#Birth Number Analysis
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The Power of Astro-Numerology
Have you ever noticed certain numbers repeating in your life? Or felt like events happen at just the right—or wrong—time? That’s not a coincidence. It’s the influence of Astro-Numerology.
Astro-Numerology is a powerful blend of numerology (numbers) and astrology (planets). Together, they help you understand your life path, relationships, career, and future.
With the help of a numerology and astrology expert for life path guidance in Nagpur, you can uncover secrets about yourself that you never knew.
What Is Astro-Numerology?
Astro-Numerology connects your date of birth, name, and planetary positions to reveal the blueprint of your life.
Numerology finds meaning in your numbers.
Astrology explains how the planets affect your personality and destiny.
Together, they give you a clear, complete picture of your life. A personalized Maharishi Kundali reading in Nagpur provides even deeper insights into your personal and spiritual journey.
Marriage Predictions That Make Sense
Thinking about marriage? Wondering if you and your partner are a match? Astro-Numerology can help you find the right answers.
A top astrologer for marriage predictions in Nagpur can guide you on:
The best time to get married
Whether your current partner is the right match
How to avoid future relationship problems
Using numbers to check marriage compatibility
A trusted expert numerologist for marriage compatibility in Nagpur can help you build a strong, lasting bond with the right partner.
Why Choose Astro-Numerology in Nagpur?
Nagpur is becoming a center for spiritual and cosmic guidance. If you’re looking for true insight, Vedic astrology in Nagpur gives you clarity and direction.
At Reethu Sarvvah, we combine the wisdom of astrology and the accuracy of numerology to help you:
Discover your life purpose
Improve your relationships
Make smart career decisions
Heal emotionally and spiritually
Move forward with confidence
Final Thought
Reeth U Sarvvah is here to guide you. Whether you need help with marriage, life decisions, or understanding your future, you’ll receive caring, accurate, and personalized support.
Want to know how your numbers align with your planetary chart? Book a personalized reading with Reeth U Sarvvah today.
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Ever wondered what your birth date says about you? It's like a cosmic map guiding you through life! Your birth date and its numbers reveal insights about your character, strengths, and what you might face along the way.
Get ready to dive into the magic of numerology! By calculating your Life Path Number, you can unlock gems about your personality—whether you’re a driven leader, a nurturing soul, or a free-spirited adventurer. Plus, understanding your number can boost your daily life, from setting goals to improving relationships.
So, grab your birth date and see what secrets it holds. It's more than just a date; it's a pathway to discovering your true self!
#numerology#life path number#astrology#birth date meaning#personal growth#self-discovery#cosmic guidance#personality insights#strengths#character analysis#numerology readings#spirituality#life purpose#goal setting#relationships#soul path#number symbolism#astrological insights
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bro I hate how conspiratorial people are rn like I'm not even talking about Qanon people and other like dedicated conspiracy theorists I just mean like how the thought processes have seeped their way into the brains of average everyday people, many of whom are young and left-leaning.
Like bumble recently put up these billboards in LA

which is kinda lame like I'm not gonna act like this is some kind of genius marketing. But the number of people I've seen saying these billboards are propaganda against the 4B movement???? Girl what the fuck are you talking about 4B isn't even that big a thing in Korea let alone in the US there is no way that was even a consideration for them when making this. I saw another person throwing out that this is in response to low birth rates. Like she literally said this bumble ad is supposed to be propaganda to trick women of color into having more babies so that the elites can have enough low wage workers to keep the economy going I am dead serious.
Like it is so frustrating to scroll through a feed of hot takes where people come up with sociopolitical analysis for every circumstance and the only reasnable response to their video is "no it fucking isn't????"
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Natalie Lynn ´´Samantha´´ Rupnow infopost, an analysis by Diebie164

Natalie Lynn ´´Samantha´´ Rupnow was a 15 year old girl who´s the perperator of the Abundant Life Christian School (ALCS) shooting on December 16, 2024 c. 10:57 – 11:05 a.m. where 3 people died (including Samantha Rupnow). I'll use the initials NLR for Natalie and JR for jeffrey Rupnow in this post sometimes. Included in this post is a picture of stuff of NLR they found in her room and 2 pictures of her face.

CHILDHOOD AND PARENTS OF NLR
NLR is the daughter of Melissa and Jeffrey Rupnow, they first married in 2011, 2 years after the birth of their daughter. Natalie, who recently began using the name Samantha, was caught in their turbulent relationship. The couple divorced in 2014 and agreed to share custody of their daughter. She primarily resided with her mother. Then they remarried in 2017. But the cycle of separation and reconciliation continued. The couple divorced for the second time in 2020. This time, they arranged an alternating custody schedule, with NLR spending two days with her father, two days with her mother, and so on. They married again for the third time, only to separate and divorce months later. The court instructed the couple not to marry again, though they would share custody of NLR. This time, she mainly lived with her father. By 2022, NLR, then 12, was undergoing therapy to help determine which parent she would live with. The court also ordered the couple to share joint custody again. Jeff Rupnow often posted on social media about his daughter's accomplishments, including her achievements in karate. One of her friends told police that NLR had referred to her father as a "drinker" and that he frequently verbally abused his daughter. NLR lived in the Madison metropolitan area for the entirety of her life.
MENTAL HEALTH OF NLR
Interview with JR: According to JR, NLR would sometimes make suicidal statements and had to lock up every knife in the house ''during the cutting phase''. JR would never take the suicidal statements seriously and said ''she's just looking for attention when she talks like that''. JR described finding a small item in the room of NLR that she used to cut herself with. According to JR, NLR had a therapist who recommended drawing with a marker instead of cutting herself, She would draw ''anything and everything'' according to JR. JR stated, the therapist never had a ''serious'' concern about NLR. According to JR, NLR never made any ''serious'' comments about hurting somebody, even though one of the texts he send out to someone named ''annie'' said ''yeah, my kid would shoot me if I left the fun safe open now''. In chain text messages between JR and NLR, NLR stated multiple times that she didn't want to go to school on certain days. She messaged many times about wanting to get out of school, JR about punishing NLR with screen time. According to JR, NLR would spend most of her time in her room. NLR has not been diagnosed with a mental health condition nor used any medication. NLR had a profile on Watch People Die, which is a site that features gore.

NLR went to therapy at psychotherapy center at Waunakee and had a total of 46 sessions between 10/21/2021 - 6/14/2024
EQUIPMENT USED IN THE SHOOTING
NLR was equipped with 2 handguns (9mm Glock 19 and .22 caliber Sig Sauer P322) during the shooting, but only used one of them. Five 9mm magazines, three .22-caliber magazines, and a box containing 50 rounds of 9mm ammunition. She wore a black T-shirt inscribed with a bullseye. She got access to these guns by either knowing his social security number (JR told NLR that the code was his social security number but backwards, in case of emergancy) Or by watching his father put in the code.
THE (DAY OF THE) SHOOTING
JR stated he got notified by apple track on his Phone that NLR still hasn't left the house and she was late for school. JR facedtimed NLR and she eventually went to school by uber.
10:39:37 was the time she entered the school through door #1 (Probably the main entry), she first went to the student services office, then she goes towards the break room on the first floor and after that the second floor and snapped a picture of her doing the ''okay'' sign which is used by various white supremacist mass shooters. She would upload a document in google drive to X (Twitter), however it was locked with a password so no one could access it. She sended her manifesto and last words to her eboyfriend, after that she exists the break room and went to Room C218 with a gun and shot various students and a teacher. She shot 8 people in total before turning the gun on herself. NLR killed 3 people including herself and wounded 6 others.
R.I.P to all the victims, including Samantha Rupnow
#samantha rupnow#natalie rupnow#tccblr#tc community#teeceecee#tcc fandom#tcc tumblr#true cringe community
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
Finally, something interesting to note is that nearly every Aspect follows its own Hero's Journey cycle - full actualization for each one usually means reaching around to its opposite Aspect, and taking lessons from them - for example, Breath players need to learn maturity and responsibility, while Blood players need to learn relaxation and whimsy. Thus, an Aspect at its worst manifests in two ways - either a toxic overabundance of the Aspect's worst traits, or such a dearth of the aspect that it begins to resemble its opposite. Only by reaching into the opposite, however, can the player be tempered and reach full maturity - can they become more of who they are.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
"Passive" is a good word to use; at a toxic overabundance of their Aspect, Space players are trampled underfoot. They become enablers, servants to dark forces, or so lost in their own worlds that they neglect the one they live in. With their Aspect "inverted," a Space player becomes a demon of poor prioritization. Distracting not just themselves from their true purpose, but others, too, the Space player will wreak havoc by overemphasizing unimportant topics and ignoring important tasks. This superficially resembles Time, in that the Space player will become fanatically dedicated to their task, but note that the poor prioritization is still Space-esque at its core.
Still, within this nadir is a valuable lesson: the strength of self-assertion, and the determination to see a goal through. These will allow the Space player to weed their garden, separating good from bad, allowing it to flourish like never before.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so.
At a toxic overabundance of their Aspect, Time players become explosively destructive. The ultimate "goal" of all things is death, with which Time is associated, and accordingly, Time players have a penchant for aligning themselves with futility and entropy, struggling so hard that their thrashing leaves a trail of annihilation in their wake. With their Aspect "inverted," Time players detach entirely - they can become so fed up with struggle that they simply opt to lay their weapons down and let the end take them. It's very easy for them to come to the conclusions that either everything matters, or nothing matters. This superficially resembles Space and its big picture thinking, but note that its framework of struggle, and whether or not a goal needs to be pursued, makes it a Time concern.
But the inherent meaninglessness of existence is, in itself, an important realization to make - that whether or not anything "matters" in the grand scheme, things can still be worth doing, worth caring about, and worth investing in. This realization allows the Time player to attack their goals with renewed vigor and greater clarity, which in turn means that the party becomes an efficient, well-oiled machine.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere and innocent good-naturedness, like a baby animal before it learns to be fearful of danger. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others.
At their worst, Breath players are irresponsible and callous. They'll shirk the consequences of their actions, blaming anybody but themselves, or simply choose not to care who they hurt in order to get what they want. They may even choose to stop making choices for themselves, leading to the "inversion" of their Aspect - a voluntary loss of freedom and independence, derived from an Breath-like aversion to responsibility, which superficially resembles the bondage of Blood.
But if they are able to overcome these tendencies, a Breath player will learn what true responsibility looks like - responsibility for themselves, their choices, and the effect they have on others. Armed with this, a Breath player's ability to break bonds can be focused into a clear force for good, clearing away all obstacles and harmful societal standards, leading the charge into something new and beautiful.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, being concerned with its overall well-being. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone.
Thus, it's easy for the Blood player to wind up controlling - desperate to make sure everyone is moving according to their vision, they'll become iron-fisted dictators, with a "my way or the highway" approach to social interactions. It's easy for them to wind up pariahs of their own making, becoming so critical of others, or so adamant about enforcing their own will, that they inadvertantly sever their ties - something that superficially resembles Breath's independence, but is truly a result of Blood's neuroticism.
But with that space and separation can come great clarity. Blood players must learn to relax their grip, and allow people room to breathe - including themselves. Once able to grasp that sometimes bonds must be forged with a soft touch, Blood players' natural empathy shines through, allowing them to build something so much kinder and greater than the sum of its parts.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire.
Their desire for the limelight can quickly spell disaster - they can become incredibly cruel, harsh, and egotistical in their pursuit of narrative significance. They forget, in their obsession, that they, too, are fallible and flawed, and the inevitable reminder can come very harshly. Light players struggle with moderation, and as such, when they feel shame, they'll often take drastic measures to cope with it - deliberately darkening their own influence or intellects, removing themselves from the "story" entirely - something which superficially resembles Void's penchant for the background, but which is firmly rooted in Light's obsessive need for drama.
But in experimenting with narrative insignificance, Light players can reach an epiphany - in their absence, others may shine, and that can be a wonderful thing. Light players, then, can learn to shine not just for their own sakes, but for the sake of others, allowing them to weave a story even more brilliant than any that can be weaved alone.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable personalities on a team. However, this simplistic, feelings-driven approach often leads to pleasure-seeking behavior, poor impulse control, and overindulgence in vice, and from there, to irrelevance, with which Void is so closely interlinked.
Void players are especially prone to vice, and at their worst, will become so drunk on pleasurable activities that they pursue them to the active detriment of the party's goals or the Void player's self-improvement - making them the ultimate irrelevant character. They can also very easily drag others into their mélange, with a forcefulness that resembles Light's illuminating guidance, but which is ultimately rooted in Void's pursuit of personal pleasure.
But there's a lesson to be learned in Light's domain: how to bring themselves into relevance and greatness. A Void player, once they learn to pursue not just personal pleasure, but a greater satisfaction for the collective whole, can drag the Void behind them, kicking and screaming, to where it'll be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand and explosive finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty.
Thus, a Mind player at the worst zenith of their Aspect is heartless and cruel. Leaving no space for empathy or even personal feelings in their plans, the Mind player will plot for an ending as heartless as they are. But a Mind player is never truly without emotion, and ignoring their own feelings causes them to manifest in terrible ways - Mind players have a tendency to seek toxic, codependent relationships, hoping to find external validation, subjecting themselves to the wishes of others, which can appear like Heart's fixation on feelings and desire.
But in recognizing their own need for emotional validation, and the importance of their own feelings, a Mind player can realize that there's an entire dimension to the game they've been playing that they've been ignorant of. When a Mind player learns to temper their schemes with empathy, compassion, and kindness, how much more success they'll see - and how much happier that grand finale will be!
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves.
With this sincerity comes vulnerability. Heart players wear theirs on their sleeves, and at their worst, this can make them demanding, needy, and sensitive - so eager to connect with others emotionally that they'll cramp themselves to fit others' desires. But they can't ever keep this up for long; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection. They may even work to manipulate others, preying on their emotions and desires to force them to act in their worst interests. This superficially resembles Mind's cold logic, but unlike Mind's cool rationality, Heart's aloofness is a mask, an attempt to avoid pain by pulling away.
But this isn't purely a negative, because a Heart player can learn a healthier form of detachment, and separate out healthy and helpful desires from harmful and detrimental ones. Given this clarity, the Heart player becomes the team's emotional core, able to raise up each teammate's best qualities, while helping them deal with their worst, enabling everyone to be the best possible version of themselves - which the Heart player knew them to be all along.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed.
It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process. At their worst, they're stubborn to the point of not listening to anyone but themselves, confidence becoming blockheadedness. This focus on forward progress without looking back can even cause Life players to become harmful to others, so focused they are on their own growth that they don't notice that they're choking everyone else out. This may resemble Doom's death in its worst case - arresting everything else, eventually blocking even their own path with unruly, out-of-control fecundity.
Thus, a Life player needs to learn to more gracefully accept Doom's influence - to pause, slow down, and consider viewpoints that are negative, unpleasant, or difficult. A Life player, endowed with moderation, will be able to cultivate a bountiful garden, rather than an unruly jungle - a place for all to flourish and live in plenty, never wanting for anything.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate.
Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending. As if energized by their own sense of futility, a Doom player at the "inverse" of their aspect may seem to echo a Life player's focus on forward progress and motion, actively spurring their team on towards an untimely demise.
A Doom player must learn to harness this sense of progress for good, rather than harm. A Doom player, once able to grasp the joy of life even in the greatest depths of despair, will be able to fill even the darkest hours with peace, meaning, and hope.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots, with no self-awareness whatsoever. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - often great sources of embarrassment to their teams, as their naked sincerity is painful to witness. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous.
A Hope player can easily be set on the wrong path - as convicted as they are, and as difficult to shake from that conviction as they can be, Hope players can easily march down a path of destruction, if not persuaded with a deft touch and gentle guidance. In the event that their faith is broken, Hope players easily become despondent and lost, floundering and wishy-washy, which superficially resembles Rage's self-consciousness, but is truly just a lack of direction.
But Rage has a powerful lesson to teach Hope players - that of questioning themselves, interrogating their own beliefs. Once their convictions have gone through rigorous scrutiny, revised into the best, brightest versions of themselves they can be, a Hope player is a worker of miracles - speaking into existence a beautiful future on faith alone, proclaiming that how they see the world is how the world shall be.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players are incredibly self-conscious, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
In the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This is Rage at its toxic overabundance. Conversely, a Rage player can retreat so harshly into their mask that they allow others to dictate their beliefs, taking them to heart - an action motivated by Rage's destruction (this time, turned inwards) that superficially resembles Hope's convictions and faith.
The true path for a Rage player is a healthy balance - to allow themselves some of Hope's sincerity, and by doing so, to become more sincere and true. This will let them release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy - the heralds of a revolution, razing away the faulty, corrupt old systems such that something better and new can take their place.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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GONE GIRL. masterlist
if you know the whereabouts of this person, please call 911 or contact the kildare county sheriff's department at 252-290-6688
NAV ! Part One. Part Two.
CASE NUMBER: 2023-KILDARE-002
CASE NAME: L/N, Y/N - Missing Person
DATE SUBMITTED: July 24, 2023 (Investigation Ongoing)
AGENCY: Kildare County Police Department
EVIDENCE TECHNICIAN: Officer J. Gingham
ITEMS ENCLOSED:
1. Incident Report
2. USB Containing Witness Statements
3. USB Containing Suspect Interviews
4. Anonymous Tips & Alleged Sightings
5. Manilla Folder of Crime Scene Photos
6. Subpoenas for Phone Records
6.1. Victim's Call Logs
7. Subpoenas for Text Messages
7.1. Victim's Text Messages
8. Search Warrant for 313 Lakeshore Drive
8.1. Bottle of Unidentified Pills (Pending Analysis)
8.2. Encrypted Flashdrive (Pending Analysis)
8.3. Victim's Diary
8.4. Threatening Letter (Pending Handwriting Analysis)
8.5. Calender with Day of Disappearance Circled
8.6. Shattered Picture Frame of Victim and R. Cameron
8.7. Cellphone Charger
8.8. Hairbrush (Collected for DNA)
9. Search Warrant for R. Cameron's Room at 115 Kingsford Street
9.1. Pair of Victim's Underwear
9.2. Collection of Naked Photos of Victim
9.3. "R" Pendant Necklace (Victim was Last Seen Wearing)
9.4. Bloody T-Shirt (Pending Analysis)
10. Victim's Purse (Recovered at Old Church on Whickam Road)
10.1. Wallet with ID
10.2. Torn QuickFuel Reciept
10.3. Baggie with Unidentified White Powder (Pending Analysis)
10.4. ChapStick Classic Cherry Lip Balm
10.5. Keyring: House Key for 313 Lakeshore Drive, House Key for 231 Bradford Road, Unidentified Key, Heart Locket Keychain with R. Cameron's Picture Inside
10.6. White, Silver, and Red Sobriety Chips
10.7. Sunglasses
10.8. Lo Loestrin Fe Birth Control
10.9. Crumpled Photo of Victim and Unidentified Man
10.10. Pink Hello Kitty Lighter
10.11. Switchblade
10.12. Trident Pineapple Twist Gum
11. Copy of Missing Person's Flier
12. Incident Reports from 313 Lakeshore Drive
13. Subpoena of Victim's Bank Statements and Financial Records
13.1. Victim's Bank Statements and Financial Records
14. Subpoena of Victim's Medical Records
14.1. Victim's Medical Records
CHAIN OF CUSTODY LOG INCLUDED
notes .ᐟ the layout isn't very pretty, but you get the idea. it's a detailed account of everything in the evidence box thus far
taglist .ᐟ @starkeysprincess / @cometmultiverse / @iheartjjmaybnk / @all4l0vee / @kissesfrmriri / @bradshawed / @fallbhind / @rafeslittleangel / @bakugouswaif / @fakedhearts / @avada-kedavra-bitch-187 / @riaras-everthroner / @memoirofasparklemuff1n / @rafeysangelbaby
୭ৎ
#🎀#𖦹 ׂ 𓈒 📖 sol writes .ᐟ#rafe cameron#rafe cameron x reader#rafe cameron au#rafe cameron angst#rafe#rafe x reader#rafe au#rafe angst#rafe cameron x fem!reader#rafe cameron x female reader#rafe cameron x pogue!reader#rafe x fem!reader#rafe x female reader#rafe x pogue!reader#outer banks#outer banks au#obx#obx au#outer banks fanfiction#obx fanfiction#rafe cameron fanfic#rafe cameron fanfiction#rafe fanfiction#rafe obx#obx rafe cameron#rafe outer banks
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"Eco-friendly" paper drinking straws contain long-lasting and potentially toxic chemicals, a new study has concluded. In the first analysis of its kind in Europe, and only the second in the world, Belgian researchers tested 39 brands of straws for the group of synthetic chemicals known as poly- and perfluoroalkyl substances (PFAS). PFAS were found in the majority of the straws tested and were most common in those made from paper and bamboo, found the study, published in Food Additives & Contaminants. PFAS are used to make everyday products, from outdoor clothing to non-stick pans, resistant to water, heat and stains. However, they are potentially harmful to people, wildlife and the environment. They break down very slowly over time and can persist over thousands of years in the environment, a property that has led to them being known as "forever chemicals." They have been associated with a number of health problems, including lower response to vaccines, lower birth weight, thyroid disease, increased cholesterol levels, liver damage, kidney cancer and testicular cancer.
Continue Reading.
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you seem like the right person to ask about jewish knights and judaism in general in arthurian legend
Hello! Apologies for how long it has taken me to respond to this! Throughout the Middle Ages and the early modern period, there were a number of Arthurian texts written by and for Jewish people in Jewish languages. The one I specialize in is an Old Yiddish text called Vidvilt, which is part of the Fair Unknown tradition and based off an earlier German text called Wigalois. This text was super popular in the Yiddish-speaking world for about three centuries or so and was reworked and reprinted a number of times. I already discussed some of those adaptations a while ago in response to this ask.
Predating Vidvilt, there was a Hebrew Arthurian text written in the 13th century which is now commonly known as Melekh Artus. This was based on Old French sources and tells the story of Arthur's birth and Lancelot's affair with Guinevere before breaking off unfinished. The most common edition of the text used today is the one by Curt Leviant, though I just read a fascinating article in the latest issue of the Journal of the International Arthurian Society calling into question some of his transcription choices and the conclusions he draws in his analysis of the text.
I also recently read that a fragment of an Arthurian text in Judeo-Catalan was recently discovered, but I'm afraid I don't know much about it as yet other than that it's apparently a late medieval adaptation of Jaufre.
Chivalric romances of both Christian and Jewish origin were extremely popular among medieval and early modern Jews in general. There were a number of non-Arthurian knight stories that were very popular as well; for example, the most famous and influential work of early Yiddish literature was a chivalric epic called Bovo d'Antona, and a survey I read of the literature in Jewish households in early modern Italy shows that the most popular non-religious work among Jews at that time was Orlando Furioso.
It is worth noting that, even though some of these texts were written by and for Jews, that doesn't necessarily mean that the characters in them were Jewish. Jewish writers generally tended to modify their Christian source materials by gliding over or obscuring references to religion, rather than depicting Judaism directly (the reasons for this are complex and could constitute a whole paper, so I won't get into it here). That being said, medieval Jewish knights did exist in real life, too! There are a few medieval historians who do research into exactly when, where, and under what circumstances Jews were allowed to bear arms, but it definitely wasn't exclusively a literary thing.
#I hope that's a satisfactory answer to a pretty broad question! I'm always happy to talk more about Jewish knights#Asks#Arthuriana#Vidvilt#Yiddish#Judaism
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Candidate number 612

FEDERAL BUREAU OF INVESTIGATION
Behavioral Analysis Unit – Quantico, Virginia
---
CONFIDENTIAL
PSYCHOLOGICAL REPORT – CANDIDATE EVALUATION FOR SPECIAL AGENT / BEHAVIORAL ANALYST POSITION
Current Name: \[CLASSIFIED – Protected Alias]
Birth Name: CLASSIFIED
FBI Identification Number: #087-994-1127
Date of Birth: December 20, 1980
Place of Birth: Wiskayok, New Jersey
Current Access Level: Level 4 (restricted)
Assessment conducted by: Dr. Monica Lewes, Forensic Psychiatrist (FBI – DC Field Office)
Report submitted to: SSA Aaron Hotchner (Behavioral Analysis Unit)
---
### I. CONTEXT
The candidate was referred to the BAU following exceptional performance in advanced profiling programs at Quantico. Despite her reserved demeanor, she presents an academic and psychological background that warrants careful attention. Her original identity was legally altered with support from the Special Victim Protection Program, and her past is known only to a select few within the Bureau’s senior ranks, in accordance with current legislation regarding public trauma cases and protection of national tragedy survivors.
---
### II. PSYCHOLOGICAL AND CLINICAL HISTORY
Previous formal diagnoses:
* Post-Traumatic Stress Disorder (PTSD), chronic
* Moderate depressive episodes (currently in remission)
* Adjustment Disorder (adolescence)
Past medications: Sertraline, Zolpidem (intermittent); currently not under continuous prescription.
Relevant history:
* Traumatic loss of a close family member (brother, deceased at age 11)
* Survivor of a large-scale catastrophe involving extreme isolation, deprivation, death of peers, and liminal experiences (details CLASSIFIED – ref. 1996 incident, Canada)
* Documented exposure to psychosocially extreme and dehumanizing events
Despite the severity of the events experienced, the candidate exhibits advanced adaptive mechanisms. Clinical interviews report episodic dissociation, hypervigilance, and persistent guilt. Nonetheless, she also displays a notable command of cognitive coping strategies, focusing on rationalization, discipline, and environmental control.
---
### III. CURRENT BEHAVIORAL PROFILE
Observed strengths:
* High IQ, above-average logical reasoning (94th percentile)
* Selective empathy: deep sensitivity toward victims, particularly children and adolescents
* Exceptional acuity in observing micro-behaviors
* Analytical style focused on pattern deviation and psychological inconsistencies
* Solid academic background in Clinical Psychology, Criminology, and Forensic Anthropology
**Points of concern:**
* Low voluntary sociability; avoids lasting emotional bonds
* Restrained emotional responses, at times perceived as coldness
* Avoids direct confrontation but reacts intensely to injustice and cruelty toward the vulnerable
* Defensive behavior when questioned about her past (understandable given prior media exposure)
**Additional note (Dr. Lewes):**
> “The candidate exhibits an uncommon profile: a rare blend of silent ferocity and disciplined restraint. There are unspoken traumas that still shape her worldview, yet paradoxically make her a profoundly effective observer of others’ pain. Her motivation is not heroism — it is debt. She seeks to understand evil because she fears what she once glimpsed within herself.”
---
### IV. RELATIONSHIP WITH AUTHORITY AND TEAM ENVIRONMENT
The candidate shows consistent respect for hierarchy, with discretion and firmness. She maintains a neutral posture until emotional safety is established. No signs of unethical, narcissistic, or aggressive behavior are present. Previous academic reports mention friction with peers due to methodological disagreements, but no disciplinary actions have been recorded.
Behavioral recommendation:
* Initial supervision by a stable, non-invasive authority figure
* Avoid direct probing of her past without clinical basis or consent
* Ideal integration in analytical teams, not focused on public exposure
---
### V. CONCLUSION
The candidate is highly recommended for work in profiling units, with the potential to become one of the most intuitive agents of the new generation. Her past traumas do not render her unstable — on the contrary, they have made her a sharp, pragmatic observer with a firm moral compass. Her motivation is not ambition, but redemption. Her work is her way of finding meaning where there once was only survival.
---
Final Approval: ✔️ Approved for entry into the BAU under direct supervision of SSA Hotchner
Electronically signed by:
Dr. Monica Lewes
Forensic Psychologist, FBI – License #45812-DC
---
A/n:
Congratulations, you've been hired! 🎉🎊🥂
Ready to your first day?
So, hello! If you're a little lost, yes, this is a reader x criminal minds x yellowjackets fanfic
I wanted to give you a little sneak peek into the series I'm writing, and I thought the idea of writing a psychological report addressed to Hotch about the reader would be a cool way to introduce her. And it was a lot of work, but it was worth it!
I'm always open to opinions and constructive criticism, plus my asks are open! . I'll soon open a form for anyone who wants to join the taglist, but if you want to join now, just comment <3
#© cinnamonluna#spencer reid x fem!reader#spencer reid x you#spencer reid fanfiction#spencer reid x reader#criminal minds x reader#yellowjackets x you#yellowjackets x reader#yellowjackets fanfic#bau team#criminal minds fandom#© cinnamonluna ill eat you whole
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Amid anger and protest over the Trump administration’s plan to deport millions of immigrants, U.S. Immigration and Customs Enforcement plans to monitor and locate “negative” social media discussion about the agency and its top officials, according to contract documents reviewed by The Intercept. Citing an increase in threats to ICE agents and leadership, the agency is soliciting pitches from private companies to monitor threats across the internet — with a special focus on social media. People who simply criticize ICE online could pulled into the dragnet.
[ ... ]
If this scanning uncovers anything the agency deems suspicious, ICE is asking its contractors to drill down into the background of social media users. That includes: “Previous social media activity which would indicate any additional threats to ICE; 2). Information which would indicate the individual(s) and/or the organization(s) making threats have a proclivity for violence; and 3). Information indicating a potential for carrying out a threat (such as postings depicting weapons, acts of violence, refences to acts of violence, to include empathy or affiliation with a group which has violent tendencies; references to violent acts; affections with violent acts; eluding [sic] to violent acts.”
[ ... ]
Once flagged, the system will further scour a target’s internet history and attempt to reveal their real-world position and offline identity. In addition to compiling personal information — such as the Social Security numbers and addresses of those whose posts are flagged — the contractor will also provide ICE with a “photograph, partial legal name, partial date of birth, possible city, possible work affiliations, possible school or university affiliation, and any identified possible family members or associates.” The document also requests “Facial Recognition capabilities that could take a photograph of a subject and search the internet to find all relevant information associated with the subject.” The contract contains specific directions for targets found in other countries, implying the program would scan the domestic speech of American citizens.
[ ... ]
The posting indicates that ICE isn’t merely looking to detect direct threats of violence, but also online criticism of the agency. As part of its mission to protect ICE with “proactive threat monitoring,” the winning contractor will not simply flag threatening remarks but “Provide monitoring and analysis of behavioral and social media sentiment (i.e. positive, neutral, and negative).” This includes regular updates on the “total number of negative references to ICE found in social media” from week to week. Such sentiment analysis — typically accomplished via machine-learning techniques — could place under law enforcement scrutiny speech that is constitutionally protected. Simply stated, a post that is critical or even hostile to ICE isn’t against the law.
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the sinners score & the filí remmick theory
in the opening number (“filídh, fire keepers, and griots”), the music that plays under annie’s narration changes slightly as she introduces each of the three oral mystic traditions: for the fire keepers, there’s a brief sample that sounds similar to precolonial choctaw music and even postcolonial hymns. for the griots, there’s a soft humming similar in tone to much of the gospel and blues music in the score. neither of these lines are reprised later, at least that i caught (also—if anyone can identify those two songs please let me know!!). but the refrain associated with the filídh? it’s remmick singing rocky road to dublin.
this might indicate remmick’s longing for the skill of a filí, hence his draw to sammie. it could be a simple parallel between them. it could just be there because it’s a historically significant song. it could mean nothing! but in a score that was assembled so intentionally, i’m so fascinated by the choice to specifically use his singing there.
if he were a filí, his singing of a comparatively more modern song instead of a dán direach could illustrate the loss of pre-christian gaelic storytelling traditions due to colonialism. that they used a famine-era song is also interesting, both for the obvious anti-colonialist narrative and because the great famine saw the birth of the friendship between ireland and the choctaw nation—his direct conflict with the choctaw vampire hunters becomes another metaphor for assimilation and cultural loss.
there’s much more to this i’m certain, but the theory sits nicely with the existing story and opens the door to some interesting analysis, especially of how song and religious recitations are used by members of two diasporas whose oral traditions were quelled by colonialism.
#i am a hamster on a wheel and the track is just ryan coogler movies rn#remmick#sinners#sinners 2025#ryan coogler#ludwig göransson#btw. i am no subject matter expert this is the fruit of an extensive hyperfixation and my chronic englishmajoritis#so please add stuff/correct stuff i would love to learn more <33#(and ty to my fellow yappers for teaching me so much about the score <3)#rocky road to dublin#fae speaks#my metas#colonialism#religion
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INTERNAL AFFAIRS INCIDENT REPORT
DRC Internal Affairs Division
Date: [REDACTED]
Subject: Internal Audit - Quota Breach - Case File [REDACTED]
To: Director [REDACTED]
From: Inspector [REDACTED]
I: Audit Trigger
This audit originated from an anomaly flagged by the Compound Oversight Unit following a routine cross-comparison of mortality curves, biometric telemetry, and average fetal volume expansion across paternity compounds in FEMA Zone 5. Paternity Compound 144, in particular, demonstrated a statistically aberrant rise in surrogate experience [REDACTED] collapse, a condition only observed in gestations over 18 fetuses. While the facility’s internal reports claimed average pregnancies between 8 and 11 embryos per surrogate, biometric logs suggested fetal counts ranging from 18 to 23 embryos per case.
Due to the severity of the physiological strain such numbers would imply—and the lack of official documentation acknowledging it—a Level 2 Integrity Audit was ordered. The Internal Affairs Division performed an unannounced sweep of all surrogate biometric records, insemination logs, and surveillance data from Cycles [REDACTED] to [REDACTED].
What followed revealed not only systemic concealment of lethal overloads but also willful obstruction motivated by personal psychological deviance.
II: Surveillance Analysis
Biometric data recovered from Wards 3B through 7E indicated that surrogates began exhibiting rapid and extreme abdominal distension by Day 11, surpassing known volumetric thresholds typically seen by Day 17. Skin tension diagnostics showed redlining stretch marks and dermal fissures in [REDACTED]% of all recorded subjects. In multiple cases, respiratory compression and full [REDACTED] subluxation—typically observed only after Day 30—were logged as early as Day 19.
“We knew something was off when they were too big to move before the second week. One of them just looked like that blueberry girl from Willy Wonka or some shit. But the logs said 14 embryos, so we assumed it was just edema.” - Employee GS-144-217
Footage recovered showed numerous surrogates experiencing aggressive fetal growth and abdominal distension, with growth rates in Ward 6C indicative of at least 23-25 embryonic masses. Two surrogates suffered multi-organ [REDACTED] before a team from the Compound Oversight Unit could intervene, though all fetuses were successfully delivered via cesarean.
“We knew something when we saw the guys from Ward 2. We were blimps compared to them, and they were twice as far along as us. I mean, I can literally see my belly growing!” Surrogate, later determined to be carrying quattuorvigintuplets (24)
Despite this, the internal logs submitted to the Archive Management Unit recorded all affected surrogates as having a “successful delivery with standard expiration.” The discrepancy was manually edited at terminal station 144-T12-OP47—registered to an Insemination Operations Unit employee named [REDACTED] (Employee ID IO-144-611).
III. Device Failure & Impact
Each MNAIS unit in Ward Blocks 3–7 had suffered [REDACTED] desynchronization following an outdated firmware push. Rather than delivering the standard 8-12-embryo load, units programming applied a multiplier to its quota and began injecting up to 24 fertilized embryos per cycle, with no error code generated.
Employee IO-144-611 discovered this failure within three days but refrained from submitting a maintenance report. He manually edited implantation records to match quota expectations, falsely logging a randomization formula (6–11 embryos per surrogate) across all documentation streams. Employee IO-144-611 then overrode the automatic alert system from the local Postpartum Command, which would ultimately log surrogates giving birth to higher fetal quotas than inseminated with.
His actions delayed DRC response for 41 days, during which:
42 surrogates suffered [REDACTED] rupture before Day 28, [REDACTED] overload, or uterine [REDACTED], necessitating emergency C-sections. No fetal fatalities.
17 surrogates expired mid-labor after undergoing compound [REDACTED] due to displaced [REDACTED], necessitating emergency C-sections. No fetal fatalities.
3 surrogates, against all medical prediction, reached Day 33 and birthed successfully, but ultimately expired post-extraction. No fetal fatalities.
26 surrogates still gestating, average 19 embryos per individual.
IV. Behavioral Profile – Employee IO-144-611
Subject: Employee IO-144-611 Tenure: [REDACTED] Position: Regional Implantation Supervisor Clearance Level: Tier II – Override Authorization Security Clearance: Revoked as of [REDACTED]
Following confrontation and seizure of his local system access logs, Employee IO-144-611 was detained and subjected to a Tier III Psychological Assessment. During this evaluation, the root of the concealment was uncovered.
Psychological Findings:
Employee IO-144-611 exhibited a previously undiagnosed paraphilic fixation classified under Government Code [REDACTED]: Macrophilia, a pathological sexual arousal in response to abnormally large bodies or bodily expansion.
Upon exposure to the visual data of overloaded surrogates—particularly those carrying between 19 and 23 fetuses—Employee IO-144-611 demonstrated elevated oxytocin and dopamine levels, a flushed dermal response, and sustained pupil dilation.
Under questioning, he confessed:
“I couldn’t report it. If I said anything, they’d shut it down, recalibrate the racks, lower the numbers again. You don’t understand. They were… monumental.”
He further admitted to deliberately withholding service requests for malfunctioning implantation equipment, specifically the Multi-Nozzle Accelerated Implantation System (MNAIS) units, which had developed a systemic fault causing them to implant +[REDACTED]% above calibrated embryo counts.
V: Displincary Response
1. Equipment
All MNAIS systems in Paternity Compound 144 were ordered offline for 24 hours.
Software rollback and integrity checks were completed under the supervision of IT Command.
Ward 3B was closed to all personnel below Grade-D rank, and affected surrogates were contained to minimize public awareness.
2. Actions
Psychological Services Command has formally reclassified [REDACTED] Employee IO-144-611 as Class-A Deviant – Mentally Compromised via Paraphilic Obstruction.
Archive Management Unit has censored relevant administrative records.
Public Affairs Division has disseminated a press release to DRC-approved news channels, citing [REDACTED] as the cause of the shutdown for Paternity Compound 144.
Facility Operations Command has transferred any personnel who raised professional or personal concerns about the citation.
[REDACTED] Employee IO-144-611 detained to Isolation Cell 6E.
3. Recommended Process Updates
Expand psychological screening to all Grade C employees and below.
Recommend quarterly psychological deviance evaluations of Grade B employees and below.
Implement full biometric auto-logging for all surrogate embryo counts—disable manual override across zones.
Closing Remarks
Employee IO-144-611's indulgence in personal gratification resulted in unsatisfactory delays to our facility's operation. Proper procedures have been implemented to prevent further disruptions and ensure that fetal quotas are adequately maintained.
[Report prepared by Inspector [REDACTED]]
----------------
Sending...
Sending...
Sending...
Read...
----------------
Date: [REDACTED]
To: Deputy-Director [REDACTED], Security Office
From: Director [REDACTED]
Subject: Internal Audit - Quota Breach - Case File [REDACTED]
Deputy Director,
Following my review of the [REDACTED] file, I would like to register my formal dissatisfaction with how Inspector [REDACTED] handled this matter. While I acknowledge the necessity of enforcing procedural transparency, the inspector’s decision to escalate the MNAIS malfunction as a containment emergency rather than a potential breakthrough reveals a worrying lack of vision.
To put it plainly, the equipment failure at Paternity Compound 144 resulted in spontaneous fetal yields well above the current national minimums, with documented gestations ranging from 18 to 23 embryos—many of which progressed past Day 25 with surprisingly high internal cohesion and containment. Had Inspector [REDACTED] exercised creative initiative, the anomaly could have been reframed as a pilot overcapacity trial rather than triggering a full-blown mechanical audit and unnecessary decommissioning.
Such a rigid interpretation of oversight policy has compromised a unique opportunity for data extraction and jeopardized our ability to scale gestational loads in future cycles. This shortsighted compliance fanaticism is increasingly common in mid-tier personnel and must be corrected.
Accordingly, I recommend that Inspector [REDACTED] receive formal censure and retraining through the Training & Development Unit for failing to recognize the strategic potential embedded in abnormal conditions. Our agency requires flexibility under pressure, not reflexive alarmism.
On a separate but related note, I would like to approve the personnel reassignment request for Employee IO-144-611. Despite his classified psychological profile, his unique enthusiasm may prove operationally useful if adequately directed. I am authorizing his immediate transfer to Site [REDACTED], where he is to assume the role of Supervisory Insemination Officer. In the correct environment, they are an asset and IO-144-611’s tendencies are no longer a liability.
Please liaise with the Facility Director [REDACTED] at Site [REDACTED] to ensure the transfer.
This matter is now considered closed from my office.
Regards,
Director [REDACTED]
#mpreg#mpregkink#malepregnancy#mpregbelly#pregnantman#mpregmorph#mpregcaption#mpregstory#mpregbirth#mpregart#mpregnancy#aimpreg#mpregroleplay#malepregnant#caucasianmpreg
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TBOB PART 2: OF FLATLAND, EXWHYLIA AND EUCLYDIA (3/4)
Hello, everyone, welcome once again to another post about Bill’s dimension. One day this analysis will end, I promise. But today is not that day: today is the day we will talk about Bill’s family.
And oh boy if there’s a lot to talk about.
Please check all previous posts to understand this one (and the masterlist too!).
<- Previous post - Masterlist
_______________________________
PART 4: OF BILL’S FAMILY
“If you think Stan’s relationship with his family is bad, Bill’s is worse” - Alex Hirsch, NYCC 2015
_______________________________
Loved and ostracized
Everyone loved me immediately and the mayor dubbed me the “best baby of all time”, made my birthday a holiday and gave out free knives. (...) Truth is I’ve always been loved and admired by all!
Of course Bill starts telling his story with a huge. Fucking. Lie.
How can I be so sure? First of all, the hyperbolic way in which he talks about his birth as if it’s the second coming of Christ. Then, all the previous points of this endless analysis.
Considering everything we have until now, I find it very difficult that Bill’s birth was celebrated by everyone. Surely his family celebrated it - if his society is similar to Flatland’s, having a regular son would’ve been enough to make them very happy.
But also… he’s just an Equilateral. And if his world has social classes based on the number of sides, then he’s from a middle class. I doubt the birth of another Equilateral was a reason big enough for huge celebrations.
Also, let’s not forget what Bill himself said in the TBOB: you should make a new reality and a meaning for yourself. Well, what if this is the reality he made? A place where he was immediately loved and admired by everyone?
_______________________________
Scalene and Euclid
Sooo… those are the names of Bill’s parents.
Honestly? They’re interesting. Even if I’m a bit weirded out by Scalene: in the only image we have of Bill’s parents (the grayed-out triangles on thisisnotawebsitedotcom) neither of them looks like a scalene triangle. On the contrary, they both look equilateral.
It’s a bit strange, you know? As if a person has “Neanderthal” as their first name. “Neanderthal Smith” or similar. Sounds strange, doesn’t it?
While speaking of Euclid, I think it’s a nice name. It’s the same name as the dimension they lived in and no, it’s not as weird as it seems: in our world, some people have the same name as the country they’re from, so it’s not so weird.
But hey, the most important thing is that we canonically have the names of Bill’s parents! We know he had parents and we know details of his relationship with them!
And this raises A LOT of questions.
Let’s start with his mother: we know she loved him, at least a little bit. She sang him lullabies and told him she loved him, despite his strange eye. So we can be sure at least one of his parents didn’t mind his deformity so much.
Also, this part in TBOB after Bill and Ford's breakdown, in which a very, very drunk Bill talks to his mom:
“I’m gonna be back from school soon, don’t forget to cut out the crust off my sandwiches or I’ll —”
I don’t know you, but to me, this sounds like the threat of a spoiled child. Something like “cut the crust off or I’ll throw a tantrum”. And yes, this implies Bill was a spoiled child - or at least, a child who considered himself above others, mother included. So yes, I can imagine him throwing a tantrum at his mother for something stupid like some crust on his sandwiches.
But again, even more questions! How was his mother towards him? Was she submissive? Was she combative? Was she ready to answer to every little whim of her son like a Flatlander Woman or did she ask for some respect? Considering how bratty Bill is, I'm more prone to believe she was very lenient towards him.
While speaking of his father, I find it very fascinating that we know absolutely nothing about Bill’s relationship with his father. We know his mother loved him (maybe to the point of spoiling him too much)… but his father? Did he care about Bill? I suppose so, considering Bill visited a doctor (unless it was his mother’s decision only, but I doubt it).
And about his job: was he a Tradesman? Bill attended school, but was school supposed to teach him about his future job too? If not, then this was up to his parents, right? Presumably, it was his father’s job to teach Bill how to be a Tradesman, a bit like in the Flatland society. If that’s the case, then why we don’t have any information about this? Why no memory at all? Bill seems to care about his father too - if we assume that the top hat he has was his father’s. So at least he cared enough to keep something of him.
Was his father a bad guy? Was he cruel? Or was he so blinded by society’s rules to torture his son and think he was doing it for his good? In that case, I would understand why he did everything he did - but beware: understanding doesn’t mean accepting. It would be a bit like Filbrick Pines’ situation: I can get the reasoning behind his actions, but that doesn’t make him Father of the Year. Maybe it’s the same for Bill’s father. This wouldn’t be the first parallel between Stanley and Bill, after all.
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An Irregular masquerading as Regular
Time to talk about Bill’s eye.
We can safely assume Bill’s rare mutation was having his eye on the face and not on the side - which, from the Euclideans’ perspective, meant having an eye on his insides.
Now, imagine with me: you have a child and you see that your baby has no eyes. No eyes at all, not even an eye socket. I bet you would freak out, at least a little bit. You would probably send your baby to a doctor and ask if there is something they can do.
The doctor checks the baby and gives you both good and bad news: your child has eyes and they work. But they are inside his body. In his goddamn stomach.
And if all of this isn’t enough, your child starts telling you that sure, he can see a lot of things! He sees things you cannot see - no one else can see.
Now, would you say: “Oh, no problem. He can see things no one can, so he’s fine and his eyes work well”? Or would you probably freak out even more and fear your son is having goddamn visions because he’s probably dying or has a tumor or who knows what?
I can understand why Bill’s parents brought him to a doctor. And I can understand why the doctor thought the best solution was to “blind” that eye. As far as Euclideans know, there are no “stars” and there is no “above”. It’s as if someone in our world says they can see rotating hypercubes in real life. Would you think they’re perfectly fine or question if they’re insane/growing mad/getting very sick?
So yes, even if it's insane for us, from Bill’s parents' POV, giving him medicine to make him blind was for his own good. Does that make them Parents of the Year? Hell no, they were literally blinding their own son, of course it’s terrible and insane and if someone tries to do the same they should be immediately thrown in jail. But for the rules of Euclydia’s world, this was probably the best thing to do.
And personally, I ADORE the tragedy of this. The tragedy of giving something to your son that will permanently blind him, but trying to make it at least bearable - he’s still a child, he doesn’t really understand what he’s drinking, but you think it’s for his own good, your whole world think it's for his own good, so you use something silly that he likes, like straws, because this will make the medicine - the impairment - more tolerable. Uuurgh, it’s so tragic I love it.
And it’s even more tragic, if we consider that even after billions of years, even if he talks about his doctor and the medicine as something bad that wanted to “blind” him, Bill never forgot the straws. He still loves the straws he was using so much, to the point he still gave them a place in his book.
But since there’s always room on the angst train, also think that by making him blind, Billy would’ve probably stopped talking about these visions (at least, according to his parents). And if he stopped, it would’ve been easier for him to fit into society. He would’ve followed the rules and standards. He was a Regular shape after all, so if they took away that hidden-and-yet-so-present pieces of Irregularity he had, he could’ve become a respectable member of their society. One who didn’t go around, talking about weird things no one could see. Things that were against the law.
Again, it’s not me saying this, it’s Bill:
“Technically, talking about a “third” dimension was illegal in my world.”
This makes Bill’s character EVEN MORE fascinating. He could’ve been the Apostle of the Third Dimension. He could’ve spoken to everyone, because he had something of everyone - he could’ve been a bridge between Regulars and Irregulars, because he was both. He could’ve changed his world or died as a martyr.
But in the end, he chose the third option.
And we will talk about it in the next post.
See you soon with the fourth and final post on this part.
Next post ->
(How about a coffee? ☕)
_______________________________
📌TAGLIST: @mudpuddlenl @allmycrushesaredead @aquatedia @whatishappeningrightnow @effortiswhatmatters @bella-in-a-bag @doydoune @forever-third-wheeling @payte @hypnossanders @idontreallyknow24 @imcrushedbyarainbowoffical @patton-cake-and-crofters @hereissananxiousmess @purplebronzeandblue @cynicalandsarcastic @lost-in-thought-20 @andtheyreonfire @riseofthewerewolf @rosesandlove44 @arya-skywalker @csi-baker-street-babes @reesiereads @dracayd-universe @starlightnyx @stubbornness-and-spite @averykedavra @joyrose-fandomer @mihaela-tbg @igonnatalknothing @thatoneloudowl @grayson-22 @softangryfuckingdepressed @theotherella @nevenastark @coldbookworm @boopypastaissalty @varthandiveturinn @roses-bubbles @cuter-on-the-inside @snixxxsmythe @charmingcritter @analogical-mess @emphasis-on-the-oopsie @selfdestructivecat @yangwalkerao3 @the3rddenialist
#gravity falls#the book of bill#tbob#the book of bill spoilers#book of bill#book of bill spoilers#thisisnotawebsitedotcom#this is not a website dot com#gravity falls meta#gravity falls fandom#journal 3#bill cipher#flatland#exwhylia#euclydia#euclid cipher#scalene cipher#analysis
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of fucking course.....they fucking coated paper straws with pfas......its a fucking nightmare
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Long-lasting 'forever chemicals', which can cause damaging health issues, found in 18/20 brands of paper straws
In the first analysis of its kind in Europe, and only the second in the world, Belgian researchers tested 39 brands of straws for the group of synthetic chemicals known as poly- and perfluoroalkyl substances (PFAS).
PFAS were found in the majority of the straws tested and were most common in those made from paper and bamboo, the study, published in the peer-reviewed journal Food Additives and Contaminants, found.
PFAS are used to make everyday products, from outdoor clothing to non-stick pans, resistant to water, heat and stains. They are, however, potentially harmful to people, wildlife and the environment.
They break down very slowly over time and can persist over thousands of years in the environment, a property that has led to them being known as "forever chemicals."
They have been associated with a number of health problems, including lower response to vaccines, lower birth weight, thyroid disease, increased cholesterol levels, liver damage, kidney cancer and testicular cancer.
"Straws made from plant-based materials, such as paper and bamboo, are often advertised as being more sustainable and eco-friendly than those made from plastic," says researcher Dr Thimo Groffen, an environmental scientist at the University of Antwerp, who is involved in this study.
"However, the presence of PFAS in these straws means that's not necessarily true."
A growing number of countries, including the UK and Belgium, have banned sale of single-use plastic products, including drinking straws, and plant-based versions have become popular alternatives.
A recent study found PFAS in plant-based drinking straws in the US. Dr Groffen and colleagues wanted to find out if the same was true of those on sale in Belgium.
To explore this further, the research team purchased 39 different brands of drinking straw made from five materials -- paper, bamboo, glass, stainless steel and plastic.
The straws, which were mainly obtained from shops, supermarkets and fast-food restaurants, then underwent two rounds of testing for PFAS.
The majority of the brands (27/39, 69%) contained PFAS, with 18 different PFAS detected in total.
The paper straws were most likely to contain PFAS, with the chemicals detected in 18/20 (90%) of the brands tested. PFAS were also detected in 4/5 (80%) brands of bamboo straw, 3/4 (75%) of the plastic straw brands and 2/5 (40%) brands of glass straw. They were not detected in any of the five types of steel straw tested.
The most commonly found PFAS, perfluorooctanoic acid (PFOA), has been banned globally since 2020.
Also detected were trifluoroacetic acid (TFA) and trifluoromethanesulfonic acid (TFMS), "ultra-short chain" PFAS which are highly water soluble and so might leach out of straws into drinks.
The PFAS concentrations were low and, bearing in mind that most people tend to only use straws occasionally, pose a limited risk to human health. However, PFAS can remain in the body for many years and concentrations can build up over time.
"Small amounts of PFAS, while not harmful in themselves, can add to the chemical load already present in the body," says Dr Groffen.
It isn't known whether the PFAS were added to the straws by the manufacturers for waterproofing or whether were the result of contamination. Potential sources of contamination include the soil the plant-based materials were grown in and the water used in the manufacturing process.
However, the presence of the chemicals in almost every brand of paper straw means it is likely that it was, in some cases, being used as a water-repellent coating, say the researchers.
The study's other limitations include not looking at whether the PFAS would leach out of the straws into liquids.
Dr Groffen concludes: "The presence of PFAS in paper and bamboo straws shows they are not necessarily biodegradable.
"We did not detect any PFAS in stainless steel straws, so I would advise consumers to use this type of straw -- or just avoid using straws at all."
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Personal Nakshatras Analysis Series
ASHLESHA NAKSHATRA
5/27
The Clinging star. Power to Inflict & Remove Poison.
nakshatra characteristics:
Translation: Embrace, Entwine, Coiling, Clinging
Symbol: Coiled Serpent, Naga, Kundalini Shakti, Caduceus, The Staff of Aesculapius
Animal Symbol : male cat
Presiding Deity: Nagas
Controlling/Ruling Planet: Mercury
Ruling Deity of the Planet: Ganesh
Nature: Hard/Sharp/Dreadful
Race: Rakshasa/Demon
Mode: Active
Number:
Gender: Feminine
Dosha: Kapha
Guna: Sattvic
Element: Water
Disposition: Movable
Bird: Small Blue Sparrow
Downward Facing
Direction: South
Colour: Blackish Red
Trimurti: Shiva/Dissolution
Gotra/Clan: Sage Vashishta.
nakshatra small overview:
Today we are going to discuss mercury second nakshatra and also cancers maturation point.
this nakshatra specifically talks about our traumas and hidden emotions we choose to ignore in order to "survive" another day yet we usually don't realize how much we are, indirectly, choosing to suffer another day because we will be followed by our shadows until we decide to let them go away so what are you going to choose? save yourself or will you let your fears lead your life choices?
at the end of the day its your choice so take as much time you need with it.
Deity Association:
Hecate (Hekate, Ἑκάτη or Hekátē)
The goddess (or titan) of witchcraft herself therefore couldn't find a better representation as she possesses a direct relation to "embracing one shadow and becoming whole again", She is in fact an amazing representation, personally to me, of how one can utilize their darkness to transform itself and the world for others.
I was requested to showcase a link between deities and nakshatras and how one can or should, depending on their desire, to find a comfortable place within oneself again.
Devoting yourself to Hecate is not an easy job as she makes you deal with your most profound shadows and traumas.
She is the Titan Goddess of the crossroads, which represents the "in-between" She represents what exists between the upper and the underworld between the gods and the people. By representing the "In-between" she asserted herself as a transitory guide, she accompanied us into her cave while she cut through the illusions and dispelled the darkness. This is also why one of her epithets is "Phosphoros" - bringing light.
She was the one who guided Persephone to become her matured confident self while also taking care of Hera, Persephone's mother, to deal with her own process of grief and change.
The crossroads are nothing more than two roads colliding with each other at opposite directions, this helps us to choose a path. also they represent the space where the changes occur meaning another "transition place". she basically put us to face between to paths is either to go forward to her cave to be guided by her to save yourself or continue to stay where you are suffering.
By her torches, we are guided to face ourselves and open new doors to our lives.
funny enough both mula and ashlesha talk about "controlling snakes snakes" or dealing with our own emotional trauma and self, although i also associate her with mula as well (and will also write about her into the mula p2 analysis), where this is the birth of ketu and mula is the maturation of ketu, this also explains why both nakshatras talk about controlling oneself but differently ashlesha talks about the beginning of the path of healing our shadows and it transformation thru water and mula talks about the roots of problems, life and groundedness of both ourselves and the outside thru fire that lead to detachment from everything. Yet mula's expression and connection expands way further when it talks about "the connection between body mind and soul" and the fact that is also related to the root chakra itself ( but this is also another thing that it will be explored at mulas p2)
both chaotic, self-destructive, and capable of immense spiritual growth
you can also say that although being the maturation of cancer, ashlesha can and generally acts childish by being manipulative and abusive when it's unhealed yet can become amazing at spiritual practices and at helping others either as a psychologist or any health area careers. this is also a reminder that mercury is a childish planet and this behavior matches perfectly with his childlike behavior but it all depending as of how the individual decides to showcase to the world.
and also a reminded that mula deals directly with poisons and herb medicine (another reason for Hecate being associated more with mula)
Hecate can be associated with everything and ashlesha being a point where one has to choose between emotionally letting go and moving on is another perfect place to see her as she guides you to healing yourself.
Pop Culture Representations:
unfortunately, i have nothing other than repetitive same old celebrities to showcase so i will be quick!
Lana del Rey
Lana is a dear very well-known musician who transformed her sorrows into art (music) and fought for her right to sing about desiring to be "submissive" (jokes aside) we can see how one can cling to their traumas and still produce art. Yes her music is sad and depressing at many times yet that doesn't stop her from being an excellent artist who went on to fight about her she perceives love and how she desires to enjoy love and whether this is "good" or bad I'm not here to criticize this fact but only to show how she perfectly represents the unhealed clingy ashlesha and i am saying this being a lover of her songs. this is not a critic of being "submissive" or enjoying being one personally i don't care what you choose to be, role-wise, but this is my personal opinion.
Kylie jenner and Kim Kardashian
kylie with her ashlesha sun and kim with her rahu... here we can see how kylie used from surgery to embrace herself (transform) and kim because of her moon uttara bhadrapada (rulership) transformed her life into what she wanted with the power of hard work and delusion and yes both are very futile yet here we have BOTH work with cosmetic industry, both are emotionally and career-wise controlled by their mother, both are emotionally unhealed the main difference would be kylie has low self-esteem (sun) and kim have the obsession to control and manipulate (rahu).
THE END
i hope you have enjoyed my analysis please feel free to add any recommendations and opinions about the post :)..
contact info:
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#vedic astrology#vedic astrology notes#vedic astro notes#ketu#vedicastrology#sideral astrology#naisanakshatrapost#ashlesha#mercury nakshatra#nakshatras#nakshatra#astrology#cancer#sun#rahu#ketu nakshatra#rahu nakshatra
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kpop numerology analysis and fact ✨️
Here is some analysis and reserch on kpop idols stage names , birth dates, places and cities. how according to numerology there luck work for them .
Lalisa


( source: internet)
NAME = Lisa changed her name after a fortune teller advised her and she add " La " in front of her name to support it .[ La (4 ) lisa (8)] = 4 is represents rahu and 8 represents ketu .Number 8 is a quiet, calming, and peace-giving number for number 4. Both numbers are law braker , unconventional and rebellious number 8 provide security and 4 develop its own power. Number 8 is so powerful umber can give success in half of her life and kal yug is governs by rahu so its just easy for her . The sum of her whole name is LALISA is 3 governs by Mercury bring popularity, fame , humor, make person sociable its also bring harmony and bring great success.

( source: internet)
BIRTH DATE = Her psychic number is 9 ruled by mars make her hardworking , intense and determined toward her goal , great thing is that thats its also compatible with her Name number (3) and they work together. Whenever she put her will its going to work for her in all wreas of her life . Its also make her courageous and adventurous loving .
DESTINY = Her destiny number is 2 well is not so good its represents moon but its also give a sense of great self respect and precise them with great well mannered. They belive in " Behave with others like whats they Behave with you " . But they are favored by great freinds and followers and family and if her moon is well placed in her chart it give more positive result and make her devoted toward her partner.
V


( source: internet)
NAME = I am not surprised that his stage name is ruled by Venus is more stable for musician, artist and dance. Its provide him popularity and fame and make him sociable and loved by a big amount of peoples.
BIRTH DATE = He born on 30 December 1995. His psychic number is 3 its make him popular, bold , hardworking and self confident. Its also indecate that in the bigning of carrer he is going to faced struggle but struggle going to be beneficial for him after some time. Most important thing is that is also very compatible with his name number which is a plus point .
Destiny number = Again 3 He is very luck cause he have a (333) combination in his date of birth which give him a great push and make him connected with universe. Alone 3 can be problematic but triple 3 brings whole universe to help him. This destiny number make him warm-hearted, generous, fair, trustworthy, and make money through their magnetic personality and charming behavior. And his Name number 6 make him relax , charming and a popular person with beauty and chrm with luxury.
BONUS POINT = Seoul is also represents by 6 number venus so its beneficial for both artist in there career. They have immense growth after shifting seoul.
Hope you like it.
#tarot tumblr#tarotcommunity#vedic astrology#vedic astrology observations#astrology#tarot reading#numerology reading#kpop tarot#astrology community#astrology observations#bts tarot#bts astrology#blackpink tarot#daily tarot#tarot cards
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