#so yeah. i started getting into the idea
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#i was looking through my plot notes to find sth for jungsu's bday#which was more difficult than i thought because#yes i have like 30 plots that are big enough to get their own discord channel#but like 28 are jiseode...........................................#but i came across a jungsu plot that made me go hm#and it looked rather short#and i really want to write a short fic this time. REALLY SHORT#one chapter short. not even like drabble short but uGH#so yeah. i started getting into the idea#and then#it turned..... INTO A LONG FIC AGAIN U G H#it's about jungsu still being sad he didn't make it as a dancer#so he visits dance battles and stuff to be sentimental and stuff#but one time he sees this guy who lives and breathes dancing#(he's an idol in disguise. a little crossover hehe)#and it makes jungsu realize it never was the case for him... and that's okay#he enjoys dancing casually and that's alright too#hm now that i'm typing this.... in the version of the plot i was planning yesterday the dancer guy shows jungsu#that there are things that jungsu lives and breathes like singing and playing the piano. and it's okay that he didn't get to become a dance#because it didn't matter that much to him anyway and the things he does now actually do#but hm it would be better if he had that realization right after the one with 'i didn't want to dance that badly anyway'#'i just felt bad about giving up'#because if it doesn't follow straight up it's like.... i'm not a dancer i am just..... nothing#and meh i don't like that either#so yeah now i am completely confused and i have no clue which way to take
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Malleus' bday is coming up, thoughts on what his sleepwear might be?
anticipating that reveal any time now, so gotta get my predictions in real quick (aka extremely fast drawings) (I'm sorry)
#art#twisted wonderland#kutsurogi my room#i have never drawn a good malleus in my life and i'm not about to start now#i do want him to have his tail out though#for no reason except to make me happy :)#man. i gave up on pulling for lilia to save for you mal#you better make this worth it#just kidding the idea of malleus in sleepwear is so inherently hilarious it could by anything and it would be worth it#what if it's just malleus in his regular school uniform#he doesn't sleep. he has no sense of time. he shows up to the library at 2am and is like 'am i late for the housewarden meeting'#yuu gets up in the middle of the night for a snack and malleus is just there. sitting in the rafters.#'the cracks in your ceiling plaster are particularly nice tonight human child'#'yeah okay cool tsunotarou. you want a hot chocolate or something'#'...yes please'
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On autonomy, and what it means to be Obliged to Help.
Bonus:
#a homestuck walks into an antechamber and asks#hey is anybody going to make this dynamic wholly deterministic and thus dubiously consensual by its very nature#ANYWAY bigger ramble below. scroll down like usual#isat spoilers#isat#isat fanart#isat siffrin#isat loop#sifloop#THATS RIGHT WE'RE STILL SHIP TAGGING IT BABYYYY#in stars and time#in stars and time fanart#lucabyteart#RAMBLE START: anyway i think loop is wrong here. they have it backwards. as-- in my opinion--#the main reason they could be called back into existence postcanon is because *their* wish for help is still not complete#they still need help. siffrin still needs help. neither of them will ever stop needing help.#they will thus uphold the wish until the end of siffrin's natural lifespan.#that said. what does it mean that loop can be so wholly forced to abide by siffrin's wants?#(assuming the dagger cutscene posession is them being forced to uphold the 'help siffrin' wish via harsh universe logic)#[as opposed to something capricious and cruel the change god did. which feels out of character for the change god to me?]#much like how the island wish and duplicate objects are neutered by simply sliding off people's brains...#is loop subtly ushered toward their wish? obviously it's not a full override (see: the bossfight). but is there any interference?#and if so. so what? does it matter? if they don't notice? is it even real if they don't notice?#and even if they do notice. the universe leads we follow. how much do either of them value their free will in a belief system like that?#the whole game is dedicated to siffrin habitually NOT excersizing his free will. doing things the same Every Time.#Loop ESPECIALLY does this. predetermined predetermined predetermined even in the FACE OF CHANGE. REFUSING. ANY CHOICE.#Maybe they'd even be comforted by having a universe-ordained purpose even if it is subservient. even if its to Him.#(though. i can't see siffrin enjoying the idea that someone is subservient TO them... then all their suffering is his fault...)#loop got into this mess via WANTING too much. no more free will. can't be trusted with it. take it away from them.#but yeah. gets my greasy detective pony hands all over this. and everyone please do remember i like to make characters Outright Wrong A Lot
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MDZS Severance AU: Get me out of here.
#poorly drawn mdzs#mdzs#mdzs au#mdzs modern au#severence#It is imperative to this AU that outie WWX and LWJ 1) know each other and 2) dislike the each other.#Meanwhile their innies are actively misusing their allotted breaktime to kiss sloppy style.#I know that some people might feel strongly against WWX being pro-severence here but here me out:#the pitch for severance would absolutely appeal to him. Letting another version of him to the hard work? Not remembering it?#Yeah... he would be absolutely into the idea at the start. I think once he learned more about it he might shift his stance.#As much as most people like to see him as a morally upstanding guy...#...the severance procedure 100% sounds like something he would write a theoretical paper on. if not *invent*.#I'll be back later to write more thoughts. Today's comic is unfortunately brought to you by stomach acid woes.#leaning over to draw was really uncomfortable and painful and I'm not really thinking well at the moment.#Sorry today's comic is both late and sloppy.#Edit: Okay my health is getting back to par so my brain is back online.#So glad many people are on-board or agree with ‘Pro-Severance Outie WWX’. It just fits too well.#Okay LWJ analysis time. I’d put him in O+D with NHS. for the hijinks and just how their characters would function in that role.#LWJ’s innie is caught with a sense of loss and longing. Something is missing. He’s never alone but always lonely.#WWX’s Innie feels the hollowness that outie WWX denies and buries in distraction and work.#Both their outies are Constantly on the move and working. Their outies connect over a slow day.#Two people who both feel empty and see that emptiness in each other.#WWX would have been in the basement for years. LWJ is new and struggling to adjust. They ignite each other’s will to fight.#…This AU might pull another comic from me at this rate. I have a few more things to say.
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
Finally, something interesting to note is that nearly every Aspect follows its own Hero's Journey cycle - full actualization for each one usually means reaching around to its opposite Aspect, and taking lessons from them - for example, Breath players need to learn maturity and responsibility, while Blood players need to learn relaxation and whimsy. Thus, an Aspect at its worst manifests in two ways - either a toxic overabundance of the Aspect's worst traits, or such a dearth of the aspect that it begins to resemble its opposite. Only by reaching into the opposite, however, can the player be tempered and reach full maturity - can they become more of who they are.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
"Passive" is a good word to use; at a toxic overabundance of their Aspect, Space players are trampled underfoot. They become enablers, servants to dark forces, or so lost in their own worlds that they neglect the one they live in. With their Aspect "inverted," a Space player becomes a demon of poor prioritization. Distracting not just themselves from their true purpose, but others, too, the Space player will wreak havoc by overemphasizing unimportant topics and ignoring important tasks. This superficially resembles Time, in that the Space player will become fanatically dedicated to their task, but note that the poor prioritization is still Space-esque at its core.
Still, within this nadir is a valuable lesson: the strength of self-assertion, and the determination to see a goal through. These will allow the Space player to weed their garden, separating good from bad, allowing it to flourish like never before.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so.
At a toxic overabundance of their Aspect, Time players become explosively destructive. The ultimate "goal" of all things is death, with which Time is associated, and accordingly, Time players have a penchant for aligning themselves with futility and entropy, struggling so hard that their thrashing leaves a trail of annihilation in their wake. With their Aspect "inverted," Time players detach entirely - they can become so fed up with struggle that they simply opt to lay their weapons down and let the end take them. It's very easy for them to come to the conclusions that either everything matters, or nothing matters. This superficially resembles Space and its big picture thinking, but note that its framework of struggle, and whether or not a goal needs to be pursued, makes it a Time concern.
But the inherent meaninglessness of existence is, in itself, an important realization to make - that whether or not anything "matters" in the grand scheme, things can still be worth doing, worth caring about, and worth investing in. This realization allows the Time player to attack their goals with renewed vigor and greater clarity, which in turn means that the party becomes an efficient, well-oiled machine.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere and innocent good-naturedness, like a baby animal before it learns to be fearful of danger. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others.
At their worst, Breath players are irresponsible and callous. They'll shirk the consequences of their actions, blaming anybody but themselves, or simply choose not to care who they hurt in order to get what they want. They may even choose to stop making choices for themselves, leading to the "inversion" of their Aspect - a voluntary loss of freedom and independence, derived from an Breath-like aversion to responsibility, which superficially resembles the bondage of Blood.
But if they are able to overcome these tendencies, a Breath player will learn what true responsibility looks like - responsibility for themselves, their choices, and the effect they have on others. Armed with this, a Breath player's ability to break bonds can be focused into a clear force for good, clearing away all obstacles and harmful societal standards, leading the charge into something new and beautiful.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, being concerned with its overall well-being. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone.
Thus, it's easy for the Blood player to wind up controlling - desperate to make sure everyone is moving according to their vision, they'll become iron-fisted dictators, with a "my way or the highway" approach to social interactions. It's easy for them to wind up pariahs of their own making, becoming so critical of others, or so adamant about enforcing their own will, that they inadvertantly sever their ties - something that superficially resembles Breath's independence, but is truly a result of Blood's neuroticism.
But with that space and separation can come great clarity. Blood players must learn to relax their grip, and allow people room to breathe - including themselves. Once able to grasp that sometimes bonds must be forged with a soft touch, Blood players' natural empathy shines through, allowing them to build something so much kinder and greater than the sum of its parts.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire.
Their desire for the limelight can quickly spell disaster - they can become incredibly cruel, harsh, and egotistical in their pursuit of narrative significance. They forget, in their obsession, that they, too, are fallible and flawed, and the inevitable reminder can come very harshly. Light players struggle with moderation, and as such, when they feel shame, they'll often take drastic measures to cope with it - deliberately darkening their own influence or intellects, removing themselves from the "story" entirely - something which superficially resembles Void's penchant for the background, but which is firmly rooted in Light's obsessive need for drama.
But in experimenting with narrative insignificance, Light players can reach an epiphany - in their absence, others may shine, and that can be a wonderful thing. Light players, then, can learn to shine not just for their own sakes, but for the sake of others, allowing them to weave a story even more brilliant than any that can be weaved alone.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable personalities on a team. However, this simplistic, feelings-driven approach often leads to pleasure-seeking behavior, poor impulse control, and overindulgence in vice, and from there, to irrelevance, with which Void is so closely interlinked.
Void players are especially prone to vice, and at their worst, will become so drunk on pleasurable activities that they pursue them to the active detriment of the party's goals or the Void player's self-improvement - making them the ultimate irrelevant character. They can also very easily drag others into their mélange, with a forcefulness that resembles Light's illuminating guidance, but which is ultimately rooted in Void's pursuit of personal pleasure.
But there's a lesson to be learned in Light's domain: how to bring themselves into relevance and greatness. A Void player, once they learn to pursue not just personal pleasure, but a greater satisfaction for the collective whole, can drag the Void behind them, kicking and screaming, to where it'll be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand and explosive finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty.
Thus, a Mind player at the worst zenith of their Aspect is heartless and cruel. Leaving no space for empathy or even personal feelings in their plans, the Mind player will plot for an ending as heartless as they are. But a Mind player is never truly without emotion, and ignoring their own feelings causes them to manifest in terrible ways - Mind players have a tendency to seek toxic, codependent relationships, hoping to find external validation, subjecting themselves to the wishes of others, which can appear like Heart's fixation on feelings and desire.
But in recognizing their own need for emotional validation, and the importance of their own feelings, a Mind player can realize that there's an entire dimension to the game they've been playing that they've been ignorant of. When a Mind player learns to temper their schemes with empathy, compassion, and kindness, how much more success they'll see - and how much happier that grand finale will be!
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves.
With this sincerity comes vulnerability. Heart players wear theirs on their sleeves, and at their worst, this can make them demanding, needy, and sensitive - so eager to connect with others emotionally that they'll cramp themselves to fit others' desires. But they can't ever keep this up for long; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection. They may even work to manipulate others, preying on their emotions and desires to force them to act in their worst interests. This superficially resembles Mind's cold logic, but unlike Mind's cool rationality, Heart's aloofness is a mask, an attempt to avoid pain by pulling away.
But this isn't purely a negative, because a Heart player can learn a healthier form of detachment, and separate out healthy and helpful desires from harmful and detrimental ones. Given this clarity, the Heart player becomes the team's emotional core, able to raise up each teammate's best qualities, while helping them deal with their worst, enabling everyone to be the best possible version of themselves - which the Heart player knew them to be all along.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed.
It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process. At their worst, they're stubborn to the point of not listening to anyone but themselves, confidence becoming blockheadedness. This focus on forward progress without looking back can even cause Life players to become harmful to others, so focused they are on their own growth that they don't notice that they're choking everyone else out. This may resemble Doom's death in its worst case - arresting everything else, eventually blocking even their own path with unruly, out-of-control fecundity.
Thus, a Life player needs to learn to more gracefully accept Doom's influence - to pause, slow down, and consider viewpoints that are negative, unpleasant, or difficult. A Life player, endowed with moderation, will be able to cultivate a bountiful garden, rather than an unruly jungle - a place for all to flourish and live in plenty, never wanting for anything.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate.
Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending. As if energized by their own sense of futility, a Doom player at the "inverse" of their aspect may seem to echo a Life player's focus on forward progress and motion, actively spurring their team on towards an untimely demise.
A Doom player must learn to harness this sense of progress for good, rather than harm. A Doom player, once able to grasp the joy of life even in the greatest depths of despair, will be able to fill even the darkest hours with peace, meaning, and hope.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots, with no self-awareness whatsoever. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - often great sources of embarrassment to their teams, as their naked sincerity is painful to witness. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous.
A Hope player can easily be set on the wrong path - as convicted as they are, and as difficult to shake from that conviction as they can be, Hope players can easily march down a path of destruction, if not persuaded with a deft touch and gentle guidance. In the event that their faith is broken, Hope players easily become despondent and lost, floundering and wishy-washy, which superficially resembles Rage's self-consciousness, but is truly just a lack of direction.
But Rage has a powerful lesson to teach Hope players - that of questioning themselves, interrogating their own beliefs. Once their convictions have gone through rigorous scrutiny, revised into the best, brightest versions of themselves they can be, a Hope player is a worker of miracles - speaking into existence a beautiful future on faith alone, proclaiming that how they see the world is how the world shall be.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players are incredibly self-conscious, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
In the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This is Rage at its toxic overabundance. Conversely, a Rage player can retreat so harshly into their mask that they allow others to dictate their beliefs, taking them to heart - an action motivated by Rage's destruction (this time, turned inwards) that superficially resembles Hope's convictions and faith.
The true path for a Rage player is a healthy balance - to allow themselves some of Hope's sincerity, and by doing so, to become more sincere and true. This will let them release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy - the heralds of a revolution, razing away the faulty, corrupt old systems such that something better and new can take their place.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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do yall ever think about bruce/batman!clone danny standing in front of his bathroom mirror after finding out he was a clone and silently tracing his face. The slope of his jaw and point of his chin. The high angle of his cheekbones and the shape of his eyes, the curve of his brow bones and the shape of his nose. The volume of his hair and the way it curls and gets fluffy when it gets too long.
His hair is black the same way a crow's wing is black. His dad's hair is black the same way a black bear's fur is black. His dad's eyes are blue like the ocean is blue. Danny's eyes are blue the same way a glacier is blue.
His dad has a square jaw and straight flat hair, and he tans and gets a face full of freckles when he's out in the sun for too long. Danny burns like a lobster and his face remains untouched. Danny has a sharp jaw and tall cheekbones, and Sam says when he's not smiling there's almost something regal about him. You would never call Jack Fenton "regal" when he's not smiling.
Sam says when he's not smiling he looks scary the same way a stone statue is. Jack Fenton when he's not smiling looks scary the same way that german shepherd staring at you across the street is.
Do you ever think he grew up wondering if he was adopted. Because of course, he has black hair and blue eyes like his dad. But having the same color doesn't make you someone's child.
Or, worse, things he's heard from the other kids and the other parents and even some of his teachers growing up; that he was the product of an affair. And that his dad was just too stupid to notice. And Danny would defend his parents until the day he died, because Jack Fenton wasn't an idiot and Maddie Fenton wasn't a cheater.
But doubt comes in with fickle tongue. his parents swear up and down that he is their child when he asks about either. That Danny just had his grandparents' features, but he was their son and they loved him.
But Danny doesn't look like either of his parents. His mom's eyes are blue like an aquamarine and Jazz's too. And they burn like lobsters in the sun too, but Jazz gets freckles on her face and so does Maddie. And as Danny grows up he doesn't bulk up or get stocky like his dad did, and when he hits puberty he doesn't shoot up like a tree like Jack Fenton did.
He stays small, and they say he's a late bloomer (and he is), or that he just has his mom's height. But he's fast and has good stamina, and some days it feels like he's built entirely different from his family. That the things they went through growing up just didn't apply to him. Jack and Maddie Fenton both had acne and breakouts when they hit puberty, and Jazz inherits it and he's seen the amount of skincare products she keeps on her side of the bathroom.
And then he hits puberty and breaks out maybe once or twice, but his skin stays clear for the most part and the problems and changes his dad went through just don't happen to him.
And the truth is worse than all of the lies.
How horrifying.
#dpxdc#danny fenton is not the ghost king#dp x dc#dp x dc crossover#dpxdc crossover#dpdc#danny fenton is a clone#clone danny fenton#clone danny#thinking about the inherent trauma that comes with growing up as a clone and not knowing and questioning everything about yourself#thinking about the amount of effort and lying that Jack and Maddie would've had to to do if they wanted to pass Danny off as their bio son#the MEDICAL RECORDS#danny's medical history is completely different from theirs. any generational health problems the waynes have would/could be passed down to#danny and he's completely oblivious to it up until the reveal. he'd have no idea about any medical risks until they hit him before that.#so many little things and inconsistencies that would just build and build and build until it finally came to a head and the truth came out#forever and ever and ever fascinated by the underlying horror of being a clone. there's a horror in being cloned but there's also a horror#in BEING a clone. like yes he could've always known from the start and that comes with its own set of issues BUT. just. him not knowing#for the longest time. the lies and deceit and betrayal. you know how adopted kids come out and talk about how they didn't know they were#adopted for the longest time and how traumatizing and betrayed they felt when they're finally told 15-20 years down the line? yeah that#i imagine finding out you're a clone is a lot like that.#i read a book in middle school once abt a girl moving to a new town with her family and getting these horrible nightmares and noticing how#everyone was acting strange around her. one of her nightmares was about the 30yo police officer being a shambling corpse talking to her#and at the end of the book she finds out she's actually the clone of a dead older sister and the police officer was her sister's boyfriend.#and she was in gymnastics but quit and her parents were so disappointed bc the og sister was a champion/award winning gymnastics player#and i never did finish the book but god am i reminded of that.#i love reading the dpxdc clone danny posts and they usually have him brush off being a clone which is literally totally fine but duUUDE#just imagine his own horror over it. its SOOO good
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I had a very odd dream where a train (or bus?) I was on got yanked into another world. While my dream had nothing to do with SVSSS, it did have my waking self thinking about how hilarious and/or horrifying such a thing could be as an AU.
Imagine Shen Yuan riding the subway, train or bus one day, when something happens and his whole car gets yanked into the world of PIDW. Nobody else in the car knows anything about PIDW, so Shen Yuan finds himself with the self imposed task of keeping this eccentric group of strangers alive in a weird world full of demons, monsters, and aphrodisiac plants.
The group’s first assumption would probably be that they’re still on modern earth, and just got teleported somewhere. Their second assumption, if they come across common folk, might be they somehow ended up in the past.
Then they run into some monster, or people riding on swords with specific uniforms, or a commoner mentions a name or event only Shen Yuan recognizes. The rest of the party debates what sort of Xianxia or Wuxia world they’ve ended up in, while poor Shen Yuan sweats bullets. He knows exactly what world they are in, and they are so screwed.
I have this image of poor beleaguered nerd Shen Yuan successfully protecting and leading this group of primary school kids, their cute teacher, and a handful of grannies and grandpas, while all the other adults and older teens keep wandering off and getting themselves in trouble.
#Shen Yuan#SY#Scum Villian’s Self Saving System#SVSSS#SVSSS Idea#Story Idea#* Shen Yuan assumes the cute primary school teacher will end up part of the harem#* He is completely oblivious to the fact she’s crushing on him- as are the group’s young male dumbasses eventually#* Yes I do think women can crush on Shen Yuan too- and he wouldn’t notice that either#* All the kids adopt him as their gege- and the grannies and grandpas as their grandson- a whole platonic harem#* Luo Binghe crosses their path eventually and promptly starts crushing on Shen Yuan too- NOT the cute female teacher#* Not sure what part of the plot they interrupt as any option could be funny#* Binghe escaping the Abyss to get adopted by a clan of modern weirdos#* Late stage Bingge abandoning his harem to play host to Shen Yuan and company#* Disciple Binghe somehow getting collected while on a night hunt- and Shen Yuan stealing a proper manual for him#* Every option is a delight!#* Oh yeah- Shen Yuan knows all the top secret artifacts- monster parts- etc. so he probably grows himself some meridians#* He’s starting cultivation so late there’s no way he’ll reach beyond maybe foundation establishment- but that’s fine#* Unless he dual cultivates with a heavenly demon of course- but like that’ll happen 😉
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i've been thinking about exactly why people portraying one of the other crew members successfully killing Jimmy as a "for what you did to Anya" kind of thing rubs me the wrong way a bit and it's because like..... this is just another form of taking agency away from Anya, in a way. it's kind of framing her as some meek, shivery woman-thing who's entirely at the mercy of the men around her, either to hurt her or save her.
(i understand these are mostly for wish fulfillment on the audience's behalf because everyone would like to see Jimmy pay for his crimes. whether or not this is the intention of the person writing it isn't really relevant, characterization happens with or without intent. i feel like it misses the point by portraying it as an 'ideal ending'.)
because... Anya is a capable person. she takes things into her own hands when she can. it was partially(?) her idea to get into the cargo,
(before he interrupts her.. remember when she interrupted Curly in the dead pixel segment?)
it was her idea to get the code scanner from the cockpit,
it was her idea to get the medication from behind the foam.
(the chance to do these things herself is not given to her.)
she'd been keeping Curly alive for months in a critical state somehow, her psych evaluations at the start are only so useless because Jimmy refuses to take it/her seriously and Curly is obviously biased when he puts it into his own hands. he's known him a long time, like he said. "I'll just put good for that one."
there's not a lot of material to work with because of how the game is framed, but it's there. we are working with two very biased perspectives and neither one lends Anya what she deserves
there's significant changes in how she speaks post- and pre- crash, and depending on who she happens to be talking to. i recommend re-reading her dialogue, because the difference is drastic
she acts the way she does around Jimmy because he has tangibly done horrible things to her, is actively hostile, and physically could not escape him by any means. she can't take away Curly's agency herself, in my eyes. you have to remember that Especially in the post-crash segments of the game, it's entirely from Jimmy's POV, and he obviously does not (and has never) thought very highly of her or treated her with a shred of respect
i've seen a general idea that she can't bear to hurt other people for any reason, but that doesn't really track to me. this is the real point of the post by the way
it seems based on the parts where she says she struggles to give Curly medication. "It just hurts him so much, I can't stand the noise." "It makes me nauseous."
it's not really the same thing as, say, hurting someone in self defense
this sounds like she did want the gun itself. this never felt worded like someone who would refuse to, at very least, threaten Jimmy with a gun, with violence. if she had been given the agency to make that decision on her own. she wasn't though
she still tries to reclaim some of it even as she's denied it
by the end she's still trying to keep that gun out of his hands
i think some people overly soften her, for similar reasons the game itself is trying to comment on. she's not a tender victim who couldn't cause pain to another out of the softness of her soul, she's a person who's had every last bit of agency ripped from her repeatedly until she couldn't take it anymore. that's the point. that's why framing her that way, "needing" someone to save her, is odd to me
she didn't need Curly to save her, she needed him to take responsibility
she didn't want to escalate things, but she's not an idiot. self defense was absolutely on her mind
but who knows im just saying shit *smiles serenely*
#dib noise#mouthwashing#sorryyyyyyyyy lol#i will defend you anya o7#its been fun to roll this game around in my brain. gives me something to do#long post#could be reaching though. it's unfortunate so much of her screentime is hammering home how poorly jimmy regards her#or her being scared/nervous in his presence#or trying to placate him#yes i know that's the point#are my feelings on how anya is treated by the the characters the fans and the game itself weirdly personal? yeah sorry#unfortunately i do think they didn't get the anya parts as solidly as the rest but oh well#everything has flaws#i've gone through a playthrough of this game like 10 times for this#you KNOW im sourcing my claims!!#not really an attack on the people who made the stuff i mentioned at the start#more of a commentary on how they relate with the source material itself#yes yes i know giving a crewmate a lethal weapon is probably not the best idea to curly#does that make this situation any less horrifying?#remember: these aren't real people. everything they do was written on purpose for a reason#i still need to write down my general thoughts on the game as a whole..#also not about one specific person post image writing ect it's a collection of things and ideas thrown onto one post#I'm not any good at ending posts like thase it kind of devolves by yhe end but thats ok
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“Deer in the headlights.”
Guess who finally decided to post on tumblr… ME!
Character design and au idea to @isjasz
#hgcz roleswapverse#hgcz#geminitay#hermitblr#trafficblr#chloeplayzart#i probably won’t post much on tumblr but just in case I do here’s a tag for my own art#get it? deer? in the headlights? being frozen and reacting to danger? okay yeah#it was an idea burst I have so many unfinished assignments and school starts tomorrow’s yet here I am#drawing fanart for an au of fanart of block people
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blooming
#artists on tumblr#my art#my ocs#oc#original character#persona#the original idea this started off as didnt work out so now its flowers LOL#hopefully will get the other idea out soon bc i still like it#but yeah idk why i drew this but it looks ok i guess
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Jason and Roy get married in all 50 states.
It takes them about 15 years, what with all the marriage and divorce paperwork that has to be filed, but they do it.
The first few marriages and divorces are a Vegas wedding, a New Jersey divorce, and Californian wedding, a Californian divorce, and a New Jersey wedding. Everything after that has been an ongoing bit the two of them can’t stop doing, much to the consternation of their families.
Bruce and Oliver always seem to be discussing upcoming wedding details and if any of the JL ask it’s always the same kids.
JL Member: I thought they were already married?
Other JL Member: I thought they were already divorced??
#jason todd#roy harper#jayroy#royjay#batfam#i love the idea that they don’t invite people to their weddings so they tell them they’ll just get divorced quick#and invite them to the next one - then it turns into a bucket list of getting married in every state#it’s also great for deflecting about their personal lives#bat/arrow family member: how’re you doing? what’ve you been up to lately?#jason/roy: oh you know waiting for the divorce paper work to go through#bat/arrow fam: again?#jason/roy: well yeah we’ve already started planning the next wedding#bruce wayne#oliver queen#lian’s adoption paperwork is never altered/rescinded because while marriage is a joke being a parent isn’t
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Almost
#zutara#atla#zuko#avatar the last airbender#katara#zutara fanart#Wip#First page of three is done!!!#Won't be sharing until I have the whole thing but I'm. So. Close!!!!!!!#It's been ages since I started this project omg#But it's worth it#Hopefully I'll get the chance to finish it tomorrow... Won't be making any promises tho#I've missed you guys and I can't wait to share this with you#Anyways I know it's ZK month (and all the content has been WONDERFUL so far) but I won't be participating. Sorry about that.#Working with prompts is such an amazing creative exercise but I know myself good enough to be certain that I'll never get past the first...#... prompt without coming up with seven different AUs and I can't deal with more of those right now lol#Like I've got this Blue Spirit! Katara and Painted Lady! Zuko AU on the works since last week or so. And more lore for the og BS/PL spirits#And also this S3 canon divergence AU... And another one... And another one...#And I need to work on them at my own rhythm otherwise I'll go nuts#So uh#Yeah#Love u all and I hope I'll get to share this one soon (if only to start on yet another comic. I've got ideas for two of them. Yay)#Dema out#(Sorry for the rambling I'm just anxious)#(Don't know why but I stopped caring a long time ago)
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after the events of season 4, steve just wanting SO BADLY to be friends with eddie. just LOVING the idea of them getting closer and having eddie as a friend because hell yeah! a close male friendship with someone that is actually my age, and who i don’t have a weird history with involving bruised eyes and love triangles? count me IN! and eddie is FUN, he is actually hilarious! the way they share the same glances of understanding when dustin is being an absolute shit head, rambling on and on about some obscure topic, expecting everyone to always be on the exact same page as him. of course. and, although steve suspects that eddie actually probably is keeping up with everything dustin says, much better than he ever could, he knows that above it all eddie can appreciate the antics for what they are, and roll his eyes with steve at dustin, i concur, you dustin henderson, are a total butthead.
steve just about junps RIGHT IN to being friends with eddie. hey man, what’cha up to tonight? wanna watch a movie? get drunk, smoke a bit? hey eddie, how have you been, man? he starts calling eddie up on the phone regularly just to check in, shoot the shit, he loves it! he loves having this new friendship with eddie munson and he loves how much the other boy has surprised him with how much he actually enjoys being around him. he’s not a freak, really, well ok maybe he is a little bit, but only in the best ways. he’s kind, thoughtful, and is always looking out for the people he cares about, which is something steve can really respect in a dude. but he’s also so funny? steve never could’ve anticipated just how much eddie has managed to make him genuinely LAUGH over their short amount of time spent together. and he’s really, out there? with the way he presents himself, the way he takes up space with these big THEATRICAL movements, leaving no room for regret or shame or god forbid embarrassment. steve isn’t even sure munson is capable of feeling it at all.
eddie munson is a good dude, and steve could use a bit more of that kind of person around him. he loves all of his friends, the weird little bonded family he’s found himself apart of, and they are all good people, but it never hurts to have afew more added in here and there. it never hurts to know there are more good people out there to find.
so steve is all over eddie, it seems.
at least, from where eddie is standing. nobody else seems as phased as eddie does at this sudden change in steve’s demeanour, in his interest in what eddie munson spends his time doing these days. it seems like, to everyone else, to steve, it’s just a natural progression in their relationship, after being sort of role model figures to the same group of kids, both being the two single dudes, who fought the same monsters together last spring, it seems nobody questions too much that they’d start casually hanging around eachother more. especially since eddie has found himself to fit into his own special spot as one of the group now after it all, after he unwillingly became tangled in this whole upsidedown-superpowers-supernatural-monsters and demons debacle, and tangled quite dramatically at that, the rest of the group that’s been with this since the beginning seemed to find no trouble in taking him in and seeing him as “one of them” now.
so, steve asking eddie to smoke, to watch movies, to go for a drive with no real end destination, it’s not really something that earns them too many double takes. dustin makes a comment or two in the beginning, because steve since when did you like hanging out with eddie? you guys are like so opposite, you don’t like any of the same stuff he does? and steve barely gives a shrug and a dismissive yeah yeah whatever man in response, with a signature eye roll, and dustin had said it seemingly also not too seriously, poking fun at steve wherever he can, not really meaning anything by it, as he fidgets around and rambles in the backseat of steve’s car, eddie riding up front. after that, though, he’s dropped it. it’s never brought up again. part of eddie thinks, too, that dustin would actually be enjoying that his two older friends are becoming friends themselves.
robin seems to be the only other person to look a bit harder at their situation, lingering stares at their interactions, all squinted eyes and eyebrows raised, though from her all this seems to be almost always and only ever directed at steve. eddie’s not sure what to make of that. isn’t he the weird one? i mean, he’s the one that stands out, right? he’s the odd denominator that makes their friendship strange. why would steve harrington want to hang out with Him? HIM? but robin doesn’t spend her time studying eddie to try and search for what about him could possibly have piqued the interest of cherished steven harrington, no, shes always looking at steve. like she’s seeing him differently, almost. eddie doesn’t even think that steve notices it, either, because he doesn’t seem to be questioning or doubting anything odd or strange or out of the ordinary with their newfound time spent together. and maybe, maybe robin is seeing him differently. eddie knows he definitely has been. seeing him more, intensely. deeply. human. seeing the person that steve is, as just steve, not this idealised version of a boy that eddies starting to question ever really even existed at all, or if everyone around him just needed to believe that he did, and who was steve if not happy to comply to the wants of the people around him for who he should be?
eddie likes having steve as his friend, too. don’t get it twisted. he loves how unexpectedly expressive steve is about everything, even really small things. steve LOVES to raise his voice, rest a hand on his popped hip, scolding the kids for something stupid with no real heat or malice behind it. and steve is, like, kinda bitchy too. eddie knew he had the capacity to be a real asshole when he wanted to be, that’s all he knew steve for back in the day, when he was back in high school, hanging around tommy h and the basketball boys, the jocks. eddie would spend his days hearing only whispers and gossip in the hallways of the parties at king steve’s house and the fights king steve had started and won on the court or out in the fields, only ever getting as close as a shove into a locker with the guy at the time, but eddie knew how it could go. he knew all about what steve had done to jonathan, what he’d said to him, the words he’d used. eddie knew it all. he’d seen enough, and been through enough himself, to know how these guys acted in response to guys like him, like jonathan, people who were lower on the social food chain. so, eddie knew about steve’s “mean streak”, if you will, but this kind of snarky bitchiness was something new to him. harrington was almost, sassy, when he wanted to be. it was less so cruel and more just, just sass. if he’s being completely honest it kind of blew eddie away, at first. he thought steve was one of those dull headed jocks who thought with their fists more than their actual brains, but that couldn’t have been farther from the truth. steve’s insults were well thought out, they were FUNNY, he was smart with his words. and silly. oh my god steve harrington could be so fucking silly, real honest to god goofball when the moment called for it, when he felt comfortable enough. eddie had caught on multiple occasions steve mimicking lightsabers to play fight with dustin, or the stupid fucking shit he would do or say just to make robin laugh, singing along to a song playing on the radio with a funny voice.
it was all a little, intoxicating, to watch. eddie didn’t know what gave him the right to be in on this now, to get to see this side of steve and better yet to be at the other end of some of his best qualities. it was fun, all the time they spent together, but there was always something else tugging inside eddie everytime they spent close time together, too. something, he knew steve wasn’t aware of. something he knew steve wasn’t equipped to deal with. something he knew, was him. was him, making things something more than they should be, because, nobody seemed to be questioning that they could become friends, so why ruin that? why disrupt it?
- robin and steve
“Steve.”
“-but then like, it wasn’t that I didn’t want to watch it I just thought, hey, y’know, let’s try something different for a change, but then he- oh my god he honest to god TACKLED ME Robin — I mean, it was so fucking funny and it happened so quick — and all over a fucking Tom Cruise movie-“
“STEVE.” Robin lightly slammed a hand onto the counter. She had been standing behind it for no short of 20 minutes, watching Steve as he paced around, supposed to be stacking tapes onto shelves, but ended up spending the whole time going on and on, and ON, about how movie night went with Eddie last night. She thought she was bad…
Steve jumped, almost running into a shelf and knocking down his hard work, and seemed to snap out of whatever trance he had found himself in after starting to tell Robin a story about something funny Eddie had done last night.
“Shit, sorry. Sorry, what were you saying? Were you- were you saying something?”
To this, Robin just rolls her eyes and let’s out a laugh, “You, sir, are goddamn hopeless.”
“Sorry. How long was I talking for?” Steve wandered his way over to lean his arms onto the counter from the opposite side.
“Oh, I dunno Steve, just about half an HOUR?”
“That is an over exaggeration Robin, it’s only been like-“
“Honestly, man, i’m concerned for you. You are like next level OBSESSED with Eddie. Eddie Munson. You do realise this right??? You are obsessed with him, Steve.”
To this Steve sputters, lazily waving his hands back and forth.
“No, Robin, what the hell are you talking about? I am not OBSESSED. No need to be jealous, alright, Stevie-Boy here can have more than one friend. Your spot in my heart isn’t any less special now that it’s beginning to be shared by another.” He bats his eyelashes up at her, holding both hands over his chest as if to cradle his heart.
“Oh my GOD! You even SOUND LIKE HIM!”, she playfully slaps his shoulder. “Steve. You are obsessed.”
“I am not obsessed! He’s just a really great guy, alright-“
“Blah blah, yep whatever you say, lover boy.” Robin quips, plopping down onto the chair chair infront of their staff computer, turning herself to face it.
“Wha- what? Lover boy? What the hell Robin, that is not- that doesn’t even make any sense!”
She is just smiling at him now, enjoying seeing him spiral like this. Steve let’s out a sigh as he puts his hands on his hips, and shakes his head, looking at her right back.
He opens and closes his mouth afew times, like he’s really thinking about what he wants to say next. Or like he has no idea what to say next, and his brain is not moving fast enough to formulate the next sentence his mouth knows he wants to say. He wasn’t obsessed. That’s not- that’s like- no. No he was not, Robin was just playing around with him, she knew how to get on his nerves. Get him all wound up over little things just to see him react like this.
After a minute or two, Robin realises Steve was not going to reply anytime soon, so she turns fully back toward him. Saving him from his spiral.
“So, what are you’re plans for tonight Steve-O?”
He lets out a chuckle and walks around the counter till he’s behind it with Robin, leaning his back against it so he can stand across from her and face her.
“Well, not really sure. Parents aren’t home, no early shift tomorrow, might drink afew beers, listen to some music, —“
“See what Eddie’s doin?” Robin finishes for him, quirking her eyebrows up and down as she does it.
“Oh shut up!” Steve just laughs and softly throws a tape from the counter at her chest. “As a matter of fact, yeah I will see what he’s up to. Because we are friends now, Robin. Is that a problem? Actually I was also gonna ask you what you were up to after work, too, but you know what after this I’m having second thoughts, I mean, the way you’ve been treating me lately-“
“Oh my god, you are the worst. Yes, I’m free, of course I’ll hang out with you dingus. You and your tweedle dee.”
Steve laughs at this, then tilts his head.
“Wait, does that make me dumb? Tweedle dumb?! That’s how you see me?”
“Yeah it is actually, got a problem?”
“Oh wow, she’s feisty today. Can’t believe you think I’m dumb, Rob’s. When you come knockin’ tonight, do not expect a warm greeting at my front door.”
“Yeah, yeah, I’ll take my chances.”
- later. steve’s house. to be continued?
#just been having steddie post season 4 thoughts#been missing the era of the fandom just sort of starting during that time between vol 1 and 2#how every fic had their own little way of resolving the upside down/vecna problem just written into afew small paragraphs#really just getting to know these characters as a pairing#most importantly before seeing them as a couple#seeing them as friends#how they would genuinely interact and get along#what their dynamics would look like#steddie early days truly have my whole entire heart#coming onto tumblr the weeks following vol1 of s4 was magical#anywho yeah non vol2 compliant steddie for you#more so just#eddie didn’t die steddie for you#they become friends bc truly i actually believe that had he lived they would have#it just makes sense#stranger things#eddie munson#steddie#steve harrington#stranger things 4#stranger things season 4#robin buckley#dustin henderson#also lmk if i should keep adding to this…might abyways bc i’m enjoying this#steddie fic#steddie fic idea#steddie ficlet#steddie fanfiction
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from the neoboards, we now have confirmation that 4 staff members were laid off, apparently from marketing and customer support.
rumors that the "entire US team" were laid off are not true, and this post confirms that there's still a sizable amount of staff members based in the united states.
while the reasoning is not stated for the privacy of those involved, comments and tags on my post have mentioned that alice has been investigated in the past and was apparently abrasive towards others. the outcome of that investigation most likely lead to her firing.
i won't publicly speculate further on other firings, but in short: no the site is not "cooked", it isn't "on its last legs", and there seems to be no indication for health insurance being the reasoning behind it. 4 people related to marketing and customer service were laid off out of a team of 80+ people, neopets is not going to explode because of their absence.
#neopets#neotag#i was skeptical from the start of the idea of almost 100 people being laid off due to “health insurance” with zero evidence#we only really knew about alice's accounts being frozen so it's good to finally get some real answers instead of just rumors#let's put this to bed now yeah?
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After Pmd:Eos Postgame Darkrai thinks he's smart and goes for his darkness shenanigans again. Only to get captured for good this time.
Can you guess where he is :D?
The following comic reveals it nontheless, but not the exact location.
Imagine you swim all this way just for Mister Darkness to throw a tantrum.
#zero isle au#i really hope the quality is okay to read it.#yeah I know the spacing is a bit dumb but I started it and I finished it like that.#4 different pictures seperating them as Columns would have done the trick.#WHO COULD HAVE KNOW THIS WOULD GET SO LONG.#I SURE DIDN'T.#OC's name is Krako btw and will have to hold as everything Hero related I wanna draw. She is still her own character but most of it#is like planed for my fanfic. I will do weird AU stuff here on tumblr though. But she is still in character here.#Even if these exact events will not happen in my fanfic.#it got more wholesome than I planed this to be. To be honest I didn't plan anything. I just did it lol.#darkrai#pmd darkrai#totodile#cresselia#pmd hero#unknown#pokemon mystery dungeon#pmd explorers#pmd#pmd eos#pmd2#pmd ocs#explorers of sky#pokemon#pokemon fanart#pkmn#i had ideas for partner dusknoir grovyle and celebi smacking all hell out of him if he says something mean to Hero#But also I don't want to torture myself with drawing 4 additional characters so maybe another day.#my art#my stuff
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Okay so I said I was drawing a sangihun kiss and that I would hopefully finish and post it tonight. Well I didn't finish it and I also got distracted and started drawing another sangihun thing and I love the sketch so much that as an apology y'all are getting that now. But hey, I said I was gonna post a sangihun kiss tonight and technically I kinda did <3
Anyways, here it is:
Also the legs and feet at the bottom left are part of what I originally wanted to finish tonight :>
#i started drawing this because when i was drawing the original thing that i wanted to finish today i wrote down the line#'and then gihun puts his tounge in sangwoo's mouth'#because i potentially wanted to use that somewhere in the post idk#but then i was like okay but i kinda just want to draw that now#it didn't turn out exactly like that but this is basically how i get my art ideas#hope y'all enjoy#it's so funny to me how i drew sangihun and got distracted by drawing something else that's Also sangihun#this ship has caught me and it won't let go and i'm fine with that#anyways#hhhhhh soft sangwoo <33333#he would be so soft with gihun i'm telling you!!!! so careful and soft as if he doesn't wanna break him#not because gihun is weak but because he's just so precious to sangwoo <33#ma heart#gonn admitci actually like this doodle a little bit more than what i was originally drawing#i still like that too and i definetly want to finish it#but idk this doodle is just so soft and i feel like my art can sometimes be a bit stiff and i don't really like that#so i get really happy when i draw something sweet like this <3#so yeah#bro i'm such a sucker for when somebody who wears glasses puts them up on their head like that just always looks so good!!!!#also gihun's s1 hair is so fun to draw!!!!!#squid game#sangihun#gihun x sangwoo#seong gi hun#cho sang woo#seong gihun#cho sangwoo#lyxchen's art#sketchies#squid game fanart
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