#yeah no idea but I need to share
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flaetsbnortoriginals · 2 years ago
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I've just had a dream that was so steeped in Magic: The Gathering lore that I need to post it to tumblr on the off-chance that people who know enough to understand it will be able to read it, because if I tell it to the people I usually tell my dreams to they won't understand a dang thing. Sorry @one-time-i-dreamt
So. The dream was in Ravnica, and was about this planeswalker lady. She was white, with long straight blonde hair, and a fancy blue dress. I have the feeling that I was dreaming I was her before my dream remembered I'm a boring cis man without any amazing powers so as far as I can recall I'm just following her, like the main character of a story. I'm not sure I should call her my OC since she was created without any prompting of my conscious mind but none of the characters in the dream have names so I'll call her that.
OC was walking down a boulevard in Ravnica with this dude. They were pretending to be a couple, but the dude was actually a Dimir spy she had bested and was kind of her prisoner. Dimir guy wasn't very happy about it but wasn't too angry either, he saw his "custodianship" as a work thing and kind of respected OC, so they were chill.
OC saw a woman who she realized wasn't from this plane, although she was pretending to be a local. She challenged Dimir guy to point out what made them realize this. Now I expected this to go like a Sherlock sequence, with each one pointing out a detail in the woman's outfit or some very precise behaviour. Instead, OC starts by pointing out that this woman is wearing
A FRIGGING BRIGHT BLUE SOCCER JERSEY
and not only are soccer jerseys not usual clothes in Ravnica, (at least not until Hooligans at Rakdos Stadium is released), but it also has a giant number on it (77 if you're curious), except that Ravnica uses a different writing system, so any planeswalker would immediately clock her as an outsider. (I think that it's only sort of implied that each plane uses a different writing system, but in the dream that was settled truth.)
OC is so apalled at how poorly this woman - who needs a name, so I'll call her BadKellan for reasons that will soon become apparent - is at hiding herself, she decides to have a word with her. BadKellan realizes she's being followed and hoofs it - but OC and Dimir guy immediately use their Dimir crap to become invisible. BadKellan thinks he's shaken them off, but she's quite rattled, so she goes to her safehouse, which happens to be just around the corner. OC and Dimir sneak in behind her, then make themselves visible.
Now I should tell you that Dimir Guy does nothing else in this story. I was going to say that he's just Ken, he's just there, but it's actually worse - his presence makes the story make no sense, since OC is about to reveal some secrets to some random lady. But the dream didn't forget him: I vividly recall that he was still around all throughout this part of the dream, even though he does nothing else.
So. OC reveals herself and tells BadKellan that what she's doing is very dangerous. She tells her about the Dimir (the guild, not the random guy) and says that if they see her poorly sneaking around and think she's going to be trouble, or even can't figure out what her deal is, they're just going to kill her. Which means it's incredibly dangerous for her to go around like that.
BadKellan reveals a few things about herself. She's from Earth - yes, our real world. She's not a planeswalker. She was brought to Ravnica against her will and told to blend in and pretend to be a local. She doesn't feel comfortable revealing who told her to do that.
OC decides to give BadKellan a few pointers on how to lay low on Ravnica. She explains that she would dress mostly in gray, since colours are strongly associated with the guilds and she should stay away from them to stop making waves. She asks her to change her outift and she'll say if it draws attention.
BadKellan changes clothes. She's now dressed entirely in gray, which is good, except that her shirt
HAS A LARGE, GLITTERING PRINT ACROSS THE FRONT READING
girl
IT'S THE EXACT SAME THING AS BEFORE. IT'S A LARGE PRINT USING OFF-PLANE SCRIPT. It's not as large as the jersey number, sure, but I'd like to remind you that it's glittering!
OC is apparently as taken aback by this as I am, because she turns her into a squirrel.
In fact, she specifically turns her into the squirrel from Bloomburrow key art.
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OC's logic is that BadKellan is so bad at blending in that this is the only way she can be safe. OC intends to release "squirrel girl" in a park while she tries to look into exactly whose plans she just ruined and how bad of an idea it was.
There was more to this dream, but my memories are fuzzy and it's (even more) uninteresting. I think it involves the Boros having a special currency that they gain when they help people but the Dimir also use it in a kind of ironic way? I don't remember.
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caligvlasaqvarivm · 7 months ago
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
Finally, something interesting to note is that nearly every Aspect follows its own Hero's Journey cycle - full actualization for each one usually means reaching around to its opposite Aspect, and taking lessons from them - for example, Breath players need to learn maturity and responsibility, while Blood players need to learn relaxation and whimsy. Thus, an Aspect at its worst manifests in two ways - either a toxic overabundance of the Aspect's worst traits, or such a dearth of the aspect that it begins to resemble its opposite. Only by reaching into the opposite, however, can the player be tempered and reach full maturity - can they become more of who they are.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
"Passive" is a good word to use; at a toxic overabundance of their Aspect, Space players are trampled underfoot. They become enablers, servants to dark forces, or so lost in their own worlds that they neglect the one they live in. With their Aspect "inverted," a Space player becomes a demon of poor prioritization. Distracting not just themselves from their true purpose, but others, too, the Space player will wreak havoc by overemphasizing unimportant topics and ignoring important tasks. This superficially resembles Time, in that the Space player will become fanatically dedicated to their task, but note that the poor prioritization is still Space-esque at its core.
Still, within this nadir is a valuable lesson: the strength of self-assertion, and the determination to see a goal through. These will allow the Space player to weed their garden, separating good from bad, allowing it to flourish like never before.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so.
At a toxic overabundance of their Aspect, Time players become explosively destructive. The ultimate "goal" of all things is death, with which Time is associated, and accordingly, Time players have a penchant for aligning themselves with futility and entropy, struggling so hard that their thrashing leaves a trail of annihilation in their wake. With their Aspect "inverted," Time players detach entirely - they can become so fed up with struggle that they simply opt to lay their weapons down and let the end take them. It's very easy for them to come to the conclusions that either everything matters, or nothing matters. This superficially resembles Space and its big picture thinking, but note that its framework of struggle, and whether or not a goal needs to be pursued, makes it a Time concern.
But the inherent meaninglessness of existence is, in itself, an important realization to make - that whether or not anything "matters" in the grand scheme, things can still be worth doing, worth caring about, and worth investing in. This realization allows the Time player to attack their goals with renewed vigor and greater clarity, which in turn means that the party becomes an efficient, well-oiled machine.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere and innocent good-naturedness, like a baby animal before it learns to be fearful of danger. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others.
At their worst, Breath players are irresponsible and callous. They'll shirk the consequences of their actions, blaming anybody but themselves, or simply choose not to care who they hurt in order to get what they want. They may even choose to stop making choices for themselves, leading to the "inversion" of their Aspect - a voluntary loss of freedom and independence, derived from an Breath-like aversion to responsibility, which superficially resembles the bondage of Blood.
But if they are able to overcome these tendencies, a Breath player will learn what true responsibility looks like - responsibility for themselves, their choices, and the effect they have on others. Armed with this, a Breath player's ability to break bonds can be focused into a clear force for good, clearing away all obstacles and harmful societal standards, leading the charge into something new and beautiful.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, being concerned with its overall well-being. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone.
Thus, it's easy for the Blood player to wind up controlling - desperate to make sure everyone is moving according to their vision, they'll become iron-fisted dictators, with a "my way or the highway" approach to social interactions. It's easy for them to wind up pariahs of their own making, becoming so critical of others, or so adamant about enforcing their own will, that they inadvertantly sever their ties - something that superficially resembles Breath's independence, but is truly a result of Blood's neuroticism.
But with that space and separation can come great clarity. Blood players must learn to relax their grip, and allow people room to breathe - including themselves. Once able to grasp that sometimes bonds must be forged with a soft touch, Blood players' natural empathy shines through, allowing them to build something so much kinder and greater than the sum of its parts.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire.
Their desire for the limelight can quickly spell disaster - they can become incredibly cruel, harsh, and egotistical in their pursuit of narrative significance. They forget, in their obsession, that they, too, are fallible and flawed, and the inevitable reminder can come very harshly. Light players struggle with moderation, and as such, when they feel shame, they'll often take drastic measures to cope with it - deliberately darkening their own influence or intellects, removing themselves from the "story" entirely - something which superficially resembles Void's penchant for the background, but which is firmly rooted in Light's obsessive need for drama.
But in experimenting with narrative insignificance, Light players can reach an epiphany - in their absence, others may shine, and that can be a wonderful thing. Light players, then, can learn to shine not just for their own sakes, but for the sake of others, allowing them to weave a story even more brilliant than any that can be weaved alone.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable personalities on a team. However, this simplistic, feelings-driven approach often leads to pleasure-seeking behavior, poor impulse control, and overindulgence in vice, and from there, to irrelevance, with which Void is so closely interlinked.
Void players are especially prone to vice, and at their worst, will become so drunk on pleasurable activities that they pursue them to the active detriment of the party's goals or the Void player's self-improvement - making them the ultimate irrelevant character. They can also very easily drag others into their mélange, with a forcefulness that resembles Light's illuminating guidance, but which is ultimately rooted in Void's pursuit of personal pleasure.
But there's a lesson to be learned in Light's domain: how to bring themselves into relevance and greatness. A Void player, once they learn to pursue not just personal pleasure, but a greater satisfaction for the collective whole, can drag the Void behind them, kicking and screaming, to where it'll be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand and explosive finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty.
Thus, a Mind player at the worst zenith of their Aspect is heartless and cruel. Leaving no space for empathy or even personal feelings in their plans, the Mind player will plot for an ending as heartless as they are. But a Mind player is never truly without emotion, and ignoring their own feelings causes them to manifest in terrible ways - Mind players have a tendency to seek toxic, codependent relationships, hoping to find external validation, subjecting themselves to the wishes of others, which can appear like Heart's fixation on feelings and desire.
But in recognizing their own need for emotional validation, and the importance of their own feelings, a Mind player can realize that there's an entire dimension to the game they've been playing that they've been ignorant of. When a Mind player learns to temper their schemes with empathy, compassion, and kindness, how much more success they'll see - and how much happier that grand finale will be!
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves.
With this sincerity comes vulnerability. Heart players wear theirs on their sleeves, and at their worst, this can make them demanding, needy, and sensitive - so eager to connect with others emotionally that they'll cramp themselves to fit others' desires. But they can't ever keep this up for long; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection. They may even work to manipulate others, preying on their emotions and desires to force them to act in their worst interests. This superficially resembles Mind's cold logic, but unlike Mind's cool rationality, Heart's aloofness is a mask, an attempt to avoid pain by pulling away.
But this isn't purely a negative, because a Heart player can learn a healthier form of detachment, and separate out healthy and helpful desires from harmful and detrimental ones. Given this clarity, the Heart player becomes the team's emotional core, able to raise up each teammate's best qualities, while helping them deal with their worst, enabling everyone to be the best possible version of themselves - which the Heart player knew them to be all along.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed.
It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process. At their worst, they're stubborn to the point of not listening to anyone but themselves, confidence becoming blockheadedness. This focus on forward progress without looking back can even cause Life players to become harmful to others, so focused they are on their own growth that they don't notice that they're choking everyone else out. This may resemble Doom's death in its worst case - arresting everything else, eventually blocking even their own path with unruly, out-of-control fecundity.
Thus, a Life player needs to learn to more gracefully accept Doom's influence - to pause, slow down, and consider viewpoints that are negative, unpleasant, or difficult. A Life player, endowed with moderation, will be able to cultivate a bountiful garden, rather than an unruly jungle - a place for all to flourish and live in plenty, never wanting for anything.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate.
Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending. As if energized by their own sense of futility, a Doom player at the "inverse" of their aspect may seem to echo a Life player's focus on forward progress and motion, actively spurring their team on towards an untimely demise.
A Doom player must learn to harness this sense of progress for good, rather than harm. A Doom player, once able to grasp the joy of life even in the greatest depths of despair, will be able to fill even the darkest hours with peace, meaning, and hope.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots, with no self-awareness whatsoever. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - often great sources of embarrassment to their teams, as their naked sincerity is painful to witness. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous.
A Hope player can easily be set on the wrong path - as convicted as they are, and as difficult to shake from that conviction as they can be, Hope players can easily march down a path of destruction, if not persuaded with a deft touch and gentle guidance. In the event that their faith is broken, Hope players easily become despondent and lost, floundering and wishy-washy, which superficially resembles Rage's self-consciousness, but is truly just a lack of direction.
But Rage has a powerful lesson to teach Hope players - that of questioning themselves, interrogating their own beliefs. Once their convictions have gone through rigorous scrutiny, revised into the best, brightest versions of themselves they can be, a Hope player is a worker of miracles - speaking into existence a beautiful future on faith alone, proclaiming that how they see the world is how the world shall be.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players are incredibly self-conscious, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
In the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This is Rage at its toxic overabundance. Conversely, a Rage player can retreat so harshly into their mask that they allow others to dictate their beliefs, taking them to heart - an action motivated by Rage's destruction (this time, turned inwards) that superficially resembles Hope's convictions and faith.
The true path for a Rage player is a healthy balance - to allow themselves some of Hope's sincerity, and by doing so, to become more sincere and true. This will let them release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy - the heralds of a revolution, razing away the faulty, corrupt old systems such that something better and new can take their place.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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xxplastic-cubexx · 7 months ago
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just wanted to make a color ref for Brain Therapist Magneto from 309 but i needed lights too for some reason
bonus The Flats Only Version
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#xmen#erik lehnsherr#magneto#xmen comics#snap sketches#why did half of my beginning tags just get neutralized. tf. now i have to retype them and this tag'll make no sense#anyway 'have you done literally anything but think about 309 since you read it' no . apparently vJARLKAJKL#BUT YEAH I JUST WANTED A COLOR REF IF IM GONNA DRAW THIS LOOK MORE OR WHATEVER#i dont know if i like the yellow dress shirt + pink tie combo ... that's inspo'd from his new mutants headmaster suit + tie..#why does he have to wear a suit under the coat huh .. the thing is i have no idea if he's supposed to be wearing a dr's coat or a trench#i mean he briefly wears his magneto suit when scolding charles so maybe it is a doctor's coat....#doctor makes the most sense to me considering the context so thats why i went all white but... now im not so sure ...#UGH stupid beautiful comic had to be in monochrome. or limited colors whatever#anyway i did start some doodles cause i wanted to post a few 309 doodles but. hm.#i think i might make a separate post for it ... it may be a lil inapropro !!!!#i wanted a color ref in the first place because i was thinking about making a 309 comic but like#now that i think of it if i do that i might jsut do the blue/black thing they did in the actual comic..#idk the thing im doodling now i might do in full color. just for fun#tbh maybe i wont do that comic after i doodle this.. no im lying i still will i still have visions i wanna put in front of my eyes#i can only fall asleep thinking about it so much i need it tangible#if i do draw it i prob just wont post it or ill just share it with select friends. aka like. one vjAELKVJEAKJ#but that's like months from now lbr ok ill still share crumbs with you all !!!!! gimme like. five hours vJALKJAKL#ok bye !!!!!!!!! please enjoy therapist magneto in the meantime#you will not get better as an individual you will get worse
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nekrosmos · 7 months ago
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Nikolai and Price going to an evening game of poker with some of Nik's "friends", John sitting with his guard up as he's surrounded by a group of dangerous international criminals, all of them carrying guns, all of them glancing at him with a curious look. Price is uncomfortable but doesn't show it, while Nikolai is awfully relaxed considering the situation.
The evening goes on, drinks, cigars and hearty laughs are shared around the table, the bets reaching numbers Price doesn't even make in half a year. It would be a problem, if he wasn't winning most of the rounds, piles of cash gathering around him as he feels the tension build in the room. One of the younger guys, another russian speaker, starts getting an attitude about it around two hours in, and Nikolai immediately puts him in his place with a single sentence Price doesn't understand, his voice booming, as intimidating as he could be, a heavy silence falling inside the room as the lad with an attitude sits back down, eyes not even daring to look at Nik. The silence is only broken by Nik again, a warm laugh leaving his lips and the other men joining him, their nervousness barely hidden.
It had been so easy for Nik to command the room, and even after the tension had diminished, Price could see how much respect these men had for him, while also clearly being scared shitless of the man. Price had rarely felt more attracted to him as he did at that moment, and the wink and smirk Nikolai gave him when he noticed him looking in his direction absolutely did not help.
John eventually left the table, excusing himself for a moment but squeezing Nik's hand briefly as he got up, moving deeper in the building they were using for their game.
A minute later and it's Nik's turn to excuse himself, quickly finding Price who immediately grabs him by the collar of his open shirt and presses his lips against his, Nik hungrily returning the kiss and pushing John against a nearby wall.
When they return to the table, hair tousled, face flustered, all it takes is one glance from Nikolai to shut the others up. This is his territory, this is where he's comfortable, surrounded by dangerous men who show him respect and never dare to cross him.
It's easy for John to forget how natural this all is for his partner, and if Nikolai brought him here tonight to assert his dominance and show off a little, just so he could impress John, well, that mission sure was a success.
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demaparbat-hp · 1 year ago
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Almost
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mercurymacaroons · 11 months ago
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arrives 15 min late with a latte
......sup
#yosuke hanamura#persona 4#cool now that its done i can ramble in the tags#fellas im surprised hes here and done#did not think that was gonna happen#fuck i forgot smth#eh ill fix it before i make my print#anywho i might make more i might not who knows not i#yukiko is the next one i have half an idea on but also i have some shining nikki designs rattling around with my sole braincell#i also made a shadow alt for the back but idk if i like the mouth so yall arent gonna see him#also i need to find a gold foil guy that does odd sizes and like moq of 1#bc i wanna do this in gold foil#and its tarot card size bc im dumb as hell#but i want a print for my wall and i know sure as shit no one else will want one hence the moq of 1#my heart wants to make the whole major arcana for p4 but my past completed works says °❀⋆.ೃ࿔*:・ 𝑛𝑜 °❀⋆.ೃ࿔*:・#so whatever gets done will get done#also im gonna reblog this a lot bc i put in too many hours to get a singular note by me so like if you dont wanna see it block me lmfao#if you have any hot takes for future cards please share with the class bc i only have ideas for yukiko and a full cast she does not make fr#so uh yeah yeehaw#idk what else to ramble about but like cannot believe yosuke fucking hanamura is the first chara to get a completed piece in 5 years#im not fucking kidding#the rest were all quick graphite or abandoned#hes not even my fave in p4- thats naoto protag chan kou and nanako#boys lucky to hit top 5#he just kinda crawled into my affection like some kind of sad pathetic creature idk how it happened either#maybe hes overprocessed now that im looking at it#nope i looked too long this is it this is how he is#ill do better by the women i promise
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st4rstudent · 11 months ago
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Winn + Mac fusion idea. lalala.
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daemon-in-my-head · 7 months ago
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Bout that essay titled 'A study of Gortash's twisted love of humanity'- yk what fuck it here goes nothing. Back into a facists megalomaniacs mind we go. Spoiler; this is long.
But first of all; let's do a thought experiment. Let's just assume, for shits and giggles, Gortash's position would've somehow been swapped with any other the other chosen or another Banite:
Let's start with the Banites: if we had gotten anyone except for Gortash Baldur's Gate would've been fucked. Like genuinely. Banites are cruel, vicious, unashamedly gaudy (they suck ass at infiltration missions) and they exploit loopholes perhaps even better than fiends. Any other Banite would've simply reveled in the fear caused by rampant myrkulites and bhaalists and probably stoked that fire by employing some of their own forces. And depending on whether the Zhents join the winning side or not they would've probably used and abused the black network to absolutely dominate trade and potentially choke out every non desirable in the city itself by fun activities such as grand scale slavery, starving an entire city, or simply employing enough mercenaries and some Bhaalist to get the job done. Banites fuck everyone over so hard they usually don't even stop at themselves, and prideful cruel beings who know absolutely no bounds in their desire for power commonly don't hesitate, especially not Banites who thrive in backstabbing. So the other chosen and the grand design are fucked cuz they will most certainly get removed for the sake of someone more desirable the second they somehow irk Banes favourite toy. Which in some specific cases (all of them) would be in 5 minutes flat. If you thought the local nobility was bad just wait until you see a Banite in their natural environment.
Ketheric: Yeah Baldur's Gate is fucked. Ketheric cares about one thing and one thing only; Isobel. And he employs a bunch of sadistic necromancers who have no concept of personal boundaries or consent for that matter, so chances are he'd let them roam freely in Baldur's Gate, making the streets a huting ground for his followers to find prime subjects to perform inhumane experiments on all while he turns a blind eye; either busy trying to get Isobel under his (mind-) control, reviving her or treating a brainless puppet that looks and once was his daughter like his one true solution to decades of grief and fucking up. He wouldn't care about what happens to the city, to the other chosen or even the grand design. He'd follow his gods orders but thats about it and no matter whether that's still Myrkul or Bane; everyone's fucked cuz surpringly the guy who adores lichdom more than life and the other guy who'd rather 'burn everyone's fields than loose' aren't about to give out any orders that will benefit anyone but themselves.
Orin: Another great case of 'yeah Baldur's Gate is fucked'. Orin wants one thing and one thing only: recognition. Preferably from Bhaal but she'd take anyone at this point. The problem about this whole thing is, she's been conditioned and instilled with so much self-loathing my dearest murder princess can't even begin to realise when she's getting shown any sort of adoration anymore and immediately understands it as mockery, see, for example, her butler. Is what I would say if their corpse wasn't chilling in Durges old bedroom. All Orin would do is stage ever grander and more elaborate public massacres and involuntary 'anatomy displays'. Baldur's Gate wouldn't simply be fucked; give her a week, and the majority of it would be dead. This works well for Bhaal, but for anyone else, it would kinda suck. Including the other two of the dead three. And the cult would probably still loathe her simply due to her not being a true Bhaalspawn, so cue Orin's madness reaching an absolute boiling point. She doesn't and would never care for any of the other chosen or the grand design. Unless she's reigned in, she's a utterly loose canon, even more so than she was already, with Gortash or Durge at the helm, respectively.
Now time for my favourite of the reckless murder hobos; Durge. Given the few in game notes we have Durge had a thing for obliteration. Including but not limited to every living being + themselves. So let's just assume Gortash’s cocky upstart charm and Orins assassination attempt didn't work out as planned and they are still the de facto leader but now without any leash. Baldur's Gate is probably obliterated. Alongside whatever else remains of the sword coast. Or Troil. They'd probably also have some weird ass fuck relationship with the brain cuz they already did without being the undisputed leader. And the brain would probably discard the grand design themselves cuz somehow Durge has that effect on things (might be the innate charm magic of Bhaalist priests that they use to convince people to join a literal murder cult). Either way, with Durge not giving a single damn about the other chosen, any plans but Bhaals (or their misunderstood version of it) and a dramatic love for self-obliteration, it may finally be time to remedy the elves' mistake and rip Abeir-Toril apart properly. Ao hates this trick, alongside everyone else, probably including Bhaal himself.
Which is all my longwinded way of saying; Gortash is the lesser evil. In any set of circumstances he displays enough leniency, monster fucker vibes and rationality to somehow keep this ruined, sinking ship from hitting the sea floor immediately. He has enough of a twisted love for humanity left, compared to the others, to a degree that he doesn't blindly follow orders or actively seeks the destruction of everything, let alone 'true' domination the way Bane intends to have it.
But yes, indeed, Gortash performed fucked up and cruel experiments. No doubt about that. And yet it was still on a lesser scale than a mad massive hoard of necromancers could, and his experiments, for the most part, actually yielded results, didn't they? Presumably, the Coginator and the remote control brain mechanism used for the Steelwatch. After all, there are zombies(?) in there, controlling that shit. However, the experiments on loving families were probably one of his selfish indulgences and his sorry attempt at figuring out if he was just born loathsome and his family sucks ass or if that's normal and humanity doesn't deserve a second chance. Or a 30th. FR lore is fucked up.
This is also a great transition to exhibit B of my thesis why Gortash does in fact love or is at the very very very least heavily intrigued by humanity; the sole existence of the Steelwatch. Listen, my guy serves Bane. Bane hates planning. He likes immediate results. So much so he actively pisses off his situationship Bhaal for it. Repeatedly. And he likes fear and tyranny. So what do you think the chances are that the black hand would actually enjoy the thought of a mecha army patrolling the streets of Baldur's Gate, keeping them save, and worst of all, instilling hope in the hearts of the populous, peasants and nobles alike? Yeah, absolutely fucking none. And yet Gortash did that. And he's not even just a regular banite. He's Banes chosen. He carries a part of Bane's divinity within himself. He has the de facto highest position in the local faith. He's Banes favourite toy rn. He's the centre of attention and he still goes out of his way to use things that could 1000% inspire fear and hatred to sow fucking hope and a sense of safety of all things in plain sight? I bet his adorable wrinkly ass that Bane wasn't happy and that even a thousand rituals to redeem his leniency won't save him from getting tortured extra hard for this fuck up. And considering the state of the Banites scriptures we found, and his entire character, Gortash is smart enough to know this is something Bane absolutely loathes. And yet my guy did that.
Another thing is the hive mind. Bane would probably not hate it outright, as its still 'burning the fields' by turning souls illithid, but it's wasted potential. Because there's so many great things you can do with a hivemind and the remote control over people's thoughts and emotions, for example instilling fear and terror the very things Bane loves. But that's, once again, not Gortash plan. If the notes and one of the evil endings is anything to go by the hivemind doesn't trap people in a state of torment, it does the polar opposite. People are happy, enjoying a better, simpler and nicer life. Enjoying an idea of what their life could've been like. They're smiling, happy, enjoying a casual market stroll and the bountiful rewards of the fields. Which is all things that a good Banite should hate and never inflict on someone. AND YET that's presumably Gortashs plan. Create a hivemind where everyone can dream happily and do soulless labour without noticing it while the world goes to absolute shit but the people do not. It's basically noah's arc. It's paradise in hell. The people are 'saved' while the gods continue to fight their petty games, and Gortash alone lords over this perfect dream. Protecting it answer using it to advance further.
Now, about the busts found in his office. Most of them depicted rather unsavoury, cruel people. Except for one. Which honours a self made person who took pity on those who had less. On those considered lesser by the upright and honourable citizens of the Gate. It's weird how, between all those symbols and testaments to cutlery and tyranny, there's still a sliver of empathy, renegade justice and even care for fellow humans imbued, isn't it? And what's even weirder, all of them are found in Gortash's most private place? His own little office hidden far above the grandeur of the throne room and the Fortress, where he sits at the helm, lording over his subjects and scheming his little plans? This is an excellent example of show, don't tell btw. It's hitting you over the head with the implications. But just in case, this might very well be a reflection of Gortashs mind itself and the visible expression of him being incapable of letting go of humanity as a whole, still carrying it somewhere not even that well buried between the resentment and cruelty but out in plain view for everyone curious enough to touch it because what others reason would he have tob'play the benelovent ruler' in a place where no one sees it? Where only his most trusted and fellow Banites mingle?
And, ofc, as I am a durgetash truther, another exhibit. Him fucking Bhaals gore baby and putting a leash on it prematurely. You see, I've already talked about Banes likes and dislikes plenty so it should come as no surprise that the Edgelord Surpreme wouldn't hate carnage wrought upon foolish mortals by idiots who follow lesser gods than himself, since it would still somehow contribute to people being scared and panicking. But Gortash, being the ever faithful fuck up of a Banite, reigns in the Bhaalist and even the Myrkulites enough for that to kinda never really happen. He stopped the carnage from happening altogether, in fact, by giving the others enough scraps to keep them satisfied and from acting out but not enough freedom to fuck up his plans. I mean, heck he was apparently so convincing he managed to get Durge, again, biggest fan of self-obliteration, from going on an apocalyptic rampage cuz 'daddy I like his brain and I don't mean for dinner'. Him doing that actively contributed to preventing another Bhaalspawn crisis, which could've very well happened with Bhaals resurgence and revival, 2.5 loose canons and no ward of a random old guy in sight. But also him providing a clear goal and orders for Ketheric kept the lich from giving in to the sweet release of just not caring at all whatsoever. Everyone had their designated roles and boundaries and that was perhaps the only thing keeping this group of mentally unstable creatures from unleashing an apocalyptic nightmare; which again would've worked in their gods favour and technically didn't need any prevention.
And about the Gondians... Yeah this is gonna sound fucked up, cuz it is, but Gortash is actually treating them exceptionally nice. Their families are actually still alive and its not just a lie he's telling them, we don't actually see anyone getting flayed, strung up or tortured in some other way outright, they actually get to wear clothes and presumably they're fed enough to a degree that most of them can still somewhat work and the collar and the threat of your head exploding does suck but he could've also simply chained them to their work stations but they aren't. Let alone use charms or other beguiling and fucked up magic to force them into complacency. And they're not being resold or redistributed or forced to serve some random ass guy. The Gondians are, from a Forgotten Realms and probably Bane's perspective, treated exceptionally well. As are their families. Still undoubtedly fucked up and kinda sadistic with the whole explosion collar but objectively speaking he's one of the nicer slave masters. And they do allow him to produce the Steel Watchers en mass which once again contributes to the overall safety of Baldurs Gate and its other citizens. Still the lesser evil.
Though to be fair; Gortash also did some things Bane would really celebrate. Like somehow cheating his way into obtaining the Iron Throne, fucking Bhaals favourite and most fucked up """"child"""" and of course, keeping his parents alive and in agony to eternally fuel Banes fear kink. Except, it's only Sally who's afraid. Dravo is basically a blue screen of death personified at this point. He's a hollow, numb husk, isn't he? So somehow this once again doesn't align with Banes goals and Gortash's duty as a Banite. He's fucked it up again. But Gortash could've also simply killed them if all he wanted was revenge. Why go out of your ways, program elaborate scripts into them, keep the very place that testaments his fucked up past in good condition? Because a quick death would be too merciful? But then why is he so quick to turn on Durge if they betray him in a much smaller scale than his parents did. Well, perhaps he chose not to simply kill the very people who prepared Belladonna in the kitchen when he came to visit because he himself still needs them. Because underneath all that rage and spite there's still a broken boy who wants to hear his parents, albeit empty praise, and who wants to prove to them that he can be better? That his useless playing around actually helped better humanity, that he himself helped countess people and made lives better when all they thought he'd be useful as would be a pawn?
So, is it twisted? Yes. Is it rotten? Absolutely. Is it anything you'd consider to be 'conventional'? Absolutely not. But he does hold some wildly fucked up 'love' for humanity, if only as means to a grander goal (that being himself, ofc) or perhaps cuz he's genuinely incapable of letting go. Whether it's that, to spite Raphael, Bane and his parents or someone else, who knows. Probably nobody. But the shit he does is unorthodox and oddly self-sacrificial in a way where I just can't go, 'yeah no he absolutely loathes the sheer existence of the concept'.
I still think it's a missed opportunity he's not trying to build a spelljamming port though. I feel like he would absolutely do that somewhere down the line, if only to limit the black networks influence.
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melancholyskittle · 3 months ago
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oh this is supremely stupid. twice why did you have to make a song called “turtle” what’s wrong with you; you know what i have to do right. studying for finals is overrated i just need luck of the old man yaoi fr. this is self indulgent as hell but figured i’d share with the class. enjoy i suppose!! :D
(also!!! i’m sorry if any of the korean timing is off, i don’t speak or read the language but it seemed weird to not include the korean ver of the lyrics for a fully korean song? i took them off an online source so i hope it’s all okay!!)
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sprite-bite · 10 months ago
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bkdk hand obsession
Bakugou Katsuki/Midoriya Izuku ; Drabble ; Mature Content ; WC: 490
College student Katsuki who watches a barista Izuku's vlogs while he’s studying to help him focus. It works... but not for long
[Twitter Thread] or read below ↴
Katsuki prided himself for being a top student. Top of his class with laser, unshakable focus when it was required. But when he entered the third year of his chemistry degree, new information had started to be thrown at him at a speed he would’ve been afraid to catch even with a glove. 
At first it was music. Something light in his headphones, blocking out the losers in the library that insisted on studying with him. Then, a countdown clock to his next study break. Repeating screensavers. The local aquarium’s live feed. None of it worked.
Until after a particular penguin slip and fall that cut the feeds (to the dismay of Katsuki, though he would never admit it), an automatic video had begun to play. 
It was nothing more than a close up of 3 coffee cups being filled with ice, then coffee, then topped with whipped cream. Two more cups. Ice, water, espresso. Over and over again. It was stupid. It was boring. It was something he wouldn’t dare tell his friends out of annoyance, not fear, that they’d compare him to a middle schooler with a shit attention span.
It worked.
It was something Katsuki found that would keep his mind focused on the textbooks in front of him without being fully distracted. The slight movements he’d catch out the corner of his eye and the slight clink of the empty cups hitting the table. The ice clinking, the soft hum of a blender somewhere further behind the camera.
The barista never showed his face, always hiding it behind a mask with nothing more than green curls peeking into frame. That and of course his hands, but fuck if that wasn’t enough for Katsuki to fixate on. Crooked fingers gave a layer of cuteness to the gnarly scars littering them.
It worked for weeks. 
Just a casual interest in the hands that methodically filled, poured, mixed. 
It worked… until one, single, weak night, well past Katsuki’s usual sleeping time. He was stressed. Wound up and overwhelmed by the impending days to come with finals and even higher expectations the following year looming over his shoulders.
He sat back and ran his hands down his face. When he finally opened his eyes he was staring straight at those damn hands gently squeezing a plastic cup to let the ice settle further down.
Katsuki paused the video. Rewound. Pressing play again, he watched as the hand barely grasped around the width of the cup, and the fingers, those fucking fingers, lightly pressed and slid their way just barely higher.
Pause.
Rewind.
A low curse the only noise accompanied his breathing. He wasn’t sure if it was to himself, to every god above, or to the barista. It didn’t matter, though. No one answered as his hand moved to play the video back again, the other slowly sliding up his thigh to palms at his hardening cock. 
He was fucked.
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tropicalcontinental · 8 months ago
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More crossover stuff 💥💥💥 + that one "piss off bitch boy" joke is so funny to me (Elias tries to look into Gertrude's mind and receives said response) and I feel like Collin would do it to him too
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quibbs126 · 9 months ago
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I think what I’d mainly want from a new Transformers continuity is for the Autobots and Decepticons to be incredibly grey. The Decepticons aren’t entirely bad (and probably had a good reason for starting the war), and the Autobots aren’t entirely good. Though there still are bad Decepticons, just that it’s way more complicated
I mean I think this applies to IDW, but I need it specifically in a TV show format. It’s just how I like to consume this series
You would then have the problem of how it makes Optimus look, especially if things have been grey-ish from the start, but I guess a solution there would be to simply not have Optimus be the leader of the Autobots, at least not right now. He’s a commander or something, but not the leader
And heck, maybe with Optimus being not the leader, maybe have Megatron as not the leader of the Decepticons either, so they can keep on an equal ground. Not that Megatron can’t be above Optimus in rank, he is in Animated, but I think I prefer when they’re equal
They could both be commanders of squadrons of Autobots and Decepticons that happen to be fighting on Earth right now or something
I don’t really know what the full plot would be, or any real other ideas, but that’s what I’ve got right now
Edit: mkay, you know what, thinking on it now, not sure how much I agree with this. Like the initial point, yeah, but my ideas later down in the post, I don’t know. Listen, it was at the end of my break in a break room that quite honestly is a bit too cold, my fingers were somewhat shaking by the end of writing it, I was not thinking entirely clearly. Okay maybe that’s an exaggeration
But to be honest, I’m half considering deleting this post and redoing it once I actually think more on this concept and have more cohesive thoughts. But I’m not sure if I will yet
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xx-j4nu5-c4t5-xx · 10 months ago
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WARNING: INCREDIBLY LONG POST AHEAD
The Sims 2 Fitness System: Proposing Reworks and Slowly Going Insane
I. Introduction
The Sims 2 was absolutely revolutionary, both for its time, and even into the modern day, as a life simulation game. The level of detail put into seemingly basic systems and interactions and the love that was poured into every part of the game make it stand out even among titles that released years later.
However, the passage of time halts for no man, and The Sims 2 is no exception. The graphics are often described as looking rough and rudimentary, some of the references haven't aged spectacularly, and it is very clearly a product of its time. Despite this, most aspects of the game translate perfectly fine to today's audiences, except for one system that I've noticed is less than spectacular: the part that dictates the shape of your sim's body.
The fitness slider is a pretty simple framework: work out, and your sim gains muscle, and their body changes to reflect it. Eat too much, and they'll put on some weight. Do neither, and they stay skinny.
Simple enough.
But why is being skinny the default? And why are muscle and fat treated as mutually exclusive, like a human being can't have both?
And why are they in that order? Why would you have to lose muscle to gain fat? Why is being skinny a step you have to go through at all, when someone could realistically transition from muscular to fat or vice versa without ever fully losing either?
Well, a large part of it, I'm sure, was the 2000's and the focus on skinniness, especially among teenagers and young adults (which seemed to be the target audience when TS2 released). Skinniness being treated as a default somewhat lines up with the culture of the time. But it shouldn't have to work like that, right? Especially not now? There's got to be a better way of going about it all.
II. The Proposal
A muscular frame and a heavy-set frame can both be considered extreme values on a scale, and a thinner one can be considered neither. Simply put, if you've got fat, you're chubby; if you've got muscle, you're beefy; and if you've got neither, you're skinny. But that doesn't mean that skinniness is a midpoint between the two other states like on a simple scale, number line style.
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In reality, muscle and fat aren't positive or negative values of one variable. They're two entirely separate variables that can be toyed with to create an entire spectrum. Thinness is now no longer a midpoint, but a third state that the body can fall into.
You can be fat, and you can be muscular. You can be neither.
And now, you can now be both. Or a mix of all three states, go nuts.
With this setup, you've got less of a line and more of a triangle, with any point falling inside it corresponding to a different mix of variables. None of the points cancel out or directly oppose one another, and none is treated as the default value of the system.
So what's the default, then?
III. The Catch
The three extremes have to meet at one point in the center, right?
So what do we do if a sim is right in the middle? Does any fluctuation immediately send the poor thing careening into an entirely different body shape?
No. That's a bit much. What we need now is a middle ground between the extreme values. Something that doesn't lean too hard into being muscular, fat, or thin. A nice balance. A default or average body shape.
Would this require adding a fourth, entirely new body morph to the game? Would it even really solve the problem? Would it be worth any of the trouble of setting it up?
Yes, maybe, and probably not, if I'm honest.
But as long as we're dreaming the dream, let's imagine it.
The cool thing about equilateral triangles is that you can divide them into four equal triangles that are congruent with the original one. So, if we take a standard triangle and divide it into fourths, we get our little zones.
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A sim, based on some outside stuff I'll get into later, will be assigned a point in the triangle that falls into one of these four zones, assigning them a different body shape. As the sim's point moves through the space, it may land in different zones and change their body accordingly.
But computers can't just look at a cute little diagram and understand it. We need a way to communicate to the program that hey! this does actually make sense and isn't just a bunch of nonsense. We gotta speak their language, and they speak the language... of math.
IV. The Math Jargon
Stick with me. I don't know what I'm talking about either, so I'll try to explain what I'm doing as well as I can.
The cool division thing about equilateral triangles also applies to right triangles as well, specifically the one we're using. Basically, what we need to do is make a graph all math class style so the computer can interpret it into usable data.
To do this, we need a series of steps.
Step 1: Make a graph. Let's say the Y axis is muscle and the X is fat. A Y-value of 1 is entirely muscular, an X-value of 1 is entirely fat, and the origin (0,0) is entirely skinny. Cool.
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Step 2: Make the triangle. Let's add our X and Y values together so that, if the result is ever greater than 1, the point is invalid. This means that the point (0.25, 0.75) is valid, but (0.26, 0.75) is outside of the triangle and is therefore a nonsensical value. This makes it so that any point defined must land within the triangle to make any sense.
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Step 3: Define the regions. Now we do the thing where we split it into fourths again, creating our zones (and making sure they match the variables we set). I've attempted to work out the math below but I'm a notoriously shit mathematician so don't take my word for it.
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If x + y < 0.50, set the body type to Thin.
If .50 > (x + y) > 1, then check the variables.
If x > .50, set body type to Fat.
If y > .50, set body type to Fit.
If x and y are both < .50, set body type to Default.
(I've also tried my hand at writing something that could correct the values if they get out of the triangle.)
If x + y > 1,
If x = y, set both variables to .50.
If x and y are not equal, average both values with .50 over and over until the point is valid.
Step 4: Now, all we have to do is link up the zones with the different body shapes and, if all the math works right, we're good to go!
V. So what does this do actually
Having this system in place not only allows for more realistic and balanced weight and fitness changes, but also for more control over the changes themselves.
A sim's body type is no longer a single variable; it's a dynamic value that can be skewed in more specific directions based on their actions and lives.
For example:
A sim that gets pregnant could have their fat value increase slightly.
A sim that has recently been very ill or has died and been resurrected could lose points in both their muscle and fat values, making them skinnier.
A sim that successfully wins a fight could have their muscle value increase slightly.
A sim that stops working out regularly could gradually lose muscle points over time.
A sim that frequently eats things like takeout and pizza could have their fat value increase over time.
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This system would allow for not only more variation in bodies among sims, but also for more realistic reactions to their habits and environments. Would it be tricky to implement? Yes. But maybe it could be worth the trouble.
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telesodalite · 7 months ago
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Woe, unfinished, mildly edited, fulfire fic tid-bits be upon you
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Like a magnet, his optics kept drifting back to Misfire's face. His stupid, strangely charming face.
For a short while, after Clemency, it had been that face that haunted some of his nightmares. His recalls blurring the lines between the strange reality of Misfire's hands reaching into him to lock his fuel pump back into the very spot he'd pulled it from, and the fear that just as easily he could pull it out again. They had been bloody dreams. Dreams that had him startling awake, gripping his chest in the vain attempt to close what wasn't open, before spending the rest of the day avoiding Misfire's optics.
But now things were different. Not Misfire's face. No, that hadn't changed much. But Fulcrum's dreams had definitely changed. To say the least of what all rolled around in his processor as he slept nowadays.
Some of those newer dreams had crept to the forefront of his mind as he sat there on the couch, staring as the lights of the screen reflected dully across Misfire's plating in hazy blues and greys.
The lighting made his colors seem muddy and faded, but Fulcrum didn't really care, nor did he care to think what it made himself look like. He was too busy bringing an empty engex can to his lips while he watched the crinkle of Misfire's nose as he barked a laugh at something Fulcrum didn't catch onscreen.
He'd started noticing it months ago, all the ways the silvery mesh of Misfire's face would scrunch up with his emotions. Those little crinkles along his optics and nose when he laughed or glared. The creases indented along his cheeks when he grinned. Fulcrum found himself quietly logging away these little details. Idle notes and observations that had suddenly started piling up in the corners of his processer.
He… He'd never really done that before? He'd never really noticed those sorts of things in other mechs.
The faces and expressions of his past colleagues never seemed terribly important. All the details of every smile and frown were never worth filing away, outside of few notable moments where those expressions reflected his work performance. But besides the smile that meant promotion, and the frown that meant he'd screwed up, nothing else was noticeable. Nothing was worth remembering.
But now the memory of every genuine laugh that bubbled out of Misfire sat comfortably besides memories of warm joyful optics that Fulcrum found himself collecting every time Crankcase cracked a rare half-smile for him, or when Krok placed a reassuring hand against his back, or the times Spinister spontaneously pointed out something odd but ultimately nice about his stupid frame.
He didn't really know why he was doing it, memorizing all these mundane little things, just to have them flit through his processer randomly. Maybe it was because those expressions, those details, felt… comforting? Comforting in such a strange and unfamiliar way. But, a good way. A good sort of strange, much like the mechs themselves.
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He had stared for a long moment, the credits and their rolling tune playing somewhere in the background as Fulcrum stared back. But Misfire was never one for personable silence, even as the sound of some likely long dead Iaconian orchestra filled the room.
"What is it?" He asked, a small chuckle escaping him as he brought a hand to his face, "Don't tell me I've poured it all over myself again."
It had taken Fulcrum longer than usual to unstick his glossa from the roof of his mouth as he watched Misfire run a thumb over his lips, but eventually he had coughed out a small, choked, "No."
That had earned him an odd look at first, but with their fields loose and open, Fulcrum could almost feel the exact moment something clicked in Misfire's mind, as the idle comfortable static he projected in pulsing waves evened out into something openly curious and almost subdued.
It wasn't often Fulcrum felt him that clearly.
Misfire tended to keep his field fairly close, though, maybe not as close as the others did, what with how Crankcase kept an iron grip on his, and how Krok's always held an air of strained control, even when it slipped from him. But still, Misfire's was always hard to read, no matter the reach or depth of his field.
Even then and there, with it loose and unfiltered and buzzing with the engex running through his system, there was an ever present undertone of something indescribably jumbled about him, like too many feelings at once, each too vast and hurried for Fulcrum to really feel or understand.
It always seemed to stir the passive anxiety Fulcrum must've been forged with when Misfire's field brushed against his own. As facing the indescribable vague mess of Misfire felt like trying to untangle a pile of live-wires he couldn't even see.
It was almost frustrating in a sense, the need to try and sort and understand what wasn't even his to begin with. But at the same time it was almost exciting as well. It was like a game, like a puzzle he had yet to solve.
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Finally letting his own can go tumbling to the floor to join Misfire's, Fulcrum had brought a hand to cover his face as he drew his legs up and leaned back against the arm of the couch, trying to suppress the fit as the sly look slipped from Misfire's face at the sounds.
While Fulcrum had laughed, and… snorted, embarrassingly, he had felt Misfire's field change again, brushing something fizzy and almost warm against his plating as Misfire's features softened.
"I'm looking at you," Fulcrum had said then between gulps of air, letting his hand fall from his face as he reached out to poke at Misfire's chest, "Dumbaft."
His finger had lingered over the thick plating there for maybe a little longer than necessary, drawing Misfire's attention as it slid down a little before pulling away.
Looking back up again with his helm angled slightly, Misfire had followed the sight of his hand leaving his plating to where Fulcrum let it fall between them.
"Wow…" Misfire had chuckled a little dryly, "I was gonna make it real easy for you. I was going to say something like, ''Do you like what you see?'' or-… or something like that. But now you've ruined it. Good job."
Meeting Fulcrum's optics again as he pulled his own hand back from Fulcrum's shoulder, he brought it to rest between them as well.
"And you're laughing at me," He said next, faking a small pout as his hand drifted closer to Fulcrum's, "Which totally ruins the whole vibe I was going for really. I mean, it's sort of hard to be all nice and suave-like when you're being laughed at. Total vibe killer. Bit of an ego killer too if I'm being honest. So thanks for that loser, thanks for saying I have a funny face."
With Misfire's fingers brushing distractingly past his own, Fulcrum didn't think before the words stumbled out of him.
"I like your face."
It came out almost matter of fact sounding, Fulcrum's laughter having died down while Misfire complained about it. But at the same time the words felt so simple, they came out so easily, and in a weird way they felt nice to say. But Misfire's optics had widened in surprise, his frame frozen and his field suddenly struck quiet, and despite the engex numbing his usual nerves, Fulcrum felt a sudden pang of anxiety because of it.
The silence in Misfire's field was terribly alien. It felt wrong, and something in Fulcrum spiraled to think he had caused it. But slowly, almost as if it were creeping forward, an odd almost scrutinizing uncertainty fanned outward in a careful wave. Misfire moved with it, leaning closer as he searched Fulcrum's expression for something.
"Oh yeah?" He'd said lowly then, and that sly look returned. But that vague uncertainty didn't fade with it, if anything, Fulcrum felt it strengthen. Caught between what he saw, in Misfire's easy smile and dimmed optics, and what he felt, in the growing hollow distance within their fields, Fulcrum found himself frowning and pulling back.
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Growing frustrated with himself, and wanting that feeling back, he had pushed forward, shifting onto his knees as he reached for Misfire's face before the other could pull away from him entirely.
"I like your face." He said firmly, maybe too firmly. His expression still drawn into a frown as he pressed his fingers into Misfire's helm, brushing his thumbs across the silver mesh he'd been staring so intently at before. "I like your optics, and your nose. I- I like the way you smile. When you really smile, and when you laugh. I do. I'm not lying."
And oh there it was again, that little curl of warmth in Misfire's field. Almost a tangible thing, like a brush of ventilation, but Misfire wasn't venting. His mouth hung open ever so slightly, but no breath left him as he stared at Fulcrum with widening optics.
Spurred on by that tiny bloom of warmth, Fulcrum chased after it with slightly slurred words and clumsy hands as he tried to fix whatever he'd done wrong, hoping with each word that Misfire might soften and smile again.
"I like your expressions, and- and I like your voice," He said, glancing down at Misfire's parted lips, and laughing softly, nervously, as he continued, "Even when you say something so stupid. I like- I like the way it sounds. I like your accent, I like the way it makes your words sound. I- I like your- your mouth?"
Once more that weird but nice feeling settled in Fulcrum's chest. Those simple words felt good to say. It felt like a weight off his shoulders, like an admission he'd been waiting to say. About what and why? He wasn't really sure. But the warmth grew, and Misfire took a sharp vent inwards, and that felt right, so Fulcrum kept on.
"I like your helm," He said with a smile, reaching up to brush his fingers over the jutting finials there, before dropping his hands to settle lightly over Misfire's chest. "I like your frame, the colors of it. I like your-"
Before he could finish, Misfire was surging forward, knocking their helms together and nearly bruising the mesh of their noses as he tried for, and just barely missed, Fulcrum's lips.
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👁👁👍
#just gonna go ahead and share this before i think too hard about it and chicken out lol#idk. this has been sitting unfinished for a while now. but i'm fond of it and keep going back to re-read it. so?? yeah. idk#maybe i'll get around to finishing it. i like writing out all the like. sensory stuff with this. lots of neat stuff to try with em fields#also fulc being a very earnest drunk lol. and mis trying to be all casual and smooth despite balking in the face of it bcs he's a hot mess#i dunno. i think the og idea behind this was kinda turning the reassurance around to mis. just sorta breaking him down with nice words#fulc is usually on the receiving end of comfort and reassurance. not always. but enough so that it had me thinking bout it other ways round#idk. ultimately its like. just slapping mis with a mild praise kink and seeing what happens when fulc just says nice things to him#the bar is so low for them. fulc is like 'i like your face' with conviction and mis is half-way to keeling over bcs. damn. he needed that#my fav flavor of this is just them approaching romance from two drastically different angles. not on the same page. different books lol#mis plays it all like a surface level game. he's just trying to keep things light and airy. but fulc is going right for the kill#also hitting fulc with the demi romantic/sexual beam adds another fun layer to it all-#-this isnt his playing field. but he's sure as hell winning without really knowing why#ok. i've been up for way too long. was on sick dog duty overnight. its like 8am now and i haven't slept a wink lol#so if there's errors or smth sounds off. idk. pretend you didn't see it. ill fix it later. or i wont. idk. toodles <333#(also this is barely the tip of the iceberg fic wise. depending on how i feel bout this after a nap? might share bits of the big ghost fic-#(-cause that ones at like. 24k-ish now??? and thats only the 1st chap and half of the 2nd. its the fulc sees ghosts concept on steroids)#fulfire#my writing
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vesna-v-irkutske · 4 months ago
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in your opinion, are there a lot of russian tccers?
I think so, yeah. People come and go, obviously, but there are hundreds of thousands of people. Okay, maybe a little less than that, and some are more "deep" than the others, of course, but still.
To be honest, I haven't had much interactions with Russian tccers in recent ~4 years, but now, because of my hyperfixation, yes, kinda. Well, it's not like I'm talking to them in DMs (and I don't really want to), I'm just observing while I'm looking for info or something. And I see a few here, obviously. 👋🏻 And I periodically receive notifications about someone's videos about various crimes & perpetrators (popular or not), so this stuff definitely has an audience. But I think it's more "casual" on YouTube.
In recent years, all this has been blocked more and more often (RIP to my favorite VK community dedicated to Dahmer and one great site about serial killers (mostly Soviet/Russian ones); I blame it all on kids with guns trying to repeat something that happened more than 20 years ago, they attract attention, and everyone gets blocked or worse), so many have laid low, so to speak. But they're still lurking somewhere. Where? Who knows. Mostly Telegram, I assume, but blocks aren't that rare there, it's not as safe as you may believe.
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chemzee · 9 months ago
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So uh. MelDan ammirite? This (kinda) blew up on Insta and other socmed I use so ig I'mma upload this here too lol
It started as a crackship (and it's still is, I kinda like to jokingly them imagine them pretending to like each other but actually wanting to skin each other alive, a little ooc for both of them, but it's mostly just for fun) but rn I'm exploring the potential ""relationship"" through a more angsty lense.
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