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larrydidthething · 2 months ago
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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
:((
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caligvlasaqvarivm · 10 days ago
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
A Space player's struggle lies in finding the strength to assert themselves, picking out the good from the bad, weeding the garden so it can flourish and thrive.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so. In the worst case scenario, detach entirely, coming to a standstill.
A Time player's struggle lies in finding peace with themselves, such that they can enjoy the fruits of their own labor - labor whose rewards only multiply when the cause and methodology become clear.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere earnestness, which is not always well-received. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others. Their easy-come, easy-go natures make it difficult to focus them towards a goal, and it's easy for them to simply allow themselves to be tossed around by circumstance and the whims of others, or to simply run away from their problems entirely - never confronting their own responsibility or fault for a situation, passing along the blame.
A Breath player's struggle is letting themselves mature - letting themselves take responsibility, and understand that their actions have consequences for others. Only then can their breeze blow in the party's sails, aiming towards victory, breaking through all obstacles to reach it.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, capable of cutting through to the core of other peoples' interpersonal issues. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone. Thus, it's easy for the Blood player to wind up a nag - desperate to make sure everyone is moving according to their vision, they'll fuss and bother and interfere and boss people around until everyone else gets sick of them. It's easy for them to wind up pariahs of their own making, severing their own ties with others by their efforts to establish them.
A Blood player's challenge is of learning how to turn that empathy and honesty inwards, to calm down and let themselves enjoy the presence of others; only then can they come to know how to build something stronger and better.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire. Their desire for the limelight can quickly spell disaster for those around them, who are reduced to supporting characters in their minds. Craving so much external validation, they're often blind to what would actually make them internally happy.
A Light player's challenge is of coming to terms with their own limited reach, and allowing themselves to shine not for their own desire for importance, but for the betterment of the world in which they live.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable and reliable personalities on a team. However, this simplistic, feelings-driven approach often leads to complications and unforeseen consequences, and very easily to irrelevance, with which Void is so closely interlinked. A Void player's reliance on emotion and intuition can result in overindulgence of pleasure, to the active detriment of the party's goals or the Void player's self-improvement, leaving them lost and irrelevant, unable to act.
A Void player's challenge is in resisting the call of the Void's temptations, instead dragging the Void behind them, kicking and screaming, to where it can be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty; this often leads them to seek codependent relationships, hoping somehow that they can find the validation they need externally, not realizing that they're deepening their own fragile self-images.
A Mind player's challenge lies in tempering their natural understanding of karma and justice with kindness and empathy - not just to others, but to themselves, and using that enlightened understanding to lead others forth.
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves. With this sincerity comes vulnerability, and vulnerability often brings with it pain; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection.
A Heart player's challenge is in gaining the confidence to be open with others, to weather the pain of rejection, and let themselves share their gifts, that others may learn to share theirs.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed. It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process.
A Life player's challenge is in accepting the merit in taking a pause to consider unpleasant words and alternative viewpoints, in trying to understand the actual problems instead of imposing their own will onto others, so as to better focus their healing energies.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate. Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending.
A Doom player's challenge is in rising above the melange of suffering and pain, to grasp personal peace, and to fill their lives, if not with happiness, then with meaning.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - usually not particularly well-liked, for their inflexibility, for their lack of empathy, and for their dearth of wit. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous. Setting them on the wrong path, or breaking their Hope in twain, can result in disastrous consequences, as - one way or another - what a Hope player believes in comes true.
A Hope player's challenge is in seeing beyond themselves, letting others help guide their vision to something newer and more beautiful.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players grasp that their natural inclinations are bothersome to others, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment; in the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
A Rage player's challenge is in learning to be authentic and true, and to allow this to release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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emero0 · 15 days ago
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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
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wickmitz · 4 months ago
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I decided to start talking about Wick and Rocky's relationship because I like their dynamics too, I like seeing Wick scared of Rocky and Rocky being aggressive with him, which is unusual because Rocky is rarely aggressive with anyone, but of course Wick is an exception to rule
Also my mini opinion about their possible relationship, I think that if Rocky didn't have to fight for his place, then he and Wick could become friends, or at least tolerate each other a little, I also see some superficial similarities, their gentlemanly and romantic natures, and their common love for explosions (remembering the quarrymen chapter), but this is my assumption, I think that I don't understand the characters' personalities well, so I can be wrong in this assumption, something like that. So, what do you think about their relationship?
for starters, i cannot thank you enough for this ask! as i’ve said previously, i have many thoughts on these two, so it’s nice to finally be able to share some of them. although given the extent to which i think about them, i apologize in advance if this is sloppy and sort of everywhere … while i’ll try to structure things the best i can, i cannot promise i’ll succeed! but hopefully this is an enjoyable reply nonetheless.
one of my favorite things about rocky and wick’s relationship is absolutely how aggressive rocky is towards the aristocrat ; he is prone to glares and cruel jokes and borderline hissing whenever the man is within his line of sight, or can be brought to a wailing-fit over the mere mention of his name from miss m’s mouth. there is a childishness to it, but a very prominent threat as well in spite of rocky’s usual incompetence. so he goes out of his way to posture around wick, readily lying and adorning himself with the gangster drapes he so badly wants to wear, in the hopes that it intimidates … will even badmouth wick’s family and make fun of his name and rock related obsession to mitzi, and so on so forth! yet all of this is very reminiscent of schoolyard bullying rather than anything too severe, though we as the audience understand rather quickly that rocky would bash wick’s head in with a tire iron if he could. ( translation : if it wouldn’t earn the tears or hate of a certain beloved mitzi may ) and it’s all very intense despite the absence of actual violence! and i understand why many fans see this as unusual for rocky and believe that it’s only wick who makes him act so aggressively, but i’d argue it isn’t really wick at all that prompts such scary reactions from him … and that rocky is a deeply angry character who’s a.) been boiling quietly for a long, long time and b.) has turned wick into a punching bag of sorts for this inner world of resentment and hurt. basically, when he’s judging the well-to-do or poking fun, his eyes don’t look at wick and actually acknowledge him as sedgewick sable ; instead this is a being, something vague and metaphorical, who threatens to upseat rocky’s permanence in the lackadaisy and steal away his savior, and he’s had a hand in the violinist’s misfortune for a long time.
obviously, rocky doesn’t think wick robbed him of his family twice over and made him homeless, but he is channeling the fear and anguish of those events into his loathing for wick, if that makes sense? it’s easier that way -- to finally have an outlet for everything bleeding inside of you, to be able to bite and claw at something without feeling conflicted or having to take personal accountability for your own mistakes … which is something that i think rocky does struggle with to a degree. he is sort of a finger pointer! his pain has to be worth something, it has to be for someone else ; spending years homeless and losing his last bit of family was for freckle, and the scrambling of his literal brain was for mitzi, and that means he can’t ever be angry with them! well, except that he is, somewhat, but he buries it deep down instead of feeling it. with freckle there is a sense of strain between them -- an air of ‘you owe me’ from rocky to freckle as he uses freckle to appease miss m, and he constantly pokes fun at his cousin too. it’s lighter than his jabs at wick, but there’s a constant pestering, a reminder of how good freckle has it : how he’s got the mom and the house and the job and the girl most notably. i don’t think rocky is intending to come across as mean, and to his credit he hardly does! but it’s rather clear to me that some part of him, some hidden and deeply hurt part, is rather indignant about taking the fall for freckle all those years ago. which he can’t understand, because how could he? he made that choice, he decided to take accountability for something he didn’t do because he loves freckle and knows it’d be so easy to believe this family tragedy was roark’s fault ; the devilish child he was, all troublesome and too broken to properly fit anywhere. so there is a disconnect born here, where rocky can’t comprehend that he’d be angry at freckle, so instead these not so great feelings are placed elsewhere and silently boil over time. and with mitzi … i don’t think he’s angry at her per se, but there is a frustrated and desperate chorus of : why him and why not me, when i’m the one out here dying for you? which is certainly unpleasant. of course, rather than allowing those feelings to be more aimed at miss m, whom he feels unloved by, he ( again! ) represses these emotions and allows them to fester into his greatest fears and fantastical complexes. i think there is a lot of other miscellaneous anger he could have towards others too … perhaps some part of him is sore upon seeing ivy’s normal lifestyle, watching her go to university and knowing that’s been taken from him. or an ache felt when hearing stories from zib and the band and how they used to travel successfully, living as nomads, and rocky is all too reminded of his similar lifestyle and how he couldn’t make it work as effortlessly. people with immense trauma are more prone to irrational anger and jealousy, to viewing everything around them as unfair and believing it’s even more unjust that so many people get to live comfortably while they’ve suffered. a situation that gets more messy when you’re someone like rocky, a man who’s willingly made choices that have harmed himself and wants to continue on with his smiling, bumbling fool of an act. he does not want to be angry, does not want to see it within himself, i think, which leads to an accidental increase of it.
all of this is to reiterate that wick is a scapegoat for rocky and nothing more. it’s why he’s rather hypocritical whenever it concerns the man. for example, it was stated by tracy that he looks down upon wick for his excessive presence at the bar, yet he appears to enjoy hanging out with zib -- who drinks just as often! he makes fun of how all wick ever talks about is rocks, when he himself is prone to poetry rambles that people find irritating or boring, and etc etc. this is also just a human nature thing, to critique someone you heavily dislike and even going as far as to belittle things you love or do in your own day to day because you just hate them that bad! but given rocky’s willingness to befriend anyone, it more so reeks of a dehumanization element. wick is every obstacle in his way, every divine force that threatens to send him packing again, so he is equal parts unnerved by wick’s presence and angry about it. it is mostly a fear response we are seeing, an emotion that’s morphed into long held resentment and anger. so his actions are extremely defensive, with him trying to push wick far away and keep him and mitzi separate, like some sort of animal attempting to ward off a threat that’s come too close to their home. despite the loaded animosity there, this hate has hardly reached its peak … but it shall only grow more intense as things continue onward i’m afraid, since as it stands ( in the comic at least ) rocky is at an all time low … and is ten times more desperate. i’d honestly say wick has become so warped in his mind’s eye that he can only strive towards ‘winning’ over the other man, because that’s all he can see anymore. i think mitzi implying that wick willingly helped her out, the intense head injury, and rocky’s fragile emotional state is exactly what pushes him towards premeditated murder in look-see. i don’t know how people perceive that arc, but to me it’s very clear that rocky actively sought to see the deaths of wes and fish that night. going as far as to lament that he’d be, “very disappointed if ( he ) dreamed them,” and purposefully luring the marigold duo away to have freckle pick them off. while you could argue that this was a smart move, in a gangster sort of sense, there’s still no denying that rocky is oddly chipper about the whole thing and is now seeking death out ; whereas before his methods of vengeance were just, well, ruining people’s livelihood but ultimately leaving them alive. this isn’t to discredit the fact that rocky is going through something! he is in a very muddled and dark place, mentally and physically, but even tracy has said that the head injury hasn’t changed rocky’s personality -- it’s only brought things to the surface.
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source : q&a with tracy .
which, yeah! makes sense! head trauma can cause a person to become a wreck emotionally ( think mood swings, irritability, etc ) but it doesn’t completely morph someone either. personality changes may occur, but it’s not like you’re being rewritten entirely, you know? and given tracy’s old statement, it’s clear that ‘personality changes’ aren’t a side effect he’s suffering from. something that adds to my beginning statement, which is that rocky is a deeply angry and troubled person, more so than fans give him any credit for.
however, to touch upon your mini opinion about these two, i actually wholeheartedly agree that rocky and wick could become friends if circumstances were different. they do in fact have many superficial similarities, but one of the more prominent things they deeply share is never really belonging in the groups they frequent. this is more overt with rocky’s character, yet wick faces it too in subtle ways. the well-to-do crowd, seen through the investors, find the gentleman to be lacking in about every place imaginable ; to them he is an obsessive freak who cares too deeply for meager rocks, something they constantly mock him for, while he’s also being noticeably set apart from the rest of them … he seems younger than the investors, more excitable, passionate, and a little less experienced, and doesn’t seem to care for money or reputation as much as them either. there is a constant rubbing between him and them, where what he enjoys is seen as wrong, such as his love for the lackadaisy and his choice in paramor, a grieving widow with extremely dangerous ties. we also know that wick doesn’t have many friends at all, with the only two he has being lacy and church ( church is listed as such on his character profile, in a sort of tongue-in-cheek way ), both of whom work for or with him. they are obliged to hang around, and while they care in varying ways, they are prone to judging him just as much. honestly, it’s not shocking that wick seeks refuge at his chosen speakeasy! but even there he is rather distant from everyone else. he doesn’t speak to zib ever in the comics, nor seems all too close with viktor, ivy, or horatio … it is merely mitzi he is close to, even if he knows of the other people who work there. and, once again, wick very obviously doesn’t fit in. he is not gangster material, could never be an atlas may replacement, much less someone who could get his paws dirty in such an active way. so he has his feet in two different worlds and doesn’t know how to fit into either of them, or which one he actually wants to fit into more. i think in many ways rocky could relate -- these are two very lonely people who wish to belong somewhere and be accepted by some group or another but go about it in all the wrong ways. wick, who is too hesitant to fully commit to what he wants and is worse off for it, and then rocky, who obsessively throws himself against what he wants until he breaks every bone in his body. they also have explosives to bond over, lol, and other miscellaneous things like their taste in women i suppose … but this potential bond adds to the tragedy of lackadaisy, where we see two people who on every level should get along but we’re burdened with the knowledge that it’s an impossibility anyway, because there’s no removing the circumstance of which they’re in.
though i like to believe that despite wick’s fear of rocky, he maintains a kindness towards him regardless. i think his worries about rocky are rather surface level … he doesn’t know the boy at all, really, and thus can’t make heads or tails of him, hence him believing the lie in balderdash. so when i’m feeling particularly self indulgent, i like imagining a world where they’re forced together and sort of ‘stuck’ together ; to which rocky finally breaks and exposes his wounds to wick, in every sense of the word, and wick finally gets him. the aggression, the possessiveness of mitzi … it is all fear and desperation and a profound sadness, things he’d sympathize with. if rocky was able to explain that he loathes wick because if he saves the lackadaisy then mitzi won’t need him anymore and that it’s not fair that wick gets to so easily fix things when rocky would give his soul for his home, for her, and how wick could render every sacrifice he’s already made for naught by smoothing things over with some greenbacks and he can’t lose this, he just can’t --! … which, well, wick is too kind of a man to be able to do anything except feel awful, even though it’s not his fault at all. here we have two people who could coexist! and they should, since rocky logically can’t do every speakeasy job ( band member, rumrunner, mitzi’s shadow, also the guy who gets the money for the hooch ) by himself, just like how wick can’t save the lackadaisy with only his cash and limited booze stash. it’d be a joint cooperation, a collaboration between them, both equally important in the grand scheme of crime’s every turning wheel … but rocky’s rage and fear won’t let him see that, and likely never will. still, in scenarios where everything ends up alright for the lackadaisy and the people involved in it ( which is not how canon will go, by the way ), i fancy wick and rocky getting better within their relationship. rocky will always be prickly and quick to upset around the other man sadly, but perhaps he could see wick in a softer kind of light. or at least understand vaguely enough that he isn’t out to get rocky, so to speak. and then maybe wick learns that pancakes soothe rocky’s ire and poorly makes them anytime he wishes to talk to the man, and other fun things like that! but you should have more confidence in your character analysis skills, because you were spot on ( at least in my eyes ) about them potentially getting along if things were different. it’s certainly a fun aspect to play around with, and is important to note when discussing their relationship so you can fully understand just how warped rocky’s perspective on things are. and how unstable and traumatized he is too, of course </3 sidenote, but i also hope that throughout everything i’ve said here, or anything i’ve said before on my blog, that my love for rocky and my own sympathy for him comes across well enough. while he’s deeply flawed and i have no qualms discussing said flaws in depth, i also don’t think of him as some insane freak who’s evil at his core or anything like that. honestly, i adore analyzing him so much as a character because of how far down his issues go! he’s very well written, i’ll say, as is wick and many of the other characters, but i digress.
once more, thank you for the ask! i’ll end this here because i fear if i don’t i’ll start going in circles, since their relationship is so vast and very important for rocky in a character sense. hopefully i shed some more light on it though! i love these two to bits and pieces and i wouldn’t be half as invested in lackadaisy if their dynamic wasn’t so monumental -- at least to me.
#my asks.#lackadaisy analysis.#lackadaisy#rocky rickaby#sedgewick sable#tracy j butler#i also think rocky’s sudden taste for marigold blood is him making marigold his other scapegoat#he isn’t dealing with anything in a healthy manner and is so traumatized it’s starting to spill out of him … which is. uh. not good!!#but it sure is what’s currently happening regardless#cannot stress enough that rock is a very ill and traumatized individual who hasn’t had a single break in his life#he is constantly in stressful situations that are dangerous … and like.#when you’re constantly put in those situations you become numb. and angry. and it becomes hard to heal#or to truly connect to others … etc#i could talk in depth about rocky’s traumas and why they’ve caused this anger issue and this inner disharmony inside#because frankly there’s a lot there! and i hate to say it but people who are hurt normally show their hurt in ugly ways#especially if mentally ill … which rocky is imo#it’s just the reality of things! this isn’t me demonizing mental illness or the effects of trauma. i’m just being realistic here#someone as deeply troubled as rocky ( someone with NO outlet and whom hides his feelings from others and himself )#is bound to be. well. troubled!! his smiling facade is merely another mask he wears to cope and to be good for the people he loves#it is not … really rocky rickaby … rocky rickaby is that and the wrath and the self destruction and more#AHEM but i digress. how rocky treats wick and all that has really done wonders for understanding his character#and i truly love the wick / rocky / mitzi trio so bad. their relationships with each other is what drew me into this world#like. i am shaking them so much. the overlap!! the complexities inherit in their bonds and what that says about the individual characters!#it’s amazing truly lol like … i have had such fun thinking about them twenty four seven for the past three-ish months#anyway. anyway! i love analyzing these bitches. they can fit so much into them#and i’m rooting for wickmitzi endgame and for wick to desperately try to bond with rocky … while his bloodshot eye is twitching as we speak#lots of fun!!! lots of pain and agony too … rocky is nothing but a painful character alas. that is his nature. but that is also his appeal#and ooops i’ll shut up in the tags now i just. have a lot to say. and a lotta love to give to these two!! but uh. yeah <3 loved writing thi
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deliriuxe · 6 months ago
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shushmal · 7 months ago
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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."
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a-bit-of-cest · 7 months ago
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Luffy the type of guy to let the dog watch
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poebrey · 7 months ago
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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
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athousandbyeol · 1 month ago
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burning scars, set them aflame. [tanphleng fanfic]
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like shattered glass and broken promises, something inside of botphleng cracks. 
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ninjagirlstar5 · 8 months ago
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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.
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watermelinoe · 1 year ago
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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!!!!"
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icewindandboringhorror · 6 months ago
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#OUghh... I've been really sick the past few days like not able to keep food down and had to go to the hospital#to get iv fluids and etc. to stay hydrated lol...#perhaps some sort of stomach virus or something. but still very grrrr for it to happen in the middle of the evil summer of#course#when everything is hot and uncomfortable anyway.. I really wanted to get a sims video and costume pictures finished this week and keep#up writing like 1000 ish words a day for my game. but.. alas... the universe was like... I Think Not#I at least have been able to have some tea and juice and applesauce and like 4 saltine crackers today so#I always think it's funny when you're ill what sort of little things count as successes#like on any normal day eating a few crackers would just be something you don't even give a second thought#to . But when you're really sick it's like .. WOW.. I ate TWO crackers.. amazing.. huzzah... I should get an award certainly#call the press and alert them. I should be in the newspaper headlines for this harrowing feat. etc. lol#I still feel very shaky and weak though.. but am like... hhhhh... when can I work on my projects again...#Also I literaly never leave the house or have contact with anyone so maybe it's not a virus and was more food poisioning or something#since I'm not sure where I'd get a virus even but... regardless... stinky#just complaining since I suppose that is what personal blogs are for lol. I'm a private person in the sense of wanting to proect my identi#ty and like.. I dont want an alexa in my house listening to me all the time and I dont tag my real location on social media or share photos#that could reveal the front of my house or etc. etc. But in all other senses I really don't beleive in holding stuff in. Because it will#just fester. especially when it has to do with other people (like relationship issues or something) but even when its just stuff that only#has to do with you. If something annoys me then I shall let it be openly known. if I'm bothered it will be clear. etc.#Which I guess makes me seem like a Hater And Complainer but I guess I just feel like its better over all to explain and express openly#than to just silently stew and hold everything in and then probably feel worse for it later or something.#Expressing annoyance is kind of like casting the concept off from yourself and releasing it into the wild so that you're not harboring it#anymore. all grievances must be aired eventually. etc. this is a Pro complaining zone lol#If you feel like shit dont hide it. just go 'man I feel like shit'. etc. etc. Cast it off into the universe. be free#ANYWAY... aughhh......... the wizard has fallen ill in his stinky little tower.. pacing the stone floors in tattered robes. hair disheveled#. carefully sipping a single cup of tea over the course of an hour lest drinking too fast upset his fragile stomachs againe..
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ecclecticmx · 5 months ago
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"good person disease" is shriveling and dying within me. I'm leaving and never coming back.
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mythvoiced · 10 months ago
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OPEN STARTER | Patrick Finch
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"I condone lying. I encourage it, even. I recommend it. I could hardly live without it."
#;open starter#the wolf;patrick#the wolf;open#he's always the most difficult one GOSH#also you must envision he's saying this with this weird open deadpan stare where he#well how do i put it: he's clearly fucking with you but he does it with such an open genuine expression#i mean he does condone lying he's not lying here (LKDSG!!!) but he is also fucking around#so this is Patrick he's 37 or anywhere around that age he's agender primarily he/him pronouns bc whatever yknow#the agender vibes of WHATEVER i know what i'm talking about trust me i have a phd in agenderism#anyways he's an informant but about as unorthodox as you can imagine he's just fucking around and finding out frankly#very depressed very jumpy very good at hiding it lmao he's my darling ♥#he is very motherly somehow i can't explain it#he has somewhat of a history in accidentally attempting to adopt powerful young women i don't know why he???#knee-jerks into wanting to be a mother figure i don't know him that well you guys#like he met suki (ferre's kamipyre) for a few minutes one time and#days after he was wondering if she'd wore a jacket because it was cold out like--#men don't get the same kindness if you're a charming kind-hearted competent warm and humorous DAD kind of guy he's unfortunately#emotionally attracted to you? unfortunately because he hates it~ but if you're any other kind of guy you're just... you're some guy to him#yes if you're young he'll adopt you too but begrudgingly-- KLDGFGKLFDHGJF#if you're a they/them you're his kid already are you kidding that's your mum#OH I JUST HAD A TERRIBLE THOUGHT so do you know om*g*verse?? regardless of how you feel about it#it do be a thing and i just had this horrible thought about how if pat were a real guy in an established canon#he'd probs get the feminisation treatment amiright?? NO LISTEN HE USED TO BE A HUGE WOLF#AND HE'S ACTUALLY FILLED WITH SO MUCH RAGE AND WRONGED PRIDE#patrick is gentle when he likes you and because he's Smart he doesn't just BITE out of nowhere he's always been like that#Fenris was known for being INCREDIBLY well-spoken BUT ALSO A HUGE PROUD WOLF#LIKE BIG WOLF-- it doesn't show but he's Very Proud and STRONG and ??????#;queue#i picked a gif came back and realized i lost it there for a sec NO MATTER makes for good entertainment
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jvzebel-x · 2 years ago
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sugar, spice, &everything nice...
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💘
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bibleofficial · 2 years ago
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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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