie gets to excitedly talk with him about bird law to which Jeff either tells him hey greendale actually has a class on that#or hey you could teach a class on that at greendale#ignore me writing my silly crossover fanfic in the tags I’m at work and the thoughts are suddenly vibing#and they become like amicable sorta exes and if they ever meet each other’s friends do you think Mac and Shirley would bond over religion?#do you think Britta and Dee would get along?#I think Charlie might have fun playing games or building forts with troy and abed they could play night crawlers together#help me my mind keeps going
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The realisation that Lace Harding and Liara got the same voice actor :O
I could not hear that at all. Well, at least it is now confirmed that the voice actor was innocent for the weird way Liara lines was always said. She can apperntly act. Something else in production caused that
(Or she has gotten alot better at voice acting sense than me1. It was a while ago lol)
#dragon age the veilguard#playing dragon age veilguard#lace harding#i could never quite bond with liara because of the weird breathy way all her lines were said#like there never felt like there were any emotion?#or hardly any anyway#it is a similiar problem as neve#neve performance is not emotionless though#it is just.... feels like the actress was not told which scene she was in at all ever#so the lines are often performaned in a way were one suspect#that the actress had no idea what the answering dialogue or context was#which is most likely the case#i have heard this being a major problem in video game voice acting#that the get the lines sent to them to perform alone with no context#which explains why some actors that are useally good at voice work#suddenly becomes a mess in video game voice acting#BUT neves performance really stands out with having#also having shoddy editing were you reanky can tell were the editor cut and paste different lines togheter#all character suffers from this in dav but neve performance makes it glaringly obvious#all the characters who are returning from dai sounded better in dai#and i suspect it is the editors of the dialogues that are the problem#the ones responible of cleaning up the sound and cutting togheter the sound bytes;$#from the voice actors#and the direction BUT#but both Solas and Varric voice actors the sound of their voices sound so much worse in dav#they both sound like they have been smoking 3 packs a day the last 10 years#AND both had been acting on live stage non stop before performing their dialogue in the start of the game#i think that us not the case so something is wrong there#or ofcourse lol it is possible that solas and varrics voice actors are just not that good at performing the feelings of stressed argument#bur i dont think that is the case...
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Skwisgaar putting distance between him and other people because he feels far too superior to everyone to become friends with them yet also getting depressed when he sees others have fun together because he feels excluded, despite him putting the distance in the first place. Skwisgaar not wanting to be hurt by other people yet using the justification that they're not worthy of his time when really he's just scared of being vulnerable. Nobody can hurt you if you never open up to them. Nobody can forget about you and neglect you when you never become dependent to them in the first place
#skwisgaar skwigelf#just thinking abt how much he must use his superiority complex to avoid any kind of situation where he has to bare his true self#literally hes just coping with his trauma#he never got over the way his mom treated him#and he just promised himself to never go thru it again#thus becoming a distant person incapable of forming meaningful bonds and not wanting to try it either#i have so many thoughts abt skwisgaars upbringing and adolescence and overall life before dethklok#thinking thinking#it really must be lonely being a god huh?
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Honestly i love Celia & Conficcares dynamic because like... we said it was us against the world, two under dogs in a perpetual rat race, we swore to climb up together that no matter who favored or lead us we would remember who we started at the bottom with. other people can say they love us but only we can trust each other because only we have no reason to lie to each other. blood brothers till the end.
and then Celia became the front runner in the race, then Celia became the top dog, Celia climbed up the ladder as other fell to their deaths, and hes still at the fucking bottom. she can throw down a rope to him, but he doesn't want her pity, he wanted to climb together. he doesn't want a leader he wants a friend, and before he can do anything his best friend and supposedly forever ally looks like someone who hurts him, who he cant trust. because she has to be a leader and worry and so she lies to him, she doesn't trust him with her secrets anymore, because shes got bigger things to worry about, because when your at the bottom your vision is so narrow, and hes been left behind with who she used to be.
He knows Tesoro, knows Elena, two leaders, two people who fought their way to the top- but they started half way, they didnt linger at the bottom, propelled by skill or infamy into the upper battles. He knows he cant trust them, he knows they lie to him and hes accepted that, thats just who they are and the burden of their position. in their world, your either a leader or a follower, your rarely get to change. Celia was an anomaly, so settled into being a grunt, a follower- and yet she became a leader- and as petty as the thought is, betrayed their bond as underdogs.
Celia started just like him, but now shes so much more, having gone somewhere he cant follow, carrying a weight he cant lift. Conficcare, of all of them, mourns who Celia used to be the most, and hates her all the more for it, for leaving him behind with the ghost of who she used to be as his only company for him in his weakness.
#gold & silver#oc: celia#oc: conficcare#like hes an ass about it but he feels so deeply betrayed by celia that tbh i forgive him<3#you left me behind to become the monster we both feared#my only ally. the only person i could trust not to use me#even for the better#became the people that surrounded us on all sides. the people you were my only refuge from#not even touching on the implications i made about him & Tesoros early relationship because...#but like. Conficcare is one of the only people to get to tell her what a monster she became and it will affect her#the person who can cut to her heart the most with his fear of who she became#she was meant to be safe. she was meant to be safe#but now shes grown into another person to fear#they can never be the same anymore#damn this dynamic would be so much simpler if it was just repressed attraction but nopee. messy af and 100% platonic#celia broke the solidarity bond they had. is the simplest way to put it
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Au where Casimir gets his foot in the door early, and Quiroz joins Renasci as a seventh-year
#in this au Quiroz is the one Celia meets on her train instead of Maddie#because the desert knights meticulously coordinate things that way#having grown up with the Desert Knights Quiroz not only has some serious preconceived notions about Celia#but he also has an intimate and detailed understanding of the Demsne’s goverment Celia’s role in it and the politics surrounding this#and he assumes Celia has thins knowledge as well#if immediately becomes clear that she is both a very nice person and completely clueless and Quiroz becomes friends for realsies#and we bypass a lot of the plots that operate on Celia being in the dark because Quiroz just. tells her things. fills her in.#realizing how much has been kept from her Celia confronts Professor Legaspi and by extension the guild#and because they can’t use the ‘protecting you’ excuse they tell her a lot of stuff that she turns around and shares with Quiroz#Quiroz then turns around and shares it with the Desert Knights so that when Indaba stages a kidnapping attempt at the end of the year#it is very successful and Celia ends up trapped in Huperpetra years early#because she’s early she doesn’t have her block breaking abilities and her escape attempts all fail#Quiroz has a change of heart and tries to help her in one of the attempts but is thwarted and locked in the cell with her#they have a big fight followed by a serious conversation followed by trauma bonding and they come together despite Quiroz’s betrayal#eventually the guild storms the place and the two of them use the distraction to get out#they encounter Celia’s family in the process and she is understandly stricken by this encounter#it holds them up significantly and Casimir finds them there in the dungeon#the guild don’t know where to look and therefore haven’t found them#so it’s just a two person smack down - Casimir vs. an eleven-year old#except no it’s not because Quiroz comes out of nowhere joining the fray#he kills Casimir (mostly by luck but partly because he’s a savage)#amd they all make it out alive (with that one exception lol)#and Celia gets to be happy with minimal stress#celias journey#quiroz bazemore#alternate universes
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Don’t think about a tlou wolfwalker au
Don’t think about a tlou wolfwalker au
Don’t think about a tlou wolfwalker au
Don’t think about a tlou wolfwalker au
DON’T THINK ABOUT-
*google doc opens up*
Oh no
#I watched wolfwalkers tonight and now I’m thinking about feral Ellie as a wolfwalker#Joel having to deal with the feral child after she accidentally bit him and turned him into a wolfwalker#He has to escape the Boston QZ because he knows he won’t be safe there with the bite and decides to head west to find his brother#but the night after he gets bit he suddenly wakes up as a wolf and starts panicking and running through the woods eventually finding Ellie#The two then have to travel together because Ellie is all alone and Joel just can’t leave her#So they both go west to look for Tommy#Bonding happens along the way and they become a pack#Hehehe I’m gonna have fun writing this#tlou#the last of us#tlou hbo#the last of us hbo#joel miller#ellie williams#ellie miller#pedro pascal#bella ramsey#wolfwalkers#wolfwalkers au
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