#Basic Analysis Methods
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stockexperttrading · 1 year ago
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Delving into the intricacies of trading, the blog provides a thorough examination of different trading strategies, spotlighting both day trading and swing trading. It further dissects crucial analysis methods, namely technical and fundamental analysis. The narrative underscores the critical role of aligning chosen strategies with individual goals and the guidance that Funded Traders Global can provide in this regard.
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mxmarsbars · 1 year ago
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made a little analysis thread on twitter and thought I’d share it here too if that’s chill ^_^
anyways traffic!impulse using self destruction and the destruction of others as a way to cope with his own frustration and resentment throughout the life series: a messy ramble-y post because I’m crazy.
most of this behavior really only starts after third life. his destructive behavior before then is usually outward and not with malicious intent. instead, he hurt others in third life because he was asked to. it was a part of a greater plan he was undoubtably loyal to and that would later get him killed and tarnish his reputation for seasons to come.
that’s why in last life, he’s much more open to antagonistic behavior (which he barely partook in before and only would if asked of). this mostly includes all the stealing he did that season, the numerous break ins, and of course, spawning the wither. this could also include his personal insistence on becoming the boogeyman and even planning it out in advance (which would later get him killed, his own hubris). he was itching for it to be his turn.
it’s such a huge shift from how he acted in third life, and why? personally, I think it’s because of all the strain and pressure put on him by others and their disdain towards him. specifically the rumors spread about him and the reluctance of others to believe and trust him after what he’d done the season prior. which for some people is justified, like ren and etho, but for others, like bdubs, is not. and this was shown to upset impulse a lot, given how it resulted in him being thrown under the bus, even by his own teammates.
but he’s supposed to be nice and considerate and smart to make up for all he’s done, right? that’s why he sticks with his alliance the whole time and makes a point to be loyal to them and them only. but that doesn’t stop the resentment and anger boiling, and he can only take so much before he has to let off some steam, and destructive behavior seems to be a means to do so.
it turns from him doing bad things because he’s asked to to him doing it because he wants to, to cope. which is why when all else fails and the southlands fall apart, despite him taking the measures to prevent it earlier on, he helps grian spawn the wither, even with the risks and deaths. and he insists on doing it at best’s base, because they ruined him. it gets him killed. he should’ve been smarter.
it gets worse in double life, specifically when homewrecking is proposed. while he’s not the one to bring it up or start the rumors, he soon grows comfortable enough to start talking smack himself. him and bdubs deliberately try to ruin the relationships of others, and they tell themselves it’s to steal away half of each pair for their own benefit, but maybe there’s more to it. maybe they ARE projecting, just like joel had said.
it doesn’t help that impulse is having his soulbound questioned and bdubs “needs” a clock and the horns won’t shut up. when they’re exposed, he takes his destruction to the deep dark. he throws snowballs, he spooks unsuspecting people, he yells into the dark when he finds out his voice can trigger the sensors. throughout the season, he makes multiple efforts to cause distress in the deep dark, malicious intent or not. and maybe it’s to cope with the fact that bdubs keeps sending him down there or etho won’t stop yapping about how bdubs doesn’t want him or how bdubs put a major target on their backs.
and this is when self destructive behavior really starts, too. impulse gives away valuable resources when he realistically could’ve not, he takes risks he absolutely doesn’t have to take (despite how much he values his and, by extension, bdubs’s life), when he’s linked to the fishing rod sequence of death, all he says to bdubs is that it was fun while it lasted. and then he loses their first life trying to get a music disc.
whether he means to or not, he’s slowly killing himself and his soulmate, too. and eventually, by the time he’s red, he just gives in. he starts blowing horn (surely there’s some symbolism there), he terrorizes those better off than him, he wants to cause problems. yet there’s always still some humanity in him that shines through, regardless of his destructive ways of coping.
but this isn’t about that. before the final fight, he even grabs the golden apple him and bdubs had been stashing away, saying if they can’t win, no one can. he would’ve ate it. he should’ve ate it. yet he didn’t, and he died by bdubs’s hand again. more resentment grows.
by limited life, it’s obvious he’s open to dabbling into more chaotic pastimes. bdubs’s ignorance and unwillingness to see his flaws and apologize only fuels the fire. when he’s chosen as the boogeyman, he has a time with it. but he still has the mind to know not to hurt his team, even refusing to use skizz’s accidental death to cleanse himself. but he bombs bread bridge freely, somehow even getting tango and skizz to help him. it’s almost concerning how much fun he has with it.
then of course there’s the complete destruction of bread bridge, which he happily takes part in. and tango’s boogey kill on bdubs, in which he lures bdubs to his demise (something he had been itching to do for seasons). he amasses a huge kill count over the season, his first time murdering anyone since third life.
most of his behavior this season turns more outward, and he grows more keen on sustaining himself the more faith his team puts in him. he is also shown to hold other alliances much less dear than ties, even if they benefit him. this results in the betrayal of many, most notably mean gills in the finale. he fights like hell, he gets his final revenge on bdubs and ends his season, and yet it still isn’t enough.
he begs martyn to kill him, because he’s alone, and he’s scared, and he did all he was asked to do. but they keep him around, despite his pleas. he’s given the illusion of free will, a chance to win, to be given a fair fight. martyn slaughters him in cold blood. a cruel betrayal.
secret life feels like a reset, and most scores are settled, and secret tasks heavily dictate how the sessions go. he isn’t given the chance to cause mass destruction like he could the season prior. he’s not sure if he wants to. most of his mistakes are honest, no self destructive or malicious intent, same with his tasks.
he’s with a team he can trust and confide in. they help him. they care about him. his first two deaths are consensual and willing, something’s he’s never known. the season is rough, but he’s happy. he tries to use his trap as he’s being chased, risky as it was, a final act of stubbornness.
he dies, alone and scared, hearts quivering. nothing’s new. he’ll just have to be ready to cope again tomorrow. get some blood of his hands, whether it’s his enemies or his own.
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gracemarkss · 18 days ago
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not a fully formed thought but i’ve been thinking a lot about the dichotomy of mulder and scully’s various roles, both professionally and characteristically, in the sense that mulder is a psychologist who interrogates minds and scully is a pathologist who interrogates bodies. but scully is presented as the more cerebral, the “brainy” one, the logical one; while mulder feels more visceral and physical and embodied. AND YET he is also more ephemeral, existing in a space of infinite possibility, while scully is much more grounded and of the world, reaching for the material and tangible, which the mind (not the brain but the mind, thought, consciousness, sense of self) is not. and that’s not even getting into their disparate views on religion.
i just love the tension that exists both in each of them and between them, the contradiction and juxtaposition of body and mind, belief and skepticism, the many ways one can express and exercise faith. they are completely different and yet exactly the same, unquenchably curious and always looking for answers. their approaches are distinct (corporeal vs ethereal, in a way) but the goal is the same. perfect opposites indeed
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ins4nebxtch · 8 months ago
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ultimate IT girl guide
a guide to looking effortlessly perfect
"You’ve got the false narrative of a girl who spends 30 seconds on her appearance, when, in fact, you probably spent hours.”
1. basic hygiene:
having clean teeth and good breath
smelling good 24/7. i highly recommend finding a signature scent as a scent is associated with memory, id suggest something sweet yet not too overpowering like vanilla.
being clean in general. regularly shaving and exfoliating your skin to get rid of bodily hair and dirt that accumulates on your skin to make your skin glow.
clean nails. having clean and maintained nails (with a simple design if you wish) looks better than having acrylics that are wayyy too long and appear tacky.
2. hair :
having smooth healthy hair looks much better than dry and damaged hair. take care of your hair by finding the best products for your natural hair. get rid of your split ends as they make the hair appear really damaged.
in my opinion, loose waves look the most effortless yet pretty. but don’t ruin your natural hair by applying too much heat! you can try heatless styling methods to achieve this look.
3. diet and exercise :
being toned is the way to go to fit this aesthetic
avoid oily foods or sugary foods that damage your skin. don’t completely get rid of these as we all have our cravings, but try your best to avoid it
find a workout plan that works best for you, keeps you healthy but doesn’t burn you out! moreover exercise releases endorphins that improve your mood.
4. makeup and skin care :
natural makeup on clear skin fits this effortless aesthetic perfectly!
take care of your skin by finding a routine that fits you the best, consult with a dermatologist for the best results.
having smooth, blended makeup creates an illusion that you aren’t wearing any at all! this appears much effortless than a full face. also try to avoid those really huge false lashes that make you look tacky.
maintain your eyebrows and find a shape that fits you best!
5. outfits :
having a signature style which suits your body type is essential. experiment until you can find what suits you best! you can use a body analysis app for this.
wearing outfits you’re confident in, hot but not too revealing goes a long way. confidence is key. wearing overly revealing clothing might seem like one is trying too hard, but if you can carry it with confidence then that’s great!
jewellery : having dainty, signature pieces is key! find out which suits you better (gold or silver) through an ai analysis and invest in timeless pieces. personally, i think minimalistic pieces such as solitaires, simple pendants, classic hoops etc. look much more effortless.
6. personality :
don’t be too judgemental towards anyone as you don’t know what they’re going through and this makes you seem unapproachable
don’t talk too much or overshare! this creates a mysterious aura which draws people to you more
confidence is key! posture is very important too, carry yourself with confidence and walk with your head held up high.
7. examples and references :
serena van der woodsen (gossip girl)
mia thermopolis (the princess diaries)
cher (clueless)
elle woods (legally blonde)
rory gilmore (gilmore girls)
robin scherbatsky (how i met your mother)
gigi hadid
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handweavers · 1 year ago
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something that comes up for me over and over is a deep frustration with academics who write about and study craft but have little hands-on experience with working with that craft, because it leads to them making mistakes in their analysis and even labelling of objects and techniques incorrectly. i see this from something as simple as textiles on display in museums being labelled with techniques that are very obviously wrong (claiming something is knit when it's clearly crochet, woven when that technique could only be done as embroidery applied to cloth off-loom) to articles and books written about the history of various aspects of textiles making considerable errors when trying to describe basic aspects of textile craft-knowledge (ex. a book i read recently that tried to say that dyeing cotton is far easier than dyeing wool because cotton takes colour more easily than wool, and used that as part of an argument as to why cotton became so prominent in the industrial revolution, which is so blatantly incorrect to any dyer that it seriously harms the argument being made even if the overall point is ultimately correct)
the thing is that craft is a language, an embodied knowledge that crosses the boundaries of spoken communication into a physical understanding. craft has theory, but it is not theoretical: there is a necessary physicality to our work, to our knowledge, that cannot be substituted. two artisans who share a craft share a language, even if that language is not verbal. when you understand how a material functions and behaves without deliberate thought, when the material knowledge becomes instinct, when your hands know these things just as well if not better than your conscious mind does, new avenues of communication are opened. an embodied knowledge of a craft is its own language that is able to be communicated across time, and one easily misunderstood by those without that fluency. an academic whose knowledge is entirely theoretical may look at a piece of metalwork from the 3rd century and struggle to understand the function or intent of it, but if you were to show the same piece to a living blacksmith they would likely be able to tell you with startling accuracy what their ancient colleague was trying to do.
a more elaborate example: when i was in residence at a dye studio on bali, the dyer who mentored me showed me a bowl of shimmering grey mud, and explained in bahasa that they harvest the mud several feet under the roots of certain species of mangroves. once the mud is cleaned and strained, it's mixed with bran water and left to ferment for weeks to months.  he noted that the mud cannot be used until the fermentation process has left a glittering sheen to its surface. when layered over a fermented dye containing the flowers from a tree, the cloth turns grey, and repeated dippings in the flower-liquid and mud vats deepen this colour until it's a warm black. 
he didn't explain why this works, and he did not have to. his methods are different from mine, but the same chemical processes are occurring. tannins always turn grey when they interact with iron and they don't react to other additives the same way, so tannins (polyphenols) and iron must be fundamental parts of this process. many types of earthen clay contain a type of bacteria that creates biogenic iron as a byproduct, and mixing bran water with this mud would give the bacteria sugars to feast upon, multiplying, and producing more of this biogenic iron. when the iron content is high enough that the mud shimmers, applying this fermented mixture to cloth soaked in tannins would cause the iron to react with the tannin and finally, miraculously: a deep, living grey-black cloth.
in my dye studio i have dissolved iron sulphide ii in boiling water and submerged cloth soaked in tannin extract in this iron water, and watched it emerge, chemically altered, now deep and living grey-black just like the cloth my mentor on bali dyed. when i watched him dip cloth in this brown bath of fermented flower-water, and then into the shimmering mud and witness the cloth emerge this same shade of grey, i understand exactly what he was doing and why. embodied craft knowledge is its own language, and if you're going to dedicate your life to writing about a craft it would be of great benefit to actually "speak" that language, or you're likely to make serious errors.
the arrogance is not that different from a historian or anthropologist who tries to study a culture or people without understanding their written or spoken tongue, and then makes mistakes in their analysis because they are fundamentally disconnected from the way the people they are talking about communicate. the voyeuristic academic desire to observe and analyse the world at a distance, without participating in it. how often academics will write about social movements, political theory and philosophy and never actually get involved in any of these movements while they're happening. my issue with the way they interact with craft is less serious than the others i mentioned, but one that constantly bothers me when coming into contact with the divide between "those who make a living writing about a subject" and "those who make a living doing that subject"
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literaryvein-reblogs · 5 months ago
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How to Read a Scientific Article
THE THREE-PASS APPROACH
The key idea is that you should read the paper in up to 3 passes, instead of starting at the beginning and plowing your way to the end.
Each pass accomplishes specific goals and builds upon the previous pass:
The first pass gives you a general idea about the paper.
The second pass lets you grasp the paper’s content, but not its details.
The third pass helps you understand the paper in depth.
At the end of the first pass, you should be able to answer the 5 Cs:
Category: What type of paper is this? A measurement paper? An analysis of an existing system? A description of a research prototype?
Context: Which other papers is it related to? Which theoretical bases were used to analyze the problem?
Correctness: Do the assumptions appear to be valid?
Contributions: What are the paper’s main contributions?
Clarity: Is the paper well written?
Purpose of the Sections of Empirical Articles
Section — Use it for
Abstract — This is a great section to read to find out if the article will be relevant to your own research.
Introduction — This section gives you an overview of work that has been done on topics relating to the hypothesis of the article, and will often lead you to other relevant work that has been done in your area of interest.
Method — This section will help you understand the design of the experiment. This is particularly useful if you'd like to replicate the study.
Results — The results will tell you what the author/s found in the course of their experiment.
Discussion — The discussion section is typically easier to read than the method and results section, and it will help the reader understand the implications of the results of the experiment.
References — This is a great place to look to find articles that are related to the one you are reading. If you're looking to build your own literature review, the references are a great place to start.
The Anatomy of a Scientific Paper
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Some initial guidelines for how to read a paper:
Read critically: Reading a research paper must be a critical process. You should not assume that the authors are always correct. Instead, be suspicious. Critical reading involves asking appropriate questions.
Read creatively: Reading a paper critically is easy, in that it is always easier to tear something down than to build it up. Reading creatively involves harder, more positive thinking.
Make notes as you read the paper. Use whatever style you prefer. If you have questions or criticisms, write them down so you do not forget them. Underline key points the authors make. Mark the data that is most important or that appears questionable. Such efforts help the first time you read a paper and pay big dividends when you have to re-read a paper after several months.
After the first read-through, try to summarize the paper in one or two sentence.
If possible, compare the paper to other works.
Write a review that includes:
a one or two sentence summary of the paper.
a deeper, more extensive outline of the main points of the paper, including for example assumptions made, arguments presented, data analyzed, and conclusions drawn.
any limitations or extensions you see for the ideas in the paper.
your opinion of the paper; primarily, the quality of the ideas and its potential impact.
The guide below details how to read a scientific article step-by-step.
First, you should not approach a scientific article like a textbook— reading from beginning to end of the chapter or book without pause for reflection or criticism. Additionally, it is highly recommended that you highlight and take notes as you move through the article.
Skim the article. This should only take you a few minutes. You are not trying to comprehend the entire article at this point, but just get a basic overview. You don’t have to read in order; the discussion/conclusions will help you to determine if the article is relevant to your research. You might then continue on to the Introduction. Pay attention to the structure of the article, headings, and figures.
Grasp the vocabulary. Begin to go through the article and highlight words and phrases you do not understand. Some words or phrases you may be able to get an understanding from the context in which it is used, but for others you may need the assistance of a medical or scientific dictionary. Subject-specific dictionaries available through our Library databases and online are listed below.
Identify the structure of the article and work on your comprehension. Most journals use an IMRD structure: An abstract followed by Introduction, Methods, Results, and Discussion. These sections typically contain conventional features, which you will start to recognize. If you learn to look for these features you will begin to read and comprehend the article more quickly.
 Read the bibliography/references section. Reading the references or works cited may lead you to other useful resources. You might also get a better understanding of the basic terminology, main concepts, major researchers, and basic terminology in the area you are researching.
Reflect on what you have read and draw your own conclusions. As you are reading jot down any questions that come to mind. They may be answered later on in the article or you may have stumbled upon something that the authors did not consider. Here are some examples of questions you may ask yourself as you read:
 Have I taken time to understand all the terminology?
Am I spending too much time on the less important parts of this article?
Do I have any reason to question the credibility of this research?
What specific problem does the research address and why is it important?
How do these results relate to my research interests or to other works which I have read?
6. Read the article a second time in chronological order. Reading the article a second time will reinforce your overall understanding. You may even start to make connections to other articles that you have read on this topic.
Identify Key Information
Whether you are looking for information that supports the hypothesis in your own paper or carefully analyzing the article and critiquing the research methods or findings, there are important questions that you should answer as you read the article.
What is the main hypothesis?
Why is this research important?
Did the researchers use appropriate measurements and procedures?
What were the variables in the study?
What was the key finding of the research?
Do the findings justify the author’s conclusions?
Sources: 1 2 3 4 5 6 ⚜ More: Notes & References ⚜ Writing Resources PDFs
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caligvlasaqvarivm · 4 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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jeaninelatragedia · 9 days ago
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i love art as means and method of study and analysis and i love vanguards as a means of pushing a medium forwards through continuous study of the reason art exists as a hardline materialist. this also means i hate basically all artists.
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777rare · 2 months ago
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• RARE MASTERLIST •
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ABOUT ME:
Hello, I'm sam! MY BIRTHDAY IS ON 16TH FEBRUARY 108 BCE.
I'll get straight to the point, I love all things occult, otherworldly, spiritual, deep, poetic and funny. I am an INFP 4w5 type.
I LOVE all things forbidden...sorry not sorry😂jk, I love forbidden knowledge. But wait..isn't that what a bad guy would say...uhh, maybe but I just want to know WHY?...When it comes to anything.
I have been through my spiritual journey for around seven years now and the reason I share my astrological studies here is because there are many people like me who are deeply interested in the art of astrology. I'm grateful for the support I receive everyday and I hope everybody enjoys my posts to the fullest!
❤️‍🔥Now to the completely incomplete masterlist 👍:
ASTROLOGY:
My study: The Ahtkuymas Method
Astrology Observations:
ASTROLOGY OBSERVATIONS PT.1
ASTROLOGY OBSERVATIONS PT.2
ASTROLOGY OBSERVATIONS PT.3
ASTROLOGY OBSERVATIONS PT.4
ASTROLOGY OBSERVATIONS PT.5
ASTROLOGY OBSERVATIONS PT.6
ASTROLOGY OBSERVATIONS PT.7
ASTROLOGY OBSERVATIONS PT.8
ASTROLOGY OBSERVATIONS PT.9
ASTROLOGY OBSERVATIONS PT.10
ASTROLOGY OBSERVATIONS PT.11
ASTROLOGY OBSERVATIONS PT.12
ASTROLOGY OBSERVATIONS PT.13
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Specific House Observations:
PLANET DOMINANCE
12TH HOUSE OBSERVATIONS PT.1
12TH HOUSE OBSERVATIONS PT.2
12TH HOUSERS AND FOREIGN LANDS
12TH HOUSERS
A MARS DOMINANT WOMAN
PISCES AND/OR 12TH HOUSE STELLIUM MOOD BOARD PT.1
INSIDE THE MIND OF A 12TH HOUSER
8TH HOUSE SYNASTRY OBSERVATIONS PT.1
8TH HOUSE SYNASTRY OBSERVATIONS PT.2
How MARS 8th house synastry manifests
What goes on in the minds of a couple with 8th house synastry...
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Solar Return Chart Observations:
SOLAR RETURN OBSERVATIONS PT.1
SOLAR RETURN OBSERVATIONS PT.2
SOLAR RETURN OBSERVATIONS PT.3
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Synastry Chart Observations:
SYNASTRY OBSERVATIONS PT.1 (18+)
SYNASTRY OBSERVATIONS PT.2
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Composite Chart Observations:
COMPOSITE OBSERVATIONS PT.1
COMPOSITE OBSERVATIONS PT.2
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Persona Charts:
Ascendant Persona Chart
Groom and Briede Persona Chart
.
Astrology and our Human Body:
FACIAL FEATURES IN ASTROLOGY PT.1
FACIAL FEATURES IN ASTROLOGY PT.2
PLANETS AND THE BODY PARTS
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Astrology Analysis:
FAME AFTER DEMISE..LEAVING A LEGACY PT.1
FAME AFTER DEMISE..LEAVING A LEGACY PT.2
FAME AFTER DEMISE..LEAVING A LEGACY PT.3
FAME AFTER DEMISE..LEAVING A LEGACY PT.4
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Vedic Knowledge and Astrology:
VEDIC ASTROLOGY FOR BEGINNERS
SHORT VEDIC ASTROLOGY NOTES PT.1
SHORT VEDIC ASTROLOGY NOTES PT.2
SHORT VEDIC ASTROLOGY NOTES PT.3
SHORT VEDIC ASTROLOGY NOTES PT.4
SHORT VEDIC ASTROLOGY NOTES PT.5
THE STORY OF RAHU AND KETU
HOW RAHU AND KETU IMPACT THE CHART
HAPPY MAHA SHIVARATRI 2025
RAVANA IN THE RAMAYANA
SHIV TANDAV STOTRAM
HANUMAN CHALISA AND ITS SIGNIFICANCE
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Others:
When a planet falls in the houses...
When you've got problems with ______ look at _____ house.
Empty houses show what is not a priority in your life.
Venus in the houses...my advice to you
Persona Charts:-
(Still in progress)
Asteroid Persona Charts:-
(Still in progress)
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Asks:
SAGITTARIUS MARS CONJUNCT SAG PLUTO IN THE 12TH HOUSE
VERTEX IN 7TH HOUSE SOLAR RETURN CHART
SOLAR RETURN CHART 8TH HOUSE STELLIUM
WHAT ABOUT EMPTY HOUSES?
SIRINE SQUARE PLUTO
A COINCIDENCE REALLY..
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Asteroids:
SUNSHINE ASTEROID
MESSALINA IN THE HOUSES
EROS AND YOUR SENSUAL SIDE
COMPILATION OF MANY ASTEROIDS
ALL ABOUT CHIRON
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PALMISTRY:
RECEPTIVE AND PROJECTIVE ENERGY
BASICS OF PALMISTRY
SPECIAL SYMBOLS ON THE HAND
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TAROT:
Court Cards:
THE SWORDS FAMILY
THE WANDS FAMILY
THE CUPS FAMILY
THE PENTACLES FAMILY
WHY ARE THERE A LOT OF COURT CARDS IN A SPREAD?
THE CONNECTION SPREAD THAT REALLY HELPS
TAROTLOGY AND MY EXPERIENCE WITH THIS
TAROT COLOUR MEANINGS
TAROT 'TABLE OF CARD MEANING'
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TAROT PAC READINGS:
Their arousing thoughts about you
How do men view you?
The Universe is calling...
What are they thinking about you?
.
TAROT ASKS:
Angel was the first to ask me a question here
Um, well..she asked about may without giving her details pt.1
Well, she came back with her details to get info about may pt.2
A doubt about the reading offer
Confused with this question...
My favourite ask, still so interesting tbh.
The future spouse meeting question.
An answered, unanswered question.
Free readings doubt.
what does this person bring to the table?
Am I up for tarot exchange?
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Other Spiritual Knowledge:
SPIRITUALITY FOR BEGINNERS, PT.1
GRABOVOI CODES
AFFIRMATION for when you feel unloved.
SIGILS AND HOW TO MAKE THEM
ASTRAL PROJECTION FOR BEGINNERS
RED BRICK DUST AND HOW TO MAKE IT
THE MOLDAVITE CRYSTAL
SUN GAZING + SUN AND MOON WATER
BASIC NUMEROLOGY
THE KARMIC NUMBERS
MY RECOMMENDED YT CHANNELS FOR THOSE YEARNING FOR KNOWLEDGE
EVERYTHING RELATED TO SUBLIMINALS
CLEANSING USING SOUND
WRITE _______ NO. FOR BEAUTY
CHEAT CODES FOR MANIFESTATION
EVERYTHING ABOUT SWITCH WORDS
HOW TO USE GRABOVOI OR MANIFESTATION CODES
BASIC GRABOVOI CODES
OUR AURA (Kinds of forms)
COLOUR ENERGY (significance of colours)
A WITCHY TIP
GRABOVOI CODES FOR HEALTH
GRABOVOI CODES FOR LOVE
AFFIRMATIONS FOR YOUR SP
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All Things Buddhism:
THE SIGNIFICANCE OF THE 'Om Mane Padme Hum' MANTRA
GREEN TARA MANTRA
RED TARA MANTRA
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All The Reviews:
TAROT EXCHANGE READING
ASTROLOGY 8TH HOUSE STELLIUM (SRC)
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Everything Deep And Beautiful:
Why don't you understand...
The note I wrote to myself a day before I turned 18 years of age...
The deepest questions in my head that are still not answered.
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Poems For The Drunk...
Those Born Drunk...like Me 😂:
STUPID POEM PT.1
STUPID POEM PT.2
STUPID POEM PT.3
STUPID POEM PT.4
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THE LEFTOUTS [LOL]:
2025 (MY RETURN FROM THE DEAD, JK)
MY SICK ERA
MY BIRTHDAY EXCHANGE READING OFFER 2025
MY TAROT READING OFFER 2022
THE TIME WHEN I NEEDED VOTES
Another 'I'm back' (how many times will I make this I wonder🥲)
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interstellarrisa · 10 months ago
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Some subconscious fun
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You might've heard people saying that are our brain is amazing and capable of astounding things and well they're not wrong. Your brain is the most complex organ in the body with billions of neurons that have trillions of connections called synapses that makes it able to communicate, with this information how can we say that it's not amazing?
Our consciousness is thought to sit at the cerebral cortex and is said to have three levels to it. The conscious, subconscious and unconscious. They're all tasked with different things. I'll explain them all...
The conscious: This is the part that we have control over, our thoughts, feelings, decisions and acknowledgement are all made here. It's what you're using right now to read this post and also where the awareness of you reading this post is. Basically thoughts, feelings and awareness.
The subconscious: It's not in the current focus of our awareness hence called the subconscious mind. It's a barrier that's put up by our mind so that we don't become overwhelmed by all the information that we get when we interact with this world. For example our nose in the center of our vision, the feeling of our clothes or our tongue resting on the roof of our mouth. Because of this barrier we're allowed to focus our awareness on more important decision making and cognitive tasks without getting overwhelmed. This can be noticed when we decide (conscious) to pick up a new skill which can be hard to learn and do before we become a natural at it which then makes it an automatic (subconscious) skill.
The unconscious: It's perhaps the most mysterious form of consciousness since it's not available for introspection or analysis. We do know that it's a hoard of feelings, thoughts and memories lost from our conscious mind, it contains the painful past that we might simply want to forget about. Some people say that we never forget and that it just get's buried deep down within our mind and with the right signals we can recover the forgotten memories.
Now to the fun part. It's a small "experiment" that you can do every night just to see how amazing your subconscious mind truly is. Firstly I haven't found any article's stating that this is your subconscious minds doing, some say it might be your circadian rhythm (internal body clock) but I personally assume that it's your subconscious and if you know loa let's just go with it.
The experiment is you controlling when you wake up. You might go "really, that's it?" but when you first do it and it works it'll feel a bit 𝓯𝓻𝓮𝓪𝓴𝔂, anyways here's what to do.
Go to bed. Doesn't need to be nighttime you just need to go to sleep for this.
While falling asleep tell yourself that you'll wake up in xxx hours/minutes. For example you go to bed at 00:00 and want to wake up in 8 hours, naturally that would be 08:00 so just affirm "I will wake up in 8 hours." or "I will wake up at 08:00"
Drift off to sleep~
Wake up and check the time and it should be the designated time.
This is actually a technique used a lot in lucid dreaming method's and could also be used in shifting/manifesting/void method's. Since the brain is just like a sponge when you wake up it absorbs any kind of information presented it with and sometimes induces "hallucinations". I'd recommend shorting the time you sleep if you're gonna use it as a method though. It's also pretty similar if not the same to SATS.
This has worked for me on multiple occasions and if you wake up and the time doesn't match when you wanted to wake up it might be because you already woke up earlier and just went back to sleep and forgot about it later, happened with me a few times but because of signals I remembered. I even got rid of my alarm for school because of this and I still woke up in time for school.
warning: if this post does NOT resonate with you or your beliefs feel free to ignore it, you don't need to send hate or make posts on how stupid this is or that it's wrong. some might misunderstand this post (like the last one) and make misguided comments, please think a little before you open your mouth :). yapping session is cause i'm really interested in this topic lol.
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fawnsuga · 2 months ago
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The Bombs of Columbine
Disclaimer: This post does not provide any instructions on how to create a bomb or a timing device. Instead, it offers an analysis of the reasons behind the failure of certain timers, focusing on basic electronic circuitry. While this post discusses the reasons for the timers' failures, it does not detail the modifications necessary for them to function properly. The overall design was fundamentally flawed, and it was intended for ignition in an oxygen-deprived environment.
I must clarify that I have never constructed an explosive device, nor would I ever. The following are merely observations.
Why Did the Cafeteria Bomb Timers Fail?
For those familiar with basic circuitry, the issues become apparent when examining the accompanying photo:
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It is commonly believed that to create a timing device from a manual alarm clock, the hands must be made of metal. It has been rumored that this particular model featured plastic hands, which would prevent the circuit from being completed. Although plastic cannot complete a circuit, two factors render this point moot: (1) there exists a straightforward method to utilize plastic hands, and (2) their timers were not designed to complete the circuit using the clock hands.
The absence of a screw in the faceplate indicates that the design did not allow for the necessary circuit completion. Clock hands typically need to connect with a metal post on the faceplate to complete the circuit. In this case, the circuit was entirely dependent on the bells, yet they failed to establish a robust connection. This suggests that they likely received inadequate instructions.
Another clock also lacks a screw:
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Lack of Evidence for Timer Testing
If they had successfully tested their timing circuitry, it is likely they would have done so in an open setting, as igniting a fuse with electricity is not as straightforward as using a lighter or match. While they may have employed matches, if they could not ignite the fuse electrically, the matches would not serve their purpose.
Did the Timers Ignite When the Alarm Went Off?
A closer examination of the photos implies that these timing devices did ignite. However, they appear to have originated from the bombs found in Dylan Klebold's vehicle, which were disrupted via a controlled explosion. Observing their circuitry suggests they lacked sufficient power due to (1) a weak, ineffective circuit that rapidly connected and disconnected through the bells, and (2) an inadequate ignition source (a 9V battery).
The absence of a screw in the faceplate indicates that the timers were not designed to complete the circuit via the hands.
The following video demonstrates the potential power of similar circuitry: [https://youtu.be/lG8WWxGqojY]. This illustrates the actual ignition potential of their timers—indeed, it was less than that.
Their circuitry lacked the capability to ignite anything beyond fireworks. It appears their setup was akin to what children might use to ignite fireworks remotely. It is plausible that they tested timers on smaller fireworks before attempting to use them for larger explosives.
Was a Diversionary Bomb Really Kicked?
I am skeptical of the claim that a diversionary bomb was kicked or moved, which subsequently ignited. This narrative seems to serve as a cover for why the bag merely started a fire without causing an explosion. They previously stated that two separate café bombs failed due to a single loose wire, a claim that is implausible. Aside from the car bombs that were disrupted, it appears all their timers at least ignited to some degree.
Evidence of Weak Clocks
In the second photo, the alarm hand is not visible. When this type of alarm sounds, the minute hand overlaps the alarm hand, obscuring it. This clock has likely sustained damage, possibly from being disrupted in Dylan's BMW. The lack of the alarm hand suggests two possibilities:
The timing device ignited as a result of weak circuitry.
The device sounded the alarm but did not generate enough electricity to ignite the match and fuse combination.
A common misconception is that the timers indicate the time they were set to explode, which is unlikely. If this device ignited something, it does not necessarily mean it did so at the time shown on the clock.
Circuit Wiring Without the Hands
They likely configured their timers to complete the circuit using the hammer to ring the bells. This configuration is not functional for anything beyond hobby projects and should not be considered a viable method for creating explosives.
The following video illustrates the results of igniting a similar ignition source: [https://youtu.be/5yjeUDBeXJ0]. This demonstrates the maximum ignition potential they had.
The initial "fire" was not intended to cause an explosion but rather to initiate a series of ignition sources leading to a larger fire. Even under optimal conditions, their design would have been ineffective.
What About the 'Deadly' Crickets?
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Statements regarding the so-called "deadly crickets" reveal significant misunderstandings. It is nearly impossible to create a "faulty cricket," as it consists simply of powder and a fuse. The described device—a Molotov cocktail with a cricket attached—was not "faulty"; it simply required ignition.
The nature of the device they described indicates that it posed no danger unless someone actively lit the fuse. Even in larger quantities, these devices would not have posed a threat without ignition.
This article serves as a reminder of how law enforcement may exaggerate the threat posed by these devices to mitigate backlash regarding their response. The portrayal of Eric and Dylan as legendary school shooters and failed bombers is misleading; the reality is far less dramatic.
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emeraldserenade · 2 months ago
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hii!! i have a request for joaquin :) reader is joaquin’s wife that he told bucky & sam abt but they thought he was lying and she eventually meets them in person & they’re shocked 🩵🩵
Real ~ Joaquín Torres
synopsis: Sam and Bucky never thought you were real, until you were in their eyesight.
tw: fem!reader, FBI!reader, limited use of y/n, barely edited
fic, ficlet, drabble, request
Hi Reese, I hope you like this! If you've seen Criminal Minds, then you know what a profiler is and that's the job I gave her. I also didn't know how to end this so sorry for the odd ending.
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It wasn't uncommon for Joaquín to talk about you, your name and the words "my girl", "my wife," or "amor de mi vida" tumbling from his lips like you were the goddess he worshipped. It wouldn't surprise anyone who saw the two of you together if he did worship you, he looked at you like you made the world go round. And you did the same, the love you two had for each other made your own world go round.
Bucky and Sam though? They have never seen you, they've heard about you. Joaquín spending any time he can talking about you, about your smile, the way you hold yourself, anything he could think of was mentioned. That's why the two of them were convinced you were fake, they had never met you, let alone see a picture, yet he was always talking like he was trying to convince them you were real.
"Are you sure the kid isn't lying?" Bucky questioned Sam one day, they were all waiting on you. You said your plane was running behind because your 'case' had run a little longer than expected.
"Why would he set this whole thing up if he is?" Sam tried to defend Joaquín at any chance he could. While he didn't particularly believe you were real, he wanted to give Joaquín the benefit of the doubt.
"Oh, she's here!" Joaquín announced, bouncing on the balls of his feet waiting for you to appear. It only took a moment, then you were in his eyesight. He made a beeline to you, the mostly empty airport helped him not having to weave through people.
To say Sam and Bucky were shocked was an understatement. They assumed, had you been real, that you were going to be pretty. But this was something else, you looked ethereal and they understood by Joaquín basically worshipped you. It didn't help that they saw the way you looked at Joaquín, the amount of love that could never be faked.
"Sam, Bucky, this is y/n, my wife," Joaquín introduced you to the others and you shook their hands.
"Hi, it's nice to meet you two," your eyes twinkled with your smile, your genuine happiness at meeting them making them both feel at ease around you.
"Likewise," Sam was the first to recover, his shock still evident on his face.
"You two thought I was fake," you announced and watched them both scramble for an excuse. "It's ok, my job doesn't really allow me to be around as often as I'd like," you admitted, pressing into Joaquín's side.
"And what do you do for work? I'm pretty sure I could tell you your own favorite color before your job," Bucky joked, you laughed knowing that Joaquín would tell someone your favorite color before your job.
"I'm a profiler at the FBI's behavioral analysis unit," you explained. "I use the behavior pattern, method of murder, and a whole other things to find serial killers. And the occasional kidnap or bioweapon attack," you gave them the longer answer to the question since most people tend to not know what the BAU is. The four of you started to walk out of the airport and to the car, Joaquín holding your bag for you.
It wasn't anything new, the looks you got when you walked with Joaquín but these one's made you smile. You were talking with the boys, getting to know them as you talked. It was fun, you noticed that Joaquín was quiet most of the time but you also knew that with the drinks he would soon be talking, a lot.
"I love you," Joaquín mumbled as he leaned into you, you glanced at him with a smile. "Sam, Bucky, have I ever told you how much I love y/n?" Joaquín looked over at the two. You laughed at the way he tried to make it subtle but with the way he was leaning on you, and his not so quiet whispering, you could hear all his words.
"All the time," Sam answered.
"What about how when she smiles it's like time stops and the world is just revolving around her?" Joaquín had moved to wrap his arm around you, but was still stage whispering.
"That one's new," Bucky said, a smile gracing his face.
"Or, or, when I was immediately drawn to her laugh at the college party. She was playing beer pong and she laughed when her friend missed," Joaquín retold the story of the first time he saw you; however, you've never heard it.
"I didn't know that," you told Joaquín who looked at you weirdly.
"You didn't?" Sam was the one to ask.
"No, if I have the right party, then we didn't meet until a few days later in a shared class. We just happened to sit next to each other the one day that the professor made us pick our partner based on who was next to us," you explained, looking down at Joaquín who was staring at you with heart eyes.
"Well, we didn't know that one either," Sam told you and you smiled and let out a little laugh. You four talked a little bit more before Joaquín started to just ramble about how much he loved you.
"I guess we should get going," you laughed after one particularly loud declaration of love from Joaquín followed by a kiss to your cheek.
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Masterlist | Requests
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glowettee · 3 months ago
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hi there! im a fan of your page 💕
can you give me the best studying techniques?
hi angel!! @mythicalmarion tysm for asking about study techniques 🤍 i'm so excited to share my secret methods that helped me maintain perfect grades while still having a dreamy lifestyle + time for self-care!! and thank you for being a fan of my blog, it means everything to me. <3
~ ♡ my non-basic study secrets that actually work ♡ ~
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(don't mind the number formatting)
the neural bridging technique this is literally my favorite discovery!! instead of traditional note-taking, i create what i call "neural bridges" between different subjects. for example, when studying both literature + history, i connect historical events with the literature written during that time. i use a special notebook divided into sections where each page has two columns - one for each subject. the connections help you understand both subjects deeper + create stronger memory patterns!!
here's how i do it:
example:
left column: historical event
right column: literary connection
middle: draw connecting lines + add small insights
bottom: write how they influenced each other
the shadow expert method this changed everything for me!! i pretend i'm going to be interviewed as an expert on the topic i'm studying. i create potential interview questions + prepare detailed answers. but here's the twist - i record myself answering these questions in three different ways:
basic explanation (like i'm talking to a friend)
detailed analysis (like i'm teaching a class)
complex discussion (like i'm at a conference)
this forces you to understand the topic from multiple angles + helps you explain concepts in different ways!!
the reverse engineering study system instead of starting with the basics, i begin with the most complex example i can find and work backwards to understand the fundamentals. for example, in calculus, i start with a complicated equation + break it down into smaller parts until i reach the basic concepts.
my process looks like:
find the hardest example in the textbook
list every concept needed to understand it
create a concept map working backwards
study each component separately
rebuild the complex example step by step
the sensory anchoring technique this is seriously game-changing!! i associate different types of information with specific sensory experiences:
theoretical concepts - study while standing
factual information - sitting at my desk
problem-solving - walking slowly
memorization - gentle swaying
review - lying down
your body literally creates muscle memory associated with different types of learning!!
the metacognition mapping strategy i created this method where i track my understanding using what i call "clarity scores":
level 1: can recognize it
level 2: can explain it simply
level 3: can teach it
level 4: can apply it to new situations
level 5: can connect it to other topics
i keep a spreadsheet tracking my clarity levels for each topic + focus my study time on moving everything to level 5!!
the information architecture method instead of linear notes, i create what i call "knowledge buildings":
foundation: basic principles
first floor: key concepts
second floor: applications
top floor: advanced ideas
roof: real-world connections
each "floor" must be solid before moving up + i review from top to bottom weekly!!
the cognitive stamina training this is my absolute secret weapon!! i use a special interval system based on brain wave patterns:
32 minutes of focused study
8 minutes of active recall
16 minutes of teaching the material to my plushies
4 minutes of complete rest
the specific timing helps maintain peak mental performance + prevents study fatigue!!
the synthesis spiral evolution this method literally transformed how i retain information:
create main concept spirals
add branch spirals for subtopics
connect related concepts with colored lines
review by tracing the spiral paths
add new connections each study session
your notes evolve into a beautiful web of knowledge that grows with your understanding!!
these methods might seem different from typical study advice, but they're based on how our brains actually process + store information!! i developed these through lots of research + personal experimentation, and they've helped me maintain perfect grades while still having time for self-care, hobbies + fun!!
sending you the biggest hug + all my good study vibes!! remember that effective studying is about working with your brain, not against it <3
p.s. if you try any of these methods, please let me know how they work for you!! i love hearing about your study journeys!!
xoxo, mindy 🤍
glowettee hotline is still open, drop your dilemmas before the next advice post 💌: https://bit.ly/glowetteehotline
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enby-axels · 10 months ago
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this entire scene is so revealing. notice how all these rich young masters are lost? lan qiren is asking them about something as important (and basic) for cultivators as handling a dead human soul, and they have to flip through their books for an answer.
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my opinion is that they're ignorant because these obligations are, at best, boring procedural matters to them. unnecessary red tape, even. as members of the cultivation world's gentry, they're largely shielded from the possibility of becoming resentful corpses due to the soul tranquilization rites. this isnt their problem, so why should they care?
their ignorance stands in stark contrast to lan wangji's textbook perfect answer. (an early example of him displaying an earnest dedication to his duty that sets him apart from the rest of the gentry.) he makes it clear that destroying souls is an extreme last resort.
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notably lan wangji's answer implies that orthodox cultivators are taught to procedurally destroy souls. but at the same time, many of these cultivators — namely the rich young masters who at this age are already going on night hunts — don't care enough to know, or much less adhere to, the correct order that places this method as a last resort. i think there's a strong implication that it's not uncommon for impatient or glory-obsessed cultivators to carelessly skip the first two methods entirely and just destroy the soul, because it's more convenient.
but the character whose reaction i find most interesting is wei wuxian. rather than automatically giving the textbook, orthodox answer, he visibly hesitates and contemplates. this is obviously something he's putting a lot of thought into!
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and interestingly, when he does provide an answer, he never mentions destroying souls. he places manipulation of resentful energy between deliverance and suppression — implicitly excluding extinction (translated by seven seas as obliteration) from the order entirely.
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i think it's important that unlike his classmates, wei wuxian is intimately familiar with destitution and precarity. moreover, as the novel reveals much later on, wei wuxian is not sheltered from the reality of the underclass facing extinction of the soul after death. he is keenly aware of the possibility that he could become one of them.
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so when wei wuxian answers, he's speaking from the heart. it's true that he's trying to provoke lan qiren here, but it's equally true that he's giving an honest answer.
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while rewriting this analysis for tumblr, it struck me as deeply ironic that lan qiren is singling out wei wuxian to accuse him of not taking his cultivator duties seriously and letting the glory get to his head.
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but on closer examination, nobody in this room — not lan qiren, not the sheltered young masters, not even lan wangji — put as much thought and care into this issue as wei wuxian.
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literaryvein-reblogs · 5 months ago
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Have any ideas on how a spy's job would work? I'm struggling to write about one
Writing Notes: Spy Characters
In the intelligence world, a spy is strictly defined as someone used to steal secrets for an intelligence organization.
Also: agent or asset; a spy is not a professional intelligence officer, and doesn’t usually receive formal training (though may be taught basic tradecraft). Instead, a spy either volunteers or is recruited to help steal information, motivated by ideology, patriotism, money, or by a host of other reasons, from blackmail to love.
From an intelligence perspective, their most important quality is having access to valuable information. For this reason, a government minister might make a great spy—but so might the janitor or a cafeteria worker in a government ministry.
Espionage - process of obtaining military, political, commercial, or other secret information by means of spies, secret agents, or illegal monitoring devices; sometimes distinguished from the broader category of intelligence gathering by its aggressive nature and its illegality.
Double Agent - someone who works for two sides.
Intelligence - In the spying world, intelligence means information collected by a government or other entity that can help guide decisions and actions regarding national security. But intelligence can also mean the process by which that information is acquired
How are spies recruited? Spies are recruited via an approach or pitch by a case officer. This often seeks to persuade the individual through appealing to ideology, patriotism, religion, ego, greed, or love, or sometimes by using blackmail or some other form of coercion. 
How do spies go undercover? Intelligence officers often operate abroad under some form of official cover, perhaps as diplomats in an embassy. Others operate without the protection of their government and must create a convincing cover that explains their presence and activities in a country—a businessperson, perhaps, or a student. The Russians call these officers “illegals,” the Americans call them “NOCs” (for Non-Official Cover). If caught, they’re on their own, and face arrest, even execution.
How do spies communicate?. Face-to-face meetings can be impractical, even deadly—especially if spies are caught red-handed passing or receiving classified information or carrying spy equipment. That’s why sharing information relies on covert communication or COVCOM. Methods include secret writing (such as invisible ink or tiny microdots) or sending and receiving secure messages using special technology (often concealed or even disguised to look like everyday objects).
How much does a secret agent make? Professional intelligence officers receive salaries based on their level of experience, like all government employees. Few own vintage Aston Martin DB5s and order beluga caviar on a regular basis. Spies can earn a lot more money, though. In the 1980s, CIA officer Aldrich Ames received over $4 million from the Soviets for betraying US secrets, enough to buy himself a half-million-dollar home in cash and a flashy red Jaguar. But living beyond his salary aroused the suspicions of US intelligence, which ultimately led to his arrest.
The Intelligence Cycle
Refers to the process through which spy agencies acquire information. It consists of at least 5 stages:  
Planning: Decision-makers task an intelligence agency to acquire information on certain topics or specific issues of concern (“requirements”). 
Collection: This is where the spies, agents, case officers, tech ops, scientists, hackers, and others come in, acquiring information from different sources in a myriad of creative ways. 
Processing: Collected information needs to be narrowed down, prioritized, and put into some kind of digestible format. This might also involve having to decode information. 
Analysis: This is the stage where collected information becomes something useful that decision-makers can use: intelligence.
Dissemination: Intelligence agencies get the final product to the decision-maker or “customer.” Of course, it’s quite possible that this might prompt more questions… and the intelligence cycle begins all over again. 
Tips on Writing About Spies
Some tips from different sources:
Being a real-life spy isn’t always James Bond-glamorous. Spies are typically brilliant when it comes to reading people—your spy character needs to be curious and patient. It may take seven years for a spy to get their footing.
Normal people make the best spies. In real life, handlers are looking for a Regular Joe or Plain Jane with access—they don’t want someone who sticks out in a crowd or whose life is in disarray. They also want someone who is honest and immediately willing to own up to any mistakes they might have made. (Elizabeth Bentley may have had problems with this.) So, having a character who is bland as vanilla (at least on the outside) may work well in your favor.
Your spy could be overheard at any moment. It’s a good idea to have your spy flip on the radio to cover important conversations, or meet in a loud restaurant. (Which also solves the problem of having a potentially bugged apartment.) Even better is to meet near a water feature—the sound of falling water is unique and difficult to filter out even in modern-day recordings.
Spy gadgets are really cool. Ticking off the KGB is not. If your spy character runs afoul of the KGB (or one of its many predecessors), be prepared for creative assassination attempts that may or may not make use of more lethal spy gadgets. (Just ask Bohdan Stashynsky, a KGB officer who used a cyanide spraying spray gun to assassinate two Ukrainian nationalist leaders.) In a pinch, the Russians might resort to a tactic like Leon Trotsky’s ice pick to the face, but either way, it’s not going to be much fun for their target.
You need a good reason to be a spy. Idealists often make the best spies, but there are other motivations that might get your character to join up with the CIA, KGB, or some other spy organization. Does your character need the money being offered? Are they looking for a sense of purpose or belonging? Do they have an axe to grind with the government? Also, remember that the CIA doesn’t coerce people into informing for them. The Russians, on the other hand… Well, they’re a different story. 
Don’t draw portraits of spies, but draw portraits of people who happen to work as spies. The choices they make in their lives emerge from who they are, and those choices might conflict with the requirements of their spy work. The spy’s job may be to suborn friends, lie to adversaries, betray a trust, but it is the spy’s nagging, perhaps inconvenient, humanity that makes them suffer their choices, and excites the reader’s empathy.
Writing Tips: Spy Thriller
A step-by-step guide to writing a spy story with international intrigue and non-stop action:
Think of a killer concept. There are a lot of spy novels out there, so you need to come up with a story that has a new and unique angle. If you’re a history buff and have a specific area of interest—like Russian operatives, Nazi Germany during WWII, or American soldiers in the Middle East—go with where your passion lies. Come up with a fresh idea that people won’t feel like they’ve read before. Do some research. Find inspiration in real-life spy stories to tell yours.
Get familiar with spy tools. From spy cameras to surveillance equipment, the cool tools and gadgets of espionage fiction are part of what makes the genre fun. Get to know spycraft and tradecraft—the technology and techniques real spies use to track the enemy. Read news stories to see how espionage works today or in the time period you’re writing about. While espionage can also be incorporated into another genre, like science fiction, for the most part, spy novels emerge from actual events. That doesn’t mean you need to just use real tools of the trade. Create your own spy tech for your story.
Create an incredible protagonist. From Tom Clancy’s Jack Ryan, a CIA agent first introduced in The Hunt for Red October, to Ian Fleming’s most famous secret agent, James Bond, the protagonists of spy stories have long been ingrained in popular culture. Create a main character who readers will root for and who will persevere no matter what obstacle you throw in their way.
Send your character on a world-saving mission. Think about James Bond. His heart-pounding missions crossed international boundaries, and they always involved more than just taking down a bad guy: He always had to stop a massive attack that would kill innocent people. You need to justify the intense action by making the consequences big. To do this, start by coming up with your antagonist. Who are they and where are they from? What is their goal in the story? Once you know that, you’ll have your protagonist’s quest that will propel your plot.
Write highly visual action scenes. Red Sparrow and The Bourne Identity are action-packed films based on bestselling espionage novels. Spy books make great movies because the action translates well to the screen. When you sit down to start your story, think in pictures. Readers are expecting action so you need to lead with a dramatic scene that shows your protagonist at work in a perilous situation. You’ll need a few of these big scenes throughout your story—not to mention the climax which has to be big, suspenseful and, yes, visual. Use descriptive words to get the reader into the middle of the pulse-racing scene.
Use page-turning literary devices. Plot twists, cliffhangers, dramatic irony, foreshadowing, red herrings: When you write a spy novel, you’ll get to employ literary devices you might not have used before. To write a real page-turning story of espionage, make sure you take advantage of the tools that literature has to offer for maximum suspense.
You can also read about real life spies to guide your writing. Some examples:
John Walker (American spy)
Donald Maclean (British diplomat and spy)
Mata Hari (Dutch dancer and spy)
Nancy Hart (Confederate spy)
Audrey Hepburn as a WWII resistance spy
Famous Women Who Were Secretly Spies
Some of history’s most notable spies
List of spies
Some Terminology: Espionage
Agent - A person unofficially employed by an intelligence service, often as a source of information.
Black Bag Job - Secret entry into a home or office to steal or copy materials.
Clean - Unknown to enemy intelligence.
Dangle - A person who is made accessible to a foreign intelligence agency with the intent of being recruited by that agency to then work as a double agent for the person’s own country.
Eyes-Only - A designation signifying who may read a specific, classified document.
False Flag - A deliberate misrepresentation of motives or identity; an operation designed to appear as if it were conducted by someone other than the person or group responsible for it.
Ghoul - Agent who searches obituaries and graveyards for names of the deceased for use by agents.
Honey Trap - Slang for use of men or women in sexual situations to intimidate or snare others.
Innocent Postcard - A postcard with an innocuous message sent to an address in a neutral country to verify the continued security of an undercover operative.
L-Pill - A poison pill used by operatives to commit suicide.
More spy-related terms: 1 2 3
Sources: 1 2 3 4 5 6 7 ⚜ More: References ⚜ Writing Resources PDFs
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meo-eiru · 8 months ago
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*cracks knuckles* here I am again. this time with Micah as my victim
so at first,
you definitely should add some more story to him. so far, if I'm being honest, he feels a bit too plain to me. but oh boy, what a potential I see here!
alright lets begin
omg look at him! such a hypocrite! how smart it is, to put all blame on MC while being just as (actually even more) sinful. and he sure hides well; it's your fault, isn't it? oh you and your sinful mind.
buut despite him not really being my cup of tea, I still do like a good old concept of ugly insides, hidden behind a beautiful shell (if that's the vibe you were going for).
Micah seems so pure, so holy, almost like an angel (you played smart by adding a lot of white in his design) – but behind that pristine facade? he's ugly. and that shell eventually starts to crack, because no matter how pure he may seem, Micah is just as human as we are, and definitely not a good one. and what are we, if not a bunch of cruel, egotistical animals? and deep inside he's exactly that, sickeningly human. with that in mind the very first comic you did abt him is actually pretty hilarious to me. your desires? what about his desires, which are strong enough to ruin your whole life?
I kinda feel like he's also a little pathetic in his own way; if he can't make you fall for him, he will break you. isn't it like a very cowardly move? he wants you badly enough to use whatever method it may require to have you, but will never admit it.
but let's talk about that strange desire to destroy MC's purity. why? to make you just as dirty as he is? cute, but doesn't seem like a full explanation to me. he's a priest, right? and even despite those dark insides of his, I feel like Micah still kept at least some of the priest mindset. I mean, they're raised and taught with a very strict discipline. so I feel like deep down, he feels bad (not ashamed, but in a "how dare they" way) for his attraction to you, and punishes you for that attraction. it's not your fault, of course, but who cares? you managed to destroy his perfect, clean facade, which he was methodically building for his whole life with simply your existence. isn't that unfair? so now you must fall into the depths of hell with him.
I like how we can't justify him. Micah is perfectly aware of what he is doing. and of twisted nature of his feelings too, I think, yet still chooses to indulge in his desires, even if it hurts you, the person he was supposed to love and cherish. he makes me feel an absolute, poetic rage, and I love a character I can hate. (don't get me wrong, it meant to be a praise)
and I absolutely adore his design. also if I was on point with the idea you meant for him, that is wonderful too. if a character makes me feel something, I like that character. but girl, you really should add more details about him. because everything I've written here is, basically, just my own brainstorming and bare theories. Micah needs to have more meat on him for a full character analysis >_>
but anyway, I actually have a question.
what if MC wasn't in any way pure? what if they're a complete opposite of that word? count it on my love for hunchback of notre dame
unlike the nun MC, I suggest a MC who fully embraces their sins. like an evil succubus, they enjoy the joys of being tainted. they know what influence they have on their dear Father Micah, and isn't ashamed of that. I feel like that would make a pretty interesting story
(cough cough draw him blushing and moaning and my life is yours darling)
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Another absolutely incredible ask I'll have a field day answering.
I do agree with him being a bit under developed at the moment. Micah was a bit unfortunate as in he was never meant to be an actual character. He was just a momentary creation who existed for me to study color theory. A beautiful man of flowers who didn't have an identity.
Then he joined the cast when I was busy with working on commissions and the 5k celebration comic so I didn't have the time to draw his introduction comic with the things I had planned for him, though I've been trying my best to explore him a bit more thru asks like this one. The fact that I don't want to spoil the stuff I'll draw in his comic is also holding me back a little.
I think Micah is evil, but not completely bad. A man who was born twisted, who was raised into goodness, and even with all the love he received never truly got rid of his inner darkness, but just once, just for one moment, I think he had good in his heart. And that is when he first saw you.
With all his twistedness, all his evilness, all his darkness, I think that love he felt for you was truly pure. Because in his eyes you appeared truly beautiful, like a pure lily.
But Micah isn't a pure man, neither does he want to be. So he prefers to pull you down to his level, so that you two can be sinful together. A truly impure way of feeling that pure and innocent love.
I have gotten asks about him with a more rowdy darling, one who isn't a nun or one who is more sinful. I've been really brainstorming about it but I don't think it would work. Not because I personally can't force the story into being like that but because I think it was just not meant to be like that.
You see I do come up with the characters, but I don't control their actions. If the character is unwilling I can't shape the story to my will. Because that story is their life and they control it. The best I can do is to try to fill the gaps I can.
I might prefer submissive yanderes, I might want Micah to have a more sinful darling instead but it wouldn't be Micah's story anymore. That's one of the reasons why he's so different from the rest of the boys. I'm not super into very dominant guys, I could probably count the ones I have with one hand, it wasn't my intention for Micah to be the way he is, but I don't think he could've been any other way.
Micah was just meant to be manipulative, a gaslighter, a dirty man who'll pull anything to push you below him.
I guess me looking at my stories from an actual novel or manga perspective also contributes to this. Father Micah exists to shine with a darling who he can soil.
Now the darling can maybe go against him in the future, she might rebel or give in to his sinful ways, but that's a different story.
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