#they had to hide regardless
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Ive been looking through my old stuff and found this poster. He’s so cute
The quote made me stare at this for a long, long time..
“We’re ourselves. People enjoy what we do because we don’t hide anything!” -Liam
:((
#one direction#liam payne#rip liam payne#1d#rip liam#rip 🕊️#they had to hide regardless#I hated their management since forever but wow#now that i think about it#idk who to hate more#their old management or his new one
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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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Someones said this already- surely- but i cant stop thinking about ruis whole “thank you for giving me a chance to change” mentality
Because its super sweet and all but i dont think either him or tsukasa have realized how much tsukasa has changed because of rui
Like- read main story or even early game tsukasa and then read the most recent (eng or jp)
HES CHANGED SO MUCH and its all because rui humbled him- told him that he’d never be a star—because at that rate, he really wouldnt have—in a moment of pain and hurt because tsukasa was being a bitch towards nene, and also possibly because this great opportunity rui wanted to have was turning out to be a lie
Until tsukasa changed
Realized his behavior and worked to better himself, and (lets be honest) practically begs this guy hes known for maybe 2 months (idk how long the main story takes place) to come back and make shows with him because??? Because tsukasa thinks hes just that good of a director? Or maybe its because ruis the one who made him realize his true dream again and what being a “future star” really means
Not to say rui hasnt changed either, him and mizuki talk a bit about it in ena5 and he mentions it a lot,
I think the wonder halloween event might be the best example
Cus the reason i thought of this post is because i was reading tsukasa side story from that event and MAN is he cocky- like annoyingly so- idk why he was (and still is) my favorite /j
But anyway- i remembered just now that the whole plot of that event is rui learning not to hold himself back, which is a big part of his character development imo
On the other hand, ruis impact on tsukasa is less direct
Like i said its because rui first got him to realize his “true feelings” (as the game calls it), but after that its really all on tsukasa—well not quite-
See- a big part of Tsukasa’s character development is his constant realization of- i guess “his place in the world”
For me personally the phoenix edge event is a good example of him acknowledging it- but i realize it actually started way sooner
In the pop in my heart event- he realized that his acting is so far behind these american (or atleast english speaking) actors who can convey feelings through language barriers
Its his “humbling” arc if you will, he realizes just how far he needs to go, and its not that he’s not confident anymore, but that hes more aware of where his talents lie and isnt overconfident
And this is all stuff he learned more on his own- however: rui still helped propel this growth
He realized in the torpe event (on the stage of dazzling lights i believe-) that he had been holding tsukasa back by typecasting him, and decides to give him more diverse roles as well as let wxs do the play torpe in the first place (because as director, it was his final decision)
But after that—and this applies to all of wxs, but mostly nene+tsukasa—he goes and tries to figure out how to keep wxs together while still giving them the chance to grow as actors and not be confined to a stage
And he succeeds, and off wxs goes to improve!
They (and every character in game i feel) have changed and grown so much and its so awesome to see it happen—and its neat how much theyve influenced each other’s change through it all
So yeah— ruikasa(/p or /r idc) have helped each other grow so much and i hate them with a fiery passion /j
#rant yippeee#ive had this drafted for a couple days but i had to make sure it was coherent first lol#was gonna let it rot but someone made a comparison post of past and future and it reminded me so#heres the rant chat /j#project sekai#prsk#pjsk#rui kamishiro#tsukasa tenma#wxs#proseka#tenma tsukasa#wxs rui#wxs tsukasa#ruikasa#/p or /r idc#i ship them but also theyre so aroace lmaoo-#regardless their dynamic is neat#all of wxs is honestly- i could make a separate yap about all of them together cus emurui nenekasa /p dynamics and paralels i love#wonderlands x showtime#ive been hiding my ruikasa brainrot but i do stalk the tag hahaa- woops
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#yeah that about sums it up#lotus#utmv oc#dr baggs#baggs#utmv#undertale au#megalosomnia#my art#i had the idea to draw this before The Obvious just so y'all know#unfortunately it seeped through my drawing regardless -_-#but THAT aside...#yes Lotus would 100% just. whenever threat appears just hide the manlet's ass behind her cape#just does it without even thinking
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“It’s all a bit overwhelming,” Odysseus said.
“It can be,” Penelope agreed. “So that’s when you do this-”
This is a mini scene from @opalknitt’s fan fic Half of Myself.
https://archiveofourown.org/works/61162033/chapters/162307159
This fic has me so interested. I’m a sucker for soulmate AUs but this cat and mouse flirting these dorks are doing is also so fucking adorable.
#epic the musical#fanfic#fan art#odysseus and penelope#Penelope was fun to draw though I might have messed up on her outfit? which I didn’t realize until the end#She is supposed to be wearing servant’s clothes however it is also winter so I forgot to give he a shawl#especially if she is trying to hide the scrapes/splinters for the purposes of this pic whatever she had injured is healed#Odysseus fought me goddamn tooth and nail to be drawn#I didn’t see an eye color set for him so I did grey to show he was Athena favored#regardless I hope you all like it
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every two weeks i watch an hour of downton abbey (DO NOT SPOIL MEEE IM ONLY ON SEASON 2) so anyways i am THINKING ABOUT lord and lady harrington and their only son, robin a house maid, and eddie who only just recently managed to get a job as a chauffeur. he absolutely hates driving around the young lord and his fiancee, nancy, UNTIL he learns that it was a match of convenience and lady nancy actually spends so much time at the house to see robin ohoho (the plan is that steve and nancy get married and robin becomes her lady's maid or whatever) but then ofc eddie happens SMH
(hopper the most two faced butler of all time, joyce as housekeeper)
ANYWAYS steve and eddie falling in love in the middle of finding ways to sneak robin to nancy without getting caught BUT THEN THE WAR HAPPENS and eddie's scared of being called up (or something??? historical inaccuracies who?? im not looking this up rn) and steve like very quietly strong arms a doctor to be like 'nope not this one' BUT THEN STEVE DOES GO TO WAR and eddie's a whole mess about it bcs maybe he should have gone with him??? but cue steve getting seriously hurt (yes i just got to cousin matthew getting blown up)
lord harrington is furious bcs his son is now cripple and unable to have a kid and nancy's dad is threatening to call the marriage off but nancy's fighting everyone while also sneaking eddie in with her to see steve CONSTANTLY and they're all a mess anyways idk about downton abbey but steddie would have a happy ending i demand
all this anyways because this convo
"Eddie," Steve says, thready and frail, like the explosion stole voice from him. "I'll never walk again."
"Alright," Eddie says. He blinks away his tears, presses his mouth to the back of Steve's hand, kisses his knuckles just to feel the warmth of Steve being alive. With a watery chuckle, he tries to crack a smile for him. "Well, I guess I won't tease you for being spoiled and lazy, seeing as you've got no choice in the matter now."
Steve's laughter is worth more than gold, than all the money Eddie has made working for Lord Harrington. "Ed, god," he murmurs around his smile, until it wobbles and falls. "No, I mean... I don't— You don't have to—"
"I'll drive you around," Eddie interrupts, before Steve can say something silly, silly like Eddie being free to pursue anyone other than Steve. "Wheelchair won't be anywhere near as hard as a car, you know." He presses another kiss to Steve's hand, his wrist, his fingers as Steve cries. "I was hired to take you everywhere, it's my job, you know?"
"I know," Steve sobs, clutching to Eddie. "I know."
#also can you imagine eddie driving around steve's dad??? every day he probably thinks about driving them both off a bridge#i tried to decide if eddie had it in him to be a house servant LOL WHAT A SENTENCE but he would def try to serve them piss and horseshit#regardless it's half nancy sneaking eddie to steve and half eddie just hiding under steve's bed until lights out#ANYWAYS this is very silly if you read this thank you for your time#shush mal#my steddie ideas
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I think what threw me off with the epilogue now that I’ve had time to digest it is that it felt so final for Michael. I’m so used to seeing everything through her eyes in real time as she lives her life as the protagonist that when we fast forwarded to the middle I guess it felt like skipping a few chapters of a book. I get why they did it, there may not be any opportunities to see her in the future so they wanted to take what they could get, but until then a part of me was in denial that the show was ending. It just felt like maybe they would pick up again next week and we would start all this over again
#star trek discovery#michael burnham#I’ve been trying to wrap my head around it#but every season finale of this show ending in big stakes meant that the series finale didn’t feel like a finale until it actually was#i half expected Michael to spend the next few eps mulling over what she wanted to do and hiding it#or maybe doing her bit with progenitors then coming back#because she died once then she died again then she went to another dimension then she went though a wormhole#what’s a little ascension at that point#instead I imagine it felt if tos ended and then they just tacked on the motion picture at the end#regardless of how much I liked it and it make me happy I felt let down too#to ramble even more in the tags I understand what some of the cast has been saying that for them now that it’s been over a year#its almost better because the bitterness is gone#I mean they had like three days to wrap up the show#and I get it because I still feel mostly bitterness lol
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burning scars, set them aflame. [tanphleng fanfic]
like shattered glass and broken promises, something inside of botphleng cracks.
#melody of secrets#melody of secrets series#melody of secrets the series#mos#tankhun x botphleng#botphleng x tankhun#botphleng#tankhun rongsompong#book kasidet#force jiratchapong#forcebook#fanfic#ao3 fanfic#fanfiction#mood: sleep thru ur alarms - lontalius#i was about to sleep when i suddenly had this idea#the first line of this story was the line I came up with initially#and it became this (a mess)#i should sleep now#(actually i promised myself not to write or be active on social media this week until I fix my thesis)#(but this happened so... yeah...)#will get back into hiding#i hope this is enjoyable regardless of its (many) flaws#na writes#for tanphleng
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I fucking hate being traumatized because why am I bawling the hardest I've bawled in god-knows-how-long because someone I didn't even like that much berated Me. gasping wailing trembling and snotting over this for several minutes.
#personal#sanism#abuse mention#child abuse mention#I'm still not entirely done crying really. I'm just trying to stop and calm Myself. not doing well at the moment#because someone on the discord server mentioned trump's inauguration and I basically said 'I don't like trump either#but it's still important to keep pushing for change. who's in office doesn't change that' and he just. immediately escalated the situation#accused Me of not caring about oppression. I explained Myself further but he told Me to go fuck Myself and capped it off with#'you already admitted to being a fucking narcissist so why would i want to be around you' (exact quote BTW)#and I just can't stop sobbing. I don't know if I've cried this much since I was 13. I keep having to pause My typing because I start crying#I didn't hate him but I wasn't attached to him either. it's just that I have so much fucking trauma along these lines#so many instances of My mom putting words in My mouth. getting short-tempered with Me over benign remarks that I didn't understand#because I'm autistic. dismissing My opinions. making Me hide My feelings and issues from her#because she's made it clear that she doesn't trust people like Me#it's made Me have so much trouble handling even friendly social interaction. I've only just learned how to do that#I just can't handle having that same mistreatment forced onto Me by anyone else. especially with so little warning or build-up#and what makes Me break down even worse is the fact that I know I'll have to deal with him again#he wasn't even punished while this was happening. despite the server owner and other mod being online. the owner just said 'stressful day'#and the other mod started talking with a regular user about how it was uncalled for once he had already left the conversation#nobody even checked in on Me. even though I stayed online for a good half-an-hour afterwards. I only just logged off a few minutes ago#because the notifications from unrelated conversations started overstimulating Me#regardless. I don't even want to see him again. I don't want to be in the same server as him I don't want to talk to him I don't want to#but it's not a real formal server. it's a 'friend group.' and they've shown before that they prioritize keeping the peace#over actually punishing hostility. just a week or so ago I told them I wasn't comfortable with them using the R-slur#and someone freaked out over My complaint being 'politically correct' and left. he was brought back just a few days later. and before that#he had already derailed a previous discussion I tried to have about the word by sending gifs featuring it and redirecting the conversation#that sucked but at least it wasn't outright triggering. but I just can't stand the thought of having to be around someone#who treated Me so much like how My abuser has. that's the most I've ever had to relive My trauma because of someone else#that's the most anyone has ever mirrored it to Me. I just can't stand it but I know I'll have to be around him#I don't even know if he's gonna apologize. he's made it clear how little he thinks of Me as a human being. PLUS
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Star, stop changing Tamami's design challenge (impossible).
No, for real, I think this is the fifth redesign I've done of her character. I don't know why but the past designs I've made for her just weren't satisfying to me for some reason. Some of the designs I decided were just bad or didn't suit her while the others were similar but I just didn't like how it looked (tank top, large sweater, scarf, the rainbow bracelet and a long skirt). But I...think I've finally landed on a design that I liked the most out of all the ones I've made so far. (Please let it be the last. Please, my brain and heart. I would like to settle on a design and move on!)
ANYWAYS, I used Teruya's DRA sprite as a base for Tamami since, well, she is his mom and she's about as short as DRA!Teruya (or maybe shorter, I don't know, the wiki gave me two heights for his DRA self. I decided she's about 4'8'' to 5''). So it made sense to use this sprite for her, even when I made slight adjustments to her eyes and nose by making the eyes a little wider and bigger and the nose a bit more pronounced as DRA!Teruya's nose is very small. Out of three of the five designs I've made, I kept this short hairstyle of hers with a large ahoge as I loved this style the most and didn't want to change it. I based her bangs off of SDRA2!Teruya's length and style and the back of her hair like DRA!Teruya's, but I changed the way the strands looked so that it'd look more like her own hairstyle but you can still see the resemblance between the two of them. The ahoge, though, is very much real, unlike Kojiro's and Teruya's (they canonically style their hair like that on purpose), and she cannot fix it no matter how hard she tries. So she just gave up and let it be. Tamami got stuck with the protagonist trait, even though she died before the events of Danganronpa, lol. I've never been a fan of fictional kids looking like carbon copies of their parents. Like, you have the meta-power to design these kids anyway you like and you just make them look exactly like one of their parents? Unless their look-alike appearance is plot relevant, it's just weird for them to look so much like one parent that they can easily be mistaken as siblings and has zero resemblance to the other. And that's saying a lot coming from me who looks a lot more like my Irish dad from skin tone alone, but even then people can tell that I'm at least Asian because of my facial structure and even asked as such, tying my appearance to my Filipino mom. I don't know, I just like seeing a mix of traits for the kids to have inherited from their parents, you know? So, since Kojiro already has a design with green hair and green eyes, I decided to have Tamami have a different hair color, gray and green, but she also has green eyes, just a different shade. Teruya inherited his mother's eyes while getting his father's hair. Since I headcanon Teruya to have freckles, Tamami has freckles as well and as I mentioned before in this post, I adjusted her skin tone to be more obviously tanned instead of dusty from my older drawings of her. And then there's the outfit, which is a dark gray tank top, a long denim(?) skirt, dark reddish-brown boots, a blue handkerchief scarf to match with Kojiro, and a big fluffy yellow sweater with a checkerboard pattern that is tucked into her skirt, and long puffy sleeves that hangs off of her shoulders. The rainbow stripes on her skirt and the rainbow bracelet ties her design to Teruya's as he wears a rainbow as well, and I thought it'd be a neat idea for them to have a similar love for rainbows even though they've never met (cause she died via childbirth). The thought of Teruya still inheriting some of his mom's mannerisms and traits even though they never officially met scratches my brain in a good, angsty way. I wonder what Kojiro thinks whenever he recognizes parts of Tamami in Teruya...And that's it for Tamami's design! Hopefully it'll stay this way.
Tiny characters that can beat the shit out of an enemy that's much taller than them will always be peak character design, you can't change my mind on that.
#DRA#Danganronpa Another#Tamami Otori#SDRA2#Super Danganronpa Another 2#sprite edit#Star's Art#OCs#Original Character#DRA Spoilers#SDRA2 Spoilers#<- just in case#fun fact: she's actually quite muscular underneath her clothing#it's just that this outfit hides most of her skin#and also I'm not that good at drawing muscles ^^;#Her other outfits showed a bit more skin which showed off those muscles I tried to draw#but again there was something about them that I just didn't like while drawing them#and I don't know why#so in the end this design won out#which sadly hid her muscles :pensive emoji:#I guess I just like how soft she looks in this version of her outfit instead?#which would contrast greatly with her actual strength#both physically and mentally#and by mentally I mean that if she had actually lived long enough to experience the Tragedy#she would not fall to Despair and would keep trudging on regardless of what's thrown her way#unlike her husband who is far more vulnerable and emotionally unstable than he lets on underneath#although if she was alive she wouldn't have allowed Kojiro to become a Despair in the first place#even if she had to drag him kicking and screaming - she'd go and verify Teruya's status herself as she wouldn't just give up hope like that#and if the news were true she wouldn't blame or take it out on the world that took away her only son like Kojiro did in canon#no she'd take it out on the Despairs as *they* were the perpetrators
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patrick star it's not my wallet meme but it's just "class-based oppression exists" "yes" "oppression is based on material class and not how an individual is perceived" "yes" "for example trans men who pass as men socially are still oppressed for being female" "yes" "because oppression manifests as more than surface discrimination" "yes" "therefore even straight-passing bisexual people are oppressed for being bisexual" "NO you can't be oppressed for being straight!!!!"
#by this logic bi people in same-sex relationships would be ''functionally gay'' bc that's how they're perceived#but that isn't how it works#so the same must be true for bi people in other-sex relationships#even if your argument is that bi people are only oppressed for our same-sex attraction#we are still same-sex attracted regardless of how we are perceived#(and my argument is not that bi people are oppressed ''for being OSA'' but that bisexuality is a complete sexuality)#(not some switch flipping between OSA and SSA. both are always ''on.'')#''you can just hide it'' isn't the magical get-out-of-oppression card they think it is#nor is hiding the default state for every bi person? like. i didn't come out. my peers could Tell.#i would have to actively change myself to be seen as a straight woman#but even if i was. i would still be oppressed on the Material Reality of my being bisexual#i can't believe this is a controversial take here on Material Reality tumblr tbh#it's material reality until a bi woman is explaining how being bi has had material consequences in her material life#and wants a word separate from homophobia bc homophobia should be about homosexuality only
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idk what my father thought the take-away would be by taking my brother & i downtown to look at homeless people every holiday and birthday growing up was. like all it’s turned into was ‘communism = good’ & 🤝 like 😭😭
#diary#‘rhat could easily be u one day’ ‘one accident is all it takes’ then to the -> ‘we will kick u out if u do something we don’t like’ -> im#poor & therefore the poor is me ALSKALSKALKSLAKS#like idk. i mean i’ve been thinking abt it so much like how things could’ve been different if only money weren’t a problem#like yea he grew up basically homeless so i understand what his point ? was i guess ? but idk like the looming ‘u can be kicked out’ had#been held over me since i realized my faggotry at like 7/8 like ALSKALSKALSKLAKS#i didn’t have money ? i was a child ? i couldn’t afford things ? but also the money i did have was from work i’d do around the house or#whatever like if we got birthday money like 80% would go into a savings account but i didn’t have access to that account until i turned like#17 so like still its not like it was MY money - all my money was what i had or what i could hide or stash like#the HOARDING#JUST IN CASE I GOT FOUND OUT#maybe this was really unhealthy#but REGARDLESS it’s like ok idk the class solidarity but HE doesn’t like the homeless now bc he’s a crotchety old man that was a child of#neoliberal capitalism so i mean yea idk i get it but MY generation like my brother & i - or at least I REALIZED THIS - but like the flourish#that my father received from the economy he came of age into is NOT being passed along to me like im just floundering i keep thinking abt#money like im so fucking stressed all the time abt MONEY like i RESENT it so much like i WISH i could’ve been born into wealth like just#be NORMAL have a NORMAL college like be able to GET A LOAN at ALL for school loans but#like even if i COULD get a loan it’s not like i’d be able to PAY IT BACK !!!!! like oh my god ? & then who’d end up having to figure out how#to pay it back ? my family bc .. gov gon get their money somehow & i can’t do that even if i DID get kicked out like#im just so envious of the wealthy; those who could pay their way - or get it covered#like literally ‘what’re u going to do :)’ bro i don’t FUCKING KNOW DO U HAVE MONEY FOR ME TO DO ANYTHING ? BC WORKING FOR 30K/YEAR IS MORE#like time available to look for Real work vs Working at Work like it’s MORE affordable to NOT work#what’s the POINT if fucking WALMART pays MORE THAN A DEGREED REQUIREMENT#like 😭😭😭😭😭#cost of living crisis ever rising#like ok let’s just#im going to light things on fire
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#hi sorry to ventpost on the poetry blog again#but i gotta write this out so i can get my brain to SHUT UP and maybe sleep. anyway.#its just so interesting because like. i fear there is something wrong with me. i fear i am in fact fucked up for no good reason#smth smth imposter syndrome except im the actual imposter#and like. the issue i keep coming back to right. there are two options.#either this is just The Way That I Am or it's some chemical imbalance in my brain that i inherited#so either i have to do work to change as an actual person or do work to find myself treatment#because again. no one is coming to save me. there is no miracle cure i can take to be a different person.#and the thing about me. i had changing. i hate doing work. i dont want to do any of that.#tbh the problem right now is i dont really want to do anything except read and sleep and stare at the wall so you know. par for the course.#but even under the best of circumstances im just. a lazy person. i dont want to do things and i dont.#and re: there are two options right. like fundamentally it doesn't matter because this is still something i am. who cares if its my fault.#i still have to deal with that. i still might just fucking torpedo my career and my life and every opportunity ive ever been given#because i simply can't be bothered. because i would rather waste my money and my time just fucking rotting.#and what gets to me the most is the opportunity part too. i am SO FUCKING LUCKY to have the people and the life and the resources i do#and yet im still like this#if it was just a question of me i think i'd be able to bear it#but thinking about all the people who took a chance on me and believe in me and like me for some fucking reason is crushing#and admitting i cant get it together would be letting them all down#but keeping on like this still feels horrible bc im similarly letting them down by lying and allowing them to believe im a good person#I KNOW THIS SOUNDS DRAMATIC but do keep in mind i am in fact actively lying and hiding and making up excuses. i promise there are fr issues#and like i know the important ppl will stay regardless but thats almost worse somehow?#im just so scared of going from a loved-because to a loved-despite#even though i think that's the best kind. but Its Different When Its Me because obviously it is#if it turns out i just need to switch meds im gonna feel so fucking stupid in a week#except this has been a reoccurring theme for much longer than that so. re: i fear this is just the way i am. sigh#okay enough this isnt doing shit time to pass out woooo#to delete
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,,,,
#im losing it a little bit and feel like crying but just *cant* and its making me irritated on top of wanting to cry#my last relationship... broke up with them 3 months ago didnt block them bc they owed me money (long story)#and now we're having this like- closure-ish/last conversation of our relationship (as in 'friendship')#and its been over the course of like a week now? bc we both take a day or more to respond#me bc i carefully write my msgs and make sure i hit every point i wanna make#them bc they just suck at responding and are online much less post breakup#and im the one who needs to respond now and ive been carefully thinking through our entire relationship from start to end#making sure i didnt miss anything important i want to say#and im realizing that i dont think they ever truly knew me#they made me feel very early on that i had to hide parts of myself because they were so unstable that just my negative emotions could push-#-them towards an anxiety spiral or even harming themselves#and idk how purposeful that was i dont think it was very intentional but regardless they made me feel that way#and because they only ever saw either the 'good' side of me or the very surface level bad days (like worrying about family acceptance)#i dont think they ever truly knew *me*#and instead they created this image in their head of me thats so perfect and on such a high pedestal#which only further my feeling of needed to hide the 'bad' parts of me#and its just- they've known me for like 4-5 yrs now. dated me for 2.5(?) of those. and they dont KNOW ME#and idk what to do with that.#it creates this really weird feeling in my chest and i dont know what to do with it#ive had friends in my life before who claimed to be so close to me but didnt actually know me at all#but they all had the excuse of being delusional about our relationship after only knowing me for 8 months bc they were school friends#but my ex? they knew me for ~4.5 *YEARS* they dont have that excuse. the only excuse if you can call it that is the fact they made me hide#what do i even do with this realization...#vent post
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really is nothing quite like learning the possums in your area are brave enough to try to turn and hiss at your dog instead of playing dead at the sight of them
#i am Still Shaking.#i dont know if maybe theyre just used to it and not stressed enough to play dead but at the same time#my dog ran at it a few times and it was still brave enough to turn and hiss rather than run away#and we cannot afford vet bills nor do we live close enough to any sort of animal care center that would be open at the same time#that possums are out#fourth time. twice its been my fault. so that's NEVER happening again. dog can wait til morning.#im just praying none like sleep or hide in our yard for her to encounter in the morning bc the person who lets her out Will Not Check#yelling at the dog to come in is only going to work a few more times if that#i dont know what to do#and like what do we do if we encounter a possum during the DAYTIME cause that's not a normal possum that's either diseased or desperate#im just. so tired. and scared. there weren't any possums when we moved here but over the past year or so there's been four sightings#prob the same one(s) but also i saw a pregnant one a while ago and idk how many babies it had or are still alive#i dont know. i dont know#i feel like i need to check every time now regardless of if its day or night because my dog is too friendly to possums#and i could not handle the knowledge that my pet died because i didn't do something that could have prevented it.
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This is about Arthur Lester and John Doe Malevolent in my mind
don't really care if the otp is romantic or platonic or erotic or whatnot. i care simply about the essentials (they are toxically codependent)
#like i personally see them as a weird toxic queer platonic romance#they simultaneously bring out the best and more often the absolutely worst in eachother and we love that#but i also regularly engage in shipping posts they're so delightful and the art is gorgeous#i also think arthur is extremely aromantic coded#but also i have spent real actual money on a sticker of them fucking#so like i really eat up any portrayal of their weird ass horrible relationship#some of you absolutely know the exact sticker I'm talking about#i absolutely love the both of them regardless#i could make a bomb ass powerpoint presentation on the themeing and subtleties of their friendship over the show#they're constantly lying to eachother and fighting#and also having the most emotional heart to hearts where they pour out how much they love eachother#their love for eachother literally saved them from being separated#then they immediately begin bickering again#they've both heavily traumatized eachother#john digging into arthur about faroe#arthur traumatized john with Faust (not enough people really reflect on how ABSOLUTELY FUCKED UP that situation was for john)#i could get into Yellow but i will be here all day if i do#the urge to discuss yellow grows stronger but its not relevant to the original post so i will shut up#they care so deeply for eachother and have also literally attempted to kill eachother (despite being in the same body)#(suicide trigger warning for the next tag sorry)#arthur slit his throat to save john and separate the two of them and immediately begged a god to bring them back together like be fr#then said god brings him back as he was when they first met#manipulative little ass whos being a loud mean little bitch to hide how fucking scared and lost he is#and arthur tries to quickly recreate every bit of character development that made him John in like#a few sentences#and obviously that doesn't work so he immediately dismisses the new meaner entity (Yellow) as a cruel monster and does nothing more to#try to help him as he lashes out in fear#fuck wait I'm talking about yellow#MOVING ON#not moving on tumblr is saying I've had too many tags i need to make a post about yellow some time soon
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