#still either way she's really nice
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Oh, Aang, you're really in it now...
This is Zu—I mean, Jian Li and Katara's second meeting in the Kyoshi Warriors AU. The first proper one, anyway.
Once they get through a minor difference of opinion or two (“I can carry my own basket!” “Never said you—” “I'm not weak!” “I didn't—” “Just because I'm a girl doesn't mean—” “Would you listen for once, woman?!” ) they'll become nearly inseparable.
For now Jian Li will carry Katara's basket all the way to the Kyoshi Warriors' dojo and, once there, they'll mercilessly tease Sokka when they see him in uniform.
#zutara#atla#zuko#avatar the last airbender#katara#kyoshi warriors au#atla art#atla fanart#prince zuko#katara of the southern water tribe#kyoshi warrior ursa au#kyoshi warrior zuko#zutara fanart#zutara au#zuko fanart#atla zuko#katara fanart#kyoshi warriors#kyoshi island#They're a complete menace once they get going. Breaking hearts all over the Earth Kingdom and turning Sokka's hair grey prematurely#Aang is just a little puppy who made a few sarcastic remarks at the wrong time. But it got Zuko thinking out loud so that works too#Katara heard him and while she very secretly agrees (what did he mean “that doesn't sound like fun either”? He should've helped her!)...#she's also the Avatar's number one defender and needs to protect his honor. Agni bless the child.#And then poor Zuko offers to carry her basket because he's seen her do all the work alone and the freaking Avatar has just refused to help#And momma Ursa raised a gentleman. So of course he wants to help!#But Katara's had to deal with Sokka's “traditional views on women” all the way to Kyoshi and Aang is busy with his little fanclub#And now this extremely handsome stranger who's really just trying to be nice (he's also so awkward it's adorable) offers to carry her basket#And he's being really nice and sweet and considerate about it damn it#Of course she snaps!#She still thanks him for his help tho. Once they absolutely murder Sokka with their teasing they become a package deal.
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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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the closer we get to arcanes finale the more worried i am bc so often .. if not always .. things i like end in a way that i dislike so much it ruins everything else for me
and im so worried they pull a 'this is a multiverse' thing bc then they can say every skin is somehow canon bc its all different universes you seeeeee and jayce went mad bc he lived through all of them or something, or force it to end in a way that makes the champions end up like they are in game- Vi is a shitty cop, Jinx is just heehoo craycray bc xyz etc
#ganondoodles talks#personal#arcane#sorry i cant help but be rather pessimistic#and i know with the skin universes its kinda a multiverse already but like#a multiverse and different AUs are a different thing for me#i cant imagine how they can make this all end in a satifying way with just three more episodes with so many questions still#like the thing with isha and vander only happens so jinx loses every bit of sanity she had left and Vi goes welp#time to be a shitty enforcer#and then singed takes warwick again and makes him full wolf like in game and theres no connection left anymore bc his memory is fully cooke#or some shit#i REALLY dont want to be pessimistic but uh .... it usually happens with whatever i like and it has scarred me a little#i dont even know whats up with mel either??? they did the whole black rose stuff but#thats pulling in so much lore from noxus ... HOW can they make sense of it in 3 episodes?????#unless they make it a shitty teaser for more to come or soemthing i guess??#.. in any case- whenever i tried to be optimistic and then got disappointed anyway it hit me way harder#so im just gonna go with expecting the worst i can imagine so theres hope left to be surprised in a good way#after all they did go with warwick in a way i really liked for act 2 that is ... though the end im meh about#not a fan of the weird hexcore bullcrap in general tbh#though i like victor ... he was so nice to warwick .. even though i wish he wasnt a cult leader now lmao
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I was rewatching mouthwashing, and I ended up thinking of the different reactions that Curly and Jimmy had in doing their tasks. How during the scene of Anya evaluating Jimmy and showing dread towards the idea of doing his evaluation, Curly was the one that offered to take it off her hands. He had no issue with adding more to his plate, because he knew - or well, thought, he knew that Jimmy wasn't going to "bullshit" with him since he's known him for a long time. When Anya hands Curly a note from Swansea, Curly goes to check out what the issue is and he takes care of it without a complaint, the only "complaint" he has is how this incident could have damaged the pods. Which is reasonable, those pods are their only way to be saved if anything tragic happens on the ship. However, in comparison to Jimmy being asked to do things, he's passive-aggressive about it. When Anya asks Jimmy if he could help her out with Curly's painkillers, he tells her that people should be worth their titles, specifically using her title as a nurse when she asked him for help and then when she says forget it, since he made her feel insecure, he still goes "Oh no, I'LL take care of it" as if he was doing a chore, a favor for her. Then, there's that part where he blows up at her for things that she didn't even ask him to do - more so the others asked him about it, like the code scanner, him deciding he needed to find the axe for the foam, and then, there's the medicine part (which when she does ask, and she reconsiders - going to do it herself, he takes that away from her). Jimmy complains about the tasks he has to do and he treats it like a big issue, a "woes me" that he has to do this and that - wanting the praise of the capital without actually doing any work. While Curly doesn't complain about it, in fact, he even mentions that he's aware of how well he is doing at his job as a Captain during that cockpit scene with him and Jimmy. If Jimmy only had to do a small amount of tasks to get irritated and annoyed at being captain, while Curly didn't which I feel like encapsulates their personalities. Curly understands what he's doing is a job, it's a responsibility, why would he complain at any point for doing what he's suppose too? Why would he be upset at people asking him to do tasks? While Jimmy on the other hand, isn't used to it at all and it's different to what he's had before and he's realizing that he doesn't actually like doing the work he has too. I just wanted to ramble about it even if it seemed kind of obvious xd
It’s obvious but it is a thing people miss or understate when trying to find parallels in Curly’s and Jimmy’s relationship/personalities.
Like the way people portray it as neither taking responsibility when it is almost split down the middle of Curly taking responsibilities and faults that shouldn’t be his and making himself unequipped to handle the ones that are while Jimmy refuses to handle the responsibilities he has because he wasn’t expecting the work that comes with them.
Not a lot to say but people forget that another thing the game comments on is prioritization of issues and responsibilities and how the guys fail at it in one way or another in the situation.
#this talk of responsibility is more so about me be very annoyed with people acting like Swansea was the most responsible man on that ship#when he immediately takes a break after his intern in stuck in the foam starts drinking the moment he find out the mouthwash is alcoholic#doesn’t tell anyone about the cryopod or explain himself and did nothing about Jimmy either until it was too late#like I’m sorry but he is also the last guy I’d like to hear about responsibility from cause he did just as bad as Curly post crash like he#wasn’t even nice to Anya outside the one conversation we see he was actually just as rude to her as he was Daisuke when they cracked open#the crates and dismissive before hand like I’m getting more mad at the glorification of one guy vs the woman whose doing the most 4 herself#like I get his speech and the recognition of his faults but he still had them and they still were his downfall in the end and part of the#reason Daisuke listened to Jimmy and it’s not his fault that happened but it’s the same way it’s not Curly’s fault Jimmy is like that#but I digress cause people don’t exactly like when we actually discuss the responsibilities the crew mates should’ve and shouldn’t have had#or what they actually did to help cause idk Anya likely would not feel supported by any of them after the fact if they survived like girl#only ever got attention for her problems when they were literally at the worst that’s not helping or taking responsibility like she had to#kill herself to feel some sort of relief also the irony about Curly’s concern about killing herself only#for it to get to the point she actually did because there was no safety for her they all failed her#Swansea would’ve just told her to tell the captain and he’d watch Jimmy and ultimately it would play out the same cause he’s tries to not#get to involved cause he’s old and been through enough already and she’d feel just as unheard like he was closer to Daisuke#and not once after the crash did he really try to steer him away from liking Jimmy which again he points out himself#like I love Swansea and Daisuke but they were just as complacent in Anya’s suffering and Jimmy’s behavior even if they knew less that should#not make them more viable options or it more excusable like crazy conclusions to comes to ig on my part but yall hate#the idea that maybe a major point is that Anya was alone as a woman and overlooked#mouthwashing#ask#mouthwashing game#anon#curly mouthwashing#jimmy mouthwashing
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this might be a minority opinion but i actually love that mellori betrayed the wizard. go on girl be your own fully realized person and advance the plot in interesting ways
#wizard101#w101#this is not meant to be shade i just like it when characters are volatile and do stupid shit#a lot of the early characters in wizard101 are super static and slotted into either#“wizard i love you and i am your ally 5ever” or “wizard i hope you get the electric chair”#so i really love mellori for like. she betrays the wizard but not really out of malice#she did it because she thought she had to#also i like it because it's funny#i feel this way about bat's betrayal too just. really like characters who's morality isn't revolved around#“is this character nice to the wizard”#(that is also why i love ione but i could talk about why i love ione for hours)#wizard101 spoilers#i don't know if fucking mirage still counts as spoilers#but to my brain mirage came out three years ago and not#checks notes#eight. it can't be eight what the hell....#my god...........
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Fic-to-Art #42: Hotaru, Mari and Zi
This month, our prompt was children, specifically our next gen kiddos in Gladiator. Surprising very few people, this little trio got the win, even though another trio (Yue's kids!) were really close runner-ups! It's a lot more interesting to write kid characters than I ever expected, even in a story as dark as what I work on. The dynamics between these three will be lots of fun to write someday, I know it! But for now, we get to enjoy a glimpse of them together in art form, with Mari having given the three of them makeovers with all those ponytails and pigtails and what have you x'D
I really hope you guys enjoy this piece, it was a lot of fun to work on <3 they're adorable cousins and it's always wonderful to think of how their eventual bond will be undisputable proof that their world is healing for good, after all the efforts of their respective parents.
If you'd like to be part of the creative process behind these pieces, a $1 pledge makes you eligible for voting and suggesting prompts, as well as reading Gladiator snippets 6 days before the new chapter releases!
#fic-to-art project#gladiator#hotaru#mari#zi#sokkla#zuki#implied by the obvious fact that those are their babies#yes hotaru being the littlest makes me feel fuzzy feelings#I'm not entirely sure how old they are here but they definitely look older than what I was aiming for#suffice to say Hotaru can walk so it's not that close to where we're at#probably not that close to what I'm writing either she's still very baby there#but whatever her age she's never going to stop being cute that's facts#it had been way too long since I last drew Zi I realize#and it's just really nice for my patrons to give me excuses to do it haha#I imagine they're proudly showing their parents just what Mari did#Hotaru is so happy with her little ponytail#it's like dad's wolf's tail!#... kinda#don't tell her it's not the same she is a baby she can't tell the difference yet (?)
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Jessamine's design has always intrigued me. the stark, full black suit and tall collar are pretty obvious status symbols. black was for the longest time an incredibly expensive colour of fabric due to how difficult it was to achieve proper rich blackness during the dyeing process and the collar, while most likely just a trend in Dunwall fashion inspired by the 1890s high collars can be read as lace, especially in some concept art, which is hard to care for and needs to be starched to hell and back to keep nice and stiff for a collar like that
but what I find a lot more curious about this is that the clothes appear very much inspired by Spanish renaissance fashion
which, honestly, would make sense with the real world inspiration. 19th century was obsessed with the past, with the romanticized medieval and renaissance times, and it was quite common to see fashion inspired by times long past (I mean, just look at Worth. the man invented haute couture and there is so much influence of medieval and Elisabethan fashion in his designs). it was also a thing for rich families to just kinda... invest in recreations of historical pieces of clothing and LARP in them.
Jessamine's clothes, in particular, reminded me of Spanish court dresses. especially of the portraits of Anne of Austria and Elisabeth of Valois
obsessed with those slit sleeves. too bad Jessamine didn't go the extra mile to have the sleeves hang long and heavy around her arms but they were more form fitting
there is also something to be said about the tall white (possibly starched lace) collar and the style of clasps used on her clothes
the mini cape thing she has on top is more similar to the style of capes worn by men in renaissance, but yeah, of course she reminded me of a Spanish princess when this is one of the most given example portraits for this style
I wonder if this was an intentional choice on the designer's side or if they were just inspired by the revivalism present in 19th century fashion. what really makes me consider that though is that one of her earlier designs has those sleeves much, Much more pronounced and obvious
oh the things that could have been...
still, it makes me wonder: if this was intentional, what does this tell us about Jessamine, and the history of the Isles themselves?
#dh#dishonored#jessamine kaldwin#fashion history posting#I am not normal about this gown#me and sin even had an au where her and corvo are part of a fashion history reenactment group#still I wonder. does she just like the style? or is she just a little insane about fashion history like I am?#bias admission I spent two years working on a comic that had its entire aesthetic based around renaissance and its 19th century revival#so I might be seeing things where there are none#either way you are welcome Ive been meaning to make this post for Months at this point#we dont know if artificial black dye was already a thing at the time of DH1#another curious thing though!#since this is before silvergraphs were invented Jessamine wouldve been painted in a Particularly Nice Outfit#like if youre gonna pay someone to paint you youre gonna pose in your best garb#and its the same fit she wore to welcome corvo back which means she dressed up nice for him#which I find really fucking cute#anyways heres my insane ramblings I hope you enjoyed
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Coming in to play! (Patreon)
#Doodles#Webkinz#Webkinz hours! The cute lads have wedged their way back to the forefront of my mind haha#I'm honestly really glad I kept all my Webkinz plush over time and they've survived all the moves and whatnot#Some are still missing - most notably my horses for some reason - but I have the rest onhand and they're still cute and soft and I love them#Getting the opportunity to name and play with them as a young'un made them stick quite strongly in my mind ♪#And I still find some of my design sensibilities with their roots in the gameplay/game design/UI design/interactivity#I think it inspired some of my Video Game Design brain which is an aspect of myself I'm quite happy with :D#And I /love/ plushies probably now more than ever <3 So I'm doubly glad younger me didn't get rid of them haha#Got my lineup that featured in Tala's Requestober this year ♥ I left out a couple for what are probably obvious reasons ahem ahem#If you haven't seen what the Official design of the clownfish is in Webkinz... The plushy is arguably worse lol why that one of all of them#Hire me to design Webkinz fish I dare you#There are actually several cute fish - and several ugly ones! Lol I don't know why they're so inconsistent#It's not like the differences between Signature and Classic! Most of the fish are Classic or eStore! I don't know what gives lol#Anyway lol the other one I left out was my Night Mare since I couldn't remember his name either - which is a shame! I liked him#I still have some fairly clear memories of playing Webkinz with those lads <3 Of the different rooms and relationships and games#It's nostalgic! It's nice to reminisce on something so cheery and cute and light and fluffy :)#As for the rest hehe - I tend to pick up 'kinz whenever I find them at secondhand shops and the like - much like Lalaloopsies#They're out of production! Harder to find - rare and valuable haha totally#I haven't found any New With Tags so far but I'm on the hunt still!! Someday it'll be my turn...#But I Have found some really adorable fellows for cents on the dollar haha <3 Two Blue Whales and a Sheep and Duck!! So cute#My latest find was a Lil'kinz Lioness Cub and she is - So tiny <3 Really adorably constructed with a fluffy nose ahhh ♪#The Long Eared Bunny is my current Free 'kinz! I unfortunately lost the account with Baaby so I had to start over again but that's alright#This time I've got Embroidery and she's in a closet cosplay of Edgar haha - black-and-grey striped shirt with dark pants and round glasses#And angel wings! I was able to snag those from the Ganz website and they're perfect honestly haha ♥ She won an Open Beauty Pageant with it!#Couple of her with Sugar - my first Webkinz I got to play with since Diamond's tag was thrown away :') Sugar's my oldest 'kinz <3#And of her with smol's Free 'kinz since I convinced her to play with me off and on haha - her Leonberger named Borgus :D#And then one final one of what I'd really like - a Webkinz Spider ;;♥ I /know/ they've made spider objects that are really cute!#And April Fools' fake pets of a spider!! Give me the fluffy spider please Ganz even if there's no plushie I just need to pet the spider
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I know that this brainfart is like a "well fucking duh" moment given that Barrett wilbert weed originated both musical Veronica and Janis, but like,,,auli'i cravalho could make for a good musical movie veronica and I mean that genuinely
#like i have legitimate reasons WFKDKD#first being that she has movie and musical cred and also who would dare speak evil on moana#and two being (and this is a hot take dont kill me) that um i actually liked her singing a lot more as janis...#like the belting had a lot more solid base#though i wish the movie kept the original key for id rather be me because like thats moana she can do the original key#and third being: in an interview for mean girls i believe she said that she can pull off a dead girl walking cover#and i need her to follow up on that#aND 4TH BEING: okay my complaint with recent iterations of veronica is that they are too nice which to me dulls down some of the themes#bww's take was a good mix between a kinder veronica who still has a ryder's snarky backbone with initially shaky morals#and i hundred percent believe that auli'i could do that too#and also yea she can also portray the kind vulnerability angle added to the new iterations of veronica ala I Say No#(even if i personally believe that um that moment doesnt really fit the show or veronica but um yea what can ya do)#(auli'i can pull it off either way)#so anyways yea#auli'i cravalho#heathers musical#heathers#veronica sawyer#mean girls#mean girls musical#janis sarkisian
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It's really interesting seeing moments where Liko is overly careful with her words, to the point it feels like she is walking on eggshells and prefacing her thoughts with "it's fine, I really think it's fine but..." even around her friends.
#(which makes an interesting contrast with sango again since the latter generally spouts whatever is on her mind)#liko really didn't want to upset dot or make her think she thought something was wrong#but she still tried to convey what she thought while putting a bunch of 'it's fine really but maybe...' before her words#liko and her tendancy to try and please people etc.#it's such a compelling aspect to explore! and it feels realistic for her to be this way#like in a way part of her doesn't want to ruin what she already has in her friendships#especially with dot because she came so far with her#but she still said what was on her mind#very nice facet to explore for the dynamics tbh#it makes me wonder if liko and roy could have a kind of argument down the road#the two of them generally get along so well and they are so compatible and chill together#that it could be interesting seeing them argue for some reason and then make up afterwards#either way i love liko and all these small moments showing her character#liko#hz049#character notes#episode notes
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such is the tale of a ✨chronically online hypocrite✨
#(please forgive this old folk’s rambling for a hot min bc i need to get this off my chest somehow and in some way)#tl;dr: come and get into the hw idol series!!! we have ship discourse; more ship discourse; even more ship discourse#(yes ik people should be free to ship what they do b u t claiming a noncanon ship as canon and forcing it on everyone else is. not cool.)#yes yes friday’s mv was visually cute and ino.rin’s singing was peak b u t i feel like it has caused more harm than good in some way???#i cant b e l i e v e the jp hwtwt beef over friday’s mv is still going on mannnnnnnnn#no less than 3 separate people have made posts along the lines of#‘p l s stop using [official tags] to post about *[unnamed] non-official ships* p l s there’s a time and place for everything’#and n o n e of them even remotely run in the same circles yet they’re all banded together against a *certain* group lmfao never change hwtwt#lhy (esp yhy) shippers are always at the scene of the crime mannnnnnn#i cant see anything on their end of the naval battle (has every single lhy tag+account that i could think of blocked)#b u t it’s still really funny to witness on my twtdash against my will. i think i need to touch grass#‘kyhn isn’t canon either so why do you like it while being such a hater towards lhy—‘#great question!!!!!! it’s bc (disregarding the movie) they actually interact really well together~~~ like the honeypre event y k—#and also bc yukki treats hina really nicely all the time (even when she was being tsun and literally running from her feelings for him)#a n d hina loved him for who he truly was; even before his image change arc. and she also does her best to appeal to him and such~~~~~~~#but lhy. uh. they just bully hiyo 95% of the time and while they do look out for her bc they’re pals#they’re just pals. guys. and lxl have gone ‘uwu it must be u uwu’ to each other one too many times so shoehorning hiyo between them would.#be pretty weird ngl? esp since the ‘widely accepted’ portrayal of lhy as a trio is p much just hiyo x 2 dudes who dont even like each other#and. like. a branch of such portrayals usually seem to have aizo waft away from the ‘r/s triad’ to date mona instead which is. very weird.#some people just pick and choose aizo and mona interactions dont they. all they see is the umbrella scene and go ‘ah yes. canon’#they dont even read further to see how mona doesn’t even use the umbrella after aizo leaves (clear rejection)#a n d how aizo doesn’t even remember giving the umbrella to mona + mona’s entire existence in general after that#and that’s not even counting the grudge mona refuses to let go of even after what looks to be literal months#so for certain shippers to just casually shoo aizo out of the hiyoharem and into mona’s unwilling arms for the sake of yhy is. weird.#and like. shouldn’t he and yujiro have a say in this?? they’re more interested in each other than hiyo so just how are they being commonly#portrayed as hiyosimps in fanon? im so confused… like. wouldn’t they be equally obsessed with each other (as w/ hiyo) if they were a rstrio?#aaaaaa get this off my twtdash plsssssssss pls see this post twtapp pls let this affect your dumb algorithm im tired of the ship discourseee#as funny as the ‘lhy vs the world’ naval warfare is it’s getting. um. very annoying!!!! and now im missing nagisa more than ever s o b s#plsplsplsplsplsplsplsplspls influence the algorithm ragepost; ik big brother is 👀watching👀 so do your thing—#(pls feel free to duke it out with me too if y’all read this i need my birdsite algorithm to le a r n that i dont wanna see stuff like this)
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Crossing the Animals
I've been playing ACNH a lot again recently, and I kinda hate what the new overwhelming power that the player has done to how I view my villagers.
On the one hand, I have given into the "creative player" mindset, where only the aesthetics of the animals really matters to me in terms of inviting them to live on Moonside. But on the other hand, I also still have the old "social sim" mindset, so I have difficulty letting go of animals that I've had a long time.
For example, I've had Raymond on my island since the game first came out because he was my mandatory smug villager, but tbh I don't really care for his businessman theme and was kinda put off from all the hype he had.
At first, I kept him because I felt bad throwing such a "rare" villager in into the void, especially when I knew others would really want him. My original intention was to pass him off to someone else when he got a thought bubble, but before that happened, I actually got attached to him for reasons not important enough to detail here. So ironically, even though this is the game with the (IMO) worst villager dialogue, he still managed to become a "character" for me, the same way Mint, Coco, and even Cole had in the past.
But even so, the bland dialogue and character interactions have kept him from becoming anything more than that, and the little affection I did have for him have started to fade.
So now, as I try to gather villagers that fit the aesthetics of my island better, Raymond keeps coming up on the chopping block, but I just can't bring myself to let him go, even though I know he really isn't going to do anything more for me. It's like I want to be able to say, "I've had this villager on my island since the very start of the game." even though a statement like that means literally nothing anyone, including myself.
And yet. I want to hang onto it. Even though it brings me no joy.
Ya know.
Now that I've written that out, I actually feel better about finally letting him go the next time he gets a thought bubble. I guess venting does actually work on occasion.
#gbunny writes#animal crossing#i feel kinda the same way about norma but she actually fits the theme and has a proper place on the island as the obligatory farmer village#i was actually pretty lucky with villagers early on#just by chance#almost every new villager came to either live on my island or i saw them on a NMT. except the 2 bears#in fact. i hunted for judy up until she got an official amiibo card because i thought she would suit the island#cyd and dom actually lived on moonside for a time (long enough to get both their photos at least)#and i know i saw most of the others#i actually really liked Cyd when he was there but i eventually let him go#the only villagers i actually like talking to in-game are the cranky/big sis ones (go figure)#but it's mostly because their personalities aren't as exaggerated as the others#so it occasionally feels like i'm actually talking to a character instead of a ball of tropes#though they both still dip into that too#but i'm more receptive to their respective tropes than i am the others#even the normals are kinda grating in how nice they are
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Was bravies and showed off some of my comics ESP featuring Moe (who I've been extremely protective of up until this point) to my family at The Gathering and received RAVING reviews such as:
"Oh this one is interesting, it looks like he's wearing eyeliner 🙂" - Auntie, about Moe
and
"I don't like the language here 😰😤😮💨" - Nana, @ Moe saying Fuck
#moe tag#bowing. thank you thank you#i showed each of sharena and alfonse's 40 convo comics and the recent pot meet kettle vest one#each of them really working as like. decent introductions to everything going on here actually#i brought them for context about My Guys. i brought my homunculi (plush wips)#and like. really truly. i may not be bringing a partner home. but i have one million photos of my specialest guys on my phone#what a fucking experience. like. hey guys. i know i've been standoffish and unemployed for many years#refusing to say that i do anything so you may have come to the conclusion that i don't. but you'd be Wrong#i'm kinda mellow so i might not say much more. but it was an overall better visit than most#also. really really REALLY funny. approval points deducted from moe. for having a potty mouth.#ALSO HONORARY HE/HIM PRONOUNS. FOR MOE. AWESOME..... like unironically vindicating#like. i imagine that moe probably gets he/him'd or they/them'd by people who aren't familiar with it#and if it ever is she/her'd. it's most likely either in malice or intentional ignorance. a way to say you can't do that. you can't BE that.#meanwhile as i was explaining just a bit here and there. i literally couldn't adjust myself on the fly actually LMFAO#just casually using it/its. because. it is.#idk. it's nice actually. you can still do incredible work without approval.#the lack of approval doesn't change the quality or nature of the work.
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I finished all new hawkeye omgg
#all new hawkeye#my initial thoughts was that i loved it#reading the reviews kinda ruined the vibe lol#ik it had some big shoes to fill after the fraction aja run#but i still thought it was giving the vibe#i havent read much kate stuff besides the fraction stuff and young avengers#so idk if she was done well or not#the water color panels were so nice#im conflicted abt the ending#cause if things ars chill now how does it get shittier later?#but either way i really liked it lol#clint barton#hawkeye#kate bishop#im not sure how i felt abt kates backstory parts tho#they didnt give as much as clints idk
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my hot take about descendants is that NONE of the core four were ready for a relationship until maybe like, the third movie (rant in tags)
#they were still adjusting to living life without struggling to survive#a girl should not be jumping into a relationship the same week she just tried her first piece of non-rotten food lol#thats not to say I don't like the canon ships#but mal married literally the FIRST man she met in auradon. at 18.#and even as far as in descendants 2 we see them still struggling to adjust in different ways (mainly mal)#in d3 they seem to have fully assimilated into life in Auradon (as much as a VK can anyway)#so it makes sense for them to THEN seek out relationships if that's what they want.#but disney ofc wanted to act like romantic love just automatically fixes a person's problems ig?? as if a relationship wouldn't just be#added stress given the position the VKs were in in d1#not to mention dating just like. wasnt a thing on the isle (mal even says this)#and I get that the kids are craving to be loved because their parents didn't gaf about them. But I wish the first movie focused more on the#finding that love in each other than romantically with outside people. a sort of “they had love in them all along” moment.#and then this fandom loves to argue about whether Jarlos/Janelos was 'rushed'. at least Carlos (and Jay +lonnie) waited a few months before#throwing themselves into the dating scene. Poor evie had her heart broken within like 3 days of being in Auradon. no wonder she was willing#to help steal the wand lol.#Anyway to wrap up this rant I didn't even mean to go on#I just think that kids who have spent the first 14-16 years of their lives fighting to survive and being put through continuous trauma on a#daily basis don't need dating right away. they need THERAPY.#if anyone here has seen stranger things its kinda an El and Mike situation were its like. the girl grew up in a lab and fell for the first#boy in regular society who was kinda nice to her lol. thats how I view Mal and Ben#same with doug and evie. he was nicer than chad but he still fell for her for her looks and she still fell for him because he was the first#guy in auradon to be genuinely interested in her. also evie had a whole “I dont need a prince” arc and ended up with a man anyway?#my problem with janelos was always that Carlos never quite worked out his mommy issues or his anxiety. I feel like he'd be afraid of hurtin#her even though that boy wouldn't hurt a fly. and we see Jane get pretty stressed out herself- have you ever been in a relationship where#both of you have anxiety? cause it either goes really well (you help keep each other calm) or REALLY terribly (you make each other spiral)#I actually really liked Lonnie and Jay (though I feel like it would've had a bigger payoff if she was in d3. not sure why she wasn't but I#wont dunk on that because it couldve been smth to do with her actress). I think Lonnie is someone who can 'handle' Jay well and match his#energy. And I like the idea of Jay finding someone he's loyal to after being commitment-phobic for 1 1/2 movies and the whole first book lo#and ofc I have to throw this in here: any auradon kid the VKs get with is never going to grasp even half of what they went through.#this doesnt mean they can't try to understand and be empathetic. but it will always cast a shadow on VK/AK relationships.
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aouuugh my uterus......
#long long day at work codeine wasnt helping with cramps and my meds are less effective on my period :(#ive been doing okay most of the day tho just starting feeling kind of miserable omw home bc such a long wait at the bus stop in pain#and im kind of lonely at the moment but wont be able to climb tomorrow bc of cramps so thats my main social source gone :(#and it always feels worse at home bc if im having a hard time like in physical pain or feeling down my roommate cant rly handle it#like she cant rly be in the room with me the headphones go straight on. which is ok im realising its just how her type of autism works#so im trying not to get as upset at her abt it. with varying degrees of success but it just takes time#i mean i dont get upset AT her like ik its not her fault and i dont want her feeling like it is. I keep it internal + cry once im alone#just different social needs n boundaries innit. we're a bit incompatible is all#but its still hard. I'd like support from other ppl when I'm struggling i mean i think thats a fairly normal thing to want#but of the friends I would be comfortable talking to abt how i feel none of them have that kind of emotional availability#which again is ok like its not on them. and im very capable of dealing w my shit myself one way or another so its not a Need#but idk. it would just be nice. I feel like I've had to be so independent most of my teenage and adult life and I wish I could take a#break from that sometimes. even just a hug would be nice man#sorry i always come on here and talk abt the same problems... well youll see me do it again no doubt abt that 🫠#ughh and i feel so guilty for wanting things ppl cant give even though i know its not really my fault either and im allowed to want things#and i dont cross boundaries or make them feel bad abt it. i really hope i dont anyway. but still ahhh...#its so hard for me to feel connected to anyone if they cant rly engage w me emotionally at all like its a non negotiable#factor into closeness and trust for me and i get so frustrated bc i feel so distant and alienated from the ppl i care abt most#and ik i overreact bc of my rsd so maybe its just that its probably not even a real issue. but its real to me bc im the one who gets upset#man. anyway its okay just a really really long day. im gonna wash my dishes and then shower#and finish my book. maybe i should play some dead cells i miss it. i dont really want to think abt how i feel anymore#maybe ill see if anyones free to hang out tmr evening so i dont have to feel as lonely even if i cant leave the house after work#all good nice to have a plan anyway. done sniffling. my hot water bottle is helping thr cramps a littlr i think#.diaries#oh i dont think its helping actually ow. i took more codeine an hour ago why doesnt it do anything. not fairrr 😭
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