#there really is a double standard
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this person is a prude lol i’m not getting the vibe that blue hair guy’s ass was meant to be goonerbait or whatever especially after taking 5 seconds to check the artists’ account. sometimes you flash cheeks when you run away and everyone has a chuckle about it and then we move on with our lives… grow up!
#also this could be in character for whoever that is i don’t know#there really is a double standard#and i know WHY but i don’t think it’s applicable here based on the energy of it#imagine scout’s asscheeks And take note of the reaction it illicits outside of dizzying arousal#it’s asscheeks dawg#unless yjis character is like 12 or whatever#then i take everything back#one day female nudity will be joshed with the same way as male nudity is and when that day comes i’ll cry happy tears
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So here’s the thing: Percy is my guy. I’ll defend him till the day I die. I adore everything about him, and you guys know that. So this post might shock you because I’m about to call the fuck out of him.
I am so SICK of receiving ask after ask after comment after ask about Annabeth being the only goddamn issue in their relationship, meanwhile Percy gets made out to be some saint. You want to call out Percabeth? You want to be all heroic and talk about bad behavior? Allow me to join you! Let’s fucking talk about it!
The number one thing people complain about in their relationship: Annabeth making jokes about his intelligence. But let’s actually talk about this: we all know Percy is extremely intelligent, but why are we so hellbent on denying it when he DOES act like an idiot most of the time? Like, why is Percy saying things like he can’t tie his shoes or phrasing stuff to Annabeth like an 8-year-old when he’s nearly a grown adult? And now tell me this. Why is it always on ANNABETH to translate and explain everything when we know Percy can figure stuff out for himself? Why is it always on ANNABETH to make the plan? Why is it always on ANNABETH to figure out how to fix things that Percy and Grover usually messed up?
After Wrath of the Triple Goddess, I spent so much time being angry at how Rick wrote Annabeth bossing Percy around. But then I took a step back and realized: it’s because he also writes Percy as always being so heavily reliant on Annabeth when she’s there. Instead of asking, ���Why is Annabeth acting like his mom?” why isn’t anyone ever fucking asking, “Why does Annabeth feel like she HAS to act like his mom?” Because she doesn’t act that way with people like Thalia, Jason, or Reyna. So why is her boyfriend putting her in a position where she feels like she has to explain everything to him and tell him what to do?
You know, in The Demigod Diaries, Annabeth says she’s always known Percy isn’t dumb and that he’s actually very intelligent—but that he just ACTS super dumb. Then she says she thinks Percy does it just to annoy her. Annabeth has called Percy smart on several occasions—including one of my favorite moments in MoA where she calls him brilliant and kisses him—and yet she still makes those comments about his intelligence. So considering all that, let's think about it. Have you ever met someone who’s super smart but acts so dumb that they actually convince themselves they’re dumb? It’s infuriating. So imagine how that must feel to a daughter of Athena. And don’t you dare go, “Well, it’s because of Percy’s childhood and his abuse…” because Annabeth is ALSO fucked up from her childhood and suffered from abuse, but that doesn’t ever excuse HER, I guess. So why does Percy get a pass?
Oh right, I forgot: because we must always blame the woman for “nagging” and “being controlling.” Silly me for forgetting.
It’s ALWAYS “God Annabeth is so controlling all the time” and NEVER “how come Percy puts Annabeth in a position where she always HAS to take charge and keep things under control?” How come he low-key DOES act dumb and useless (and then complains about it) when they both know damn well he can be smart and resourceful when he wants to? Let me guess. “He’s insecure 😔😔.” YEAH, NO SHIT, SHERLOCK. So being insecure makes it all okay? Because Annabeth NEVER gets that benefit of the doubt. Or let me guess, “It’s Rick’s fault for writing him that way” okay cool, well then it’s ALSO Rick’s fault for writing Annabeth the way she is. You don’t get to pick and choose.
(Quick pause—does anyone else feel like Rick finally started writing Percy as a confident, secure, and assertive person in Heroes of Olympus—and found it so refreshing—only for Percy to regress back into his self-hating, insecure 12-year-old self again in the new books? Because it’s infuriating to me that he lost that character development. Anyway… resuming discussion.)
People are always so worried about Percy feeling inferior in their relationship, but never about Annabeth feeling frustrated when Percy doesn't act like the equally contributing partner that she knows he can be (and that he is a lot of the time). I mean, we know from her POV in MoA that Annabeth tends to feel like she has the weight of the world on her shoulders and has to figure things out for everyone else. And that she feels useless sometimes because everyone else, especially Percy, has all these amazing powers, and all Annabeth has to contribute is her knowledge. And yet, when she "shows off" with her intelligence, it's a "superiority complex?"
And another hot topic: Anti-Percabethers are always talking about Annabeth “bullying” and “physically abusing” Percy. (Despite him never feeling pain, flinching, or even expressing an ounce of discontent—in fact after she judo-flipped him, he laughed and smiled). And yet they never seem to want to talk about the fact that Percy has made Annabeth cry and been extremely insensitive to her on several occasions. And you wanna talk about physical violence? Let’s talk about how Sally, Paul, and Annabeth were all extremely nervous and tense when telling Percy that Sally was pregnant. You know why? It’s explained that they’re scared because his temper is brutal and they never know how he’s going to react—because he previously blew out the pipes of the entire apartment building when he got upset about something. How come everybody is SO worried about Annabeth playfully smacking his shoulder and him not caring, but NOBODY wants to talk about the fact that Annabeth is scared of making Percy mad because he can’t fucking control his temper or keep the world around him from blowing up? This is the guy who’s been kicked out of military schools for fighting. This is the guy who’s thrown his skateboard into a wall out of rage. This is the guy who got so mad at a goddess that he got pleasure out of torturing her. I’m not saying he’s wrong for any of that, but I am saying that Annabeth has never once done something like that.
Let’s talk about Piper’s perspective of him. I used to hate Piper because she was critical of Percy, but then I grew up. She is one of the few people who actually gives us an unbiased view of him, and you know what she says? She says she doesn’t know how Annabeth deals with Percy because Annabeth is constantly having to keep him under control. Annabeth keeps him from attacking/yelling at Leo after the canon incident. She has to diffuse his stupid, pointless “who’s is bigger” competition with Jason. She’s not there to keep him from pissing off Bacchus, and Percy rapidly escalates the situation and nearly screws them all over. I mean, in Wrath of the Triple Goddess, she had to tactfully handle him after Grover drank the strawberry potion because Percy was so angry that he was literally shaking (and btw Annabeth had to figure out the plan to fix everything that time, too). When she’s not there, Percy talks back to gods and superiors and gets everyone around him into bad situations with his temper and disobedience. Annabeth CONSTANTLY has to calm him down and keep him from losing his shit. Do you know how exhausting that must be??
So tell me—why is the blame ALWAYS on the woman here? Why is Percy made out to be some poor, abused wittle baby being picked on by big bad Annabeth? He’s a big boy. A grown man now, even. He is the most powerful demigod alive. He can fucking take care of himself, and so can Annabeth.
If you don’t want to like Percabeth? That’s fine. If you don’t want to like Annabeth? That’s fine. But STOP making it out as if Annabeth is the only one who causes problems in their relationship and Percy is completely innocent. Percy is just as bad—arguably worse, actually. Because despite everyone saying how bad Annabeth is to Percy, he never actually gets hurt, scared, or offended by her. Meanwhile, Annabeth HAS cried because of Percy’s words AND has been scared of him and his temper. So… what the FUCK?? How is Annabeth the one being villainized here??
Now, I can actively defend every single thing Percy has done. I love him for his flaws and they make him such a complex character. And I can do and say the same thing about Annabeth, but for some reason that’s “excusing bad behavior.” I love them both and think they are extraordinary people who’ve been dealt really crappy hands. They deal with things the best way that they can in the moment. But they BOTH mess up and hurt each other, and they BOTH have things to work on. They are very flawed characters, and we can point out and discuss those flaws while also being fond of those flaws because it makes them more realistic.
Now, some of you might be thinking, “Lili, I thought you loved Percy and Percabeth.” I do. I love them so much that I pretty much have a whole blog dedicated to them. But I don’t love them because I think they’re perfect. I love them because, despite being extremely flawed, they make each other better. They love each other unconditionally. They build each other up and protect each other in the darkest of times.
They are best friends. They are battle partners. They are lovers. They are warriors. They are heroes. They are EQUALS. But they are NOT perfect. Not even a little. And their ability to overcome and work through those imperfections together is what makes them so extraordinary.
And yet, when Percy plays dumb, it’s blamed on Rick’s bad writing and excused as him being insecure because of his abuse. When Annabeth calls him out for it and jokes about it, she gets called an awful person who doesn’t value him. And when Percy loses his temper and acts out and gets everyone into bad situations, he’s excused because he inherited Poseidon’s temper and he can’t help it. But when Annabeth is extremely prideful and acts like she’s smarter than other people (which she inherited from Athena) she’s a selfish bitch who thinks she’s better than anyone else?
How does that make any fucking sense?
If you want to criticize Percabeth, criticize both of them. But don’t keep doing this “selective reading” bullshit so you can see Annabeth as the villain when she spends half her life cleaning up Percy’s messes and taking care of him. Percy is extraordinary and I adore him, but he is not a “saint” for “dealing with Annabeth.” He is damn lucky to have her, just like she's damn lucky to have him.
Either be honest about both their flaws and cut it out with the double standards, or don’t bother pretending you care about the truth at all.
#if you’re gonna be a hero and call out bad behavior#call it out on both fucking sides#is anyone else tired of the double standard?#because i am#i fear i might get hate from so many different angles for this post#but i have never heard someone talk about this and its really starting to get to me#i love percy#percy is no saint#and i love percy because he isn't a saint#i love annabeth#annabeth is no saint#and i love annabeth because she isn't a saint#normalize being able to recognize flaws and appreciate them at the same time#im crashing out#percy jackson#annabeth chase#percabeth#percy jackson and the olympians#pjo#heroes of olympus percabeth#hoo#rick riordan#riordanverse
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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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I'm artblocked so Here's character sleeping positions + lore
(blankets omitted from the drawing where irrelevant. Assume characters use them unless otherwise specified)
Palo
Habitually sleeps on his back with his hands clasped.
Overheats easily and likes cooler temperatures, his blanket/cloak will often end up completely removed from his body over the course of the night.
Mild insomniac and a very light sleeper. Occasionally sleepwalks.
Smokes hideje (plant with mild sedative properties) as a sleep aid when he can get his hands on it
This seems to have a side effect of strange, disorienting dreams and occasional sleep paralysis.
Tigran:
Sleeps on his side
Needs to be entirely burritoed into his cloak/blanket regardless of the temperature, leaving a little gap near his face so he can breathe.
If it's hot he sticks his feet out for thermoregulatory purposes.
Sleeps soundly but tosses and turns constantly.
Has very frequent nightmares.
Hibrides:
Sleeps on her side
Needs to be hugging a pillow to feel comfortable.
Almost always ends up curled in a shrimp position in the middle of her bed.
Strongly dislikes sleeping (and generally Being) naked, wears old dresses as pajamas.
Likes when Hippeti (dog) sleeps near her bed, at least until he wakes up to loudly lick himself.
Snores.
Couya
Sleeps on her back.
Takes Odonii standard perpetual armament very seriously and keeps any weapons she is actively carrying next to her while sleeping.
Has very lengthy, vivid dreams.
Sleeps on a grass mat by choice even though she can absolutely afford a fabric bed. Doesn't like soft beds and kind of thinks people who do are pussies.
Has frequent back pain (especially in the mornings), which is surely unrelated.
Janeys
Sleeps on his back or side.
Would benefit tremendously from a weighted blanket. An arm works too.
Has a specific phallus amulet reserved specifically for sleeping (for protection against threats like nightmares, nocturnal emission, or other harm from evil spirits).
It apparently works because he doesn't get nightmares a lot and instead gets really, really weird stress dreams.
Frequently talks/yells in his sleep.
Will wither away and die if deprived of pillows or a down mat.
Brakul
Almost exclusively sleeps on his stomach.
Will be splayed out like a starfish if not physically restricted by the presence of another body.
Falls asleep easily and barely moves over the course of a night. Could sleep through an earthquake.
Rarely remembers his dreams.
(Both get cold easily and this scene would be hidden under a notably massive blanket with only their heads exposed in all but the hottest conditions)
FAIZA:
Falls asleep on her back but can end up in startlingly contorted poses.
Keeps the Odonii standard perpetual armament restricted to having her dagger nearby while asleep.
Doesn't really use pillows, considers a down bed more than enough.
Tosses and turns in her sleep, very frequently wakes up lying on the floor.
Sleepwalks on a fairly regular basis. One time she woke up going through the physical motions of giving a blessing (to a wall) and really didn't know how to feel about that.
Etsushir
Not only capable of sleeping like this, but actively prefers it. (This isn't an elowey-typical thing, it's distinctly unusual)
Quite adept in general at falling asleep in intensely uncomfortable looking positions and circumstances. He's just used to it.
Grinds his teeth in his sleep.
Doesn't usually use a blanket (fur provides enough warmth for most seasons anyway) but likes the physical comfort of sleeping in a cloak.
#In general pillows are kind of a luxury good. Beds in this culture are placed directly on the ground usually in the form of mats.#Fabric mats are also Generally a luxury good and most people sleep on grass mats or sometimes hides.#A really really nice bed has a frame to hold a thick down feather mat but is still low to the ground.#A very long cloak is part of the standard clothing repertoire and doubles as a blanket for a lot of people.#palo apolynnon#tigran otto#hibrides uryashta#couya haidamane#janeys haidamane#brakul red dog#faiza haidamane#etsushir
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Every day I’m haunted by the fact the boys happily swim in sewer water
Even if it’s filtered somehow there’s no way it’s not still nasty 😭 Bet they can defeat any of their villains just by accidentally giving them diseases I swear
#rottmnt#rise of the teenage mutant ninja turtles#bless their hearts but they’re nasty#it’s funny because like#each and every one of them has moments#where they’re a typical disgusting teenage boy#and then the next they have STANDARDS#can’t blame Leo for being so determined to go to a spa#even if he nearly licked his own foot that’s prob cleaner than anything else the boys have been up to in years 💀#thank you shelldon for all your hard work cleaning after then 🙏#they’re all gross teenage boys!!!#even Donnie he is NO exception here#bro was DRINKING A BEVERAGE while wading through sewer water he is just as gross as his bros#bro also talks with his mouth full he is no more refined than his equally gross bros fr and I love it#but yeah no way that water isn’t disgusting even filtering it would still leave grime on the walls of the sewer for yearsss#pros of them moving into an abandoned subway system is fixing their sense of smell enough to not be as gross#100% that’s part of why they didn’t mind being so filthy pre shelldon#because I mean they were literally raised in the sewers and they’re teenage boys like that’s a double whammy#THEY ALSO DONT WEAR SHOES#the few times any of them do the shoes are discarded before heading home 💀#I love them tho they are endearing anyhow#April’s immune system must be godlike just being around them fr#honestly no joke Mikey’s probably the cleanest of them all#just by virtue of being a chef#Leo I see as a mixture since he no doubt loves to pamper himself so he’s clean like#a percentage of time before he goes out and ruins his own hard work#Donnie is similar in that he’s just VERY SELECTIVE about what he thinks is too gross#Raph may be more on the stinky end but it’s not his fault he has his stinks and eats things of dubious origin(esp since his bros ate poison)#Donnie and Leo really have the gall to be sick about Raph eating the origami salami but they have no room to talk#all their villains are prob like please stay away from us we have salmonella now
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another thing i've Witnessed in all spheres of modern feminism is who gets afforded the grace of "internalized misogyny" vs who just gets called a "misogynist"
like if you are a feminine cis girl (& usually white too) all your sexist bullshit is excused as internalized misogyny that was pushed on them by a sexist society that they have to unlearn but in the meantime we cannot hold them accountable or be too mean to them bc they're traumatized and trying :((((( so if you call out their sexism, YOU are in fact being a woman-hating bitch/dyke/etc who hates girls and girlhood
but...... if you are a trans woman or you're butch or a stud or a woman of color and you say anything even perceived as sexist, oh no no you do NOT get the grace of "internalized misogyny". you don't get time to learn or grow. you are a sexist and you should be shot and you might as well be a man.
and usually the latter group's "misogyny" is just pointing out the other group's double standards and sexism which gets us called not girls girls and "pick-mes" (used wrong) and sexist etc. like sometimes obviously we ARE misogynistic, everyone is, but usually it's over the dumbest shit and even in the cases where someone in the latter group is being genuinely sexist, they are NOT given the same grace as the former group
#sorry ive been on a feminism kick lately it's an autism mode rn but like. i have so many thoughts constantly just rattling around in there#discourse cw#but i REALLY noticed this one w my infamous post abt girl dinner lmfaooooo#the amount of ppl in those notes being like how dare you theyre traumatized by girlhood you fucking misogynist#like. do you not see the double standard there or.... no? okay
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Fuck it
I think I just need to say it



This whole scene to me…



Didn’t come off as flirting
Ok, I promise I’m not doing this to put down any FunnyGummy shippers.
The ship is fine. I like it
But just hear me out on this take, because there’s a specific reason I’m making it.
And to do that, I gotta do a quick analysis on their interactions.
So here’s the deal, it feels weird to call Pomni’s behavior towards Gummigoo in ep 4, namely all her clumsy stuttering and stumbling, as anything resembling infatuation.
The reason she’s failing to play it cool is because she’s suddenly reunited with someone who, not a couple days ago, was previously blown up right in front of her.
Like, I’m pretty sure she was struggling not to just immediately go “holy shit, you’re alive!?” as soon as she realized who was standing on the other side of the counter.
Let’s try walking in Pomni’s shoes for a bit. Imagine seeing someone you just befriended…suddenly get killed…in a pretty violent fashion…and then pop back up again with absolutely no warning.
You’d think the first thing you’d talk about upon reuniting would be something related to that.
But nah, they just waltz in wanting some breakfast like the average customer in this little fast food simulation game that you are being forced to play in.
Now, let’s go back to ep 2
Gummigoo had accidentally stumbled onto the other side of Caine’s curtain, making him question his entire existence. Leaving Pomni the only one available to explain and to effectively shatter his worldview by revealing that he, and everyone he knows, is an NPC. And his reaction to all of this was naturally negative. He goes from panicking at the discovery to being completely dismal over the loss of the reality he knew.
To say the poor guy was going through it would be an understatement.
Gummigoo was pretty much in a hopeless state. Being burdened with eye opening knowledge is a very lonely experience. Especially when it seems you’re the only one to be made aware of it. It’s not hard to see why Pomni took the time to help him. She was forced to suddenly comprehend a different reality just the other day.
“Feeling like your nothing is kinda normal.” is a wild way to try to relate to someone, but she decided to take a seat next to him because it’s probably the most normal thing she’s heard since she’s been there.
And what’s important to note about their conversation under the map is that with every attempt that Pomni initially makes to help him feel less alone, Gummigoo’s quick to brush it off because none of it is enough to diminish the fact that he’s not a real person, and therefore does not get to exist as a real person. Believing that his friends care about him the same way he does for them is pretty much cold comfort when their roles have been literally coded for them.
Even when she offered him a way out of his situation, he wasn’t immediately keen on taking it. His question, “how does this benefit you at all?” is the kind of question someone asks when they place no real value on themselves as a person. He was so quick to accept that he is nothing, because from his understanding that’s what he would essentially be reduced to once the adventure is over. This is what fills him with dread, knowing his life ends when his purpose as a character is complete. And it’s only when Pomni finally gives him a new role, being her friend, that he begins to respond positively.
He goes from a fake bandit to a real friend, giving his existence some validity.
The show has been doing a great job at establishing that Pomni is the kind of earnest person to lend a helping hand. But, considering how she failed to help someone the day prior, I wouldn’t be surprised if she was placing a lot of responsibility on herself to make sure this guy at least gets a chance to not feel like nothing. Helping him benefits her beyond feeling less alone in this strange new life, it was also a chance to redeem herself.
This time she wasn’t going to abandon someone who needed her.
And then he was fucking obliterated.
Once again, Pomni failed at helping someone. And not just a stranger, this time it was someone she called a friend. On top of that, she didn’t just failed, she practically led this lamb to slaughter. She didn’t know the outcome of course, but it was still her idea to take him to the Circus.
It was her insistence on bringing him along that got him killed
So now she’s talking to someone who may or may not be the same person because he sure damn well looks like him.
And if he didn’t really die, then perhaps she didn’t really screw up again, at least that’s what she’s hoping for


However, this isn’t the Gummigoo that got stranded under the map with her and needed consoling from his existential crisis.
This is just a guy who’s still waiting on his Sausage Bacon Jaffle Combo, and is super weirded out that the cashier girl is crawling around trying to get his attention.
And you can see all the hope in Pomni’s eyes die at that realization.


Additionally, her saying “I…don’t know” feels like it goes beyond the surface level “we met before…but you don’t remember me, so maybe not…”
Because, really, Pomni actually doesn’t know Gummigoo.
She never got the chance to know him. Sure she knows what he is, but who Gummigoo was as a person was what they both were going to find out together.
But this Gummigoo doesn’t have the baggage of knowing the truth, which is what ultimately led him to feel like nothing, and in turn needing the validation that he doesn’t have to be nothing. Here, he’s just a simple customer.
This isn’t her friend. And Pomni has to accept that it’s best that he doesn’t remember her. He doesn’t think he’s nothing, and that’s all that matters.
Alright, so why am I really going over all of this?
Why bother making a whole post analyzing these two just to pedantically point out that their interactions have been purely platonic?
Well to tell you the truth, it’s cuz I’m a little fed up with all of it.
I don’t mean people making assumptions that these two characters have feelings for each other.
Im talking more about the trend of when a girl is shown acting all nervous around a guy, people automatically conclude that she has a thing for him.
But when it’s two characters of the same gender acting the exact same way, you get some annoying commentary about how it’s for reasons unrelated to romance and how they “just don’t see it”
“It’s like people can’t just be friends anymore”
Does that phrase annoy you as much as it does me?
Now, thanks to Gooseworx, we are all in a collective understanding that none of the characters will actually get together romantically. So we are free to ship who we please, with the caveat that we are not to act superior over what will or will not be canon. And this is a good rule.
I’m too old to be making arguments against a ship because at the end of the day these weird little guys are public domain and you can imagine them being together in any way you please because they’re just characters.
So me saying that people viewing Pomni’s behavior towards Gummigoo in ep 4 as inherently smitten are misconstruing their relationship just sounds like I’m putting someone’s beloved ship down for no real reason other than just being weirdly contrarian about it.
And you’d be right to think that way.
But when you get people in this day and age who are so quick to label these interactions as romantic and then have trouble extending the same imagination towards a ship like ragapom, it starts to get a bit grating. That the awkward and nervous interactions between two women can be dismissed as platonic and anything more is just delusion.
Like, even people who sincerely ship them tend to make jokes about how delusional we are to do so. You don’t see that in people who ship FunnyGummy. And that’s a little depressing to me.
Now, I’m not saying you have to ship Pomni and Ragatha romantically. I’m not here to dictate anyone’s tastes or say anyone’s reasons for shipping are less valid than others.
I guess it just irks me that we don’t extend this platonic view just as readily towards straight pairings.
Like, I honestly feel that Pomni and Gummigoo’s relationship is appreciated less because of all the shipping.
Their story is so much richer than just another “love that could never be”. It’s the tragedy of losing a friendship only moments after its inception. Of having to come to terms that someone you wanted to be closer with, is better off living their life separate from yours. You wanted to be a positive influence on them, but it didn’t work out as planned, leaving you both to suffer as a result. And all you can do is wish them well as they leave you behind.
A lot of people like to see this pairing as a tragic romance because their circumstances give them prime shipping material. That her having feelings for him would make their separation feel bittersweet.
But Pomni not being in love with Gummigoo doesn’t invalidate the heartbreak of her having to say goodbye to him.
And it shouldn’t. Because he was her friend, for the brief special moment she knew him. And in the end, she did get to do something for him.
She got to wish him a pleasant day.
#this was a rant#I’ve been holding off on writing this for a while#FunnyGummy is a great ship#I’m seriously not against it#I just had to put these thoughts into writing because I’m bitter#I’m bitter that straight ships get little to no degree of pushback the same way the gay ships do#so I’m pushing back this time#I know this is essentially pointless because ragapom is arguably the most popular ship in this fandom so my feelings may fall flat#but it’s more so to point out the double standards rather than criticize any ships that people may have#and also to really urge people to study character dynamics beyond just shipping them romantically#I know that’s rich coming from me but honestly#these characters are way too interesting to just dilute them into wondering who’s gonna kiss who and why#this has been in my drafts for a hot minute so it’s weird to finally post it during pride month#or maybe it’s appropriate I dunno#I’ve also been trying to understand my own views on romance#I’m gonna look like such a hypocrite later for posting this#I’m honestly just being a bitter bi rn#biscuit bakes#character analysis#tadc pomni#tadc gummigoo#funnygummy#ragapom
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So I just watched the new Helluva short, and i'm not the only one who thinks the weeb acts very similar to Stolas, right? She even called him "Blitzy"
When she does it, the show rightfully portrayed it obsessive and creepy
But when Stolas does the same, it's portrayed him as "not knowing better" and "being romantic."
#my text post#This show really does have a double standard.#helluva boss criticism#helluva boss critique#helluva boss critical#stolas critical
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I bring a sort of "flawed female characters can be fun and enjoyable blorbos - both flawed in terms of having character flaws and in terms of having occasionally flawed writing" that it appears many, many, many people do not like
#i'm sorry for all the annoyance lately. i've been tired.#and a lot of the media i'm enjoying right now has focal female characters so i'm seeing the most absolute stupid takes of all time#anyways. cyan did have a character arc actually and her arc's flaws are largely similar to my criticisms of lin ling and yang cheng's arcs#so i don't appreciate the double standard#tianxi is just as interesting as tianchen if you actually read into her character the way one would for any underdeveloped male character#we don't even know anything about shao yuanyuan yet either why does everyone shit on her. i mean i get it i'm unimpressed with#her leaving her son behind - that is undeniably shitty. but there are so many who just don't want to see anything more of her. why???#yes wang qing got less screentime and marketing than hhh. but we actually have just as much if not more concrete info about her#than we do for any of those three. why is it that i mostly just see people complaining about her lack of screentime instead of#making five million headcanons for her the way hhh gets? :/#and like. all the arcane female characters. i'll admit i never did get as attached to caitlyn as i wanted to. but man.#i don't make arcane posts or interact with the fandom for a reason. the only female characters people seem to like are jinx and isha#mel has been done a great disservice in fandom imo. she is wayyy more interesting than just being beautiful.#and mizi is not a manipulator. wtf is your problem#i legitimately have no idea what kind of female character it would take to actually be considered good.#people want flaws but then completely misinterpret her. bad character writing means she's bad female rep.#it doesn't matter that people would lovingly take a guy with mediocre writing and give him a better arc. she's just “boring”#a male character can have the same internal conflict as a female character and everything about how she treats it is wrong.#writers then “play it safe” by giving their female characters external problems to overcome instead of internal ones#thus making her... “boring”. again.#same general issue applies to any character with a slightly darker skin tone too. doubly so for darker skinned women.#anyways. i am really scared for queen's arc honestly. i've already seen people being more excited for X than her#and shitting on her for being a “nepo baby” (???)#meanwhile i am concerned that they are going to play it too safe with her writing thus making her “strong woman” whose problems are#all external#that most of her drive will be related to the two older men in her life with no nuance (i'm hoping not but this is always a fear)#or that they will delve into a messier internal conflict and everyone is going to hate her except for the handful of people who#actually have a baseline understanding of women's issues. lmao.#liu yuwei get behind me.#storyrambles
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Given that it's completely beyond me how a character like Jason Grace can be hated by so many people within the fandom, I've decided to try and figure this absurd bullshit out. It turns out it's not just an unnecessary desire to boost Percy by diminishing Jason's character. A thing that I hate, because I think that diminishing/bashing some characters to appreciate others is quite the opposite of validation, as I believe a character can only be truly defined by their own actions/words/personality and hence, should be appreciated for those aspects, not by unnecessary/non sensical comparisons with other characters.
So I'm currently rereading HoH, and I've just noticed that, basically, all the Jason haters simply use Piper's words about him and take them for granted. Which speaks volumes and is also one of the reasons why I've never liked them together.
And no, it's not that "she knows him better than anyone else" because that is bullshit. She never even bothered to really get to know him. All she wanted was to make that Mist induced fairytale their reality, mainly because she thought he was hot, and strong and cool, and liked the Mist version of Jason. A version that was not even real. She knew that, yet she was constantly making comparisons between that and reality, and whining about it. And this in particular would be even fair if she wasn't the one out of the two of them who was completely obsessed with getting together for real in the first place, despite knowing he might have someone waiting for him at Camp Jupiter. A thing Jason constantly thought about in TLH.
We don't get to see how they really start their relationship. All we are shown is Piper threatening Drew - and by association anyone else in cabin 10 - and saying that "Jason was hers even if he didn't know it yet" (seriously, what would you think if their roles were reversed?).
But somehow, they got together later on. We don't know what made Jason change his mind about them. Piper gave a tantrum every time he mentioned Reyna (even when he was just talking about information that was useful for their quest and hence, you know, saving the world). And then we even get the "boys are so stupid" line when it's actually Piper who is being unreasonable here, letting her own insecurities put their mission to save the world at risk. Insecurities that are legit and prove she is aware that she pushed things between her and Jason when she should have just realised the damn memories she had were fake and let go. And that's on her, not on Jason. She was pushing from the very beginning. He was holding back because he wasn't sure it was the right thing to do, considering he didn't remember anything.
Again, think about all this as if their roles were reversed. Doesn't look good, uh?
Piper also knew she was potentially putting an end to something that could be meaningful for Jason, yet she kept pushing anyway despite being pretty clear that she was just obsessed with the idea of him/having him as a boyfriend.
And then she just went and blamed Hera, saying she forced them together because of the Mist thing. Bfr.
She wanted that from the very beginning and during all the time they have been together. Her povs were almost all about that, for most of the time.
She never truly took into account Jason's feelings, or the difficulties he was going through due to his memory loss, completely disregarded his trauma and his insecurities, and she even influenced his thoughts and emotions with her powers because she was scared of his past life. As if him being in a vulnerable position when she did all she could to get together with him wasn't bad enough without her use of her charmspeaking abilities. And she admitted multiple times of using it on him and the other demigods on the Argo II, deliberately and unintentionally. Even Jason, in his own pov, suspected she used her powers on him, making her the only thing he could think of whenever he mentioned Reyna. This isn't normal. This isn't romantic. "He supposed it was not the worst sort of revenge". Boy, you shouldn't even be blamed for having a pre Piper life at all!!!
So yeah, she didn't know him. How could she, when he didn't even know himself?
It's also the way she describes him: boring, distant, rules centred, closed off, always serious. She even compares him to Percy, and their relationship to Percy and Annabeth's. A weird way to describe the guy you claim to love. A weird way to prove your love to someone, complaining about him "being distant" when you know damn well he's trying so hard to retrieve his memories. A way bigger, existential deal to cope with than romantic drama, don't you think? Hadn't she pushed so hard, I'm not sure he would have started their relationship at all.
Anyway, we then move back to Jason's pov and he claims that he doesn't like rules, that they actually annoy him, that he's always tried to change things a Camp Jupiter but had to take it slow due to the Romans' attachment to tradition, that he always does the opposite of what he is told/suggested (except, clearly, when it come to be summoned for a quest). And he claims all that on the basis of the few memories he got back. And he makes jokes, too. He has sarcastic comebacks, too. THIS IS THE REAL JASON, these are the elements that need to be taken into account when trying to figure out who he truly is, not Piper's biased perception of him. And people would know those things, if they had actually read his povs.
Also, I don't think that reading the rest of the books (ToA) will change my mind about any of this. Honestly, it is too much to get past to. And I don't even want to do that. I think it can only get worse, from the few things I know about ToA.
#they can never make me like you piper mclean#and for other reasons too#anti Piper Mclean#anti Jiper#pro Jason Grace#Jason Grace#heroes of olympus#I really hate double standards#and all the ships here suffer from that#rr crit#pjo fandom crit
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#persona 4#p4#persona 4 golden#p4g#hanamura yosuke#yosuke hanamura#souyo#oh yosuke so NOW you dont have a problem looking like a couple with yu huh#what happened to having to ask other people along when you hangout because you dont want others to think youre a couple with yu#or did your big brother instincts kick in in front of your kouhai and now you feel like you need to step up and go into no nonsense mood#double standards i say!!#but really i think that in front of kanji and teddie yosuke has a tendency to take on a big bro attitude and its very cute#he's good with his queue
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AvA but every character who has ever died to further another’s story is female. This includes the color quartet. It doesn’t include Dark because his death has done jack-shit to further anything.
#animator vs animation#ava ep 11#I really see where everyone is coming from I promise I do#I see how the tropes line up I agree it’s becoming a pattern I’m wary of the double standard too#but…idk#there was so much more to Mitsi than just being a dead love-interest for the focal character#and I feel like everyone is glossing over that when they hold her up as the latest example of a fridged female-coded character in AvA#it feels like she’s being reduced to fit the fridging argument
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Rhysand has surprisingly been very kind with Elain. He gave her a scenic tour of Velaris, he even let her wave dismissively at him and followed her around without being offended.
Suprising, isn’t it? Rhysand confessed to Feyre that he still held a grudge against her sisters for letting her hunt and even went so far as to say he wanted to “roar” at them. Yet Elain is somehow spared from this grudge despite being guilty of the same charges as Nesta (save for meanness). Rhysand, with the Inner Circle included, say that they resent both sisters, but their actions show that they only direct that ire at one of them.
Rhysand is nice to Elain in the same way that Feyre is nice to Elain.
“It wasn't that Elain was cruel. She wasn't like Nesta, who had been born with a sneer on her face. Elain sometimes just ... didn't grasp things. It wasn't meanness that kept her from offering to help; it simply never occurred to her that she might be capable of getting her hands dirty. I'd never been able to decide whether she actually didn't understand that we were truly poor or if she just refused to accept it.” (ACOTAR, Page 16)
Feyre’s assessment of Elain’s incompetence in the household is a benevolent way of calling her an idiot. According to Feyre, Elain is too mentally childish to be capable of exploiting her labour the way Nesta does…even though Elain exploits her labour multiple times in her introductory chapter. She’s surprisingly very generous and kind to Elain and spares her of the same resentment she directs at Nesta. Why? Because she kinda views Elain as a simple-minded child.
Rhysand is nice to her, but to me, it seems like that niceness is in the same vein as Feyre’s lenient treatment of Elain. He’s comfortable knowing that Elain will kiss the ring if need be, so he has no real reason to force her to obey or be hostile to her.
#And take this with a grain of salt because I’m really putting on my watsonian hat with this take but yeah#I’m just really irritated by the double standard#acotar meta#acotar critical#elain archeron#a court of thorns and roses#acotar ask#nesta archeron#rhysand critical#feyre critical
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Feyre is offended when people who have known her for mere months (a blink of an eye to the fae) do not pick her over potentially centuries of knowing another. Lucien also...
Protected Feyre multiple times in ACOTAR
Warned her about Calanmai
Helped her utm (as did his mother)
Got whipped for helping her (despite already losing his whole eye for defying amarantha previously)
Knew Tamlin FAR longer - and Tamlin is the one who gave him sanctuary in spring and could have easily handed him over to autumn if he was vindictive
Should we even mention how everybody gave up on Nesta? That Nesta was wasting away day by day after the war? That Elain gave up on Nesta and picked the sanctuary of Feyre instead of rocking the boat. Or that Feyre constantly picks Rhys over her sister despite Nesta being unhappy in the Night Court as noted by Ember who meets her for a handful of days. Or that Cassian will always obey Rhys despite how it affects Nesta?
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HAS ANYONE ELSE ON THIS EARTH ALSO READ THE NOVEL LOVE BY ELIZABETH VON ARNIM (project gutenberg link!)
I JUST FINISHED READING IT AND I REQUIRE IMMEDIATE MEDICAL ASSISTANCE
#came for the intense romangerri vibes stayed for the emotional rollercoaster of my life#currently over here thanking the universe that roman and gerri are comparably so functional#cannot believe this older woman/younger man age gap romance novel penned in 1925 has torn me so to bits#(actually i can believe it. extremely characteristic of me.)#dollsome's deep thoughts#i guess i read the enchanted april so that i could be led by merry fate to this book#p.s. would it be weird if i wrote a screenplay adaptation of this just as an exercise?#i can't believe it hasn't been adapted! and it's in the public domain!#and in our era of romangerri and babygirl and that zefron nicole kidman romcom NOW'S THE TIME!#p.s. love how everyone was acting like catherine was about to fall over dead for this entire novel#and she was literally 47#jessica chastain is 47. liv tyler is 47!#i guess a 1925 47 was different. but also: really???#p.p.s. i propose marriage to this book for a million years for calling out the societal double standard re: older man/younger woman age gap#vs. older woman/younger man age gaps#it's genuinely SO delicious a social critique
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poverty au alternate names:
Empty Pockets
Sleep is for those with money
Fuck Coffee is expensive
giggles cause i got a name idea (thank you for the crane wives and thank you specifically that person who recommended mad dog to me. ive taken to calling it the kickback universe in my head so i guess that's what its called now) but that is definitely a vibe. i bet they splurged on that coffee machine soooo hard but they have like dollar store grounds and it tastes like shit and no creamer could save it. donnie drinks it black anyway which is a sin
its not like i could call it the "donnie is the only one with college opportunities because mikey is barely skirting by with Cs, leo had to drop out because unmedicated adhd, and raph skipped most opportunities for higher education especially with sports to focus on providing for the family, so donnie's doing running start while also working a job because his father's dercums progressed to a point where he cant even really go outside without being in immense pain because they dont have enough money or insurance to afford any real care (and no extended family to fall back on because splinter was cut off from them, other than a cousin across the country) and rely on april to drive them around, and then the landlord unexpectedly raises rent in an attempt to get them out and donnie because he's taken on the job of managing their finances decides to hide this from them and start working a SECOND job under the table that includes the fucking graveyard shift with a boss that barely pays him enough under the table and its partially because he's blasian AND trans, and this is also while he's going to running start college, while having a job to go to right after running start college, and also he has to worry about tutoring mikey and helping leo get a GED and groceries and like everything because he doesn't want to put more undue stress on raph who is the only line of support he would normally have here" au. although maybe it would be funny if i did?
i got carried away when making the joke. there's the premise i guess. i'll probably just write one big oneshot but because all of them have Prablems maybe i'll expand a little, right now im keeping the scope small so dont expect anything for a while since i have so much to do atm, i'll talk about if people want to hear more though! .... i did not expect to get as invested as i did. CANARY CONTINUITY FIRST
#ask#kickback universe#I GUESS THAT'S A THING NOW#like i said. i play instrumental parentification donnie on INSANE MODE#i dont like putting ocs in stories really but Ouhhh boy i am going to make such a hateable man with that stupid fuck ass boss#donnie and mikey are trans btw ... if im projecting i wanted to include the whole 'too poor to afford gender affirming care' experience#i considered beaming leo too but he's such a boys basketball kid here. i want to explicitly make it something he really misses#that he cant do anymore#because he fell behind so badly#i have a reason for making mikey transmasc in particular (donnie's double standard towards himself. the fact that mikey is out to-#most people and donnie is not. the fact that i think itd be something to be cute to bond over. mikey's treatment in school)#(also i just dont see it that much. transgender beaming that kid!!!!)#if you are wondering though: its mostly bnb centric. because i cant help myself#its very much about donnie and raph's parentification and how they learn to lean on each other#they're very much the emotional core of it. because i love bnb
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