#this is the smartest concept
Explore tagged Tumblr posts
Text
i was gonna do turbo with them but... ehhhh... nah lol
random stuff below ā¬ļøā¬ļøā¬ļø
I ended up simplifying fitor a teeny bit
I think you guys deserve to see at least ONE of my cy-kill designs... I still hate it š
that last one has cy-kill's other design... green ahh mf...
uhm crasher and cy-kill aren't actually together... i don't think... lol
#gobots#i still dk if i wanna keep cy-kill's red and blue design or keep it green... im probably gonna combine the two#smallfoots design was based off armada optimus's concept art when he was a monster truck#the gobots wiki pointed out that her wheels were normal sized despite her transforming into a bigfoot truck#and i was like ādude im gonna be the smartest person ever if im the only one to do thisā#sorry i made scooter a little guy... is that okay#maccadam#maccadams#smallfoot#scooter#cy-kill#challenge of the gobots#Project of the Gobots#my artwork#my art#fun fact i check the gobots tag a shit-fuck ton of times because i wanna see more gobots art... am i cooked
36 notes
Ā·
View notes
Text
Youāre looking for somethingā no, someone, too, arenāt you?
(I canāt comprehend how you understand whatās going on, with your lifeless shell. Craft as you are.)
#isat#in stars and time#live a live#isat loop#cube live a live#RAHHHHHH [COMBINES MY FIXATIONS]#behold my crack fic au. tiny robot in dormont#Iām cooking let me cook. cube has the little guy little dude vibes#and is also canonically like. a baby?#their chapter in the game happens the day they were finished#so. a baby.#cube is so <3. their chapter is a space horror#I would 100% recommend at least watching a video of it#IT GOES CRAZYYYYYY#pov flicking a card that says die child die at the floor. so#anyways. this au makes no sense to anyone but me#this is MY funny house and Iām going to play in it#worlds smartest baby [a robot] figures out timeloop shit before the party more at 2#if you ask I WILL ramble abt the concept of this au I will#<- trying desperately to get away from working on my other au post#[I need to draw smth for it and Iām struggling lollll]#sitting here like ughhh I donāt wanna draw this imageee [puts off entire au post]#ANYWAYSSSS#LOOP WOULD HATE THIS KID. the fuck is a robot.#the fuck is this damn thing and how has it read me literally immediately#how dare you be made of craft. be artificial. and be able to read my despair like a book#how dare you; a fake being made by someone else. be more human to me than the people that once were my party#how dare you want to help me when I dont know you because you didnāt EXIST in my loops#ā¦but. uh. thanks for the coffee. even if I canāt drink it I recognize the sentiment. or whatever#falls to the floor dramatically. oughhhh loop and cube ougughhh
60 notes
Ā·
View notes
Note
Your mlp Aurthur concept has me screaming ong its so cool. Do you have a tag for it?
Sadly like most of my little ideas there isnāt much of it, but you can see my designs for some of the other characters here
#everytime I see it Iām like ah yes he becomes a unicorn post possession Iām the smartest guy alive#but thatās the extent of my thought process or at concept really lol#au concept*#ask
5 notes
Ā·
View notes
Text
Likely heading back to New York this December. No promises yet, but I will be setting aside funds for the most insane ad space I could ever hope to achieve.
#not art#Cannot decide between advertising my comic (smartest move) or my commissions (insane as a concept)
2 notes
Ā·
View notes
Text
Nine overthrowing the egg council would be pretty cool....and funny considering heās still a child or atleast a teenager
#Theres just something hillarious about this concept#the egg council#who think they are the smartest beings on the planet#and who are all#experienced tyrants and adults#except for the baby#get tricked by a grumpy fox whose way younger than them#just imagine having to admit that#and realising that maybe this child has more braincells than we do#nine#sonic prime#egg council
15 notes
Ā·
View notes
Text
just saw a clip of lilypichu and poki joking abt prenups before dating i. hm.
#looks at concept of relationship How Can I Make This About Dnf.#like obviously it would be george pushing the prenup he seems like the more financially aware one#heād lie to dream about taxes to convince him that getting married is the smartest choice possible
4 notes
Ā·
View notes
Text
i got this weird comment on my da page and the account seemingly only existed to. comment on my da page. i keep waiting for the other shoe to drop and it hasnt
#it wasnt like. bad. da user fuckmlp said i cant believe some people still like mlp#but thats it thats literally their only comment.#and they posted it right after they made their account#idk i just feel like someone is trying to catch me for something. im really paranoid its someone on instagram who i should really just bloc#k but im not gonna unless i know it is#this isnt the first time they did just the other day i was ranting about the concept of art styles and#they commented that they love my art style which i was literally gonna joke like#ohh haha they did this bc of what i said#but the story had one share and one extra view from one of their friends implying. it was on purpose#idk idk. weird.#i also think they vagueposted me about sollux and being the smartest about sollux but thats probably me being paranoid lol i cant prove tht#simons spouting
2 notes
Ā·
View notes
Text
what is up with my relatives' habit of coming over uninvited and without warning.
#literally at best they warn like 30 minutes before coming over#best part when they're also upset about something when they come over#like boohoo maybe if you asked whether everything is fine and you can come over everything wouldve went smoother!!!#like i know its cliche to be the youngest family member and also think that you are probably the smartest#but it really does feel like everyone around me has absolutely 0 concept of what boundaries are#and probably some other things for that matter#little jimmy's unpleasant times#<tag 2 block
0 notes
Text
.
#another thing that drives me crazy us that some parts of fandom made ut hard for ne to enjoy things I like#for example when series 2 only came out I was invested into all edits with sad songs#about how Aziraphale loves angel!Crowley and demon!Crowley suffers#and than you came into tegs and apparently some people will argue that it's canon and not angsty au#*tags#and now it leaves bad taste in my mouth#or like. brainwashed Aziraphale ir Aziraphale that scared and under treat can be tasty concepts#while it's treated as 'what if' and not as 'it's clearly canon and we will build all our understanding of his character on it'#or Aziraphale's black and white thinking or him still believing that angels are (should be) inherently good and heavens are better than hel#I think it is canon! it did played it's part in final fifteen! but I can't say it because I think it's neutral or even lovable part of#Aziraphale as character (sure real life person would be insufferable with thanking like this. but also I would kill someone real who drives#like Crowley! who cares!) and you can't put it in tags without treating this either as flaw he will and *should* overcome#or proof of him being bad/stupid/abusive#like I don't care!! I want to say 'look at him my baby thinks he's the smartest and most holy being in this room' and boop his little nose#I can't even enjoy angsty headcanons about Crowley being miserable without Aziraphale#because one they treat this as being Aziraphale's fault and two it's again treated as canon#like I can take only so much fucs where Crowley lays face down into pool of his tears thinking that he's the poores lost puppy ever being#while not giving two fucks about Aziraphale being in danger him own being asshole to him in final fifteen and oh yes SECOND COMING AROUND#anyway yes I'm a weak link and should be eliminated yes yes#yrs I block and try to not engage and after some weeks I tentatively ready to enjoy *some* of this things again#but yes I still want to complain!!#no people doesn't do anything wrong bu engaging with canon the way they find enjoyable#I can't stress enough that it's a me problem#but of course my hatred turned onto imaginary enemy
0 notes
Text
The real tragedy of the whole āBatman contingency plansā thing escaping containment into the wider cultural zeitgeist is that itās become completely divorced from the original context of, you know, the Tower of Babel story-line happening after a beloved member of the Justice League did in fact go mad, become all-powerful, and destroy all of reality.
Which is devastating because it loses so much when you take Hal Jordan out of it! In both adaptations and fan discussions!
Despite only being mentioned by name once in the story, Hal haunts the whole narrative in how unspoken he is. The whole theme of the story is the failure to communicate and how it destroys trust, and an essential part of that is how the whole League won't (and can't) talk about Hal.
When Kyle finally tries to bring him up, Wally shoots him down. He is the forbidden topic at the heart of the League's breakdown of trust!
When the contingency plans plot is removed from the context of Hal's fall from grace, isn't proceeded by a JLA founding member doing what was supposed to be unthinkable, Bruce's actions lose their emotional core. It becomes just "Batman is the coolest and smartest and also a huge untrusting asshole" instead of "Bruce was already on the knife-edge of crippling paranoia regarding his powerful allies, and then one of those same allies started slaughtering people and he couldn't do a thing to stop it, confirming all his worst fears and sending him right over the edge"
You take Bruce's feelings of very personal betrayal out of the equation. He's not operating on just hypotheticals, but fears that were heartrendingly justified!
Bruce claims the reason for his plans on some past mind-control incident, but Clark calls Bruce out on it being an excuse.
Maybe that's how it started, but there's a reason the fail-safes aren't against mind-control and possession. The fail-safes are ways to permanently stop your friends should they willingly or unwillingly become a threat.
And they both know it. They've argued about Hal several times before.
Bruce has a lot of unresolved feelings about Hal. He's still hurting.
The contingency plans are not some cold, clinical necessity. They are the product of pain.
I think all readings and tellings of the Tower of Babel should be followed by the JLA/Spectre story.
It provides the necessary emotional conclusion to the unspoken conflict! Because they finally have to talk about it! They heal the broken trust! Bruce admits how much Hal's betrayal hurt him and his faith in heroes, and gets past it! Instead of letting a former and potential future threat be eliminated as his fail-safes say he should, he invites the threat back, even if he can't guarantee it won't happen again, because he chooses to believe in his friend!
The contingency plans are a cool and interesting concept, but again, you can't just...take Hal out of it. You can't make it about some evil alternate versions, or about Clark. By doing that, you lose the most heartbreaking part of the story. Batman isn't in the right or the wrong, but he's not heartless. He's brokenhearted.
#bruce wayne#batman#green lantern#hal jordan#i dont know what to tag this lmao#just mad ravings about the emotional through-line of the comics#i just have many thoughts about hal and parallax
1K notes
Ā·
View notes
Text
so. the thing about Illario and Lucanis.
I don't have the screenshots but somewhere in Lucanis' mind, you hear Illario's voice saying "If I was in charge, you wouldn't have to do this anymore." as far as I can tell, all the other lines in his memories are from the game, but this one is from The Wigmaker Job. the story that took place over a year (probably more) prior to the events of the game. it's referring to a scene where Lucanis comes back from their contract, injured, and Illario, worried about his cousin, says that Lucanis wouldn't have to do Caterina's bidding anymore if Illario was First Talon. so now we know Lucanis still thinks about that conversation, even though it happened so long ago.
two other things about The Wigmaker Job: 1) Illario is a lot different in it and in some ways he seems more competent than the Illario we get in veilguard; and 2) we see Zara Renata at the end, and she already has Lucanis in her sights. depending on how much time passed between that contract and Lucanis' kidnapping, she could've been setting this up for months to years.
in the concept art/storyboard frames that were recently released, Zara is hardcore giving siren in the first image and it almost looks like she's straight up controlling Illario via blood magic in the second (imo)
now imagine if Zara was looking into Lucanis, started with the people closest to him, found Illario, and said all the right things. imagine she said he should be First Talon, Caterina never loved him, Lucanis doesn't believe in him and is secretly just tolerating him, he can save Antiva from the Antaam (or whoever else), he can lead the Crows to their long-awaited unification and make them even stronger, he's the smartest prettiest most super special boy in the whole wide world, etc. (if you give this man an ounce of praise and he actually believes it, he will crumble, I know it.)
now imagine Zara, having successfully sunk her claws into Illario - Lucanis Dellamorte's cousin, the only person closer to the Demon of Vyrantium than the First Talon herself - manages to convince him to let her kill Lucanis. he doesn't have to do it himself so there's less guilt. there's no way Caterina would make him First Talon if Lucanis was alive. and then Illario would be in a position to protect his beloved Antiva because if there's one thing the Antivan Crows are, it's patriots. I think Zara played Illario like a fucking fiddle and the game was just really bad at showing us that. I think when her spirit says "he fooled us both," she means he fooled her by being less of a coward than she thought and straight up killing her.
and maybe this is the Illario apologist in me, but I also think he realized the whole thing was a doomed plan after he was defeated. I mean, he shows up to the final battle to help, at risk of his own life. maybe he's trying to atone, maybe not, but still - he is there, and he sounds more like the Illario we see in The Wigmaker Job than whatever we got through the rest of the game. with his quippy little "was that suitably self-important?" line, he's closer to himself than he was this whole time, and that makes me wonder if maybe he wasn't fully Illario. maybe that was grief and guilt and a shaky sense of self and Zara's manipulation and the feeling of losing his grip on the power he never quite had to begin with, all bundled up into a new, bitter, resentful man. I think he was used like a pawn in Zara's chess game, and that doesn't take away from his agency in this situation or lessen the blow of his betrayal, but it does make it easier for me to swallow the fact that the Obvious Traitor Illario I was immediately skeptical of in-game is not the Illario I immediately loved after one scene in Tevinter Nights where he shaves a single hair because it was uneven with the rest of his five o clock shadow.
I think ultimately, Illario realized Lucanis would forgive him anyway. I think it's because he realized he would forgive Lucanis too.
#illario dellamorte#lucanis dellamorte#dragon age: the veilguard#datv spoilers#gracelogs#it's 11 pm i haven't eaten and my head is heavy with thoughts of a boyfailure#yes i am biased but you know what i am free
724 notes
Ā·
View notes
Text
Talking to a Brick Wall - A.H
a/n: rip erin strauss you would've hated this fic
masterlist
ā§āĖ ā©Ā°ļ½”āā” āĖā”ā” āĖā”ā”āļ½”Ā°ā©Ėāā§
pairings: aaron hotchner x bimbo!reader
summary: in which you overhear your boyfriend aaron's phone call
warnings: hurt/comfort, angst, miscommunication, self-doubt, happy ending but also a terrible ending bc i SUCK at endings xoxo
wc: 2.3k
You had called out your boyfriend's name multiple times as you wandered into his house. He had asked you a while ago if you wanted to come over for a movie night tonight and hell would have to freeze over before you ever declined that offer. However, upon arrival, you were greeted by silence; no response to the doorbell, his phone, or your voice. Thankfully, the key he'd given you last year jingled in your pocket as you let yourself in.
You had a pretty strong suspicion he'd be in his office--after all, this was Aaron Hotchner, a man who definitely did not believe in leaving work at the office.Ā
And sure enough, his voice filtered through the slightly ajar door, the rich hue of his mahogany desk framing the gap. You were about to move towards the living room, assuming he was on a work call of some sorts, but his words stopped you dead in your tracks.Ā
"It's just... sometimes I feel like I'm speaking, but the understanding isn't there. You know what I mean? It's like the concepts just float in one ear and out the other."
You caught your bottom lip between your teeth, brows drawn together, as your hand found the wall, leaning towards the door. He couldn't have been talking about you,Ā right?
"I try to share details, to get her involved, but it's met with this vacant nod. As if the depth of it all just doesn't register."
Oh.Ā Her. You tried to fan away the wetness that threatened to fall down your cheeks, each rapid motion a desperate attempt to convince yourself you were imagining things.Ā
"And I'm patient, I really am. But when you're met with that blank look, it's... disheartening. You start to wonder if it's worth explaining at all. It's like talking to a wall."
Okay, that stung. It was like an immediate punch to the gut, your heart seeming to drop into the pit of your stomach. Your shoulders slumped slightly as you tried to rationalize his words, but nothing was really making sense right now.
The internal battle was a cruel one: stay and endure the sharp sting of his words or leave and miss more of what he had to say. The latter won, pulling you away from the door.Ā
You knew you were never going to be the smartest person in the room, and in the past, it was a source of deep-seated insecurity, always a silent specter in the corners of your mind. But then you met Aaron. And he made everythingĀ justĀ better. His own intelligence and impressive job never became a yardstick for your worth; he ensured you knew you were more than enough, just as you were.
He had always been the voice reminding you that you were smart in your own right, telling you that your worth transcended any numerical measure of intelligence like a stupid IQ score. But now you were questioning everything.Ā
Anger seemed like the appropriate response, right? But it was hard to be when his words carried a weight of truth to them.Ā
YouĀ didĀ have a hard time keeping up when he talked about the complexities of his cases, sometimes feeling like an outsider looking in. But, even if you didn't understand, his passion for what he did was infectious, and you hung on to every word when he explained all the ways his smart brain was able to deduce things about people.Ā
Still, a part of you imagined it was hard for him, that it probably got old fast when you weren't able to hold an intelligent conversation.Ā
Your knuckles were white against the steering wheel, and it somehow took you only ten minutes to get home when it should've taken you twenty.
It was only when you had taken a shower, put on your favorite pair of pink sweats, brought out some Ben and Jerry's, and turned onĀ Legally Blonde, did you check your phone.
Hi honey. What time are you coming over?
You tried to ignore the sensation of an invisible band drawing tighter across your chest.Ā
so sorry, not feeling good. rain check? xoxo
YouĀ hatedĀ lying to him. Hated lying in general, save for the occasional white lie to protect someone's feelings. The fact that you weren't lying to his face was a small mercy, becauseĀ obviouslyĀ he'd be able to see right through you.
Do you want me to come there? I can bring food.
You wanted to be with him, youĀ reallyĀ did, you had been counting down the days to this movie nightĀ allĀ week. But the thought of sitting beside him, wanting to ask about his day, about his work, now seemed like an intrusion. Knowing that your well-intentioned questions might be a chore for him or a source of frustration. The realization pressed down on you, a heavy weight that threatened to snuff your light.
no that's okie! thank you though <3 i don't want to get you sick!
Your phone was ringing, his name lighting up the screen for a FaceTime call, it felt like a betrayal of your own making. It was a skill you had recently taught him (which took forever), andĀ of courseĀ now he was using it. Your finger jabbed at the red button, your cheeks turning the same color.Ā
i look & sound disgustinggg rn
I know for a fact that's incorrect. You have a magical talent of looking incredible no matter what.
I want to see your pretty face.
you can be so flattering when u want to mister!
im going to take some medicine & then ill call u l8, k?
Hmm, okay.
love u! xoxo
I love you too, pretty girl.
You hated this. Your eyes were puffy, swollen and wet as you discarded the phone onto the nightstand. He deserved someone who wasn'tĀ soĀ pathetic.Ā
You wallowed in self-pity all night, and then all day, and then all week. You went through the motions--getting up, going to work, and then making up some lame excuse when Aaron asked to see you. Name it, and you hadĀ probablyĀ said it. In reality, you had been holed up in your room, trading glossy magazine pages for confusing behavioral books.
The subject matter was as dull as dishwater, making paint-watching seem thrilling. But you were committed to bringing some depth to your next conversation with him.
Today's excuse had been some half-truths about being buried in work--which in hindsight seemed comical, given you worked at a bakery and there wasn't much that could take up your time outside of contract hours.
You were splayed across the couch in an upside-down sprawl as you attempted to focus on the scholarly gibberish that filled the pages. 'Homology,' 'dichotomy,' and 'typology' melded into a migraine-inducing blur, tempting you to slam the book shut. You were fighting every urge to throw it out the window and paint your nails with that new glittery polish you've been dying to try.
At the insistent knock, you clapped the book shut (thank god) and stood, brows knitting, as you navigated to the door with a soft scuffle of slippers on polished wood.Ā
Flinging it open, you halted, breath caught. "Aaron? Oh, hi, what are you doing here?"
The words sprang forth before you could catch them, your hands scrambling up to smooth the evidence of your couch-induced disarray.Ā
He fixes you a pointed stare as he steps into your apartment, invitation be damned you guess. "I find myself repeating this, yet it seems necessary--peephole first, then the door, sweetheart."
You clamp your teeth onto your lip with such force, you're convinced you've tasted blood. "Oh, right, sorry... I should've remembered."
A flicker of foolishness and a heavy dose of self-consciousness threaten to surface. However, you quickly subdue them, tucking them away as you wrapped your arms around your body, offering him a small smile. Despite everything, your heart leaps at the sight of him. You missed him.
His face softens, his touch soft as he tilts your chin upward. "Look at me. It's fine. I just want to make sure my best girl is safe, that's all."
The temptation to simply crumble there and then, to forget everything and cocoon yourself in his arms, was overwhelming.Ā
You leaned into his hand without thinking, which now claimed the entire area of your cheek. He was always soĀ warm.Ā
You watch as Aaron glances around the room, no doubt noting the absence of work-related clutter. "Still working?"
"Oh, I was, I told my boss I'd help with inventory reports." That part wasn't totally a lie, but it still made your conscience squirm with guilt.
"Do you want help?"
The proposal touches a raw nerve, sparking a defensive reflex. Did he think you were incapable?
Ā "Thanks, but I'm actually all done with them," you lie, your a smile a little too rigid as you head into the living room.
You're keenly aware of his approaching footsteps as you hastily stash thatĀ stupidĀ book under a magazine, silently praying he didn't notice. You settle onto the couch, and he joins you, casually drawing your legs over his lap as you recline against the cushions.
"How was your day?"
You wince internally at the automatic question.Ā
"Not too bad," He replies with an easy shrug, his fingers sneaking under your sweats at the ankles, tracing lazy circles on your calves.Ā "We wrapped up some paperwork, had a couple of briefings, and oh, we were introduced to our new consultant today. She specializes in crypto linguistics--really fascinating stuff."
Your eyes flutter briefly, a constriction forming in your throat, a twist in your gut. The mere mention of the consultant being aĀ sheĀ amplifies your feelings of insufficiency. It leaves you wondering, why would Aaron ever be interested in someone like you?
"Crypto linguistics?" you repeat, trying to sound curious rather than lost.Ā
He leans in closer to you. "It's a specialized area of linguistics focused on decoding encrypted languages."
You offer a nod, managing a convincing "Yeah, of course," even as your eyes unwittingly drift away from his unwavering stare, betraying a hint of your confusion.
Aaron's hand cradles your head, his fingers sifting through your hair. "Hey," he murmurs, drawing your attention back, "what's going on in that pretty head of yours?"
Your chin touches your chest as you mumble, barely audible, "hardly anything."
Aaron's expression turns to a frown, his broad hands guiding your ass and thighs as he positions you atop his lap, face-to-face, leaving you exposed with no place to hide. Your name escapes him with a sigh. "I don't believe that for a second."
You match his frown with your own pout, nestling your face into his neck, concealing the rosy hue that has claimed your cheeks. "Just a rough week is all."
"Is that so?" His voice was a gentle murmur, his hands soothingly moving in gentle sweeps across your back as you breathed out unsteadily. "Funny, that's been my week too. My gorgeous girlfriend seems to have been avoiding me all week."
"Have not," you mumble, your breath warm against his skin, fingers weaving through the hair at the nape of his neck.
He hummed. "Why don't you tell me what's wrong."
"It's silly."
He guided your face back to his, eyes searching yours. "Listen to me. No, it's not. I don't like when you try to diminish your feelings. Talk to me, honey."
That was your tipping point. A wobble in your lip betrays the onset of tears as your voice breaks.
"I just--I know I'm not as smart as the people you work with or even your past girlfriends. I know I don't get things right away especially when you talk about work, and I see how everyone else is so quick, and I'm here, always a few steps behind. I know that it must be frustrating for you, and I'm scared that one day, you'll get tired of explaining, and your patience will run out, and well, you'll see... you'll see that--"
"Baby, whoa, slow down," Aaron urges, his palms tenderly framing your face, a frown plastered over his face. Your heart hammers against your chest, its rapid beats almost audible, as if it might jump from your body.Ā "Take a deep breath, okay? Can you do that for me?"
You draw in a breath.
His thumb delicately erases the tears that have made their way down your cheek.
"When there is something about my work you don't understand, I will gladly go over it as many times as you need. I don't expect you to know everything about that stuff, why would you? That's not why I'm with you. I'm with you because of your incredibly kind heart and the way you see the best in people. I love you because you areĀ you. What is making you think this way, honey? It's breaking my heart."
"IĀ overheardĀ you Aaron," you said, "saying that sometimes it feels like you're talking to a wall when you talk to me."
"What?" he questioned, but his confusion was quickly morphed into concern. "Oh, sweetheart, no. I was talking about Strauss and her lack of understanding of our fieldwork."
"Oh."
"I would never speak about you like that, you know that, right? And if, in some alternate universe, I did, you need to break up with me, or better yet, set me straight." His hands stayed firmly on your face. "You should never tolerate that from me or anyone else, understood?"
You bit down on your lip, hands resting on his shoulders as you nodded. "Yes, sir."
He leans in, pressing a gentle kiss to your lips, sending fireworks to every inch of you as he mumbled against your mouth, "that's my girl."
taglist: @hotchhner
#aaron hotchner x reader#aaron hotchner x fem!reader#aaron hotchner x fem reader#aaron hotchner x bimbo!reader#aaron hotchner x bimbo reader#criminal minds#criminal minds fic#aaron hotchner angst#aaron hotchner hurt/comfort#Spotify
2K notes
Ā·
View notes
Text
āI kind of hate all this self-improvement talk. You knowā¦all that āforgiving othersā and finding peace and all.ā The villain shrugged gently and averted their eyes. Away from the hero. Away from that broken form, that torn skin and the broken bones. They needed a second. āIā¦hold grudges. A lot. Itās unhealthy, everyone says so at least.ā
The heroās breath was raspy. Wet, even. No doubt, their lungs were filling up with blood. And yet, their eyes were pinned on the villain.
āAnd everyone knows better, donāt they?ā
A gurgle as answer.
The villain sighed.
āEveryone around me says I have to let go of others, especially those who hurt me in the past.ā The villain lowered their voice and kneeled next to their nemesis. This time, they actually stared at the wounds, observed the blood. āBut whenever I meet someone, they etch themselves into my soul. Thatās not my fault now, is it?ā
They touched the heroās throat gently and the hero - who was choking on their own blood - that suffering and poor hero was finally able to close their eyes and breathe again.
āMaybe thatās why I loathe you so much. You did it so gracefully. As if it was the most natural thing in the world. One day you just showed up and demanded a place in my life.ā
They clicked their tongue and let their hand move over the heroās battered body, slowly letting their powers flow through them. Killing the hero would have been the smartest decision.
But when it came to the hero, the villain was never rational.
They touched the wounds and slowly, blood was drawn back into the heroās body and their muscles, their skin weaved itself back together like fabric.
āI did all that stuff everyone else does; blaming myself, shaming myself, hating myself whenever I made a mistake. Iām thinking about what I have done in the past constantly. Iām thinking about all my flaws, about everything that makes me so despicable. It never goes away. I donāt know peace.ā They took in a deep shaky breath. Their voice was breaking. āI know itās pathetic.ā
The villain was done with the heroās torso now and felt themselves grow weaker. The hero had been close to death and the villain was by no means someone who could bring back the dead.
Nevertheless, they concentrated and continued their work on the heroās broken knee.
āYou talked about being imperfect last week, thatās why Iām saying all thisā¦I donāt know if itās just us. But I believe at some point, everyone thinks theyāre not enough. Or a horrible person. Soā¦if that makes us human, the mere idea of perfection has to be a human concept as well. Which means itās just in our heads and not real.ā
The villain smiled softly when they finished. They could feel the weariness of their muscles, the pain in their eyelids. Healing someone else requires energy. A lot of energy.
And since the villain was directly using their own energy, they were exhausted.
āI disagree,ā the hero whispered. Their eyes were still closed. āBut I understand what you mean.ā
They took the villainās hand and squeezed gently. The villain would have been flustered if they hadnāt been this terribly tired.
āYouāre giving others too much power over yourself. Youāve never let that happen in combat, so why should it happen in your head? All those thoughts are real, real enough to control you.ā
āI like you better when your mouth is closed,ā the villain said. They let out another shaky breath and moved slowly; turned around and laid down next to the hero.
āHm.ā They could hear the hero smile. āThank god I etched myself into your soul, then. Youāre not getting rid of me, darling.ā
āHm.ā The villain closed their eyes, falling asleep on the hard and uncomfortable concrete within a few seconds.
Hand in hand with the hero.
#writing snippet#heroxvillain prompt#heroxvillain snippet#heroes and villains#hero#villain#hero x villain#heroxvillain#h/c
239 notes
Ā·
View notes
Text
āĖā¹ā” education is hot!
education is literally the most valuable thing in life. please please PLEASE take advantage of that. self concept is important, good looks are important, happiness is important, health is important, but without education we wouldn't even know what any of that even means. ā”
having knowledge makes you magnetic. when you're smart, people will look up to you. and if people look up to you, it means they think about you, they admire you, and you have an influence on them.
life is knowledge. the more you learn, the more you are. knowledge is the fundamental basics to life. nothing is the root of everything but we wouldn't even know what nothing is without education. we wouldn't have language, we wouldn't have concepts, we wouldn't have technology, we wouldn't have the screen you're reading this on. we wouldn't have tumblr šØ
āāā
Ė Ģš 1. noting down ur findings
the smartest people ALWAYS note down what they learn, whether it be big or small. if you have lots of knowledge and / or the memory capacity of a goldfish then naturally you may not always remember what you learn. keeping it noted down in any preferably easily accessible format of your choice is so helpful and a very smart choice if you want to be an Intellectualā¢. notebook, sketchbook, binder, google docs, notion pages, tumblr posts, notes app, anything you like !!!!! just keep it noted down !!!! ā”
āāā
Ė Ģš2. utilising ur resources!!!!
so many people i know and millions of people throughout the world suffer with a crippling addiction to their phones, but what are you actually doing on said phone? you spend ages on your phone, your tablet, your laptop, reading, writing, playing video games, and so on, but even then, are you genuinely learning? are you taking the time to absorb the knowledge placed before you or are you skimming through it all in a mindless cycle of media consumption?
think about how you can utilise the things around you to learn. for example, make all that time spent on your devices useful. research, study, learn in your free time. knowledge is abundance. you can use your local library, your local bookshops, ur school or ur college or ur workplace just to find out more about your surroundings and about the world. it is so much more valuable thank you'd think.
āāā
Ė Ģš 3. wisdom
wisdom is the highest form of knowledge. to learn is to live so living is the only way you're going to truly learn, if that makes sense. therefore, by using this direct method, you gain the highest manner of knowledge; wisdom. wisdom is not being book smart or knowing how to solve equations or write essays but wisdom is genuine, pure, raw, life experience and life lessons, which, surprise surprise, can only be gained through experience and living your life. go out, try things, get out of your comfort zone, get comfy being uncomfy. you got this. ā”
āāā
Ė Ģš 4. social interaction
"nerds dont know how to socialise!!!" okay so maybe i adhere to this stereotype sometimes but social interaction is, however unfortunate it may be, a key part of being intellectual and having genuine knowledge. going back to wisdom and learning through experience, speaking with and networking with and sparking connections with others is a vital way to be educated and informed and cultured along with enhancing your social skills, because we need to know how to interact with others, too. if we can't spread said knowledge through connections and socialising so it can be passed down for hundreds of thousands for years to come then there is no point in learning at all because it'll have no use in the long run.
āāā
Ė Ģš 5. media consumption
feed ur brain. i cannot stress this enough. read books, fiction or non fiction. i know you've heard this a million times but it's true. read just a random article of interest every day to get your brain working. learn a new word every day, read news reports, letters, interesting blogs, articles, websites, do puzzles, crosswords, wordsearches, memory games, listen to podcasts, audiobooks, watch documentaries, youtube videos, interviews, ted talks, video essays, EXERCISE UR BRAIN
āāā
Ė Ģš 6. insights, emotional intelligence and empathy
as i've said before, and i'll reiterate again, knowledge extends beyond simply having book smarts and knowing how to work with letters and numbers. the most powerful method of communication amongst humans is emotion, and being well versed in how to read, understand and communicate said language is only learnt through real life experience and observation of real life experiences where the use of emotional intelligence and empathy come into play. analyse these experiences and note down everything
āāā
Ė Ģš 7. question ur sources and BE BOLD
one thing i was taught ever since i was little is that when ur online you need to be veeeery careful with all the information you get fed because there are lots of people out there, esp on the internet, with lots of different intentions and lots of different facts, even if they have good intentions and don't mean to mislead you. always double check whatever ur told with someone you know or on another website or two or a physical yet reliable source if you have one to hand, and cite your own opinions too. you get to choose what does and doesn't get to enter your mind. your mind and your knowledge is yours entirely and only yours to be tampered with and adjusted in any way you'd like.
āāā
Ė Ģš things 2 study and be generally educated on:
social etiquette and politeness
countries and their respective laws, cultures, landmarks etc.
history of your own family and ancestry
languages you're interested in and basic phrases in several languages
information about your dream and / or current career
finances and how to manage your money
business, networking and persuasion
pet psychology and how to take care of them
capital cities and basics about places around the world, esp if you plan on going travelling
something beautiful about knowledge is that you'll never run out of it and it can never be taken away from you. people can take anything from you, but never your intelligence. ā”
all my love! šāØšššš
#not proud of my screen time today#(5 hours)#it is Not it my dudes.#i spent it wisely though!!!!!!#i was studying and writing and organising all my pinterest boards and spotify playlists and editing cute pictures................#if ur um. if ur intrestined. in. my stuff i make. go to. um. hue-hearts. my . silly little side blog#heavy are the thumbs that curate the girlblog#it girlism ąØš¹ą§#girlblogging#it girl#wonyoungism#girlhood#pink pilates princess#girly tumblr#this is what makes us girls#girly stuff#im just a girl#girlcore#girlworld#girl code#girl therapy#girl thoughts#girl things#this is a girlblog#pink academia#pink blog#study tips#study motivation#studyblr#study blog
642 notes
Ā·
View notes
Text
So obviously we all have a million thoughts about the new episode but one that stood out a LOT to me is when Rick Prime said this:
āI miss when it was just you and me. The only two Ricks to actually invent portal travel.ā
(*slight paraphrasing because I donāt have the episode in front of me rn)
We already knew that Rick Prime went around offering portal guns to various Ricks, and punishing the ones who refused to accept it. Before, i sort of assumed that there was a decent mixture of Ricks who invented portal travel themselves and Ricks who were āgiftedā portal guns by other Ricks.
But now, that doesnāt seem to be the case. While I donāt think that Prime himself went around to every single Rick in the multiverse, he did seem to start the chain reaction of Ricks pulling other Ricks into the curse of inter-dimensional travel. He gives one Rick a portal gun. That Rick gives two more Ricks a portal gun. Then it spreads out exponentially from there.
Except for our Rick. C137. He never accepted a portal gun from anyone else. He built his own, all by himself, only knowing that the concept was somehow possible and having to figure out the math and science alone.
And thatās SO crazy to me. I mean, in every universe, Rick is credited as the smartest man ever usually BECAUSE of portal travel. But except for Prime and C137, all the other Ricks justā¦.inherited it. They took the credit for what another version of themselves did, and spread it to other Ricks like a disease, but only Prime and C137 can truly say that yes, I actually invented portal travel.
Only Prime and C137 can truly call themselves the āRickest Rick.ā One says it with pride. The other says it with pain, behind the choked burn of the liquor heās trying to drown himself in.
1K notes
Ā·
View notes
Text
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 naĆÆvety, 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 mƩlange, 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 faƧade 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 faƧades, and their faƧades 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, removingā¦ 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 āgetā 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
219 notes
Ā·
View notes