#her: why are you here again
Explore tagged Tumblr posts
screwpinecaprice · 26 days ago
Text
Tumblr media
Role reversal but because The Long Quiet is constant, it's just him as is in a princess dress. Lol
865 notes · View notes
chloesimaginationthings · 1 year ago
Text
Tumblr media
FNAF movie Vanessa definitely thought Abby died..
4K notes · View notes
spitedemon · 10 months ago
Text
i really don’t think it’s “typical dragon age fandom nonsense” for people to be genuinely upset about the world state choices. combat, level design, art direction, gameplay gimmicks, those have all varied across each dragon age game. the one thing that’s remained constant are nods to our previous choices.
i wasn’t expecting my HoF to come riding in on a griffon, but i can’t find a monument dedicated to warden tabris somewhere around the anderfels? lucanis couldn’t have some lines about the time that one arainai boy was stirring up trouble in antiva city? you’re gonna tell me that making a mage the new divine wouldn’t have some impact on nevarra and antiva? on the anderfels, the supposed most devout militant andrastian nation in thedas? you’re saying nobody in the north is paying attention to who rules orlais or ferelden? come on.
#dragon age#yes i’ve seen john epler’s explanation on only wanting to carry forward choices that they could ‘really do something with.’#and i understand what he’s saying and i’m curious to see how those 3 choices they brought forward will impact the story!!#but i’m still disappointed. and i think telling people why they shouldn’t be disappointed is just gonna make them More disappointed.#also don’t really appreciate dev comments like ‘careful what you wish for with cameos. it just gives us an excuse to find new and horrific#ways to kill your faves teehee 🤭🤭’ like okay???????? what???#alistair came back twice & could be fine both times. loghain’s inquisition cameo was so meaningful because who the hell expected to see him#again? leliana can straight up die in origins and yall brought her back anyways. like what are we doing out here.#also when i think of ‘typical’ nonsense for this fandom it’s people doxxing each other over fictional character opinions. or what#fictional side your fictional inquistor took in the fictional mage-templar war. or just plain old racism.#NOT ‘damn it’s fucking upsetting that this excited replay i’ve been doing of the previous games and all the recommending i’ve been doing#for new fans to play the other games before veilguard has turned out to be pretty fucking pointless.’#might as well tell someone to watch a let’s play of trespasser and that’s it.#11/26 in a hater mood so i’m turning rbs back on lol. go forth & be petty
2K notes · View notes
caligvlasaqvarivm · 7 months ago
Text
Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and 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
584 notes · View notes
willyhoos · 5 months ago
Text
Tumblr media
you, and what little remains of your brother.
866 notes · View notes
goated33 · 1 year ago
Text
Tumblr media
In laws
Bonus:
Tumblr media
2K notes · View notes
lightgamble · 3 months ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
DAREDEVIL: BORN AGAIN | 1.09
Karen arrives.
#Daredevil Born Again#ddba spoilers#Frank Castle#Matt Murdock#Karen Page#Daredeviledit#Daredevil Spoilers#Kastle#Karedevil#Not Revolution#GIF set#Mine#This show ACTIVELY fights me in photoshop#And I had to move them closer together in that 5th one because they were trying to not in the same frame and it was annoying.#I can understand they had limited time - limited budget - but STILL this scene and#the one preceding it with Frank and Matt fighting together... could there not have been more of THAT?#GIVE ME THE THREE MOST IMPORTANT PEOPLE (that you've not killed so you can continue to torture them) AND LET THEM HANGOUT FFS#I like that one swing from a building was the limit for Frank. Give him a gun. A knife. Something to hit people. He's awesome.#Throw him off a building so he can land on a nice soft car - no thanks.#And were they just going to walk home (to Franks's)? Or like steal a car?#And there was a guy in the car they landed on/next to and nothing happened there. Was he just a bystander?#Does Matt have insurance? And does it cover his secret lair/costume room?#Did Karen drive straight from the airport?#And Frank just STARING at Karen is perfection. Like he needs to drink her in.#And THIS is the moment I thought Matt first noticed something was up with their heartbeats - just the way he swung around to Frank#I'm picturing Karen moving her seat forward to give Frank some more leg room. Her eyes flicking up to the rear view mirror as she tries not#to grin. Coz they're injured. And on the run. She can enjoy being home later.#And I imagine Matt's slowly assembling some thoughts here about why Frank didn't say Karen called... when that would be obvious.#But also being slightly distracted about now being homeless.#And the relief of Karen being back.
178 notes · View notes
claraoswalds · 1 year ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
#mrs flood who are you: time lord edition
#dwedit#doctor who#mrs flood#fifteenth doctor#the master#jacobi!master#tenth doctor#jack harkness#martha jones#twelfth doctor#ninth doctor#*#okay here is my argument: mrs flood IS a time lord but her presence here has nothing to do with the doctor#instead she's here because of ruby. she's seemingly part of/related to the pantheon of discord & we know that ruby is connected to them too#so i think that she was deliberately placed as ruby's neighbor by the pantheon/oldest one/ruby's mom/? in order to watch over her#it also explains why she was there to check on ruby in 1.04. once she realizes she's on the phone w carla she says 'nothing to do with me'#and she leaves. which implies that it COULD have had something to do with her. if it had been something else going on#ANYWAY. to get to the time lordness of it all. rn i personally believe that she's a time lord that's been hiding on earth for 50+ years#bc i don't think she recognized the police box as a tardis initially. that first quote should be taken at face value.#instead picture this: she's watching over ruby as per usual. a police box is there - weird but nbd. then it dematerializes in front of her.#she drops her groceries. she's shocked. she kinda looks scared. if she already knew it was a tardis why would she react like that?#so imo she knows OF tardises. she DIDN'T know the police box was one. and she's worried the time lords have found her hence the fear.#but when nothing happens and nobody comes at her she realizes she's still safe#later when she sees the doctor she realizes the tardis is his/he must be a time lord. he doesn't identify her but that's happened before#so then when she asks him who he is i think what she's actually asking for is his title. WHICH time lord are you.#bc lbr if she knows abt tardises then she knows about time lords and if she knows abt time lords she knows what it means for ruby#to be joining him - and that's why she wishes ruby good luck. meanwhile this is clearly the outcome she WANTS (them to be together)#bc she gets visibly upset when the doctor seems to decide to leave without ruby.#and for once i'm not master clowning bc the list of names the doctor gives out is VERY interesting. some of them we've never heard before:#the bishop; the conquistador; later he adds the pedant and sagi-shi and reiterates the bishop AGAIN. so i wonder if she's the bishop.....
871 notes · View notes
letmyrighthandbeforgotten · 1 month ago
Text
My comprehensive Mel Medarda analysis.
I think it’s easy to separate people who talk about Mel into three groups: people who ship jayvik and hate Mel, people who ship jayvik and “like” Mel in a way that simplifies her almost past recognition, and people who hate jayvik and love Mel (sometimes while simplifying her). And I am someone who loves jayvik and Mel, but I definitely do not ship Jay/Mel, or Jay/Mel/Vik. And I think there’s a dearth of good Mel meta. 
I have three main points: 1) All of the main cast are an antagonist to another member of that same cast. If you don't acknowledge that, then you're not really engaging with the show, you're writing an au in your head. Which you can do! I love au's where all the characters are friends. But that's not the show. 2) Mel IS a corrupt politician who uses manipulation as a tactic; she is also an empath and someone who cares deeply. I do not think these are unrelated facets of her character, but actually deeply related to each other, integral to who she is, and directly resulting from how she was raised. 3) Mel and Jayce are not a good couple, and that makes both of them more interesting.
A/N: And before anyone tries to play identity politics with me, I am a queer, utterly broke woman of color! Mel and Viktor are both dear to me! They are not in competition for my affection! 
Mel the Politician: 
I think of Mel as someone who WANTS to be good but was never taught how, so her initial attempts at goodness fail. Manipulation seems to her a good middle ground from the violence she was raised in. She does not see it as a different, but still horrific type of violence because she was immersed in so much overt violence growing up. 
Mel is introduced in episode 2, which focuses more evenly on the Piltover cast whereas episode 1 focused entirely on establishing the Zaunite characters with Piltover as a villain. Mel stands in direct contrast to them. And make no mistake — from Zaun's perspective, Mel IS an antagonist. Episode 1 shows us enforcers murdering Zaunites on the bridge and Vi openly saying that no one in Piltover is going hungry, in direct contrast to the undercity. With that context, let's look at Mel's introduction.
Tumblr media
Mel is introduced to us as the epitome of the Piltover elite. In her opening scene, she stands in a huge room, presumably an office or similar, having a private meeting with a merchant there to sell her something. She almost entirely ignores the merchant in favor of speaking to her assistant Elora, who outright states Mel is the richest woman in Piltover. Mel immediately bemoans the fact that she is still the poorest Medarda. Remember: this scene does not exist in a vacuum. Mel is standing in a room larger than the one shared by Vander’s 4 children, and still complaining that she doesn’t have enough. I think that we the audience are meant to go "is she for real right now?" The sun shines on Mel, and the undercity is covered in smog. 
In retrospect, this scene also introduces Mel's conflict with her family and identity as a Medarda. But again, in retrospect. We don't have that context at the moment. Mel does not exist independently of the Zaunite characters, though she might think she does at first; they are all tightly woven together. Mel is not introduced as cruel — and I don’t think she is cruel on a personal level — but she is introduced as the exact type of person who directly benefits from the oppression of the undercity. This is not by accident. Mel is that person. And she does not need to be intentionally cruel for her actions to have cruel effects.
Some people want to hate the council without acknowledging that Mel is one of them. That is willful ignorance and erasure.
Tumblr media
(also look how stupid they all look. why are they posing. Mel is the only one who kind of looks cool, the rest are just funny.) 
Mel is not just a part of the council, she is their de-facto leader after Heimerdinger (gonna expand on this later). She is the one who first addresses Marcus and Grayson directly in this scene. The kind of violence Mel and the council inflict is the kind of silent violence oppressed communities experience every day: Sending enforcers to do their dirty work. Restricting commerce, and therefore inflicting poverty on an already impoverished community. Raiding and searching everyone in Zaun, regardless of if you have any reason to think they’re connected to what actually happened. While characters like Jinx, Vi, Sevika, and Silco are directly, physically violent, this is the kind of insidious violence that is accepted as the norm. To draw a comparison from our world, why does the world care when the head of a health insurance company is murdered, but not when that company denies healthcare and lets people die every day? When our healthcare system sends people into debt for daring to live? Why do we care when violence is done with a gun, but not a pen? They are wealthy, they have power, therefore it is accepted that they have the right to benefit from other’s suffering. 
This is obviously an incomplete view of Mel … but it’s not inaccurate. Anyone from Zaun in universe would have reason to hate her.
I would argue that this is the Mel we see from episodes 1-7. Someone who is beautiful, charming, sounds nice enough, but ultimately self-interested and who benefits from the suffering of others without a thought. 
But then episode 8 feeds us. Let's talk about her flashback scene.
Mel’s Relationship to Power and Goodness: 
Tumblr media
This scene haunts me. I love this whole scene so much. This is where we are introduced to Ambessa. And oh, what an impression it is. 
Tumblr media
Suddenly, a lot about Mel clicks into place. We see past her mask of perfection and realize she is still a child with a mother who is violent and loves her dearly.  Who says her violence is for her family. Done in Mel’s name, no matter how much she does not want it.
They stand in a destroyed throne room that belonged to someone Ambessa conquered. Ambessa characterizes herself as a wolf and Mel as a fox. We immediately know what Ambessa was like and how Mel was raised. Ambessa is brutal and merciless; Mel uses guile and trickery. Ambessa crushed the throne; Mel talks about what sort of puppet leader they should install to control. But to her mother, it is not enough for Mel to be a good politician. She needs to be without mercy. Brutal. This is the kind of violence Mel understands, the kind she was raised in. And it is what she abhors. 
Tumblr media
Then Ambessa asks Mel what they should do with this girl. A living symbol of a power that Ambessa has conquered, a member of the old regime, and as young as Mel herself. Ambessa plans to kill her; that much is clear. But what Mel suggests is also cruel. Stripped of her lands and titles, banished from her home, her family and people dead. That's horrible! That's a horrible way to live! 
And Ambessa doesn’t even let her have that. No wonder Mel doesn’t recognize her own actions as cruelty when this was the alternative she was shown. She does not know kindness. She only knows violence or political games. She was taught to seize power and hold onto it. There is no other option. Not that she knows. 
Tumblr media Tumblr media
(This girl’s name is Mion by the way. Look at how she looks down and away from Ambessa, versus how she looks at Mel with hope 🥺) (And if I say that this is the character I ship with Mel. That I have a whole canon divergent au in my head where she lived and grew up alongside Mel, developing a deeply unhealthy, uneven, and codependent but ultimately loving relationship. What then.) 
Tumblr media Tumblr media
I love that this moment haunts her. It's not just a flashback for the audience, Mel is actively having a nightmare about it years later. She paints the girl's bloodied necklace. She's one of the forms LeBlanc takes to speak to her, and it's her necklace that Mel uses as a power conduit in her final confrontation with Ambessa. She carries this moment with her for over a decade. It’s when she loses her mother and when Ambessa loses her daughter. This is Mel’s loss of innocence.
Tumblr media
With this in mind, it’s suddenly clear why Mel is the way she is as an adult. The council casts Jinx and Silco as violent, but utterly fails to comprehend that violence is not inherent to them. It is directly because of Piltover's treatment of them. Neither Jinx nor Silco start out as cruel people. They were created, not born. But while other members of the council are either willfully ignorant (Heimerdinger) or casually cruel because they genuinely don’t view the Zaunites as actual people, Mel seems to not realize her own cruelty. She does not mean to be cruel. I don’t think she wants to be. I think that she believes this is genuinely the best option that still lets her hold power. And power is everything. Power is how you make sure no one hurts you the way Ambessa has hurt others. But foxes and wolves are both predators, no matter how they kill you. 
So what changes? 
Tumblr media
I’ve only accelerated a process that you started. Mel says she wanted to protect the city. I believe her. She believes herself. But what parts of the city? Certainly not the undercity, who have no access to Hextech despite Jayce and Viktor’s own desires. Not the people for whom violence, disease, and starvation are just a part of life. Mel has tried to be good; Mel has failed. Now her own mother bluntly tells her that Mel is the one who started this; Ambessa only intends to finish it. 
This is the scene where Ambessa tells Mel why she was sent away: she weakened her. Ambessa couldn’t make the necessary decisions (note how she says it; necessary decisions, not hard ones) and look Mel in the eye. Everything Ambessa did was out of love … 
Tumblr media
And look what she did. 
Tumblr media Tumblr media
I believe that this scene with Ambessa is Mel’s “my god, what have I done” moment. Maybe she had good intentions; so did her mother, in her own way. Intention hardly matters when these are the results. It is after this moment that Mel votes for Zaun’s independence. That she works with Lest. Mel finally starts to see the harm she has done, and she decides that she must undo it. Mel has failed … but she will keep trying until she gets it right.
Mel’s relationship with Jayce (and Viktor): 
This is the controversial part of my analysis. But what can you do? 
Here’s the thing: I think that most of Mel and Jayce’s interactions are knee-deep at best. They like each other on the surface, but they do not deeply understand each other. And once they do, they realize that they do not match. They are not meant to be. 
To me, Mel and Jayce are fundamentally different. That’s fine. You want characters to be different, you want that push and pull. But Mel is a politician, a power player. The person who looks at the pieces on the board and tries to maximize her own influence. (And to be clear: Mel is allowed to want power. That is a good and fine trait for a character to have. It creates conflict for her character and we see her use that power for good in season 2 before she is unceremoniously yanked off screen.) Jayce is an inventor. A dreamer. He wants to change the world. Not for his own sake, not for power, but because he just wants to make things better for everyone. Oh, he also wants recognition. Who wouldn’t? But he wants it to come as a result of the good he does. And he has an obsession with magic, but because that magic saves him. 
Let’s look at the scene where Jayce becomes a councilor. 
Tumblr media Tumblr media
He’s stressed, he’s breathing heavily, he’s looking around like he desperately wants someone to put a stop to this. The camera spins, like Jayce is getting dizzy. His expression … he looks hunted. Viktor is the only one who notices his distress, but is powerless to stop it. Mel might not be a wolf yet, but she is a powerhouse, steamrolling over everyone else. After all, she knows what’s best, right? OBVIOUSLY Jayce wants this life, he just doesn’t know it yet. This is as close to goodness as she knows, and Jayce wants to do good, right? Doesn’t everyone want that kind of power? (Mel, you break my heart)
Tumblr media Tumblr media
But Mel cannot understand Jayce at this point because she doesn’t fully understand herself (see everything with Ambessa). It's only after the two are separately isolated and forced to self-reflect that they actually understand each other … and it is as their whole selves that they realize they do not fit together. Season 1 Jayce/Mel could work BECAUSE they are not yet who they are meant to be, instead bowing to the expectations of others and themselves. The golden children of Piltover, they look good together, they are expected to be together … but they are not meant to be. 
I think Mel IS subtly manipulative of Jayce in the same way she is for everyone else on the council and in high society. But Jayce rarely gives her any pushback, and she looks genuinely shocked when he does (ex. after he talks to Ambessa in the bathhouse and Jayce decides direct confrontation is the next move). I think Jayce trusted that Mel was the best at what she did — which she is — but he failed to consider that he did not want to be the same as her. Like Viktor says, "In the pursuit of great, we failed to do good." Mel could make him great, but she could not make him good. Jayce is not meant to be a leader and is poorly cast in that role. Mel could never be a mere supporter of the world, she belongs as a power player. They are perpendicular lines — intersecting but moving in different directions. 
(Side note: It's so funny to me that Mel calls Jayce the de-facto head of the council when that could not more obviously be her! And she knows it! She is the one who changes Hoskel's votes with a single glance. She is the one who decides to add Jayce to the council and convinces everyone else. Jayce proposes kicking Heimerdinger out, but I do not think all of the council would have agreed if Mel was not the first to voice her support. Probably none of them would have. If the council actually has a leader after Heimerdinger (who's been here 200 years), it IS Mel. But Jayce makes a useful figurehead for Mel to work more subtly.) 
Jayce and Mel like each other well enough. At least, they like the versions of each other that they see. But Mel is so used to wearing a mask that she doesn’t even realize that’s what he’s seeing. She is so used to other people’s masks that she can’t see Jayce’s heart even as it’s plain on his sleeve. And being a councilor brings out the absolute worst in Jayce. If anything he needs to become a councilor so that he can realize the extent of his own prejudice and change. But it is not who he wants to be, nor who he should be. I think that Jayce, after everything he sees and does and goes through, could be happy living in a cabin by a stream with his love and 4 kids. Mel could never be satisfied by that kind of life.
While we're here, let's talk about her and Viktor. (Yes I am a jayvik shipper but this is about Mel.) Even with no context, the two are practically designed to contrast each other. Mel is from Noxus, Viktor is from Zaun (interestingly, both are cultures with a lot of violence, but Noxus is a conqueror, Zaun the oppressed). Mel is rich, Viktor is poor. Mel is a politician, Viktor is an inventor. Mel is a black woman, Viktor is a white man. Mel is able bodied, Viktor is disabled. Mel is born with magic, Viktor is an inventor of artificial magic. They're both outsiders to Piltover, but Mel is accepted and Viktor is not. They stand in direct contrast to each other through the show and represent two extremes Jayce must choose between. Mel is power and politics; Viktor is science and idealism. Both are valid. Both are interesting. But only one aligns with Jayce.
Two similarities between them that aren’t brought up often (if at all): They both have childhood flashbacks where an adult parent figure brutally harms an innocent they identify with in front of them (Singed to Rio, and Ambessa to Mion). They both see their bodies as things that betray them — Viktor through his disability and later corruption by the Hexcore, Mel by the magic blood that runs through her veins. These are both complex, emotional, and deeply interesting characters and I get why Jayce wants them both. This is the bisexual representation we need. 
Tumblr media Tumblr media Tumblr media
Let’s take this scene as a microcosm of their season 1 relationship. Viktor is putting a lot on the line. He is helping Jayce break into Heimerdinger’s lab to illegally use equipment that has been confiscated from him after a building blew up. Viktor stands to lose everything if helping Jayce does not work out; his position as Heimerdinger’s assistant, the scraps of power he’s managed to claw out of Piltover. He stands to gain a lot if it works out, granted. He says that he doesn’t want to be an assistant forever. But he believes Jayce is worth the risk. He understands hextech, understands the science and magic behind it. Jayce and Viktor share a vision. 
Tumblr media Tumblr media Tumblr media
Mel stands to lose nothing. Even visually, Jayce and Viktor are in this together. Mel stands alone. She is in this as long as she stands to benefit. Jayce and Viktor are in the sky together; Mel is firmly planted on the ground. 
Okay, typing it out like that seems harsh, but it’s only to contrast the characters and their relationship with Jayce. Mel doesn’t NEED to do anything for Jayce at this point. She does not know him! He is just some guy! She also does not have the same understanding of hextech that Viktor does; that is not her area of expertise. She is very good at people and politics; he is very good at science and invention. She’s kind of just hoping Jayce pulls through. But it shows how Viktor and Jayce immediately have a deep and connected relationship, while Mel and Jayce’s early relationship is focused on being mutually beneficial. 
Tumblr media
However, even after the timeskip, Mel wants the golden boy; she and Elora say as much. But that person isn’t real. And Jayce is not the man on the poster. They seem to barely know each other better than they did in episode 3. 
I don’t think that Jayce and Mel not matching is some huge moral failing on either of them, by the way. Mel does not need to be better for Jayce. Jayce does not have to change for her. Jayce and Mel’s relationship is one of misunderstanding. They just don’t quite fit, and that makes both them and the world more interesting. 
I also can't get behind mel/jay/vik as a ship. Mel and Viktor knew each other for 6-7 years and they still don’t like each other. I think Viktor just on principle would hate any politician, never mind one actively perpetuating the oppression of his people. I get it because I love them both too, but sometimes the characters we like don't like each other! They're not even toxic in a fun way they just don't vibe with each other 😭 I'm chill with the mel/jay/vik enjoyers, but I could never be one myself. (someone said they ship Jayce with Mel and Viktor in the way of divorced parents splitting custody; I can support that) 
What I think could have been done better:
This is to say that Mel's season 2 arc should have focused on her political development, leaving magic for a season 3 (that still had political elements). (Also in my ideal season 2 ending Piltover just gets fucking BRUTALIZED, forcing them down to the level of the Zaunites, struggling for survival instead of victory. But they were not gonna write that, lol) I think a season 2 ending where Mel is kidnapped by the Black Rose BECAUSE she's going too far off-course from where they want her would be good.
Talking about season 2 is ... difficult. Because I do like it. I enjoy watching, the writers and voice actors and artists are all performing beautifully. But I think the show they wanted NEEDED a third season, and only having 2 meant they had to severely compress everyone’s character development. It’s like someone listed all the plot points they wanted, then crossed out everything they could to make it fit. It broadly makes sense, but you can tell a lot is missing. Mel, Jayce, Ekko, and Viktor are all yanked off-screen for long periods of time. A lot is implied, and a lot isn't as deep as you want it to be. Season 1 is tightly written, season 2 is loose. It comes together as well as it can while keeping the original endpoint for the characters rather than changing them to fit in a single season.
But I am very happy that Mel’s story is not over. 
Conclusion:
Anyway, I want Mel to have a lesbian enemies to lovers story arc in the Noxus show. I want her to meet a power player character who can keep up with her. Similarly to how I see Jayce and Viktor as the same character type (inventors) who are different in every other way and THAT'S why they work, I want her to meet someone who is her equal and peer but still so different from her. I want that mutual fascination, that clash and collide, and for her to fall head over heels. I want her and this new character to manipulate each other, hurt each other, and understand each other like no one else can (I like when gay people are toxic in a cool and interesting way). That is my wishlist.
So when I make funny ha ha posts about Mel, I am NOT doing that as someone who wants her out of the way of jayvik, nor as someone who thinks she did nothing wrong!!!! I am a Mel understander and I will die one!!!
86 notes · View notes
jadewritesficshere · 8 months ago
Text
Grey
Steve Harrington x fem!reader
Synopsis: Steve gets a wake up call from yall's daughter
Contents: talks of aging, kids being kids, references to smut but nothing explicit
Steve groans as his consciousness comes to. Something is hitting his face. Someone. Repeatedly.
Steve squints his bleary eyes open as a hand smacks him in the jaw again. A small smile appears on his face even though his jaw stings from the impact. "Morning," Steve's voice is still thick with sleep as he turns to look into brown eyes barely peeking over the edge of the bed.
A quiet voice repeats back ,"Morning," to Steve before arms reach up over the edge of the bed to try and grasp something. Small hands grab the blanket and tug it off of him slightly as the child attempts to climb up. At two and half, Amelia Joy Harrington can barely see above the edge of her parents' bed, let alone get on it.
Steve hoists Amelia up and sits her on his stomach. Steve winces as Amelia scrambles, a stray foot hitting his thigh precariously close to his crotch. Arms are thrown around his neck in a hug as Amelia lays her head against her dad's chest.
Steve feels like his heart could burst out of his chest from the joy he is feeling. A hug from his baby? The best way to wake up in the morning. Who cares if his jaw is still stinging and probably red, his little girl loves him.
Steve sighs in contentment. Steve holds his daughter close until she starts to fidget and wiggle. Amelia sits up and throws her hands in the air. "Happy Birthday!" She whispers excitedly, except she has no concept of how quiet a whisper should actually be and says it in a much too loud voice.
"What?" Steve asks, hand hovering near Amelia's side in case she slips. Amelia's eyebrows furrow as she pouts at him, a look that is an exact copy of you. Her arms slowly lower as she stares at Steve. "Happy Birthday. You old." Amelia pouts at him.
Steve blinks at Amelia in confusion but nods his head. First off, rude, he isn't that old. Steve isn't sure where she gets her unfiltered, blunt commentary (it absolutely isn't him). Second, it absolutely isn't his birthday. Not even close.
"Why uh...why is it my birthday?" Steve asks, unsure if Amelia fully understands the concept. Not sure if he can explain the idea of a birthday to a two (and a half) year old. "Grey." Amelia declares giving Steve whiplash. Before Steve can speak, Amelia points at the comforter," Blue." Steve smiles," Yes, blue."
Amelia points to her shirt," Green." Steve nods. Amelia taps under Steve's eye, lashes brushing against her finger causing him to close it. Steve hopes she doesn't attempt to actually poke his eye.
"Brown." Amelia declares. "Thats right." Steve grins, his girl is so smart. Amelia points to his temple," Grey." "That's ri- what?! No!" Steve's mouth drops open as Amelia giggles. "Uncle Dustbin says grey is old. Birthday makes old. Happy Birthday!"
The creak of the loose floorboard in the hall notifies Steve of your approach. You peek into the doorway of the room, seeing your two favorite people. One looking aghast and the other giggling at her father's reaction.
"What's going on in here?" You ask, leaning against the doorway. "Grey. Birthday." Amelia announces, like it explains everything. And it does in her little mind.
You hum in response, looking at your husband who seems lost for words. Amelia slides off of Steve and off the bed, Steve guiding her so her feet land on the ground absent-mindedly. He would never let her fall or get hurt. Or you.
Amelia half walks half dances in your direction. A prance in her step, she stops in front of you and grabs your hands. "It's daddy's birthday," She says before headbutting your leg. You chuckle and pat her head as she dances out of the room, in her own little world.
"You lying to my kid again?" You ask once Amelia is gone. Steve sputters as he sits up," I did not- our kid- did not lie." "Uh-huh, sure," you say sarcastically. Steve rolls his eyes at you as he gets up out of bed.
Steve stretches as he rocks on his feet, back cracking, before strolling over to you. "Good morning," Steve mumbles, hand landing on your hip. You hum back as he leans in and kisses you. Soft. Slow. Sweet. Leaving you longing for more as he pulls back.
"Love you," Steve says, fingers running along the waistband of your pants. "I love you too," you want to melt into him. Curl up in his arms and stay in this moment. Let the love and adoration fill the air around you.
"Do I look old?" Steve is the first to break the silence. Your brow furrows in confusion," huh?" "Amelia she," Steve huffs out a laugh," said I have grey hair." You chuckle as you bring a hand up, fingers threading through his hair," You have some but its nice." "Its nice huh?" "Makes you look distinguished. Handsome." You bite your lip and look up at him.
Steve knows that look. Knows it well. It's the look you gave him the first time you moved past just making out. The same look you gave him on your first anniversary. The same look you wore on your wedding night. The same look you gave before Amelia was conceived.
Steve can't help the smirk that spreads across his face. If getting old gives him that look, well, he won't complain.
"What about me?" You ask, batting your lashes. "Beautiful," Steve kisses your cheek," Gorgeous," he kisses the corner of your lips. He continues to alternate between kissing all over your face and praising you.
"My love," Steve whispers before kissing you softly on the lips. You sigh into the kiss, one hand tangling in his hair, the other trying to pull him closer.
A loud crash from the living room has you two pulling back from the sweet moment you stole. "What was that?" You call down the hall. "Nothing!" Amelia yells back, making you sigh but smile. Steve can't help but grin too. His life was a little hectic dealing with a rambunctious child, but he wouldn't trade it for the world. And he thinks, if life is like this, he can manage getting old with you. He wouldn't want it any other way.
#Steve whines to Robin later who just sits there laughing until she cries#Until he points out she's aged too because she has laugh lines from smiling and then she spirals just a bit#He has to hold her hand and tell her its a good thing and she goes on a rant about anti-aging and its harder for women then men#How there's all this extra pressure and Steve is aghast like he isnt dumb he knew there was but he never heard it all verbalized#He comes home and kisses you and gets on his knees and tells you he loves you#He then begs you to let him show you how much he loves you wanting nothing more then to use his tongue on you#I mean why would you not let him#And when you lay in bed cuddling after he thinks again he doesn't mind aging if he's doing it with you#You wake up abruptly in the middle of the night and startle him awake#“Oh my God Amelia is going to go to high school and get a boyfriend” you whine#Steve just mutters an oh God and immediately starts thinking if it would be TOO much to have the nail bat when he speaks to said boyfriend#You both think about it for a long time meanwhile Amelia is asleep in her room with drool running out of her mouth hugging a stuffed animal#Anyways Steve nation we up??? This has been drafted for awhile but not posted but I am inspired#And I saw this and went oh yeah post that#So here it is...for u...on this fine Friday early morning#Jade is talking#steve harrington x reader#Steve harrington x you#Steve Harrington x y/n#Steve Harrington/you#Steve Harrington/reader#steve harrington x female!reader
195 notes · View notes
itissadbutitsmy-artblog · 15 days ago
Text
Tumblr media Tumblr media
swings bat at hornets nest dot png
consistent characterization of pb is that if youre conventionally cute she will like you and pull you out of danger but if youre kinda offputting or ugly she will let bad things happen to you in front of her and she might even openly blame you for them
Tumblr media
#adventure time#princess bubblegum#<- barely there but thats who it's about#candy people#too old.. two kids were singing and getting electrocuted and shes like oof. i cant watch . gl guys.#and then lemonhope gets knocked over like not even very violently and shes SCREAMING HER HEAD OFF. THIS IS A TALENTED BOY.#the marshmallow kids know how to put on their charming lad voices and she let them redeem themselves but the pup gang are too angry#so they have to suffer forever. nurse poundcake ran off and i guess pb just let her but when cb moved out she chased him down!#but BP was a tormented teenager with a chronic illness that the candy drs couldnt cure. so its ok. she can live in a cave. as a TEENAGER.#and did you SEE how she treats the duke of nuts. the fact that he calls it a pudding deficiency gives me candy person vibes.#like . was he a failure of hers is that why she. physically and verbally attacks him. yeah he steals from her but she doesnt even. like.#she just publicly humiilates him and throws things at him.#now i do get that she doesnt like ppl taking her food. thats a thing. but like. ok#its the dichotomy of how she treats the pup gang/the mallow kids. how she chases down cb repeatedly but let BP just live in a cave.#how she screams at the duke of nuts and throws things at him and calls LG a failure to his face and cuddles everyone else tenderly.#its how she walked calmly away from two+ children screaming in pain and plucked a different less weird looking one out of the same home#and told him HE was perfect and talented and she would keep HIM safe. that she couldnt save his siblings. just him. that HE was worthy.#like man i get it was a complex situation but its also just. they were right there. she pushed them aside and found a pretty one to save#jimmys here too because i think its really funny (:|) that as soon as he got oozer in him shes like hm. go as far away from me as you can.#i cant help you anymore man. im going to leave you to the wolves. im not going to miss you. like up until then she just put up with his bs#and as soon as he got weird looking she was like Oh go away now thanks. dont like that. (it was more ocmplex but i KNOW this contributed)#also she was literlaly rounding him up to kill him. and turned around like. ouh. um. nvm. just go away! youre self actualized now-#-so i cant justify killing you but you look weird so i cant let you stay. pb letting odd unstable men run away since 2012#and dragging her most stable boys back over and over again to keep in her pretty panorama (cb didnt wanna come back!!)#DONT. talk to me about how pb treats vulnerable people in her care. i turn into unskippable cutscene.#wish id done something different with the colors here. it doesnt track very well. OH WELL!#id like to also point out princess cookie who wasnt like. ugly. but he was born into poverty. and she was nice to him (i maintain that she#didnt LAUGH AT HIM she was like giggly flattered; just didnt debrief or tell him any encouraging words.) but crucially she Never Came Back.#im gonna run out of tags but listen. im rattling my bars. youll hear from me again. i cant explain what im seeing in her. i dont hate her.
55 notes · View notes
navree · 1 year ago
Note
Incorrect, the fact that Biden has dropped out and a candidate with history of supporting medicare for all and being more receptive to a ceasefire in the I/P conflict has made me go from "I cannot morally support the Democratic nominee" to "I am voting for the Democratic nominee despite the fact she isn't perfect in every respect." I'm really happy this played out. The Dems for the most part abandoned the old Obama platform and it feels like its possible an actual progressive agenda could come to pass in my lifetime.
Kamala 2024!
If you weren't going to vote Democratic in this election before Biden dropped out you're a dorkass loser who does not care about any of the issues you're yammering about here and also a fundamentally bad person, and I hope you get run over by a bus.
But you got one thing right in all of this gibberish, Kamala 2024.
#personal#answered#anonymous#i mean let's be clear here no president is gonna attempt to be progressive ever again within my lifetime#because joe biden tried to do like 25% of that and got ZERO fucking credit#he did so much on healthcare on reform on loans on so many social issues and for all his litany of failings on i/p#he has been distinctly harsher on netanyahu than a good chunk of dems and certainly the entire republican party#for the first time since i was four we are not involved in any wars as americans and that is thanks to joe biden#but the thing is that he gets no credit for any of it!#him pulling out of afghanistan caused his approvals to tank in a way that never recovered#and leftists gave him FUCK ALL for it#they gave him nothing they just continued whining that even tho he cancelled a bajillion in student loans#he didn't actually cancel a QUADRILLION dollars so both parties are the same and voting is the most arduous task known to man#no democrat who is running is going to forget that catering to leftist/progressive policies gets them zero leeway with those supporters#that it not only tanks numbers but you still get constant haranguing about it anyway#so they're not gonna do it#we are gonna get fuckall for at least a good fifty years#and anything we get will be utterly in SPITE of people like you anon it will happen in spite of everything you've done#mostly because of people like me and mine who understand that voting is the bare minimum#and that for the democratic process to work the way you want it to you need to participate and not pitch a fucking fit#like a four year old who was told they can't go to disney this weekend#like i know you ratfuckers are happy this played out because this is all a game to you and you don't actually care#but that's why i've got zero faith in you people and why i'm glad it's my kind of folks#actual die hard democrats who have always been hardliners for supporting democrats in every possible election#who are picking up the slack and donating to harris and supporting her agenda#which is the exact same as biden's because she's his vice president and they share they same platform#because that's what they were both running on! twice!#anyway fuck you please feel free to find a necktie and test how tall your doorframe is
360 notes · View notes
ghostpebble · 7 months ago
Text
SONIC MOVIE 3 SPOILERS AND RANT BELOW :)
SOBBING. SOBBING. SOBBING. WATCHED IT YESTERDAY AND I WAS CRYING THE WHOLE MOVIE BECAUSE THEY USED IT. THEY USED LIVE AND LEARN. AND NOT JUST ONCE. A MOTIF. THEY GAVE SHADOW A LIVE AND LEARN MOTIF. I AM EXTREMELY INDESCRIBABLY HAPPY. LET'S FUCKING GO
PLUS: EGGMAN'S MOTIF!!! IT WAS HERE!! THEY USED IT!! AND IT WAS ORCHESTRAL. BEAUTIFUL.
SONIC'S ESCAPE FROM THE CITY PLAYED, TOO, BUT NOT AS CONSISTENTLY. BUT ALSO, WHOEVER WROTE IN HAVING SONIC SAY "FOLLOW ME" UH HUH. I SAW YOU. YOU DID THAT ON PURPOSE AND I LOVED IT
I WANT THE DONUT LORD SWEATER. THAT NEEDS TO BE MERCH. I DONT CARE HOW MUCH IT IS. IF SOMEONE MAKES IT DM ME I WANT ONE THANK YOU
SPEAKING OF DONUT LORD. I KNEW THEY WOULDN'T KILL HIM OUTRIGHT BUT OH MY GOD WAS I CONFLICTED. BECAUSE ON ONE HAND, OH MY GOD. SHADOW JUST BROKE LIKE ALL OF TOM'S RIBS. NO PLEASE NO. BUT ON THE OTHER HAND... OH MY GOD. YES. THIS WILL BE PERFECT FOR SONIC AND SHADOW'S PARALLEL.
AGAIN, SPEAKING OF: PARALLELS, SPECIFICALLY THE TIME HOPS IN SHADOW'S MEMORIES OF MARIA. BRUTAL. CRIED THE WHOLE TIME. THAT RECORD PLAYER ONE REALLY GOT ME. GOD DAMN. PLUS, THE PARALLELS FROM TOM'S HEART TALK THE ENTIRE MOVIE AND ESPECIALLY THE MOON SCENE. CRYING. I KNEW IT THE WHOLE TIME BUT STILL. CRYING.
ALSO, OPEN YOUR HEART. SPEAK WITH YOUR HEART. WE'RE WINNING
DAMN: WHY DID EGGMAN GET TO SAY DAMN BUT NOT SHADOW
AND ALSO, NO FAKER! THERE WAS THE CONVO ABOUT WHY DO YOU LOOK LIKE ME, BUT NO FAKER :(( MAYBE NEXT TIME
I MIGHT BE REMEMBERING WRONG, IT MIGHTVE BEEN FROM THE KNUCKLES SERIES I WATCHED BEFORE, BUT OH MY GOD. THE WACHOWSKI KIDS' BEDS. KNUCKLES AND SONIC IN THEIR CARS ARE CUTE, BUT OH MY GOD TAILS AND HIS AIRPLANE.
OSSIE!! MORE OSSIE!! LOVE OSSIE. THANK YOU
CHAO GARDEN! AGENT STONE BEING A BADASS CONSISTENTLY. I LOVED AGENT STONE THIS WHOLE MOVIE. HE REALLY GOT A LOT OF DEVELOPMENT. LOVE HIM. ALSO A LITTLE SAD SONIC DIDN'T END UP WEARING A SPEED OR DARK CHAO MASK TO LOOK LIKE HIMSELF OR SHADOW, MISSED POTENTIAL :( STILL FUNNY
WALTERS' DEATH WAS UNEXPECTED TO ME NGL, JUST BECAUSE IT WAS SO ABRUPT. LIKE... OKAY. I GUESS. COOL. MAN'S DEAD.
THE MARIA BEING PULLED BY SHADOW ON SKATES. EVERYTHING MARIA. EVEN WITHOUT THE ILLNESS, THAT WAS THE PERFECT MARIA AND SHADOW DUO. YES
TBH, I LIKED THE GERALD AND IVO DUO. IT WAS SILLY. THEY WERE THE COMEDY IN AN OTHERWISE VERY HEAVY MOVIE STILL SOMEWHAT AIMED AT KIDS. SOME THINGS HAD ME LAUGHING BECAUSE IT WAS SO WRONG, LIKE THE SPANKING AND HOW GERALD JUST GOT ZAPPED LIKE A FLY IN AN ELECTRIC SWATTER. ALSO, EASY TO EXPLAIN GERALD'S AGE, HE KEPT LICKING SHADOW'S QUILL, WHICH IS LIKELY WHAT KEPT HIM ALIVE SO LONG. SO YEAH. I DIDNT THINK IT WAS BAD, MAYBE A LITTLE WEIRD, BUT THATS THE ROBOTNIK FAMILY'S THING
SHADOW'S "BOO." ENOUGH SAID
DID SHADOW REALLY HAVE TO SLAM SONIC'S FACE INTO THE GLASS LIKE THAT LMAO
ALSO SHADOW KICKED TAILS!!! THE STREAK CONTINUES
IT IS NOT LOST ON ME THAT SONIC'S POV BEGINS AT HIS B-EARTH-DAY PARTY. FUN REFERENCE TO GENERATIONS
LIVE AND LEARN. STILL HAPPY. JUST WANTED TO SAY IT AGAIN. THE WHOLE DOUBLE SUPER SCENE AND THEIR OWN FIGHT AND THE FIGHT AGAINST THE BOTS. EVERYTHING. PERFECTION. SOBBED. THE SUN RISE AND LOVE STILL EXISTING EVEN AFTER THE SOURCE IS GONE LIKE THE LIGHT. STILL SOBBING
THE WAY THEY HAD ROBOTNIK LEFT ON THE STATION LEAVES ME TO BELIEVE THEY LEFT IT OPEN ENDED ON IF HE LIVED SO THAT JIM CARREY HAD THE OPTION TO COME BACK, AND THATS FINE BY ME :)
PISSED ON THE MOON AND THE BROADCAST?? AND IT WAS A BROADCAST FOR STONE SPECIFICALLY??? WE ARE SO FUCKING BACK
SHADOW'S INHIBITORS. YES. HIM FALLING TO EARTH, ALTHOUGH DIFFERENT FROM THE GAME. YES. YES. YES.
1ST POST CREDIT OF METAL SONIC AND THE MISS AMY ROSE. HELL YEAH. IM SO HYPED. METAL LOOKS ABSOLUTELY AMAZING AND AMY IS SO CUTE. WONDERING HOW THAT'LL LEAD INTO THE NEXT MOVIE THOUGH?? WHO KNOWS
2ND POST CREDIT WITH PARALLELS?? WITH SHADOW LANDING ON EARTH IN A FIELD ALL ALONE FOR A SECOND TIME, THIS TIME MAYBE AMNESIAC AND HAVING TO ADJUST TO EARTH AGAIN?? OH MY GOD?? I WAS SO HAPPY THEY DIDN'T END UP JUST KILLING HIM OFF, ALTHOUGH IT WOULDVE BEEN REALLY GOOD. IF HE HAD DIED THOUGH, HE PROBABLY WOULDVE GOTTEN A LAST WORD IN TO MARIA ANYWAY, BUT STILL GLAD HE'S IN IT TO WIN IT
PLUS SHADOW SPIN OFF SERIES!! AND NEXT MOVIE IN 2027. THANK YOU KEANU FOR MAKING OUR FIRST MOVIE DREAMS COME TRUE, THANK YOU SONIC MOVIE TEAM, THANK YOU ALL CAST
THIS WAS MY TED TALK THANK YOU FOR READING
128 notes · View notes
hanzajesthanza · 8 months ago
Text
witcher netflix: [drops]
henry cavill fans: honestly, i don’t really care about the story, i’m just here because hcav is hot asf
me: wtf? how shallow is this… only there because the titular witcher is hot? talk about missing the point…
witcher 4 trailer: [drops]
✨ciri✨: 😡
me: … i understanded.
123 notes · View notes
smal5504 · 4 months ago
Text
Tumblr media
bleeesuashuhfg im still not over it can you tell
Tumblr media
yapping down beloe :>
as a wise kikuo once said "search!!! search!!! where are you enemies!!! search!!! search!!!" (in reference to la la la rasen no naka RHSFJSKGDHCFJ)
la la laaaaa so first of all many elements of this are based off of my cool cool bfdia pin imaginings animated series the link takes you to the tumblr upload of part 6 to the series!!! because it best pertains to this episode and drawing YAY YAY YAY i dont know what else to yap im jus really really REALLY proud of this ♡♡♡ /vvvvvpos /silly red pushpin attempts to counter debiliating anxiety and self hatred by putting on a whole show affirming that shes utterly unlovable, lives to regret it
also pleek obserb my bin beefydie-yay hyperanalysis video presentation it would be quites the appreciating
okay goobeye eid mubarak
#i made this while reallr really close to sobbing#see the thing is that (i think ive already said this one squilliam times already (/silly) but) everything and anything that anyone says#about my pin beefydie#everything about my livelihood and being revolves around this girl#so when someone says something my mind and brain registers it as that person saying this about ***ME*** /gen#whether negative or positive#this is both why everytime someone understands her i go bonkers!!!!!!!!!!!!#and when someone DOESNT!!!!!!!!!! then i go OPPOSITE BONKERS!!!!!! LIKE SAD BONKERS!!!!!!!!!!! REALLY SAD BONKERS#this is why i havent been feeling so good as i roam the osc /vneg#the episode itself bfdia 18 made me so joyous and happy and ecstatic beyond relief and then i hopped on the wifi and then#and then ALL and even MOR E of my self esteem and confidence just kind of. dooooooooooooowwwwwnnnnnnnnn#eueueueueueueue#anywhooo in order to cope i drew this (and made that hyperanalysis video essay presentation that i HOPE!!! waz good ❤️‍🩹❤️‍🩹❤️‍🩹)#i need to see her murder again i heart burder that was so awesome sauce#and in general im NOT NORMAL!!!!!!!!!!!!!!!!!!!!!!!!#thank you thank you thank yu pin beefydie yay for existing greatest girl ever ten out of tnen#battle for dream island#bfdi#osc#osc art#pin bfdi#tpot#bfdi pin#bfdia#bfdia pin#pin bfdia#bfdia 18#one more thing if anyone here mentions the incident of february 24 2025 alL HELL WILL BREAK LOOSE(/silly but please pleek pretty plek donr)#tw blood#cw blood
80 notes · View notes
hana-bobo-finch · 4 months ago
Text
i love making low effort shitposts instead of properly explaining my oc’s lore 🥰🥰
Tumblr media
68 notes · View notes