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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
Finally, something interesting to note is that nearly every Aspect follows its own Hero's Journey cycle - full actualization for each one usually means reaching around to its opposite Aspect, and taking lessons from them - for example, Breath players need to learn maturity and responsibility, while Blood players need to learn relaxation and whimsy. Thus, an Aspect at its worst manifests in two ways - either a toxic overabundance of the Aspect's worst traits, or such a dearth of the aspect that it begins to resemble its opposite. Only by reaching into the opposite, however, can the player be tempered and reach full maturity - can they become more of who they are.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
"Passive" is a good word to use; at a toxic overabundance of their Aspect, Space players are trampled underfoot. They become enablers, servants to dark forces, or so lost in their own worlds that they neglect the one they live in. With their Aspect "inverted," a Space player becomes a demon of poor prioritization. Distracting not just themselves from their true purpose, but others, too, the Space player will wreak havoc by overemphasizing unimportant topics and ignoring important tasks. This superficially resembles Time, in that the Space player will become fanatically dedicated to their task, but note that the poor prioritization is still Space-esque at its core.
Still, within this nadir is a valuable lesson: the strength of self-assertion, and the determination to see a goal through. These will allow the Space player to weed their garden, separating good from bad, allowing it to flourish like never before.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so.
At a toxic overabundance of their Aspect, Time players become explosively destructive. The ultimate "goal" of all things is death, with which Time is associated, and accordingly, Time players have a penchant for aligning themselves with futility and entropy, struggling so hard that their thrashing leaves a trail of annihilation in their wake. With their Aspect "inverted," Time players detach entirely - they can become so fed up with struggle that they simply opt to lay their weapons down and let the end take them. It's very easy for them to come to the conclusions that either everything matters, or nothing matters. This superficially resembles Space and its big picture thinking, but note that its framework of struggle, and whether or not a goal needs to be pursued, makes it a Time concern.
But the inherent meaninglessness of existence is, in itself, an important realization to make - that whether or not anything "matters" in the grand scheme, things can still be worth doing, worth caring about, and worth investing in. This realization allows the Time player to attack their goals with renewed vigor and greater clarity, which in turn means that the party becomes an efficient, well-oiled machine.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere and innocent good-naturedness, like a baby animal before it learns to be fearful of danger. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others.
At their worst, Breath players are irresponsible and callous. They'll shirk the consequences of their actions, blaming anybody but themselves, or simply choose not to care who they hurt in order to get what they want. They may even choose to stop making choices for themselves, leading to the "inversion" of their Aspect - a voluntary loss of freedom and independence, derived from an Breath-like aversion to responsibility, which superficially resembles the bondage of Blood.
But if they are able to overcome these tendencies, a Breath player will learn what true responsibility looks like - responsibility for themselves, their choices, and the effect they have on others. Armed with this, a Breath player's ability to break bonds can be focused into a clear force for good, clearing away all obstacles and harmful societal standards, leading the charge into something new and beautiful.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, being concerned with its overall well-being. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone.
Thus, it's easy for the Blood player to wind up controlling - desperate to make sure everyone is moving according to their vision, they'll become iron-fisted dictators, with a "my way or the highway" approach to social interactions. It's easy for them to wind up pariahs of their own making, becoming so critical of others, or so adamant about enforcing their own will, that they inadvertantly sever their ties - something that superficially resembles Breath's independence, but is truly a result of Blood's neuroticism.
But with that space and separation can come great clarity. Blood players must learn to relax their grip, and allow people room to breathe - including themselves. Once able to grasp that sometimes bonds must be forged with a soft touch, Blood players' natural empathy shines through, allowing them to build something so much kinder and greater than the sum of its parts.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire.
Their desire for the limelight can quickly spell disaster - they can become incredibly cruel, harsh, and egotistical in their pursuit of narrative significance. They forget, in their obsession, that they, too, are fallible and flawed, and the inevitable reminder can come very harshly. Light players struggle with moderation, and as such, when they feel shame, they'll often take drastic measures to cope with it - deliberately darkening their own influence or intellects, removing themselves from the "story" entirely - something which superficially resembles Void's penchant for the background, but which is firmly rooted in Light's obsessive need for drama.
But in experimenting with narrative insignificance, Light players can reach an epiphany - in their absence, others may shine, and that can be a wonderful thing. Light players, then, can learn to shine not just for their own sakes, but for the sake of others, allowing them to weave a story even more brilliant than any that can be weaved alone.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable personalities on a team. However, this simplistic, feelings-driven approach often leads to pleasure-seeking behavior, poor impulse control, and overindulgence in vice, and from there, to irrelevance, with which Void is so closely interlinked.
Void players are especially prone to vice, and at their worst, will become so drunk on pleasurable activities that they pursue them to the active detriment of the party's goals or the Void player's self-improvement - making them the ultimate irrelevant character. They can also very easily drag others into their mélange, with a forcefulness that resembles Light's illuminating guidance, but which is ultimately rooted in Void's pursuit of personal pleasure.
But there's a lesson to be learned in Light's domain: how to bring themselves into relevance and greatness. A Void player, once they learn to pursue not just personal pleasure, but a greater satisfaction for the collective whole, can drag the Void behind them, kicking and screaming, to where it'll be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand and explosive finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty.
Thus, a Mind player at the worst zenith of their Aspect is heartless and cruel. Leaving no space for empathy or even personal feelings in their plans, the Mind player will plot for an ending as heartless as they are. But a Mind player is never truly without emotion, and ignoring their own feelings causes them to manifest in terrible ways - Mind players have a tendency to seek toxic, codependent relationships, hoping to find external validation, subjecting themselves to the wishes of others, which can appear like Heart's fixation on feelings and desire.
But in recognizing their own need for emotional validation, and the importance of their own feelings, a Mind player can realize that there's an entire dimension to the game they've been playing that they've been ignorant of. When a Mind player learns to temper their schemes with empathy, compassion, and kindness, how much more success they'll see - and how much happier that grand finale will be!
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves.
With this sincerity comes vulnerability. Heart players wear theirs on their sleeves, and at their worst, this can make them demanding, needy, and sensitive - so eager to connect with others emotionally that they'll cramp themselves to fit others' desires. But they can't ever keep this up for long; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection. They may even work to manipulate others, preying on their emotions and desires to force them to act in their worst interests. This superficially resembles Mind's cold logic, but unlike Mind's cool rationality, Heart's aloofness is a mask, an attempt to avoid pain by pulling away.
But this isn't purely a negative, because a Heart player can learn a healthier form of detachment, and separate out healthy and helpful desires from harmful and detrimental ones. Given this clarity, the Heart player becomes the team's emotional core, able to raise up each teammate's best qualities, while helping them deal with their worst, enabling everyone to be the best possible version of themselves - which the Heart player knew them to be all along.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed.
It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process. At their worst, they're stubborn to the point of not listening to anyone but themselves, confidence becoming blockheadedness. This focus on forward progress without looking back can even cause Life players to become harmful to others, so focused they are on their own growth that they don't notice that they're choking everyone else out. This may resemble Doom's death in its worst case - arresting everything else, eventually blocking even their own path with unruly, out-of-control fecundity.
Thus, a Life player needs to learn to more gracefully accept Doom's influence - to pause, slow down, and consider viewpoints that are negative, unpleasant, or difficult. A Life player, endowed with moderation, will be able to cultivate a bountiful garden, rather than an unruly jungle - a place for all to flourish and live in plenty, never wanting for anything.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate.
Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending. As if energized by their own sense of futility, a Doom player at the "inverse" of their aspect may seem to echo a Life player's focus on forward progress and motion, actively spurring their team on towards an untimely demise.
A Doom player must learn to harness this sense of progress for good, rather than harm. A Doom player, once able to grasp the joy of life even in the greatest depths of despair, will be able to fill even the darkest hours with peace, meaning, and hope.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots, with no self-awareness whatsoever. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - often great sources of embarrassment to their teams, as their naked sincerity is painful to witness. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous.
A Hope player can easily be set on the wrong path - as convicted as they are, and as difficult to shake from that conviction as they can be, Hope players can easily march down a path of destruction, if not persuaded with a deft touch and gentle guidance. In the event that their faith is broken, Hope players easily become despondent and lost, floundering and wishy-washy, which superficially resembles Rage's self-consciousness, but is truly just a lack of direction.
But Rage has a powerful lesson to teach Hope players - that of questioning themselves, interrogating their own beliefs. Once their convictions have gone through rigorous scrutiny, revised into the best, brightest versions of themselves they can be, a Hope player is a worker of miracles - speaking into existence a beautiful future on faith alone, proclaiming that how they see the world is how the world shall be.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players are incredibly self-conscious, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
In the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This is Rage at its toxic overabundance. Conversely, a Rage player can retreat so harshly into their mask that they allow others to dictate their beliefs, taking them to heart - an action motivated by Rage's destruction (this time, turned inwards) that superficially resembles Hope's convictions and faith.
The true path for a Rage player is a healthy balance - to allow themselves some of Hope's sincerity, and by doing so, to become more sincere and true. This will let them release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy - the heralds of a revolution, razing away the faulty, corrupt old systems such that something better and new can take their place.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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The “Jason died to teach Apollo empathy” take reallllly bothers me, because… no..? That’s not what happened..??
Ignoring the fact that Apollo was willing to take his own life minutes before in an attempt to save Meg, Piper, and Jason - he’s been putting his life on the line for others since THO.
You can make the argument that the only reason he went after Kayla and Austin was because they were his kids if you want, but even throughout The Dark Prophecy he was willing to die if it meant saving someone else. He went out of his way to save Lityerses despite the fact he was his enemy, he straight up admitted to Trophonius that he was willing to die for Meg even though she betrayed him for Nero in the prior book, and then he went back to fight for the Waystation with a broken arm because they went through so much effort in supporting him through his trials. It’s actually baffling just how easy it is for him to fall in love with humanity, it’s not something he had to learn!
Jason had stuck his neck out for Apollo in BOO because he saw injustice. He knew Zeus was looking for a scapegoat and he used what little power he had against the king of the gods to try to spare his half-brother. Jason knew that even though he had been nothing but loyal to the gods and had saved the world twice over (cough cough fighting a titan bare handed and defeating Gaea alongside the seven cough cough), he was still just a cog in the system. He was only mortal. The most change he could make to the status-quo was ensuring that the other minor gods were represented in Camp Jupiter, but then he was issued a death sentence months later, so what power did he have really?
But you know who could make a difference?
Apollo. Apollo could.
The thing is, as much as Apollo complained about being a mortal, I honestly believe he would have rejected godhood had Jason not died. He had almost died several times over and the only one who offered him any Olympian assistance was his sister. He resented the Olympians for having all the power in the world and choosing to use none of it to help him or his friends. Apollo's biggest fear - one that overruled dying in my opinion - was becoming a god again, once again a puppet of his father, and falling back into his old ways out of fear and self-preservation.
I can't even count the amount of times where he was on the brink of death and felt relief and satisfaction at the thought of everything being over. He didn't want to die, but it was an escape from having to one day stand up against his father, his abuser. It was the easier alternative even if it was ultimately the worse one.
But Jason made him promise to keep going. To remember.
He had to get back to Olympus, remember all that has been sacrificed in order to return him to godhood so that he could make a better future. He has to live forever to ensure that generation after generation of demigods have someone supporting them indefinitely. So that they would not be as fearful and powerless as he was. He has to be immortal again so that he can use his power for good, as much as that scares him.
He had to become a god so he can look Zeus in the eyes and say "No, this is never happening again."
That's what Apollo learned.
#trials of apollo#toa#lester papadopoulos#toa apollo#jason grace#the burning maze#the burning maze spoilers#toa spoilers#just in case#this one was obnoxiously long but i felt like getting on my soapbox today lmfaooo#also i just wanted to say thank you for all the interaction :)#i've been stewing for an entire year after reading toa for the first time and decided to just vent all my thoughts now that time has passed#im incapable of interacting with this series normally
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It's a time-honoured tradition- every time Sam comes across Izzy (and Ed) in their travels, he asks Izzy to marry him. And every time, Izzy turns him down.
At this point, Sam is asking more for the sake of it than any belief Izzy will ever say yes, a remnant of childhood dedication touched with 30 years of heartbreak and regret- though even now, a small part of him still holds out hope. Sam's promises have only got more extravagant over the years, from a job as his first mate, to a captaincy, a fleet at his command, a whole fucking island if that's what Izzy wants- but he knows it isn't though, not really. If Izzy was ever going to agree to marry him, to leave his life and go with Sam, it wouldn't be for anything Sam could offer him. Izzy never did care for flashy shows of wealth, for a ship or to be captain. The only thing that ever mattered to him was loyalty given, and loyalty shown in return.
It all comes to a head after Stede left and came back, after Izzy lost a toe, lost his leg. Sam hasn't seen him since before things with Ed started to really slide off the rails, before stress permanently set into the lines of Izzy’s face. So, when he sees a dishevelled man with a hoof for a leg in a no-name port, he doesn't even consider the idea that he might know him. It's only when he turns towards him, and Sam catches a glance at those oh too familiar tattoos, he realises this is Izzy, his Izzy, that stands before him.
Knowing Izzy's discomfort with pity, he doesn't treat him any differently than he would in years gone by, positioning himself in Izzy's line of sight before approaching and sweeping him up into a bone crushing hug.
“Israel-goddamn-Hands!” he exclaims, as Izzy grumbles back a begrudging “Samuel-fucking-Bellamy”, a tradition almost as old as their friendship itself. Izzy might not hug him back, but he can’t keep the corner of his mouth from twitching, just for a second.
(If Sam holds Izzy a little tighter and a little longer than usual, well. That's his business)
By the time Sam lets go, most of the crew has appeared in the town square, drawn in by the commotion. They may have given Izzy his leg and welcomed him as one of them, but still there’s an underlying tension, with nobody quite ready to set aside everything that happened before the Kraken. Seeing him cosying up to an unknown man sets everyone on edge, unsure whether to come to their first mate’s aid, or to assume that they've been betrayed once again.
When Ed sees that the yelling was Sam, his hand goes tense where it's held in Stede's. He knows the routine, has seen it more times than he can count, but as he watches them part he realises that this is the first time in a long time he's unsure of what Izzy's response will be.
Knowing that something’s different, knowing that Izzy's feeling vulnerable already, Sam doesn't go for the same flashy proposal he’s been giving for years. He doesn't promise Izzy the world, he doesn't cause a scene (or, any more of a scene than he already has, anyway). He looks at the fractured man in front of him, takes his face in his hands, and says the exact same thing to him he said when they were little more than boys. “Israel, I have to ask you. I know what you'll say, but I have to try. Come with me. Marry me and sail away with me. I'll keep you safe”
And Izzy… hesitates. He glances over at Ed, at Stede, and says to Sam “...We’re staying in port for a week. Ask me again then”
That's the moment Sam knows there is something deeply, horribly, wrong. He's not just looking at an Izzy who got seriously injured in a fight and is struggling to cope, this is something so much bigger than that- and that Ed has something to do with it. Izzy wouldn't even be considering leaving if he didn't. Whether it was negligence or something more sinister, Sam doesn't yet know, but he intends to find out.
#i feel like the little paragraph about the crew is real clunky and out of place but i wanted some kind of establishment of where those#dynamics are at. its important that the crew is something for izzy to consider in his decision; but also that their relationship isnt so#solid he would stay for them alone; yknow?#im sorta aiming for a s2e5 era but like. early in those themes. he cant be all sorted yet i need him to be struggling#anyway this is part of a much larger scenario in my head that im never ever doing anything with but i wrote THIS bit in a daze in like. jun#and i got thinking about it again and i think?? it holds its own as a 'hey think about THIS' snippet. idk you decide#youre welcome to interpret this as solo bellhands but in my head it Has morphed into sam/izzy/ed/stede#because i cant not put edizzy in things any more. izzy has two hands#i also think the comedy potential of one of your boyfriends HATING your other boyfriend is gold. 10/10 dynamic#stede is mostly along for the ride in this but also i think they need him#aaaaand. the sam/ed bracket i think can only be closed in exceptional circumstances. i think they 'hate' each other too much#...which is WHY someones getting kidnapped!!! yay#anyway its all irrelevant because ill never write it out. i can do silly chill things but thatll require work#nyxtalks#ofmd#our flag means death#izzy hands#israel hands#sam bellamy#bellhands#i wanna also say. the general concept of repeated sam proposals has been floating around my head forever#it used to be a more silly thing like i referenced at the start but. s2 gave me angsty feelings i guess#i cant not have izzy have feelings for ed right now which inherently adds layers to Any bellhands scenarios i think.#but yeah. its a Classic Bellhands vibe for me. sam seeing izzy at sea or on shore and asking him to marry him (again)#i like to do this with jackie too. i think i just want that man to be obnoxiously desired#(theres also layers of my personal hornigold era lore built into this but i hope it holds up without u knowing it. tldr. sam lost izzy by#being an idiot n fumbling the bag. thats what matters. izzy went with ed and sams been trying to fix it ever since)#i probably should have readmore'd this but i didnt think it was Quite long enough. or had a good break point. sorry <3
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Mario and Peach spotting each other from opposite ends of a castle corridor and immediately rushing towards one another. They’ve got huge smiles on their faces, Mario opens his arms, Peach leaps into them, and he spins her and showers her in endearments as she showers his face in kisses. It’s the sort of reunion you’d expect to see between lovers who have been separated for months.
It has been, at most, three hours since they last saw each other. The castle staff don’t even bother looking in their direction anymore. They do this literally every day, eventually their dramatics just become part of everyone’s daily routine.
#they pine so hard and so long pre-relationship that the SECOND their relationship becomes romantic it’s obnoxiously lovey-dovey#I stand proudly on this hill and atop this hill I will die#peaches has opinions#mareach#super mario bros#smb#mario x peach
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For the Swanatello fam: what does everyone miss most about Donnie during his lake-induced absences?
for donnie, leo will gladly give every scrap of patience and grace and gentleness he has. he doesn't mind explaining things. he doesn't mind telling his brother the same things over and over. he doesn't mind it when donnie forgets or doesn't understand or needs his help to remember or process things.
but he misses the banter. the back-and-forth. the stupid fights and pranks and 'you said's' and 'i told you so's.' and, perhaps a bit selfishly, he misses when he didn't always feel like he had to be the bigger person for him. he misses when he still had the space to be childish and immature and petty towards his twin, and it wouldn't hurt either of them the way it tends to now.
[ swanatello ]
#swanatello#its no fun to pick a fight if you cant apologize and make up later#getting in that perfect GOTTEM line doesnt feel v good if the only reason is bc the other guy is confused/cant remember what ur talking abt#sure leo is still his typical brand of obnoxious and extra most of the time. esp when donnie is having a good day.#but the rules are just so different now.#hes so frustrated and tense all the time he has to step carefully because if he doesnt#he loses himself and crosses the line and says things that he doesnt mean and will regret#things that used to roll right off donnies back now sometimes really hurt him because he doesnt remember the context#or just because his emotional state is so volatile right now. hes scared and confused almost all the time now.#its stressful. its exhausting. so the threshold is different#leo will be gentle and careful and thoughtful with donnie for as long as he needs to be. even if he has to be for the rest of his life.#but he still misses when he felt like he knew all the rules. when it was easy. when he didnt have to be.#rottmnt#save rise of the teenage mutant ninja turtles#save rise of the tmnt#rise of the teenage mutant ninja turtles#rise of the tmnt#donniesona#tmnt#tmnt 2018#tmnt 2k18#rottmnt disaster twins#asks
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officially summer or something
#saroart#dead cells#the beheaded#🕶️#me when im at work: rabidly want to draw#me at home: drawing? dont know her#also all my creative energy has been gping into writing lately#ive probably written 100k over like 8 versions#thats an exaggeration maybe#but at least 70k for sure#maybe this latest try will work#hopefully because its been a long time and id like to publish something soonish#anyway. beheaded in a guy fieri shirt. got the beach ball back i see.#i wanted to draw a super obnoxious pattern but in the end i was too tired#me with my face pressed up to the window looking at button down shirts with loud prints that i can't afford: i want you
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Can I possibly ask who your most recent OC is, if you are still open to talking about your OCs?
of course!!! honestly i dont think ive made any new ones in particular since last year? with the amount i have atp i kinda go back and forth between new and old ones kjsdgkjsdhgs but i guess rafi and naomi would be the most recent that i actually do somewhat draw on occasion because otherwise a good chunk of them are just. kind of concepts i bounce around in my head jksdgjkhsdgsh
i do have this from some time ago though that never really went anywhere
#asks#anonymous#duck scribbles#duck ocs#naomi#rafi#i have chronic character making disease though so i come up w story ideas here and there but dont do much other than write em down#OH another notable one of from late is this closet nerd + popular girl in class whos a very heavy rarepair supporter of closet nerd's fav.#they didnt particularly interact before but girl 1 happens to come across her art acc with an entire 8 total follower count and becomes a#fan!! not long after she finds her lost sketchbook and recognises her art and shenanigans ensue#but other than that!! ive been mostly really thinking abt naorafi and also this other duo of mine#which is reformed villain subleader and the magical girls' mentor of whom he has a devastatingly onesided crush on and tries to court#constantly. its a bit funny to me#obnoxious guy constantly bringing bouquets to his lab + guy who does not fecking care
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Nathan Dixon is lead STEM developer of the Union environment and Team Bravo special ops agent of MOBIUS. He is one of the youngest recruits of the shadow organization, having been forced to join them after he killed his parents at age 16; and now, nine years later, he is looking for a way to destroy MOBIUS once and for all– if that is even possible.
taglist (opt in/out)
@shellibisshe, @florbelles, @ncytiri, @hibernationsuit, @stars-of-the-heart;
@lestatlioncunt, @katsigian, @radioactiveshitstorm, @estevnys, @adelaidedrubman;
@celticwoman, @rindemption, @carlosoliveiraa, @noirapocalypto, @dickytwister;
@killerspinal, @euryalex, @ri-a-rose, @velocitic, @thedeadthree;
@jacobseed, @swordcoasts
#tew#edit:nathan#nuclearocs#nuclearedits#my boy is back hi hello :] i made this edit a while ago and just forgot about it LMAO i love this template so fucking much tho#the second slide is fun because that description also directly applies to ru/vik there's so many tasty parallels between them#and yes of course he has an obnoxiously long full name it's part of his entire aesthetic. he looks like a nathaniel to me#i kept getting death for him in a tarot card quiz and i guess it works so i just kept it. like yeah no yeah. mr edgelord#'the executioner' refers to what his name would be as an enemy in the game also. like the guardian / the harbinger / the sadist etc#because he was the administrator's lap dog and got sent around by him to kill people occasionally#and he was also supposed to kill sebastian in tew2 after they would get lily back. but of course that doesn't happen#but he was supposed to. and he carries that thought with him forever because it's a very clear sign of how things could've been different#it's hard to find good pictures that match his vibe also so you'll just have to look at hands. sorry
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i wish i cared about food because as a living organism i do have to deal with food every day...seems like it would be easier to deal with if i actively liked eating it and thinking about it. but instead food is just the most annoying of all the chores that life consists of because it's impossible to ignore for very long. i resent having to think about it multiple times per day. not going anywhere with this just vaguely jealous of people who like food lol.
#disordered eating#not to say i actively hate all food but i do hate the reality of having to eat food multiple times a day#rarely am i actually excited to eat something. when i have food i'm often like oh good! in the sense of like#yay now i can check 'eating' off my to-do list. so it's usually not like active disgust at the thought of eating (though sometimes it is)#but usually i'm not excited by the food itself#and it's not like i don't have a sense of taste! i have taste preferences#if i only had to eat once a week or something i would probably like food. but i have to eat so often. that's fucking obnoxious#wow food you think you're soooo special and important that you can demand my attention every few hours? go fuck yourself#my dad always used to say he eats for sustenance not for enjoyment and i didn't get it when i was younger#because back then i had a lot of food-related cravings#but idk the last several years that hasn't really been the case. occasionally i want to eat something for reasons other than hunger#but not very often. mostly i just want to eat whatever has the most calories but won't get me sick so i can delay as long as possible#the next time i have to think about it#my posts
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Ross on fire is a canon event you can't interfere
#just realized yesterday it'll soon be the 5th anniversary of his fire accident#so i'm starting to be obnoxious about it again#HA REMEMBER WHEN I SET MY FAVOURITE VAMPIRE ON FIRE#AND THEN DIDN'T QUIT WITHOUT SAVING#if you remember when that was half my internet personality. well. you've been here for a long time#in fact what are you still doing here#/j please stay by my side forever i love yall#you survived ross on fire you survived my heavily depressed era you can survive anything with me at this point#even if we never talk we're practically besties#because we've been through so much together haha
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Thinking about time travel and all the secrets Lu Guang is keeping. And how long he's been keeping them.
And also what his limitations are... because I don't think he knows as much as he thinks he knows.
I've got a lot of thoughts and a lot of questions. I tried to organize them in the hopes to maybe work out some ideas, but it got a bit... Much. Weigh in if you have thoughts because...I'm clearly vibrating in place wanting to talk about this. But anyway, here we go.
How is the present affected by future dives into the past? (Alternate timelines or pre-determined track)
This section is basically me asking a lot of questions that might just be writing holes or maybe not and we just don't find out for, like, 6 years. And that's fine. I'm here for it, I just need to sort out all these theories in my head.
In S1E9, LG looks into the surveillance photo and sees CXS on the solo dive. Is this because CXS was currently in the photo? Is it because CXS had already done the solo dive and so LG was seeing the affected photo? Is it because CXS was always going to go into the photo, so LG saw the past that always was going to be?
When Liu Min called from Xu Shanshan's phone, was it because CXS was always going to set up the meeting? What if CXS hadn't come to that conclusion and didn't reveal himself in Shanshan's body? Would the call have never happened? Does Lu Guang allow this huge "deviation" because he saw it was supposed to happen? Did he lie about what he saw in the photo? Was his elevated concern in that moment he claimed was about CXS's potential mental state while of going into his friend's potentially dying body actually about CXS starting the game? Is he just as clueless as everyone else and now everything is spiralling?
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Chen Xiao. Chen Xiao, Chen Xiao. Oh man. "Nothing will be affected" my ass Lu Guang. Pretty sure you created an entire person that didn't previously exist from that mission. Sure, all the people that were supposed to die in the earthquake died, but Chen Xiao did NOT have a wedding ring on when he came to the photoshop to hire them. He was a miserable man with regrets he couldn't move past, including missing his "first love." Now, I get that first loves have a lot of weight, but he's like 30+ and so desperate... this is not a man who looks at his wedding ring with care and sings his son to sleep. But he becomes that. Where did that child come from?!?
Just because the 12 hours after the photo are the same doesn't mean that the 12 years after it are. Lingering resentment--or the lack thereof-- is a strong shaping force. Also. Chen Xiao's lack of regrets from a successful mission means that he never would have hired them to dive in the first place. So to make it full circle, Chen Xiao "returns" to the photo shop (for the first time?) to have CXS develop the photos he took himself on the camera he saved from the wreckage...And, I have to assume from the implication of a new timeline, THAT is how they get paid for the job. How much are they charging to develop film? Was it worth it??
Does LG even know about this kind of change? Is it just too far out of his range to see? He didn't seem to know about Emma until he saw the news, so maybe he's limited in what he can see, but he found that article pretty fast, so maybe he knew something was happening. It's hard to know.
What are the extent of LG's powers? Is he from the future?
He always says not to ask about the "past or future." I assumed this meant the future of the past that CXS was currently in, but what if he also means the future of the present that we're currently seeing? Can he see the future of the present he's in now?
In season 1, he knew that CXS would appear as himself when he dove into the surveillance camera footage. How? It was obviously CXS's first time doing that, but maybe not LG's. If it was his first time, how did he know?
We recently learned that he can see the present through surveillance footage the same way he does looking at footage of the past. Does this mean he can also see 12 hours into the future? It's 20:44 when LG unlocks Chen Bin's phone, so it's probably around 21:00 when he uses his powers. Does he know how things will unfold? Does he see the twins moving through the building? Does he realize there are two of them?
He's obviously been up to something this whole season: watching the clock, hiding photos, opening up stitches without much physical effort beyond using his powers... 🤔
My current crack theory is that LG reopening his stitches while using his powers to watch the fight is actually related to him escaping and/or jumping off the boat to free CXS. I'm not sure how because it's definitely more than 12 hours between the events, but something is up.
It's not surprising to me that CXS and Wang Juan were controlled through touch. The moment Li Tianxi reached out her hand to shake CXS's I yelled at my TV. It looked too similar to LG reaching out to start a dive.
And I yelled even louder when she made contact
CXS can dive on his own and LG can see into a photo on his own. The physical touch only connects their minds, it's not necessary to activate the powers. Could LG touch CXS and communicate telepathically without diving into a photo if they had an activation touch? Does LJ need a time travel element to get into CXS's head?
I think Li Tianchen's powers at least are touch related because when he touched Xixi, CXS lost his connection with LG. But I think there may be something else going on with the twins. I'm just not sure what I think yet. We wouldn't know if one was possessing the other because their eyes are the same.
How do the powers manifest, and what does that mean for Lu Guang's backstory?
I think we saw the moment when Li Tianxi and/or Li Tianchen acquire powers. Was it a predisposition that unlocked during a highly traumatic moment or did it just manifest somehow from an extreme desire to take control of the situation?
Li Tianxi was a child who wanted to communicate and be present but felt trapped in her over stimulated body. Li Tianchen was a boy with strong ideals and a sense of protectiveness... without the strength of an adult body to follow through with that protection. While they were holding the photo, huddled together in close physical contact after Tianchen's head injury, one of them or the combined force of them was able to 1.) take over their mother's body and 2.) blank out Xixi's mind to the point of cutting CXS's connection with LG and eventually the whole photo. But something went very wrong along the way. Maybe some signals were crossed.
CXS is a highly empathetic person. He feels so much for everyone and wants to connect with people emotionally. And his powers reflect that. We know CXS has probably at some point had a strong enough desire to go back in time, if anything to see his parents.
What, then, do the circumstances look like for a logical, emotionally reserved--but deeply caring--person to acquire powers to see snapshots of the past? What would drive him to want to change the past so much that he manifests these powers?
We know CXS had never done a dive without LG before he temporarily went rogue in S1E9... because he didn't know he could do it until he tried.
We know S1E1 isn't the first time they dive. CXS nags LG about having heard the rules a hyperbolic amount of times. So the powers aren't new at this point. But I don't think they both had powers before they met. So how and when did they get their powers? Was it when they met? When they travelled abroad? After some accident or something?
LG just shows up in CXS's life unannounced. Twice. And that's how they got close. Was it just the random fated meeting of soulmates as per fiction standards or did LG intentionally seek out CXS for more timey-wimey reasons? Did meeting LG activate CXS's powers? Did they experience something together to have compatible abilities? Did LG already have his and teach CXS how to manifest his own? How much did LG already know before he picked up that basketball?
I have this other crack theory that I absolutely hate and don't want to be true at all and almost certainly isn't, but, like...what if if LG and CXS are actually the same person from different timelines. Like LG is a version of CXS that doesn't get to have familial love and maybe experiences too much trauma, and he goes back in time to give himself some semblance of a home and a set of rules to hone his powers without altering the timeline that he's actively changing. They're intentionally written to be two halves of a whole, and there's been more than one joke made about LG being a ghost or not existing. I hate it. But it's in my head.
One last question for today... because I have to wonder:
Who makes the rules?
Has LG just read enough books to feel knowledgeable about how time travel works? Is he from the future trying to maintain a desired outcome? Are they following the rules of a third party who's orchestrating the flow of events from a distance? Are they... Leaving their fates to the ones who aren't in control?
#link click#shiguang dailiren#This is obnoxiously long but I'm not sorry. I ask too many speculative questions and don't answer any of them. This is my brain right now.#It's not my fault that Lu Guang has too many secrets and time travel writing can kinda set its own rules#Send help#Also just assume that any theories I posit are all heavily influenced by my brain reading Shiguang as cannon rather than just a ship.#Because it is. It's literally the title of the show. Can't change my mind. But I'm very impressionable when it comes to other theories so..#Tell me about your thoughts so I can mitigate my own
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Let Vash drink next season I beg your honor
May I pitch this idea: Stampede Vash is the kind of drunk that won’t even think twice when saying things like this then deny all the allegations right after. Hence, him always backfiring at WW when he’s already far gone and Nick isn’t really sure how to take any of the things he answers with
#trigun#nicholas d wolfwood#trigun fanart#nicholas trigun#vash#vash the stampede#wolfwood#trigun stampede#trigun comic#trigun shitpost#headcanon#i know this is not very on character but I still thought it was funny so my only other option was letting it sink in my head#and ofc I was not going to do that when I could do THIS#more obnoxious older brother Nick content because it’s needed#as an older sister I can highly empathize with him and also project onto some of his behaviors so do with that inforomation whatever u will#also I believe that since Vash has been around for the long enough he’s been a victim of a lifetime of dickjokes#so he already has a few comeback up his sleeve if he so wished to answer#lenssi draws
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I try my damn near hardest to avoid shipcourse on this blog. However, I have so many qualms with the anti side of things that I need to say something.
If your first inclination after seeing someone explore fiction is to call them a pedophile (as an insult, no less!), abuse enabler, and/or urge your followers to mass report them, you are a problem. Maybe it's because I grew up during the golden days of fandoms, where ship and let ship was the norm and not whatever this shit is, but it's bizarre to see people get cancelled for being a proshipper. I just don't have it in me to care about what people do to that fictional child. It's none of my business.
I've noticed a trend from antis of anything: anti radqueers, antishippers, anti hazbin/helluva etc, and it is that their arguments are extremely self centered. 'It's romanticizing MY abuse/trauma/condition!' as if that stranger on the other side of the screen couldn't possibly have similar trauma etc and copes with it differently. "It triggers ME!" then don't actively seek out that material and get mad at the creator. It's a 'me! me! me!' mindset.
See, me personally? I don't care if someone makes and romanticizes a fic that capitalizes on my trauma. I don't care what reason they have, either; whether it's to cope with their own trauma or to simply have fun, I do not care. No amount of harassment from a bunch of teenagers can change the fact that I don't care, and the fact that there are others OLDER THAN ME, someone who will be 19 in July, who condone and enforce anti views is terrible.
Creative freedom shouldn't even be a debate or discourse situation. People need to grow the hell up and get over themselves.
#I cannot make it any more obvious that I'm at least proship adjacent tbh. but it's fine#because like I said I try to avoid this wack ass topic as much as possible. There are absolutely abysmal takes from both sides#and I don't want to actively align with proshippers lest some 15 year old tells their followers to mass report me for having#a different opinion than them.#but this IS a proship safe blog. Antis are allowed too as long as they aren't fucking obnoxious.#I am admittedly uncomfortable with antis because of what I've seen from that side#all the puritan bullshit and harassment enabling#but again I know there are people who are antis and not obnoxious. maybe they even have the skills of nuance and sense.#and in that case I don't see the point in barring them from this blog that has nothing to do with shipcourse#I COULD go 'ough antis DNI!!!' and be insufferable but why should I?#as long as you aren't the type to send death threats and brigades after people you disagree with your alignment in shipcourse is irrelevant#proship#proshipper safe#proshippers are welcome#shipcourse
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You have to love when you've been putting your raw soul, suffering, and hard work into your life every single day daily and the only thing that you wake up for is your raw passion for your art and a lot of it is fanfiction, just to go on Reddit for those fandoms at the end of the day and to see anonymous people say "All I can find is terrible self-insert fanfiction" and knowing that there's a likeliness that they are referring to yours or at least one of them because mine is the longest one within the characters tag
#Yes this is about Rick Sanchez#The story for him that I'm writing is only just getting started and it's obnoxiously long#And the only reason why I get up in the morning#And you can imagine how it feels like for this to be the second fandom in a row where I only get feedback from people posting vaguely on Re#complaining about how the fandom only has what they call terrible fanfiction#I know they probably don't even try themselves and I shouldn't care what they think but mental illness is 🤯🤯🤯#then that 🫠🫠🫠#Believe me when I say that the way that I'm ranting about this is the hyper filtered version because this is Tumblr#I am literally beyond finished and devastated in this world has taken absolutely everything from me#Even my will to simply collect myself with art from what the world puts through me#regardless it goes without saying that I hate absolutely everyone and everyone hates me#I don't think it will ever change it's been this way everyday for four dysfunctional years
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look at my alternate yuu concept boy
#i just think the idea of isekaing at age 22 and being shoved into high school is so funny. shes just here now#185cm makes her the same height as leona btw. nearly six foot one. absurdly tall#she did not have friends b4 twst bc she had a Lot of ppl approach her bc of her parents#was very good at keeping a polite distance and went a little insane in twst as a result#fails all her classes at nrc bc she is going home at the end of this to her Real life so who cares shes here for a Good time#girl w/no subconcious desire to stay in twst tho i do think itd be good for her in the long run#she wants to go back to her own reality bc she wants to finish her degree. she was so close#Everyone's Big Sister (self-proclaimed) and incredibly obnoxious abt it#gets on v well with kalim and lilia and then cater is there in the background like. Please Let Me Out.#shes in gargoyle research. malleus is a little brother to her and i think he actually does see her as family more than a romantic partner#WHICH IS RARE FOR ME im usually all abt malleus > yuu but here it makes sense. they are platonic. u kno how it is#book 7 is a really bad time for her bc she learns all of lilias backstory and realizes how much shit he wasnt telling her#as if she were telling him anything serious abt herself LMAO but him leaving w/o sayign + finding out his backstory from a dream is just. h#book 7 i think is whats solidifying her desire to return home. she has a place where she belongs and its not here.#anyways ironically despite how much ive written here + how much ive thought abt her shes only a secondary yuu. yjn comes first always <3#i do really like her shes a lot of fun to think abt. very Messy and impulsive unlike yjn whos thoughtful and deliberate. u kno#god this was a tag essay. ok.#how do you art#twst oc#myuu stuff
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fellas I've been thinking about Sir Catface and I've decided that hes a deeply disturbed man! [confetti pop stock yay noise]
#sir catface#pillars of the earth#the pillars of the earth#birbwellspeaks#when a guy has been fucked over by war n by baron infighting But has lived it for so long thst he is dependent on it..#when a guy is vengeful and quick to anger and loudmouthed and obnoxious but also#is stone cold sober in his conviction#whrn he is so stuck in his ways and beliefs that he is unable to look at Philip and understand thaht he knows bloodshed and sacrifice just a#-as much as him#sorry for taking a bunch of lines of dialogue from a side character and extrapolating . sniff#it will happen again
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