#so good and bad aspects to it
Explore tagged Tumblr posts
Note
Hi? Is it okay to ask for Ganondorf's possible anxieties involving having a son?
I mean, it's highly unlikely that Ganon even saw another male until at least 18. Imagine what that would do to someone. No father, no male role model, no male friends, no male associates. No male contact at all.
Like, I can't even imagine what it would've been like to have had no female contact at all until 18.
Just not having a good father in one's life is known to stunt a person substantially. I can't even fathom how othered Ganon must've felt growing up. How utterly pressured he felt to become a pillar of masculinity without any real example to follow. No one to teach him what it actually means to be a good man. No one to explain things to him. No one to show him the subtle little things that seems to almost be universal among men no matter the culture. Especially in how they interact amongst each other. No one to teach him about comradery between men. About the unspoken rules that men seem to have.
And, not to mention the almost commodifying perspective the Gerudo have towards men. One even mentioned that she'd believed that all men were useless except for Ganondorf.
I can't help but think he might've internalized some of that.
So, would Ganon be anxious about setting a good example for his son seeing as he likely didn't have that himself?
Ganondorf had to admit he was still in shock over looking at his children. But the longer he stared at them, the more a new feeling settled into his heart.
Watching his daughter was a blessing; a strong feeling of protectiveness overcame him, and he wondered how such a delicate looking child could grow into a warrior like her mother. But his son…
Ganondorf could fathom having a daughter, could handle raising a girl. But a son…
He’d never felt so simultaneously out-of-depth and excited.
It wasn’t particularly a feeling he enjoyed. Ganondorf despised being out of control. But looking at the little boy made him feel so utterly alone and adrift, wondering how in the world he could possibly raise this child correctly. Yet at the same time, it filled him with eagerness, an excitement to give the boy guidance that he had been sorely lacking in his life.
Growing up as a Gerudo male had been so incredibly isolating. Ganondorf had been treated as a king and as some Other, his childhood filled with voids and gaps in understanding, in confusion that had left him stumbling when he’d first entered Hyrule. He’d never felt unwelcome by his fellow Gerudo, but he’d also never felt welcome. His presence was a blessing, a symbol of leadership with no understanding of what that even meant. Somehow it was his responsibility to lead his band of thieves, and the best way he knew how was to be the strongest. His physicality lent to it naturally, so it only seemed the correct path. But when he’d first entered Hyrule, when he’d first seen another man, he had felt wholly inadequate. It had been a group of Hylian soldiers, all strong in their own right, laughing amongst each other, at ease, normal.
He wasn’t normal. He’d never been normal. His body had been strange and cursed, developing in ways no other Gerudo’s had, lacking the gift of life that the women bore, making up for it in sheer power and aggression. It had been his goddess-given right to be a protector, and that had developed into a greater desire when he’d seen Hyrule.
He didn’t have to defend. He could just take as his sisters did, but with greater results. He could live in a land that prospered, he could rule it, as was his birthright.
But all of those thoughts felt empty when looking at his son, because here he held a new gift and opportunity. He could be a father. He could raise a boy to be a man, could show him what that meant when he’d never had that chance.
But what could he possibly do in this role? He knew nothing of fathers, even in his journeys to Hyrule. The closest he’d gotten to interacting with a father was seeing the king, who occasionally was present with the princess, but mostly the girl was elsewhere in the palace. Was being a father not that involved, then, or was it simply because the king of Hyrule had other duties? Ganondorf surely wouldn’t abandon his children nearly so much. They could attend duties with him. How else could they learn to fulfill their roles, anyway?
Was that the correct course of action? Twinrova had done as much with Ganondorf, so it seemed reasonable. He’d been involved in the care and leadership of his people since he was a teenager, perhaps even a little younger.
The worst part of this was that he had no one to turn to for this. Ganondorf hated relying on anything or anyone else but himself, but in this matter… he… almost wished he did have someone. Nabooru, as much as he loved her, was not going to be helpful in this matter. However, in this land that Din had taken him to, the Gerudo here did have a very small amount of men present in their ranks – only those who joined with Gerudo women were allowed. Men from a nearby settlement occasionally interacted with Gerudo, and those who chose to embrace the culture and marry one of the women were allowed. But they were foreigners, and Ganondorf was their ruler through his own birthright and his marriage to Nabooru. He refused to look to them for an example.
Ganondorf took a steadying breath, lifting the child into his arms. It didn’t matter if he had an example or not. He’d forged his own way his entire life, and that wasn’t changing now. He would be a father to these children whether he was ready or not, and so he would strive to be the best father he could be, whatever that meant.
#writing#you ask skye answers#lovely anon#good ganondorf#imprisoning war#these are EXCELLENT points Anon#I'm not ENTIRELY sure on exactly how Gan would feel but I think it would be something like this#anxious and unsure and HATING that he feels that way#he's a very domineering man who knows what he wants and does what he wants#I doubt he'd like feeling uncertain or lost#so he'd just stubbornly plow ahead#but I think he'd also be excited and eager to take on the challenge#to raise a boy in his own image#partly out of genuine parental love and concern#and partly because this dude is egotistical as heck and he could control how to form this child#his daughter too but a son even more so#so good and bad aspects to it#which makes sense because Gan is a complicated dude and has... uh... more flaws than strengths#skye time travels through the queue
31 notes
·
View notes
Text
Drew a bunch of Marinettes in a bunch of different artists styles it was a lot of fun!!
Artists who's styles I mimicked: @buggachat @hamsternamedmarinette @ladybeug @sabertoothwalrus and @anna-scribbles all epic artists 🤟😎
#my art#marinette dupain cheng#miraculous ladybug#miraculous fanart#style mimic#sorry for the @s btw#yall should go follow those artists if you dont already also#this was sort of inspired by a post the three artists on the top row made#i think they all got together and drew with one another#which is really cool#but i was genuinely confused because i mimic styles a lot#and ive seen others do it too so i was just like#wow they really know each others styles really well#until i thought about it and read their posts some more#style mimicking is really freaking fun and i think its really good practice#and a good way to explore other ways of doing things#like you really have to learn new techniques and get out of your comfort zone#also anna scribbles i could not find a recent pic of marinette in her main outfit#so thats the only marinette i drew in different clothes cuz i couldnt find a more recent ref of you drawing it#anna scribble marinette has privileges thats the others dont#but ye#i also threw my own style in there as a frame of reference to what me draw like#ive drawn marinette before just not in a loooong while#sabertooth walrus was the hardest for me to mimic cuz they have a broad range in their style#so its like which sabertooth do i wanna be in this pic#Buggachat has such a distinct style thats very clean and consistent which is amazing so they were easy#being easy or hard arent bad things either it also has to do with like styles meeting up with one another#buggachats and mine arent too too different in some shapes and aspects#so yeah itd be easier plus they drew marinette like 3 sec ago so i have more recent of a ref#as opposed to sabertooth who i have a recent ref of ladybug but not marinette so we got two diff styles in one
3K notes
·
View notes
Text
Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and 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
558 notes
·
View notes
Text
Thinking about marriage/women's rights on Vulcan Some may think that T'Pring not being allowed to divorce Spock was because he was going through the pon farr but if she were allowed to divorce him at all she probably would have done that a long time ago, confirmed by T'Pol when she's speaking with Koss, who isn't suffering from the pon farr. She says that he can choose another mate (without invoking a fight it seems: note the difference between a 'mate' and a 'challenger') and after he makes it clear that nothing she says will change his mind about marrying her, she finally threatens to declare a kal-if-fee. It's clear that Vulcan women cannot divorce/refuse to marry a man they've been betrothed to under any circumstances if A) He himself doesn't consent to ending their marriage or B) She doesn't have someone else waiting in the wings to be given to in his stead. Though, if the challenger she selects fails to win the fight, she'll have to marry her betrothed anyway unless (again) he decides he doesn't want her after the challenge. That seems like an incredibly unfair system, heavily biased towards men. SNW is an alternate universe in many obvious respects but most egregiously in that T'Pring has a lot of non-canonical agency over her relationship with Spock. It's interesting to me that Vulcan society has women in many positions of power and treats women as equal to men from what I've seen despite these laws. We don't really see Vulcans exhibiting a misogynistic attitude towards women in general but in TOS (perhaps because of its general writing style but it's still interesting to note) both Sarek and Spock take on patriarchal attitudes specifically regarding wives. Amanda says that 'of course' Sarek commands her because "he is a Vulcan and I am his wife." It's worthwhile in my eyes to note that she specifies 'wife' instead of attributing this attitude to women as a whole. Again, with TOS' writing style it wouldn't be out of place for her to say "he is a man and I am a woman." Spock, while in a pon farr induced irritation, states that it's "undignified for a woman to play servant to a man that isn't hers" - again implying that there's something specific about being a Wife in Vulcan society which is different from being a woman in general and demands subservience to a husband. This could perhaps stem from the extreme sense of ownership that Vulcan law has permitted men to have over women. A woman legally cannot point blank refuse marriage. There is no option which guarantees she won't have to marry her betrothed other than death. When T'Pau speaks of T'Pring she refers to her as being 'property' and Stonn, before being interrupted, states he's made 'the ancient claim' - we don't know what this is because he gets cut off but it's obvious they're both using the language of Vulcan law. Men are permitted true freedom to choose. If a woman wants to choose someone else to be with there is no option available to her other than the kal-if-fee which might result in the death of the one she wants to be with. And, if her lover fails, her husband can still just decide he wants to marry her and she'll be forced to. T'Pring gives two scenarios: One where Spock 'frees' her and one where he doesn't - it's still ultimately his decision which is clear when he ends the conversation with "Stonn, she is yours." This again isn't just because of the pon farr as T'Pol also goes through this. Koss can choose another mate and when the option is talked about there's no implication that this would result in any sort of fight (both by the casualness of its mention and by the fact that there's no formal word for it unlike the kal-if-fee.) Also, the fact that Koss does eventually grant T'Pol a divorce and it's all fine means that T'Pol isn't lawfully required to have another man waiting if her HUSBAND doesn't want her. It's ONLY required if SHE doesn't want her husband. Tradition must take precedence over individual desire UNLESS!!! You're a man. Then it's fine. Like, your parents might not be happy but legally you're golden.
#as a note do NOT read the comments on any T'Pol marriage clips on youtube they're full of 'haha women amiright' jokes about#how she's leading Trip on and being a bitch for not choosing him etc - if you become interested in female characters you learn#quickly just how much people still hate women displaying any amount of complexity/doing anything that isn't just falling into a man's arms#even if that hatred doesn't take the form of outright vitriol (aka: 'I feel so sad for Trip bc T'Pol's marrying some other guy')#Trip: T'Pol listen this arranged marriage stuff is no good - you've gotta be free! You have to do what YOU want to do!#T'Pol: -legally seen as property of her husband in the eyes of the law- ...............#<- not dunking on Trip it's just funny how easy it makes it seem - but!! He doesn't know all the facts#as evidenced by him saying T'Pol might 'call off the wedding' to her mother - T'Pol can't legally call off shit#It's also interesting how gender isn't really mentioned in any of the clips I've seen - it's very clear to me that T'Pol has no options#specifically because she's a WOMAN within her culture but that's almost like a quiet undercurrent and not focused on as a main#point of dissatisfaction - which I imagine it 1000% would be for Vulcan women when men have infinitely more freedom#Vulcan Man: I don't wanna marry this lady#Vulcan Law: Ok#Vulcan Woman: I don't wanna marry this guy#Vulcan Law: Noted. So - if you and your lover are willing to risk his life there's a chance (if he wins) that you can get out of marrying#him BUT if your husband kills your lover and still wants to marry you you DOOO have to marry him sorry you just gotta#<- this also makes it incredibly dangerous to in any way warn your legal husband that a kal-if-fee might be incoming#the element of surprise is a HUGE advantage when it comes to winning a fight to the death (which your lover can train for)#Vulcans#T'Pol#T'Pring#star trek#I don't think this is bad necessarily (as a fictional worldbuilding thing) but I wish it were explored more#It's especially interesting because it's an aspect of logical Vulcan society - it's clearly not logical but it's also clearly rooted deeply#in tradition which may mean Vulcan long ago used to have a much more extreme gender bias towards the male population#it just implies a lot that Vulcan has these old laws which are unfair towards women yet they still follow BUT women are treated as equal#citizens OUTSIDE of marriage! Maybe there was a feminist movement before? Is there another brewing? Where are the Vulcan feminists!
483 notes
·
View notes
Text
thinking about gojo who is so whipped that his ears immediately perk up at the mention of your name — or god forbid anybody make you LAUGH and he hears. hell hath no fury like a boytoy distraught
#⋆౨ৎ˚⟡˖ ࣪ tag — ; thoughts of odette#was gonna make this about megumi but thought gojo fit the bill more#although they’re both kinda similar in this aspect#megumi perks up at the sound of your name#no matter good or bad#but gojo’s naturally more keen on hearing for your name or any signs of you#gojo’s more likely to be jealous#megumi’s just a little annoyed by everybody#lmfao#sorry guys schools been kicking my butt#i’ve been totally busy and i’m working on writing some stuff on the side for class#more so with my ocs too#i’ve been playing too much hsr…… 😵💫#gojo satoru fanfiction#gojo satoru x reader#satoru gojo x reader#gojo x reader#satoru gojou x reader#jjk x reader#jjk drabbles#jjk headcanons#jjk fanfiction#jujutsu kaisen x reader#kiss kiss#ᢉ𐭩 — odottie. . .
334 notes
·
View notes
Note
question, but does it bother you that people keep full blown just hating bess? Idk i think it'd bother me seeing people shittalk my oc with no nuance😭
Not realllyyy? I'm too old and have been on the internet too long to be too bothered by what people say! And honestly no one has been bad imo (another facet of being online is it takes a lot to upset me, i don't even know where that line is anymore jsjs trust me people have acted so much worse about my art/ocs before) I think it's interesting seeing all the different opinions on her honestly bc she is a complicated character. And a lot of people do like her - I will in fact answer some of the Bess asks bc they're all very good!!
Yeah!! She's an ultimately alright person who has made some very bad decisions! Plus she's really young - I don't think she ever ever thought all of this could be the result and she has so many regrets. I hope the ending up for all this I have planning is satisfying ;V;
YEAH SHE GOING THRU IT..... (even more so now since you sent this a few days ago rip)
You all are so valid!!
(more beneath cut!)
These asks are also older (I'm so sorry) but yeah she definitely doesn't deserve everything that's come along, but sometimes life just hits you with truck after truck :( I keep on imagining as I'm writing this that this is all of their sad anime backstory - it's just happening in real time in front of us. The kits, Cedar and Bess, they have more time to get things right in future if they're willing to learn, grow, and able to heal. We just have to see if they take that happens or not!
#txt#asks#i am sorry again for how many of these are so old and the more i haven't answered#im bad at the social aspect of running a comic dklfjasd#but again I DO read and think about all of these#even if i don't answer in time/ever#if it makes anyone feel better there are almost 300 asks in the inbox so your message is in good company
167 notes
·
View notes
Text
I really do think looking at bad writing is one of the best ways to learn about writing in general, especially for beginners.
the thing is, writing in general is highly subjective- a good sentence will be good in different ways to different people, or not impress someone at all.
a bad sentence? most people can spot bad sentences easy, especially if it is presented to them as 'here's an example of a bad sentence, let's unpack why.'
bad writing can also be very funny, which I think is again often more engaging than 'here's a work of literary genius go analyze it'. Like here's some bad writing from lightlark3:
The moment it was out of Horus’s grip, his body became bones. The flesh turned to ash. He became a corpse.
it's dumb as hell, but I think could foster a solid discussion when you ask 'why? what is the author intending to say? what about it makes it feel 'clunky'? How would you write the same idea?'
#truly pointless posting of just. thoughts in me head#“of course you'd say that guy who has a special interest in bad writing” okay but I think it's true#thinking about chatgpt and writing and just going 'goddamn I wish I could help the youth with writing bc it can be so fun'#'analytical skills are so important in general especially with writing and reading and I think this is a fun good way to introduce that'#I don't do full on breakdowns of examples of bad writing that much in reviews vs more in context talk...#but I do hope I do a good job of trying to explain my thoughts and how I got there and how things can be viewed from many angles and not ju#t that things are bad but why. sometimes I feel very repetative when I explain stuff but then i think what if my vid is the first time#someone is exposed to some concept. I don't want them to learn 'this trope sucks' i want them to know why and how it fails and what it is#i guess....... rambles. I don't think I could be a teacher esp not go to uni again but its a thing I've always been passionate about#bc I have this dumb naive idea I can communicate with people and help them understand things#I also just want to be a positive influence on people's lives. idc online but I used to co-run dnd for mixed age group#and I enjoyed being that aspect of 'after school club adult'. I didn't have a lot of adult support as a kid so it's nice to be that!
95 notes
·
View notes
Text


He is just too precious for this world. 🤍


#wind breaker#shuhei suzuri#my precious adorable baby#i swear i could write a thesis about him#(if i were good at writing and not suffering with my real thesis)#i had a shitty week last week so#he is my way of coping#he's one of the best characters in wb imo#i love how nii-sensei was able to capture suzuri's context and how it impacted his behavior#i feel that he tried to talk about this issue (which really happens in reality) from an informed point of view#as if trying to explain rather than justify (this is a big difference)#he framed suzuri not as good (it was all a result of his context) or bad (it was only his decisions)#but as human (a complex interaction of context and individual aspects of oneself)#and even considered the difference in the experiences#(i especially find it beautiful when tsubaki apologizes to suzuri for speaking without knowing hid conditions)#god i love tsubaki's fight against suzuri so much (i think I could say it's my favorite)#sorry for my rambling#i don't even know if it makes sense
75 notes
·
View notes
Text
i know sorrow's quote was in referral to blue but i feel like it could also be applied to leaf/green herself and abandon lonliness: i am's new ending from a meta standpoint if you think abt it hard enough……….
i mean. did we not see OP try to rewrite history in order to prevent the tragedy of lonliness and leaf rotting in hell? do we dare to forget - to erase what she did to lonliness? can she be forgiven now that it never happened in the first place...?
#pokepasta#pokemon creepypasta#abandon lonliness#tbh this fanart was also my way of expressing that while i DID like the new happy ending-#-there's always going to be a part of me that's more fond of the original tragedy abandon lonliness presented-#where an otherwise 'good' girl is tricked into doing something unforgivable by someone she trusted and was forced to suffer for his mistake#it showed how manipulative blue could be by tricking leaf into doing his dirty work so he wouldn't suffer the consequences-#-of killing lonliness himself. as opposed to him just killing lonliness and green himself bc he's the clear 'bad guy' of the story.#i like stories where otherwise 'good' people are driven to do bad things just to save themselves-#-and it seemed like leaf abandoned and killed lonliness bc she felt like he wasn't worth the hauntings she was suffering from.#she's a much more compelling character in the OG for that reason despite never having a line of dialogue in it.#i also just like when girls commit crimes and aren't morally pure n innocent and it's sad to see that aspect of leaf/green be lost in AL:IA#that's not to say i DISLIKE the direction her character took in AL:IA- i just don't believe AL:IA should replace the original.#they're two entirely different stories being told but two sides of the same coin.#leaf is who green would be if green cracked under the pressure and took her fear out on the wrong enemy.#green is who leaf would be if leaf decided to persevere through the hauntings and choose to love lonliness despite it.#to me neither ending is 'better' than the other. it's all a matter of if you like good endings or bad ones in your horror story-#-and unfortunately i lean towards the latter ahaha...
89 notes
·
View notes
Text
perhaps my most #cancelable videogame take i can post on this website is i think that the kind of people who say that anyone who picks the "morally wrong" or "mean" options in video game dialogue should, as a player, feel bad about their own choices/morals in real life. is that those people are just another flavor of the kind of dudes who play Disco Elysium and get mad for not being rewarded for picking the facist options. both of these groups are reducing games to "a thing I want to agree with me and everyone else who doesn't either suffers or does not have the option to play a character who behaves otherwise" rather than "a medium where you get to (or even Have to) explore different kinds of characters in order to experience the full depth of the story and characters in it."
When I want to pick options in a game that are mean, negative, arrogant, or ignorant, it's because I want to explore what would push a character into becoming that kind of person. Sometimes I want to see how the NPC characters who I-The-Player like/agree with react to someone who is fundamentally different from them. I think it's GOOD actually when the narrative allows you to push limits and especially when it has the option to then punish you for it in some way, such as losing options/routes later on, or companions straight up abandoning you for your choices. It DOES often make me deeply, viscerally uncomfortable to make choices in a game that are so counter to my own, but it means I get to experience that discomfort in an isolated environment and also think about what it means, what would push the character or even yes a real person into actually feeling those things. And I get to play with what ways the narrative could challenge them/make them grow over the course of the game--or on the other side, it can let me make a character who does start off more open/accepting but let the events of the narrative push them into being more reactively closed-minded instead.
I like that we have invented a medium where you can play a game multiple times and experience it differently depending on the character you play as. Books and TV and movies are all static--the greatest draw of games to me is the ones that are responsive, that can tell a slightly different story every time--when other characters in the game respond differently to you because of it, or some paths open up and others don't. And so yes it did disappointment me when a franchise that previously had these elements, Dragon Age, did not include them in the most recent installment. I don't think games should have options where you get to just hit a button to say something racist with no consequences or exploration into why a character would do that. but like, if i can only ever play a game as an upstanding person who is morally right all the time in basically the same flavor for every dialogue. I only get to truly play that game Once, you know? And I only get to see the way the companions react to someone they like and trust. And never really go deeper than that.
So like... I just sit and think about the scenes you can get in Inquisition. with Cassandra breaking down, because she fears she placed a would-be tyrant at the head of a powerful organization--that she searched and searched and chose wrong. Of Varric who is desperate to convince you not to become a monster, like the last person he feels betrayed him. Vivienne intentionally pissing you off because she wants to see how far you'll go when angered, how much she has to worry about your reactions. They say so much about the companions, what they fear most, and where they will draw the line. And especially in Inquisition, at these crisis points--you don't have to double down. Your character can have a come-to-Andraste moment where they go "woah... is that really how people see me? is this what i want?" and I think that kind of option can do way more for encouraging actual players to examine the choices they make in stories, more than locking the player into supportive, non-aggressive options does.
now. do i think all games execute these flavors well? no. writers and devs will have their own biases and blind spots, even if they are otherwise well-intentioned. and I don't think the ends of the scale need to extend from "absolute angel" to "horrible bigot", because the real complexity of course lies in the middle. I am not asking for games to let me be bigoted at every turn, what I want is games that let me make the protagonist deeply flawed in one or more ways--fearfully closed-minded to things outside their upbringing, or afraid of change to the status quo, or who want to advance their own aims regardless of consequences to others. I actually agree that the game was correct not to include any options for disrespecting Taash and their personal journey for example, but I do wish... idk maybe that we could have had a scene where if for instance the player character avoided outside-world missions relating to clearing away blight, they could confront us on how this might devastate the natural world and its creatures like dragons, and push us into trying to resolve it. Or in the other direction, if you spend the (currently meaningless) time giving money to background NPCs begging in the cities, Neve could could have a special cutscene thanking you for your attention to people otherwise beneath notice. You know?
And of course not every game can do this, I can write those sentences up there that represent hundreds of hours of dev time, of course they can't do it all. But the prior games usually did have at least a little of this, and that was enough to make me really fall in love. I KNOW the tumultuous development cycle, restarts from scratch, interference from higher-ups all contributed to why Veilguard was unable to hit those same marks this time. And we probably won't ever know how much of the loss of options/reactivity was intention vs a side effect of these things. But I wish people wouldn't frame players who miss these aspects as insane/morally corrupt. When for most of us it's because we genuinely enjoy challenging and exploring these aspects of reality in fiction in a way entirely unlike what we actually support in real life. i fully acknowledge not everyone desires to play this way. and that's fine!!! i am glad people can enjoy doing a "good" run each time that brings them joy. but for me it really limits the potential bounds of my enjoyment i guess. I like media that is complicated and messy and makes me think, and extra so when I get to see how playing that way impacts the greater story around it.
#idk man. i need to stop writing the same damn post over and over i know. i just Keep Seeing That Shit Again you see#its my own failing. to think that 'but if you listen to me this time and see my perspective you'll finally Get It'#when like other ppl are just not interested in that. we simply come to games for different things#but seeing posts that say 'it says a LOT about a player who chooses x' well maybe it Doesn't Actually. reflect their real life at all#there are of course going to be bad actors everywhere. but instead of turning them into Boogymen and accusing each other#i wish that conversations could just be taken in good faith that Some People Desire Different Things#without having to somehow be bad people for disagreeing with you#veilguard critical#datv critical#dav critical#datv spoilers#da4 spoilers#ramblings#i don't Hate veilguard by any means. i enjoyed the game play and like many other aspects of it and i love the characters#i just wish we got to see more sides of them and who they could be when pushed to extremes#like we did the last games#'jade these thoughts belong in a DM with your besties not tumblr' well alas neither of them Wanted to play veilguard bc of the above#so here i am with nowhere else to go besides my personal tumblr ot get it out 😞#the worst thing a piece of media can be to me is Uninteresting. because at least something that's Nasty has something its trying to say
59 notes
·
View notes
Note
Hello! Love your submas angel au ^^
Is there ever a time where angel Emmet or Ingo would need to switch charges before their time is up? If so, what would be the reason?
For the most part, guardian angels stay with their charges for most of their lives! There actually aren’t that many humans assigned to an angel; those who were are granted one because arceus determined that their lives were to be cut short somehow and the angels are there to prevent that from happening!
So rather than just protect it, a guardian angels job is to prolong their charge’s lives as much as possible.
As for your question, guardian angels rarely leave the side of their charge unless there is urgent business in heaven where they have to report back/are needed for combat.
#sort of a fate aspect involved with those chosen#so honestly it’s both a bad and good thing if you were assigned a guardian angel sksks#and also thank en I’m glad you’re liking the au so far!#angel au#ask
103 notes
·
View notes
Text
skeptic in the prisoner gently telling you that he'll kill you for you when you express fear at dying, and him telling you that you'll forgive him when you don't want to die bc of "being happy" rewired my brain chemistry actually
#heroic sayings#when there's logic AND compassion#i wish he could always be like that#it's really nice and sweet#like i understand the voices are the good and the bad aspects of trauma responses and survival#but it's just so nice when he's gentle. like he's holding your hand and saying “i'll take care of you”#bc he can handle it even if you can't
49 notes
·
View notes
Text
a bit confused about the idea of withdrawing from the sunny fandom because of the ai promos (said with absolutely zero malice or judgment because you should leave a fandom whenever and for whatever reason you damn well please)
just like. my fanart isn't for rcg. i don't draw this shit to stroke rob mcelhenney's ego. my sincerest wish is that they never even see it lmao. i draw this shit for me and for you guys, only.
idk it's genuinely so interesting to see how differently people think about fandom!
#like i stopped watching spn because it got so fucking bad and it was so clear they didn't give a fuck about us#but i kept reading fic and stuff for a good while because it was made by people who do give a fuck#tbh you guys have no idea how close you've been to getting spn art from me lmfao#again again again and i cannot stress this enough:#this is me expressing how i view fandom and not a critique on how you or anyone else views it#machinesounds#edit: to be clear i am not blaming rcg for the ai#i have no idea how tv works or whether or not they would get a say or whether they would care#more knowledgeable people than me have already spoken on that aspect lol
52 notes
·
View notes
Text
In my mind the original Creativity and a Roman/Remus fusion would be entirely different sides
#cause on a base level sure they'd technically have the same job#but I think that's where the similarities would end#cause the original creativity (At least before he split) was made to coexist and work with himself#they're all his aspects of Thomas's to be in charge of at the point he was alive#and I think his general personality and demeanor would reflect that (At least before his brain and functions began splitting in half)#him being a lot and very excitable and energetic#being able to seemingly mesh all of his ideas together well whether they would have come from Roman or Remus had they already been split#meanwhile#A roman and Remus fusion wouldn't be like that#they can't mesh like that and I imagine a fusion of them would instead make it harder for Thomas to have ideas#everything being to boring or evil or good or bad or disgusting or lovey-dovey or try-hard or scary or pathetic or contrived or delusional#because they physically cannot find a common ground#not to mention instead of it being one person with conflicting ideas#it would be two people stuck in one body fighting for control and sentience#also I can't really thing of a situation where they'd both willingly fuse so that's an angst idea that's not related to my tag rant#thank you for coming to my ted talk#roman sanders#remus sanders#king creativity#creativitwins#sanders sides fusion#sanders sides
32 notes
·
View notes
Text
Ok can we stop talking about the "gymbo inika were the reason love isn't canon"when there's stuff in the prototype plans that are far more insane and interesting including (but not limited to)
One of the earliest concepts for 06 was set in Mata nui where Toa nuva fought the morally gray Toa Rahna, who served as a more negative reflection of Toa. A major theme for this idea was exploring if toa could be evil.
While 08 always had bat themed villains, initially 08 was supposed to have army builder mooks instead of BoM Makuta. Also originally 08s villains were supposed to be Karda nui natives
That said, Makuta as a species and Brotherhood of Makuta were planned to by the story team as early as 2004, and were already considered to be the villains of 08. Though by this time only the titan sets.
There's at least two different concepts for aquatic villains that vastly differ from the Barraki. One of them were soldiers that were possibly army-builder villains, while the others were traders who weren't necessarily evil(?) Regardless both of them very were starkly different to the Barraki in canon, thoguh the soldier concept is far more align to with what we ended up getting.
The Piraka we know and love(?) seem to be a fusion of the two prototype concepts of 06 villains: A greedy brigand species who terrorize the locals called Hagalakh and the aforementioned Toa Rahna. The Piraka took the aesthetics/lore/culture of the Hagalakh and the "anti-toa team/ group of six individuals who served as evil disorted version of toa" concept from toa Rahna.
In the concept with the Hagalakh as 06's antagonists, their goal was to wake up Tren Krom who was supposed to be the final boss. Tren Krom in this version was supposed to be a dead giant whose corpse hosts a temple and the treasures the villains seek.
In some of the plans the hunt for mask of life started in 07, not 06. 06 instead had a different goal that depended on which version of the story plans wer'e talking about
Some plans had the toa Inika/Mahri be the main team for all three years, while some plans had the team change every year. The plan
Some of the plans indicate the "Matorans" were meant to be different species of beneveloent creatures, as they used different title than Matoran to describe them. These include the Rana and the Ihoian, though the Rana may have been Matoran
Lot of plans had the titan sets be either Rahi, or at least, other Rahi-like creatures and beasts. Many of 06 and 07s concepts had these beasts be protectors for sacred locations or the Mask of Life.
There were plans for character titans. One of the Haglak/TK concepts had the leader of Haglaks, Torak, while one of the prototype Barraki were meant to have their leader be a titan set
06 was designed a shakeup that would revitalized the brand by addressing major flaws the storyteam felt prevented new kids getting hooked. One of the bigger roadblocks was the lack of a main protagonist. This was corrected by introducing a new Matoran protagonist with a connection to Mask of Life who would act as the centerpiece of the Ignition trilogy and eventually become a Toa.
At the end of 06 the Toa of Fire (Jaller??) was supposed to die and be replaced by the aforementioned Matoran protagonist as the toa of fire
Mazeka was the name of a corridor in 06 plans
Takanuva was supposed to use Mask of Life at some point
Toa Mahri were called Toa Awkwa at one point
#kirika talks#bionicle#not sure if people have brought these up here yet#but if not I wanted to bring these up#since so far people have just went insane over love being canon and bad#when that's arguably the least interesting aspect of the scrapped story plans#and this is just the stuff we have available#apparently duckbricks and MoD plan to release more documents#including scrapped movie plans such as the Makuta origin story movie pitch nathan Furst mentioned years ago#suffice it to say#its really good time being into bonkles
88 notes
·
View notes
Text
totally don't imagine little Aegon, maybe 7 or 8, playing with his toys while Sunfyre watched on, pouncing on castles carved from stone and gnaws on little wooden soldiers.
don't imagine him play-fighting with his boy. Aegon and his training sword fighting against the merciless beast that is his little golden fledgling, gently attacking playful claws and flapping wings and nipping beak, parrying when the dragon gets too close. or Sunfyre finally tackling his boy, mocking dragonfire when he screeches in his face, before nuzzling his boys cheek.
don't imagine them curling up in the sun, out in the grass or in a windowsill. Sunfyre spreading his wings over his boy to bask in the light, burying his face in the warmth of the crook of Aegon's neck.
don't imagine the hatchling perching on his bonded's shoulder. don't imagine Aegon sneaking to see him when he was sad or angry. don't imagine Sunfyre crying out in distress, restless in his den when he could feel Aegon's distress but could not get to him
don't imagine the fledgling finding his way to Aegon's window, sneaking in and curling up next to the boy as he laid drunk and miserable, coping as he wrapped around him. don't imagine him perching on the roof of Aegon's chambers, crying to him when he got too big to enter.
don't imagine his sweet little chirps and songs. don't imagine Aegon's little giggles and chuckles. don't imagine the nuzzling of white hair or the scratching. don't imagine them being happy
#they were both children once. innocent and and sweet. not yet tainted by the world around them.#and while Sunfyre held onto the light and kindness in him. a good and loyal dragon till the end of his days#the same cannot be said of Aegon#but at one point they were just a babe and a hatchling#they played with toy soldiers and cuddled with one another#they grew beside each other#Sunfyre was the light of Aegon's life and always had been#they had been *good*#||#Aegon's innocence and infancy is an aspect of him I find so interesting and I find its best explored through is dynamic with Sunfyre#Aegon was not always a monster. he was not always a cruel man who took what didn't belong to him. he was not always a sleezy drunk#and that line between good and bad. innocent and unforgivable. boy and monster#and its best explored via Sunfyre because Sunfyre never stopped loving him. he never stopped loving Sunfyre. their bond was never tainted-#by time or age like everything else in his life#you can truly see what Aegon once was vs what he became brought into clear contrast when you look at him snd Sunfyre#its so interesting and heartbreaking and makes Aegon's character hold so much weight#it makes the weight of what he became so much more discomforting and hurtful#aegon ii#aegon ii targaryen#aegon targaryen#aegon the elder#hotd aegon#sunfyre#Sunfyre hotd#hotd
111 notes
·
View notes