#IT WOULD BE SUCH A GOOD ESSAY PLEASE
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ace-disgrace-from-space · 2 months ago
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Asagiri, your ass is SO lucky I was already planning on drinking tonight because oh my fucking god.
I'm insane because this next month? It isn't simply about to be a month of us wondering if Akutagawa is going to live or die or some secret third thing. I won't just be wondering if we're getting another fake-out or what's next for Ame-no-Gozen as time turns on.
All I can think about?
Atsushi's decision likely decides the fates of everyone else.
Atsushi decides if Ueda lives or dies here which means whatever happens next is the DIRECT result of his choices. Presumably, whether Akutagawa lives or dies. What happens to the ADA- those who've been struck down and those still fighting. And knowing Atsushi and the way this story unravels, he likely won't kill Ueda.
Atsushi's inherent kindness and the way he sees himself there signals something to me. The idea of no one deserving to die because someone else abused their gift. The idea of that evil is in the hands that wield it and no tool is evil until it is. The idea that simply because someone tells you you're to blame and that you must atone, doesn't make it true- an idea Atsushi has come to understand himself.
I have notes stashed away for an essay on a rainy day about Bungou Stray Dogs and the cycle of abuse (as a vague TL;DR- PLEASE GIVE ME A CHANCE TO WRITE THIS, PLEASE COLLEGE OF MINE). In BSD, we've seen this cycle clearly through our two little weirdo freaks- Akutagawa's recycled rhetoric and verbal attacks that he likely learned through Dazai and how he continues to facilitate said behavior, through Atsushi's time at the orphanage and how the headmaster's abuse is the direct cause of Atsushi's low self-worth and intense self-hatred, and how they finally break free of that cycle.
Atsushi first with Kyouka, then Akutagawa as he begins to realize what he needs to overcome and that he no longer seeks that validation from Dazai as desperately as he used to, and now Atsushi again with Ueda.
Atsushi is going to set Ueda free because that's the person he is and because that's what he needed someone to do for him. In a way, Atsushi is saving himself.
Because "It's not your fault".
I have so much to say on this topic, but that is a well referenced and cited essay for another day.
Bottomline is, there's going to be large ripple effects because the core is severed and no longer bound by rope and chain and past. What exactly that means remains to be seen, but it might be Ueda being able to 'atone' for the sins he feels he's done or caused. It might be Ame-no-Gozen losing control and going berserk. All we know is killing Ueda would cease the conflict, but based on everything know and what I've already said- Atsushi likely won't do that.
So, everything that happens next will be the results of Atsushi's choice- good or bad.
All we can hope for is that the weight of that choice and the weight of the consequences that follow won't crush him and that any guilt he may carry after won't bury him.
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caligvlasaqvarivm · 7 months ago
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
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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starrycassi · 8 months ago
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VERY old and uncooked au I have where Viktor (and eventually jayce) end up working for Silco.
(Edited on December 17th, 2024. Added Sky to the plot, edited the way the heist happens, explained a bit more about The Herald, generally added some other details)
PART 1 - VIKTOR (childhood, adolescence, survival)
Singed actually takes the child in. Yeah I know Viktor technically HAS parents but we've never seen em in the show so I'm ignoring them
So Viktor now lives + works for singed. He gets over his morals real quick when faced with a fully equipped laboratory. He's a child, okay? He gets excited and is eventually groomed (I don't mean romantically, just like molded) by singed into agreeing + obeying all the things the older man tells him. Silco joins in on the part later and toys with his brain as best as he can
Singed uses him as a bargaining chip with Silco. An investment, if you will.
A bit of a "future promise" thing. Viktor actually agrees to this because he knows it's the best shot he's got. All the years living alongside Singed have made him into a more cynical/realistic person. He's 13 and already grumbles at "kids these days"
And Silco is an opportunistic man. He looks at this young, blooming genius and goes "yeah, why not? He is your problem, though. Have some money and make me a bomb"
Viktor also gets a pretty decent gun and shooting lessons. His aim is decent enough. He also hangs around sevika A LOT. He recognizes her as the strongest, safest individual if a fight breaks out and tells her ad much. She won't admit it but the praise feels good. She allows him to hover around and he helps her with small things like lighting hee cigarettes or refilling her flask. It's a symbiotic relationship where they both look at each other dead in the eye when someone is saying stupid shit.
So Viktor is like 15 and suddenly faced with even MORE power and recognition, even MORE fundings and accomodations.
This boy pours his life and time into making weapons. His dreams of being a scientist are slowly forgotten as both Singed and Silco effectively turn him into their perfect little genius.
They turn his desire to help against himself, telling him that the only way the under city will ever get better is if they go against piltover and win (which yeah I mean it kinda makes sense) and just general promises and such
Silco is genuinely surprised by how inventive the kid can be, and in return Viktor appreciates the man's offers and words for what it is: a trap he's wilfully walking in.
Silco does NOT feel any affection for the kid. At least not a lot more than he does for sevika or any other loyal worker. He is amused by his intelligence and somewhat entertained by his ideas. He seems Viktor as more of a small dog he's raising, expecting him to develop sharper and sharper fangs. He does care for Viktor in the "one of my youngest workers is more efficient and savvy than five of yours" way
Viktor doesn't feel any affection for Silco, either. He's a really down-to-earth kid, has lived in the fissures all his life and has been coached by singed into how to navigate the under city. He knows singed doesn't really trust the man and doesn't plan on doing so himself. He does love the opportunity he's given, but knows damn well that it's all done for a higher reason.
He does feel a connection with singed, though. It's mutual in a way. More of a mentor-mentee thing than any paternal/familiar relationship, but they're both satisfied with it. Singed respects Viktor and treats him as an equal, which also means he can a bit too harsh on what is essentially still a fragile teen.
They are protective of Viktor only in the way one is protective of their own gun
PART 2 - VIKTOR (last of his teen years, young adulthood, rage)
EVENTUALLY Viktor manages to worm his way into the academy (in the same way he did in canon) while hiding from Silco, Singed and Sevika, and is, instead, rejected. Heimerdinger is too weary of Viktor and his general attitude (for a good reason) and plans on having him interrogated. When he tries to get Viktor to walk alone into a room with him, Viktor panics and starts stuttering out explanations. He knows his position in the under city is conditional. Knows the leash that Silco has around him. The academy could be his safe haven and now he's losing it.
He's also fake-dating Sky while this goes on. Except she's fully convinced they're gonna get married and Viktor is a Homosexual™
Heimerdinger does his best to try and calm him down, however, every word he says makes the situation worse. He's so clearly out of touch, promising things that could never be done.
Viktor is under a lot of pressure and just starts spiraling. Everything the yordle says makes things worse and worse. The commotion calls the school guards attention and Viktor gets almost thrown in jail, all while heimerdinger tries to tell the guards to let him go. Viktor eventually manages to sneak out but fucks his leg up even more in the process.
Sky tries to help, they have a horrible fight and essentially roast each other until they're both kinda crying. Sky cries the most.
He returns "home" and, refusing to be taken back for such a thing, turns his sadness into bright, burning indignation. Silco might be an idiot, he realizes, but he's right about some things. He burns down the uniform after ripping it into shreds.
After all of this, he abandons any dream of ever getting out. Singed looks at him knowingly, tells him that sneaking around is a fine art he hasn't mastered yet, and leaves. Silco welcomes him back with a satisfied smile, and a "see, boy? I was right"
Silco isn't killing Viktor for his betrayal because he smells the heartbreak and KNOWS that this is the time to attack if he wants that boy to be on his side for the rest of his life. Sevika isn't even mad. Just kinda disappointed.
And it WORKS. Viktor is devastated and isolated, and Silco effectively positions himself as the only current logical option. Viktor knows that this is all a shit show but decides that there's nothing to lose by working for the biggest kingpin in the city
This is what begins his transformation as The Machine Herald, or "Herald" for short. His leg is Fucked Up and Singed goes "hey how about I do an unsupervised surgery on you" and Viktor just kinda goes "yeah well why not". He wakes up with more wires than veins in that leg but it hurts a lot less so. Can't win them all can we?
Years go by, Viktor becomes part of silco's inner gang, since Silco is finally sure that this boy has nowhere to run, no one to ask for help. He develops what could be seen as a friendship with sevika. They drink together every so often, trash-talking the rest of the henchmen in hushed whispers in between assignments. She tries to give him life advice in cryptic ways. He kinda gets it. Most of the time.
He makes up with sky and become Best Friends™. In a way. When they're not trying to get each other to come back to Zaun/Piltover
He keeps sky a secret from them all in fear of... Well, of whatever the fuck they could try and do to her if they got mad at him.
He's also a bit of a slut. I mean he's young, hot, kinda part of Zaun's elite, smart... yeah he's getting around. This part is important I swear. No it's not I just want Viktor to get it on. He's constantly sneaking pretty boys in and out of wherever he's staying at that week which is why no one really questions Jayce (see, it was important) the first few days he's in his house after The Trial (idk where the fuck sevika sleeps. Do silco's henchmen just sleep in his house??? Does he provide apartments?? I need to know)
People in the under city actually start talking to Viktor as he gets older, realizing that he's a bit less violent than the rest of silco's thugs and they have a 50/50 shot that he will actually help them in their pleas. This is always weird to him but he endures it for the sake of staying on top of what's being said in the city. And he's also generally a kind soul deep down
He buys from benzo frequently, and Benzo tolerates him because once, very slowly and in a hushes tone, he heard Viktor tell Ekko to never work for anyone with a shark aquarium.
Viktor is quite fond of Ekko. If Silco didn't basically own his soul, he would definitely take the kid in. Which is why he eventually becomes the biggest timebomb advocate.
PART THREE - MEETING JAYCE.
He's in Benzo's shop when he meets jayce.
He goes "yeah I could get him to suck me off probably" and tries to approach
And then jayce pays in GOLD and DOESN'T HAGGLE
And he realizes that this idiot is a piltie. He also realizes that whatever the fuck he just bought and the whole projects he's talking about could be useful for him and silco will not like it if a PILTIE out of everyone outsmarts him in weapon creation. He literally gets in between him and the door with absolutely no idea of what he's going to do (there is absolutely no way he's upping that payment sorry silco you are no match for the Kirammans)
There is no time and he defaults to "oh this is not my bedroom!" mode.
Cue him saying something like "I've never seen such a pretty face in this store. Are you from around here, darling?"
Ekko is gagging in the background.
They flirt yada yada I have the scene but it's too long to write here. U get the idea. I'd anyone wants to read that ask me but for now just use your imagination
Viktor offers Jayce to come back with him to his house for "protection" because "these streets are sooo cruel for foreigners" and Ekko hypes him up. "Oh Yeah Herald here is So Strong and Everyone Respects Him" which is technically not a lie. Jayce gets overwhelmed and accepts. As this is happening the kids are staging the heist but it has not happened yet. Don't ask me about timelines idgaf
They make out a bit, Jayce tells Viktor all about his theory (which is arguably hotter for Viktor) and shows him his notes (because obviously he carries his journal with him)
Viktor is BLOWN AWAY by this. He gets all worked up. Never felt this horny before. They discuss for a while, and Viktor decides that THIS is something he can stand behind. Actual discoveries, not just drawing blueprints after blueprint of the same fucking thing
Really how many ways can one design a weapon in
Anyways
Viktor sort of mildly drugs jayce and steals three of the shiny orbs and then wakes Jayce up and tells him that this was delightful and such.
PART FOUR - Hey Silco Can We Adopt This Boy. For Science
The heist happens the very same way. Viktor hears about it, about the trial, and decides that all these years of work should get him some privileges
He goes "If you're going to change the world, don't ask for permission" and just goes to save Jayce. Originally I had him argue with Silco and Singed to allow him to do this here but yk what? This man is too impulsive to do that. He's breaking his man OUT with two bribed bodyguards and Janna on his side. Sky is 100% on board because she kinda knows Jayce and he's really nice so she doesn't want them to banish him.
Viktor breaks jayce out do NOT ask me how #thepoweroflove and Sky's blessing or whatever. The henchmen get to punch enforcers so they're happy about it.
The "am I interrupting?" Scene happens. It's also too long so.
It takes Viktor a while to convince Jayce to, yk, betray his country and leave everything he's ever known behind, but Jayce was literally about to kill himself and Viktor is talking about change and help and people who actually need it (lies) and he looks so beautiful under the moonlight and he remembered him. So. Really what can one realistically do in this situation if not agree with the criminal who's trying to save you from exile.
They rush back to Zaun, Jayce leaves a hasty suicide note and says he will drown himself in the river and not to search for him (he leaves a slight clue for him being in Zaun as an alibi in case they eventually find him and want to blame Viktor for kidnapping. Which is such a hot and clever thing that Viktor almost kisses him right there), they break into heimerdinger's room via Sky giving them the keys, steal all the equipment they can carry (henchmen & co brought some bags okay??)
When Mel arrives they're gone. She calls for the guards to come but they're waaay out of her reach and Sky is there all beaten up and crying (she agreed to it)
There might be a motorcycle involved. Cyclists Viktor... Yeah. Hot.
When they arrive, he has his very first actual screaming-match kind of fight with Silco and Singed about keeping A Piltie in their territory, but they eventually and very reluctantly give in. Also Jinx is there. So Silco isn't really that preoccupied with who lives with Viktor and more with how to make this child stop wailing.
Silco knows that even a worm will turn. If Jayce does agree to work for them and stays loyal, then they get another good worker. If not, they can always kill him. He's never heard Viktor this adamant about someone before, and damn he's seen the boy walk around with some pretty faces. Maybe this Jayce fella truly is smart.
PART FIVE - JINX AND JAYCE
When Viktor shows up he finds out that silco has adopted a child. Also Sevika doesn't have an arm. Also Vander is dead. So is, presumably, that child with the bad haircut. So is Benzo. Which is a bummer. He liked the store.
Ekko is nowhere to be found. That's a bit sad. Really sad. He sheds a few tears.
Jayce hates everything that's going on around him buts this man is SUICIDAL, basically homeless, penniless and his one and only lifeline is Viktor. Even if he stayed in Piltover no one would've been able to help. He's just kinda going with the flow. Having him gives Viktor his backbone and morals back. Slowly. Very slowly.
Hextech develops WAY slower. Like they're working in a drug den in the middle of what is basically a hastily put together lab there's absolutely no way there's the same conditions. They're doing their best though.
Jayce Is actually really impressed by shimmer and how it can "help" people. He's gaslighting himself ATP and everyone else is enabling him. No Jayce you're just creating an army of drug addicted zombies what do you mean giving power to the people.
Also eventually Silco gives Viktor a laced brace that makes him mildly addicted to shimmer. Viktor is clever enough to realize what's going on but also experienced enough to know that refusal would be seen as an offense. He takes the brace on and off with his own prototypes. Sevika and him both know they're just digging themselves into a deeper hole. With time he just goes "yeah fuck it" and starts regularly using it on his wires for the better performance of his leg. Glorious evolution or something.
Silco actually tries to kill jayce once because he was getting too fucking annoying and self-righteous, but Jinx steps in. He reminds him of claggor (in a bizarre way). She claims that they're both her friends and she loves them and silco just seethes in silence because Why did he become a father.
They help raise her. Kinda. Not co-parenting. More like co-uncling. They're both horrible influences but they aren't worse than Silco's enablement so it's just a very fucked up raising strategies cocktail.
I wrote all of this so I could successfully say that they have a tea party with her.
THEY LOVE LIL JINX OKAAAY. Specially jayce. He takes all his emptiness and sadness and anger and tries to fill it with love for her and Viktor, the only two people he feels are kind of honest to him. He tries to befriend Sevika. Doesn't really work at first.
Also Jayce being jealous of the fact that Viktor got around, specially when he has the audacity to give powder boy's advice (sevika is a STONE TOP LESBIAN you can NOT tell me anything else) right in Jayce's face. Yeah. Miscommunication. Falling in love. Devotion and guilt. Feelings of owing. Hesitant kisses and never said words. YEEES. I know it's a bit tropey but I like it so. Yeah.
Also both Jayce and Vik have long hair. Jinx insisted they let it grow like hers. Jayce's actually reaches his shoulder plates/mid back while Viktor keeps it shoulder length, just long enough to tie it. I think. Still haven't decided since long hair Jayce is too hard to mentally picture but I know he would look GOOD
Yes this also means that Jayce and Vi meet even earlier. They take a look at each other as they both try to calm down jinx and Become Best Friends™
Caitlyn always has a heart attack because YOU ARE SUPPOSED TO BE DEAD. She, like Vi, goes "yeah silco is definitely keeping my sister/brother captive" and they're both like You Will Not Believe This.
Viktor doesn't join them in their adventures because he is Not jumping around the roofs. He uses a cane. Leave him alone jinx no he can't climb the stupid ass tower.
Jinx and Jayce become a sort of "ground control" thing. Jayce is BUFFED that man can stand his own in a fight. He's not as quick or flexible but he makes up for it in pure absolute brawn. They're not actually doing anything useful they're just entertaining Jinx every so often.
Idk guys this au is consuming my brain.
I have more ideas but this was way too long already
If u read this far u can actually ask for a small scene on the au or add an idea and I'll write it for u
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wilting-fl0wer · 4 months ago
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The only correct form of caltam, as far as i am concerned
#tw: opinions#at times whenever the topic of caltam comes up i am left wondering if i played the same game as others#i don't think enough ppl dig in to Cal's and Tammy's characters to realize just how horribly uncompatible they are as a couple#“they're perfect for each other”#bitch where#if their relationship wouldn't be so unwritten they would be having screaming matches from 15 onwards#Tammy is married to a fairytale view of love and princesses and princes and if you looked for atleast a minute at Cal's character you'd#realize he's NOT that type of person#they bud heads on a lot of significant things that play a major role to their characters such as Tammy's protectiveness over the creche kid#and her future family and desire to be protected and stood up for and Cal unyileding view of radical pacifism and hypocritism#i am not trying to be funny when i say i could seriously write a whole ass 10+ page essay on why they're not good for each other#ppl don't realize they look at each other through rose-colored glasses and that they like the IDEA of each other not the actual them#bc of how they grew up and used to see each other. But theyre just another example of how the adults failed their generation#Tammy deserves better than Cal and i am saying this as Cal's number 1 fan please free my girl from the shackles of hypocritical men#she should go make out with Nemmie instead that would do her some good since Nem actually protects her loved ones#i think if i WERE to like caltam is if they were radioactive toxic to one another#anyways i think the solution to caltam is a horrible teen divorce bonus points if cal has an ego death then they stick to being besties#y'all have no idea how good it feels to rant abt these two LMAO#i've been saying this and i'll continue to be saying this Cal and Tammy are better as friends no you cannot change my mind#theres so much more wrong with them but if id list everything we'd be here till next week#i was a teenage exocolonist#iwatex#exocolonist#meme#my meme#been dealing with a nasty sinus infection and a cold that just won't go away for the past 2 weeks but art is still gretting worked on#prolly posting some art in a few hours
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lover-of-mine · 1 year ago
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Buddie Countdown to Season 7:
17 days.
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dimeadozencows · 7 days ago
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What do you think happens to Ramb post sword route? My theory is he's killed by sword kris/"used up", based on how terrified that bunny was
That's a toughie!
I've always been under the impression that he gets kidnapped by the entity controlling Eram, because at first I only left the console room after I beat them and they fled.
But I soon realized that Ramb disappears way before Eram is defeated! One time I died to Eram and decided to leave the room before I finished the fight, and saw that Ramb was already gone. Since then I had no idea what to make of his disappearance...
This post and reblog explain it best, but essentially; Ramb disappears right as you enter the final dungeon. But everything in the S-rank room (dust bunny dialogue about ramb ect) only changes once Eram is defeated.
I wanna believe it's just coding stuff, I've had my hand at it and it gets messy fast, so I personally, generally, don't view it as something to analyze- but if it is intentional, it's INCREDIBLY interesting how the dust bunny comments on something happening to Ramb only way after he disappears-
And I've never thought about 8bit Kris being the one to cause rambs disappearance! It feels simultaneously anticlimactic and super fitting to me- like it's fitting BECAUSE it's so unceremonious. he really was used up. After everything he did, he ended up being nothing. And his fate isn't even shown to us, because why should we care?
As for what i think happened... Like I said in other posts I wrote about him, I'm not trying to answer the questions that ramb's story brings up- I can never come up with anything about what's going on with him that makes enough sense to me!
I like the thought that 8bit Kris was the one to kill him and "use him up", and I like the thought that whoever is behind Eram was the one who took him, but since he disappears way before 8bit Kris leaves and eram flees, idk what to think anymore!! Is that even something we should analyze??
Coding is very complicated and the loopholes it creates in stories are rarely intentional- but at the same time, the differences in when ramb disappears and when the dust bunny comments on something happening to him is viewable in game! You can leave and see ramb gone and the dust bunny doesn't say anything UNTIL Eram is defeated!! IDK CONFUSED MONKEY STARING AT COMPUTER.JPG!!!!!!
If you ask me, with this guy, It's everybody's guess- hsjdkf.
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ashethehedgehog · 2 days ago
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Now more than ever its so important to comment and engage in things, and for people to reply and be thankful for it. no more silent liking its killing community in fandom
If you like something, SAY IT.
If you like that someone commented something nice, SAY IT.
Please.
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spade-the-space-witch · 4 months ago
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greetings Blood Meridian tumblr,, at least one person was interested in seeing my OC and i decided to draw her out.
so here’s Sanna. (temporary place holder name)
i made her for an almost au, almost fan made prequel idea i had. inspired by the early explorations of the Arctic where it goes wrong and the men become stuck in the ice during a particular harsh Winter and Judge Holden is a part of the group. (this takes place sometime during either the early 1800s or late 1700s, before Blood Meridian)
he later reveals to one of the men, one of the only ones remaining, that the only reason he even went on the voyage was to capture a native woman who has apparently been ‘causing’ other explorers to become stuck and also thriving in the Arctic environment. Judge Holden wants to capture her and ‘study’ why she’s able to thrive while they’re humiliated by the environment. turns out she’s the embodiment of nature and the wilderness and the needle fingered cold and the human made cruelty of nature, who could’ve known??
and to make up for the fact this is tagged with the main tag and only features an oc and not a canon character, i’ll make up for by sharing the time i got paranoid over Judge Holden late at night under the cut. enjoy!!!!
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michameinmicha · 10 months ago
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If you've never watched a BobbyBroccoli Video please do yourself a favour and check him out - his videos are fascinating, well-told and look amazing
(I genuinely have a bit of an art crush on him because his stuff is so good 🙈)
Here's one of his videos about something happening in science (you don't need to know anything about physics, he explains things very well)
youtube
He's one of those youtubers i often forget are an absolute favourite of mine until he releases another video and i remember 'oh right him! i love his stuff!!!'
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ayoyoungg · 8 months ago
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Maybe it’s too early for me to say this (I’m only on ep 3), but I’ve already seen people online saying that Jentry should be with Kit or Stella instead of Michael and it’s giving…😒
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kaythefloppa · 1 month ago
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Look, at the end of the day y'all are allowed to have negative opinions on Mufasa: The Lion King. You're allowed to think it's bad, or that it sucks, or whatever.
But please, for the love of all that is good and holy can we please stop saying it "disrespects James Earl Jones'" legacy.
For one, HE LITERALLY GAVE HIS BLESSING FOR THE FILM.
And another, THEY DO A FUCKING TRIBUTE FOR HIM AT THE START OF THE FILM.
And thirdly, a movie being bad does not disrespect an actor's "legacy." No, I don't give a shit about what you think the movie "retcons" about the character or how much you hate prequels, you can express that well enough without spreading lies or making unfunny mean spirited "jokes" about his death.
We had this discussion with Stephen Hillenburg, we had this discussion with Cameron Boyce, we had this Janice Burgess, and it really should've gone without saying here, but apparently it doesn't, so we apparently need to have this discussion with James Earl Jones too.
Stop putting words into the mouths of dead people just to shit on media that they are affiliated with.
#mufasa: the lion king#james earl jones#mufasa#the lion king#I saw a YouTube review of Mufasa: The Lion King come out today#The review itself was okay. It was a GOOD example of how to critique a movie and express negative opinions on it#But then I looked into the comments and I immediately wanted to beat myself over the head with a brick-filled sock#So many people joking about how “James Earl Jones” would 'turn in his grave'#Or people legitimately saying shit like how Mufasa being an orphan is an insult to the actor#Even paraphrasing it makes me angry#And this isn't even the first time I've seen comments like this#It's been prevelant for as long as the man has been dead#The worst instance was when I saw someone on the subreddit make 13-paragraph essays in the comment's section of a post related to Mufasa#Much like the stupid Sonic 3 discourse or the “retcon” debate this was one of the most talking points against the movie when it was nigh#And out of all of them the JEJ shit makes me the most angry#Because I fucking called it#When the news of his death hit I had the lingering fear that people will use his passing as a soapbox against the movie#and that being the ONLY shit they offered to give about the man post-mortem#which full disclosure - that attitude is a self-fulfilling prophecy#because it's just as if not twice as disrespectful as what they *claim* the company/writers are exhibiting#I was willing to brush this off as paranoia#but alas expecting any decency from the Internet was obviously a shot in the dark#If I had a nickel every time I saw shit like this I'd have enough nickels to fill up a sock which I can then use to beat them#please... just shut the fuck up
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oc4ober · 2 months ago
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I'm the one who gripped you tight and raised you from perdition OH MY GOD JUST sorry they're fucking gay and ruining my life.
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backpackingspace · 4 months ago
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My whismy vs angsty logic brain are fighting again
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iridescentis · 7 months ago
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i would love to make youtube videos more often but i have no idea what to make like. what do the people want?? there's nothing in particular calling to me
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network-rail · 8 months ago
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Why are obstacles on the tracks a problem?
Previously, I mentioned that when a train encounters an obstacle on the line such as a tree branch, what happens is a complicated physics process that results in the train pushing the branch along the line. Here I will explain that process, but be aware that complicated physics things are about to happen. There are some pretty diagrams to look at though, so if you want you can look at those and then skip to the end for a summary. They're even in color!!
First of all, some basic setup (before putting some numbers in):
We have a train travelling at an initial velocity u, with mass M, and an engine capable of producing a constant power P (we will use this to restore the train's velocity to u if it decreases for some reason).
The train encounters an obstacle on the line, such as a tree branch of mass m. We will assume (for now) that the collision is elastic - that is, no energy was lost (for instance, as sound).
We are also assuming a frictionless vacuum, cylindrical tree branch, and rectangular train.
To start with, we look at conservation of momentum (figure 1):
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Since the train has elastically collided with a branch, its speed is reduced, given as Vtrain . As trains are typically much heavier than a single tree branch, we take M >> m, and so Vtrain ≈ u.
However, this is somewhat unrealistic, as when a train hits an obstacle, energy is lost –as a crunch sound, for instance– so it may be more appropriate to assume an inelastic collision. Since I said that the branch sticks to the train (and I am right), we should assume a completely inelastic collision, where as much kinetic energy as possible is lost.
Again, we look at conservation of momentum (figure 2):
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In this case, if we again assume M>>m, we still get v ≈ u.
Since we know from reality that problems will happen if the train collides with the branch, this tells us that we have made an unrealistic assumption somewhere. In this case, it must be the assumption that the train's mass, M, is large enough that the branch's mass m can be ignored. So, without this assumption, we look at how long it takes the train to get back to its initial speed, using the equations for motion under constant power (equations derived from Taylor, 1930 and shown in figure 3):
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To find how much energy is used in each case, simply multiply the time by the power.
By now, you may be wondering what the point of all this is – after all, I haven't actually shown you if this is meaningful. So let's add some numbers to this and see how reasonable all of our assumptions were!
If we take the train's mass to be M=30 tonnes (30,000kg), its power P=1500kW, and its initial speed u=40 m/s (144 km/hr) respectively; and assume the branch has a mass m=5kg (that seems reasonable, right? Trees are mostly water, which is 1kg per cubic meter, and if it has a radius of 0.5m and a length of 1.435m, it should be about that much), we can calculate all the various things we need:
First, the final velocity of the train and branch in the inelastic case (see figure 2 for the equation):
v≈39.99m/s which is pretty close to the initial velocity.
The time taken to return to speed (fig. 3) for the train/branch system is:
t≈0.0053s
This is quite fast, but hold on: the energy used to do this is about 8000 joules, which is probably quite expensive at current electricity prices, but those are given in kWh and I really don't feel like converting between them. (8000 is a big number, right?)
For the elastic case, things are a little bit more complicated, as we have two different velocities to calculate (figure 4):
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If you were just looking at the pictures and are upset that the last two have been equations, don't worry, the next one isn't.
Vbranch ≈ 79.99 m/s
Vtrain ≈ 39.98 m/s
The time taken to return to speed:
t≈0.0094s
This is almost double that of the inelastic case, resulting in the energy used increasing to the enormous –and probably expensive– value of 14 kJ. (I even needed to use an SI prefix this time! And one of the ones that makes things bigger!)
However, both of these cases also reveal some interesting things about the situation: the elastic case has the tree branch launched away from the train at 80m/s, which is about 288 km/hr. Since the train and branch are likely irregularly shaped, the branch probably won't be pushed along the tracks at 290km/hr, and could instead be launched into the air space towards you. Nobody wants to be in the situation where a tree branch is flying towards you at almost 300 km/hr. I could do some math to see how much it would hurt, or if you could reasonably expect to dodge it, but I think we can just assume it will be quite painful.
Historically, trains avoided flinging branches at nearby passengers at almost 500km/hr (that's half the speed of sound) by employing a triangular device on the front of the train to deflect objects such as cows off the tracks. These were particularly common in North America, where lineside fences have yet to be discovered outside of the Northeast Corridor and it is easy for things to wander onto the tracks. However, thanks to innovations by the Budd company and others, more recent american trains are basically indestructible, rendering obstacle deflectors unnecessary. The effects of the obstacle deflector are shown below (figure 5):
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This device is known in America as a burgerizer, since it can provide an easy meal for the train crew –two of the five ingredients for a cheeseburger right on the front of the train, more if you're lucky– although since usually the obstacle is shoved off the track, the British name of "cowcatcher" is misleading, especially if you hit a truck instead. The burgerizer's physics can easily be calculated using conservation of momentum, but this involves vectors, and I don't want to deal with vectors right now is left as an excercise for the reader.
In the inelastic case, we note that the branch sticks to the front of the train. Since the inelastic case is more realistic (I will not justify this statement), this means that other things will also stick to the train. By the time the train reaches the end of the line, the mass of the things stuck to it may end up not being negligible (figure 6):
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If the train is electric, this will strain the power grid and could lead to power cuts elsewhere as more energy is given to keep the train running at speed. If the train is diesel, it will be unable to provide constant power and could slow down (an electric train has access to every power station in the country if the need arises, a diesel train just has its onboard generator or motor AND a limited amount of fuel).
This mess is also difficult to clean up, and could damage the track as it is pushed along. Also, although we have been ignoring friction (since trains have very little rolling resistance) this pile of stuff will cause friction to be very noticeable, and could even obstruct the driver's visibility – potentially leading to more collisions.
–//–
Now that you have read through all of the calculations (or looked at the pictures and skipped the rest), you should have a thorough understanding of why we have to stop trains to clear things off the line, and can't just plow through them like in the movies. (I assume this happens in movies, I have not checked)
TL;DR: When the train hits a branch, either the branch goes flying towards you really quickly, at basically 1000km/hr, which is approximately the speed of sound; or it sticks to the front of the train and becomes part of a massive pile of things that gets in the way and slows down the train.
Finally:
I put the images together using the shapes in my computer's word processor (except the various rail logos); while the equations of motion under constant power are from this paper by Lloyd W. Taylor (published in 1930, I believe). Also thanks to @cosmos-dot-semicolon for peer reviewing this, any errors are not my fault.
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bigcats-birds-and-books · 1 month ago
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Books of 2025: A GRACE PALEY READER: Stories, Essays, and Poetry.
Grace Paley's name came up in one of Ursula Le Guin's writing-adjacent essays about great prose stylists who have been largely omitted from canon and forgotten, probably because they're women. (Le Guin's list also included Patricia Geary, Carolyn See yes Lisa See's mom, and Doris Lessing.) Since I hadn't heard of three-quarters of those writers, I added a few titles to my Goodreads, and I was pleasantly surprised to see that Paley had a recently-compiled reader out.
Le Guin was not exaggerating: holy shit, this woman's prose will grab you by the throat--beautifully turned sentences and delightfully turned phrases abound in the short fiction. I admit I didn't understand everything that was happening in all of the short stories (which felt. odd. since usually I have that problem in genre fiction, not in stories set in the mid-1900s in New York), but damn if she couldn't Write About It. Nobody was perfect and everybody felt real, and That Prose wrapped around narrow domestic experiences was invigorating.
The essays were (mostly) more straightforward and less opaque, although it was hard to read ones about feminism and race and war and be nodding along thinking "yeah super relatable right on" only to get to the date stamp at the end and see.....1966. So that was. Sure something. She had a couple about craft and writing, too, which I really enjoyed.
I even liked the poems!! I flagged a couple of them as faves ("News," for instance, took me out), which I wasn't expecting (I'm not practiced at reading poetry) but pleasantly surprised me.
Overall: Glad this is on my shelf, now! I'll probably return to it in small doses, because Holy Prose, Batman.
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