#Unified Method
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tamayula-hl · 5 months ago
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titaniumions · 8 months ago
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it's timekeeper time
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razzle-zazzle · 26 days ago
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I don't have the wherewithal to put it into words right now but there's some interesting thematic potential on how the group got oozed by all jumping into the exact same water for different reasons. If the show had had them struggle to work together more it could have been really neat how they all got started doing the same action for different goals but now use different actions to work towards the same goal. Or something like that.
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stadam · 3 months ago
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your muses should toootally try to bargain with adam for extermination immunity teehee :3
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deathemayor · 11 months ago
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don’t mind me temporarily saddling up on my high horse for a moment but
i will never get what’s so bad about having an ‘inconsistent art style’. it’s a common thing i see some artists grieve and im like……….. isnt that a good thing 💀💀💀 cuz i wish my art style was more ‘inconsistent’ :(
if anyone’s ever truly felt that way, i’d like to know your thought process behind it—is there something bad about having an inconsistent look and feel about your art?? (not trying to ask in a mean or condescending way, i genuinely want to know what i’m missing and if it’s something i should be concerned about)
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lucysgraybird · 3 months ago
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lady on tiktok complaining about the nounification of the word aesthetic (it's literally already a noun) while pronouncing it 'aestetic'.....oh brother
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imflyingfish · 2 years ago
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I gotta finish the skin game thinggy at some point. I've tot loads of sketches lined up too for them so if it comes tk it i will just post them all at once
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grecoromanyaoi · 3 months ago
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treating "historians" not only as this unified group but also as a coherent socio-political entity w unified ideas, ideals, goals and methods is actually the reddest possible flag. thats a tell-tale sign that this person doesnt know what the fuck theyre talking about. capital h Historians arent lying to u. capital h Historians arent hiding stuff from u, they dont want u to believe anything, bc Historians isnt an organization or a political affiliation. u know the old saying, 2 jews, 3 opinions? historians r like that too
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shoehorseconstant · 1 year ago
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every once in a while i m like AH I NEED TO RELEARN VECTOR CALCULUS so i look @ my beautiful gorgeous stewart textbook pdf and it is so lovely—but then i have to remember that i actually didn't follow stewart that carefully and made a lot of shit up and then i have to go look at my purple notebook filled with my own homework to remember the previous life i used to live. and i have to wonder how i had the time and brains to do all of that..... and should i write my own vector calculus textbook
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caligvlasaqvarivm · 6 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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markrosewater · 9 months ago
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Hi Mark. With a lot of talk recently in the online space about the unreasonable outrage and horrendous death threats towards the Commander Rules Committee and Commander Advisory Group, I want to thank you for being the proverbial "shield" for some of the most heinous and grotesque backlash towards WOTC as the unofficial public representative for MTG. I know it can be absolutely draining for your mental health to receive harassment in this position, so I just want to say I am grateful and empathize that you are in this position. With that being said, as one of the most prominent faces of Magic, is it possible if you could say a word or two about the aforementioned harassment towards the RC and CAG to deter these harassers and possibly share your own experiences regarding unconstructive hate to help the victims of such depravity (if you're comfortable sharing)?
There are advantages and disadvantages of being one of the faces for Magic. When people like something we're doing, even when I had nothing to do with it, I get lots of praise. Most players only know a handful of Wizards employees, so they tend to assume that the people they know are responsible for the things that are happening.
There is, of course, a downside to that. When things happen people dislike, I'm also the light rod for complaint. Whether or not I had anything to do with the issue in question, I get the blame. I am Head Designer. Many times, I did have a hand or a say in what happened. And when I'm responsible, or partly responsible, for something, I try to own up to it.
Players are not a unified front though. When we do thing X, some of you will like it while others will not. I often will get complimented for the same thing I'm being yelled at for.
From time to time, we do something a majority are unhappy with. At times, we do things a majority are *very* unhappy with. That's when things can get a bit ugly. There are a lot of civilities built into daily life. There are just things you don't do or say to another human being. Most of that goes out the window online.
For some reason, the anonymity combined with just how social media has evolved has emboldened people to do and say things they never would in person (and I should also acknowledge society has changed in ways that even what's acceptable in person has changed).
What this means is I get a lot of negativity, some of it very personal. I'm not just talking about people criticizing the in-game choices I've made (or often didn't even make), but comments on me as a person, about who I am and what they think of me. People tell me that want bad things to happen to me. Not just getting fired (although that's a popular one), people vocalize, sometimes quite graphically, about things they want to happen to me.
The first few times this happened, I took it pretty hard. Having lots of people attack you online, saying horrible things about you, is tough. Humans look to other humans for approval. It's just built into our DNA to want others to like us. Having people attack you hurts. You have trouble sleeping, eating, it just weighs on you emotionally.
I was bullied as a kid. This really isn't much different except its much higher in volume and very public.
With time, I learned to adapt to it. It's not that I enjoy people saying nasty things about me. It still sucks, but I've found ways to process it. I came to realize that someone being nasty is more a commentary on them than me. And I adopted a philosophy of looking past the words to the message behind it. Most people complaining didn't like a choice we made about the game. I could focus on the feedback and less on the delivery method. But that took years, and it has a lot to do with who I am as a person. I enjoy the things I get to do with a public profile, so I accept what comes with it.
I've made the conscious choice to build a thick skin and weather social media, so I can continue doing what I love. It saddens me that I have to.
I say all this because I don't know if people really process the harm they're doing when they get negative online, especially towards another person. Most people do not have the years of processing angry messages like I do.
Words have an impact and that doesn't matter whether you're speaking them directly to someone's face or typing them in the privacy of your home.
Bullying is not okay. Cruelty is not okay. Making a conscious choice to belittle another human being, especially because they made a choice you disagree with about a game, is not okay.
When you use ugly words, you are doing harm to another human being (sometimes many human beings). Imagine if someone attacked you like that, or a loved one, or a friend. Don't do something to another human being that would cause pain if it was done to you.
That doesn't mean you can't communicate unhappiness. It doesn't mean you can't vocalize that you disagree with a decision made. I would stress two things. One, make it about the decision and not the person who made the decision. Explain why and how the decision impacts you, not what you think of the person because they made the decision.
Two, watch your language. As I said above, words have power. They can be used to build or to destroy. Is the language you're using designed to hurt? If so, don't use it. Use other language. If you need to take time to calm down, do so.
Community is what we as individuals choose for it to be. One of the things I love about the Magic community is how kind it can be, how accepting it can be, how uplifting it can be. But that's because we each individually choose to do that. The Magic community can get ugly, but only if we allow it to become so.
So please, the next time you're making a message designed to do something destructive rather than constructive, take a moment to reflect. Why are you doing this? What is your goal? Is it your intent to hurt someone? Because that's what negative language does.
I ask the Magic community to be better. I know we have the potential. I've seen it.
Be part of the solution, not the problem.
Thanks.
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bakuhatsufallinlove · 4 months ago
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here’s the OTHER leaker translation I would explode out of existence
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listen.
I know, okay?
I know everyone loves this. I know everyone lost their shit for it. But I hate it.
I will admit honestly that it is 70% abject fury over the misuse of one word. Another 20% is frustration over how the fandom reacted to the official translation with such vitriol and how the leaker fueled it with their smug comments. That final 10% amounts to what some might consider pedantic or nitpicky. But I don't care.
This translation sucks. It doesn't sound cool, it doesn't sound threatening, and the leaker's rookie mistakes ruin what makes this moment great for me.
Allow me to elaborate.
The emphasis is on the wrong part
I’ve talked about some of the pronoun differences in this line before, but did you know Katsuki also changes the particles every time?
‘Cause I sure don’t think the leaker noticed. Grammar particles are what determine the relationship between words in a sentence. They pack a lot of punch, denoting subject, object, indirect object, purpose, location, time, origin point, direction of movement, means or method—and a bunch more shit that can be hard to describe.
Word order and particles work together to direct our attention to specific parts of a sentence, emphasizing the importance of what is being said. They are some of the most difficult parts of Japanese for learners to grasp and use with the same ease that native speakers do. I’m acutely aware of this weakness, so I often pay particular attention to them. Let’s break down how each iteration shifts the meaning and emphasis of the base sentence.
First time
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Chapter 322 おまえが拭えねぇもんは俺たちが拭う omae ga nuguenee mon wa oretachi ga nuguu
Katsuki uses ga with both the second person pronoun for Izuku and the first person plural pronoun for himself and Class 1-A. Ga emphasizes the word that comes directly before it, so this focuses not on the verb itself, but the persons doing the verb. Katsuki's first person plural pronoun oretachi of course means "we," but if you wanted to highlight his literal meaning, he's saying: "the things you cannot handle, me and the people with me will handle."
Second time
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Chapter 323 てめーが拭えねーもんはこっちで拭う temee ga nuguenee mon wa kocchi de nuguu
Here, Katsuki retains ga for Izuku’s second person pronoun, but changes both his first person pronoun and its particle, giving us kocchi de. This shifts the implication of who is doing the act—the first time, Katsuki's "we" pronoun highlighted the classmates who accompanied him and acted with him to help save Izuku. But by the time he says this line again, a number of people outside their class have stepped forward to defend Izuku’s return to UA.
Unlike distinctly singular pronouns like ore, kocchi both refers to oneself and something greater than oneself. By switching to this, Katsuki expands that narrow “me and the people with me” into “our side,” presenting the people who support Izuku as a unified force.
You see, kocchi de subtly shifts the verb to being executed by subject(s) defined by a specific characteristic or condition.
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Explanations of particle de from Mainichi Nonbiri. The heading and explanation read, "Subject: 'De' is used to denote the subject who deals with or engages in the action expressed by the predicate."
The first example uses jibun de (by oneself) to describe the conditions under which the listener is asked to execute the verb. The third uses gikai de (in the parliament or by the parliament, as a governing body representing many people) to explain the plurality and nature of the subject executing the verb.
The second example uses socchi de, which is the second person "you" version of kocchi, meaning your side. With this, you can see the purpose is to highlight division: "you did that over there on your side of things without any input from me."
Kocchi de as Katsuki uses it likewise creates "sides" by highlighting connection.
These details emphasize Izuku as the person who cannot handle these things and the relationship he has with the people supporting him, a collective Katsuki aligns himself with.
If we maintain this emphasis and the conditions in a literal way, we have: "The things you cannot handle, our side will handle for you."
Third time
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Chapter 405 OFA(あいつ)に拭えねーもんはこっちで拭うってなあぁああ!!! OFA (aitsu) ni nuguenee mon wa kocchi de nuguutte naaaa!!!
I want you to look really close at the particle ni.
Then look at the way the first word balloon ends with the particle wa.
And hear me when I say that this does not emphasize Izuku.
Ni is not a particle for emphasis. If Izuku's personal inability to handle AFO were being highlighted, Katsuki could have used には, which I talk about briefly in this post:
The combination of the two particles ni and wa are used to emphasize, compare, and contrast. This is extremely telling just on its own. Izuku is emphasizing the fact that, compared to everyone he could possibly tell, he cannot tell Katsuki this. He might be able to tell other people, but when it comes to Katsuki, he cannot. Ienai does not specify where the limitation stems from, but ni wa sure implies it.
If Katsuki wanted to disparage Izuku in comparison to himself, like "that guy obviously can't handle you, so I'll do it," he would have said something like this. He even could have slapped his own singular pronoun and ga in there (俺が拭う) to emphasize himself as an individual actor. But that's not what he did.
The particle wa tells us what the topic is. Neither Katsuki nor Izuku are the topic in any iteration of this line; they are subjects engaging with the verbs. The topic is "the things OFA (that guy) can't handle."
Now, because every other time Katsuki said this line had ga in it too, wa wasn't quite as strong as it is this third time. If ga emphasizes what comes before it, then wa emphasizes what comes after. It tells us, "this is the topic, now hold onto your seats."
Katsuki is emphasizing the predicate and the verb. What's gonna happen and how it's gonna happen.
He's saying, "our side is gonna fucking crush you."
The wa particle and the separate balloons build tension, suspense, and excitement—which the leaker instantly deflates. By front-loading Katsuki as both topic and subject ("I'm the guy"), the emphasis is no longer on the promise of destruction he will deliver on.
The emphasis is indisputably on the part after the balloon break, so the mention of Izuku ("when that nerd can't handle it all on his own") reads weirdly like an insult. Hell, most of the words the leaker uses are about Izuku's inability to handle the situation, which bloat the second half of the line and effectively kill the momentum.
Fumbling the flow of a line is a common mistake for amateur translators. Sometimes, it's hard to avoid because Japanese grammar is often the inverse of English grammar; maintaining the original order may render it awkward or even unintelligible.
But that is not the case here.
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pikahlua's literal translation
There's no reason to reorder the clauses. You can spruce up the wording, but the lines are perfectly understandable and effective in this order even at their most literal.
The leaker chose to reorder the lines this way, and their translation is worse for it.
Viz Comparison
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Official translation by Viz
After what I've said about particles, pacing, and emphasis, I think you can plainly see that the official translator understood these details and made his own choices to highlight them.
Any time you get text with furigana (explained here), you have to decide how to incorporate those dual pieces of information into the text. He could have translated this as "that guy couldn't keep you in the ground," but instead he prioritized the reference to OFA.
By doing this, Viz's translation avoids the implication of insult towards Izuku that the leaker falls prey to.
He also made the choice to translate kocchi as "we."
First, I’m bringing this post back around to remind people that kocchi is a pronoun of ambiguous plurality. This means that an interpretation of “we” is just as correct as an interpretation of “I.” Readers may interpret it differently, but on simply linguistic grounds, they are of equal validity. You will often see this kind of ambiguous language used in Japanese, even with characters that are forthright. The reason is one part cultural expectation that the listener will read between the lines, and one part a willingness to accept two things as simultaneously true. This exists and is frequently found in English as well, there just isn’t a direct parallel for kocchi itself.
A number of people were infuriated by this, because they felt some sort of bkdk moment was erased by Katsuki saying "we" rather than "I."
Yet it seemed like these same people were also mad one week prior when the leaker and the official translator worded Katsuki's rallying cry slightly differently.
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Chapter 404. Leaker, left. Official, right.
The claim there was apparently that the official translator was ignoring Katsuki's character development.
And like, which is it, guys? Do you want him centering the collective or himself?
The fact is that the official translation's characterization of Katsuki in the final battle is internally consistent with itself, while the leaker's is all over the goddamn place. Let us never forget that the leaker was just straight up WRONG here while the official got it exactly right.
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Chapter 408. Leaker, left. Official, right.
People were losing their shit that Viz made Katsuki "insult himself" and "expect failure" as though he's never used temee to refer to himself self-deprecatingly before.
And then the leaker just had to pretend that didn't happen in the next fucking chapter, while the official got to correctly reiterate their interpretation like they were taking a victory lap.
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Chapter 409. Leaker, left. Official, right.
All of this makes it unbelievably rich for the leaker to go and say shit like this:
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The leaker is an amateur translator. They spent ages stealing an artist's work and releasing it illegally for a profit with shoddy translations and misleading, even outright false "summaries."
Based on the nature of their translation mistakes, it is obvious to me that they are not fluent in Japanese, yet here they are bragging about their inability to understand how kocchi could mean "we."
Right before the line in question, Katsuki emphasizes himself as an individual in declaring himself to be the final boss.
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Chapter 405 俺がラスボスだ AFO!! ore ga rasu bosu da AFO!!
And then, by using ってな, Katsuki is basically quoting himself.
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"I said we were gonna handle what that guy couldn't, didn't I!?"
This suggests he is repeating the established meaning for emphasis, not changing it. If kocchi was plural when he said it in chapter 323, it's reasonable for it to still be plural here. Katsuki is not ignoring himself as an individual by doing this; he is rubbing it in AFO's face that neither he nor Izuku are solitary actors fighting this battle alone, they both belong to something greater than themselves.
I'm gonna step up on a soapbox for a bit.
I am kinda tired of people calling Japanese vague. I often see it used to imply Japanese is inherently hard to understand or that it doesn't have the capacity for specificity. Like any language, Japanese can be used to express specific, clear, and direct information. While it is true Japanese culture values indirectness as a way to maintain harmony, I would like to challenge the ethnocentricism I feel sometimes goes unaddressed in this topic.
Japanese is less tolerant of repetition and verbal excess than English is; information that has been established should only be repeated for a purpose. Japanese speakers expect their conversation partners to maintain awareness of context, social expectations, and specific interpersonal information to grasp the intended meaning of their words. Specificity is doled out when it is warranted or desired.
Specificity divides one thing from another, drawing lines in the sand and saying "this is this, and that is that." English often requires repetitive specificity to even be grammatically comprehensible. And while this might not be directly related, many English-speaking countries tend to have a more individualistic outlook on society than collectivist countries like Japan.
To me, "vague" often smacks of a value judgment: "there should be division here, and there isn't."
I said earlier that kocchi creates division by highlighting sides, us vs. them, but when people press on and ask, "but did he say we or I? which did he REALLY mean?" I just want to say that really? truly? he meant both. all of the above.
I think it is unproductive to think of Japanese as vague just because it doesn't exclude possibilities as often or as strongly as English does. I think it is a lot more useful and interesting to think of Japanese as expansive.
Why should there be division between Katsuki and the people fighting by his side? Why should he separate himself from the people who saved his life and risked their own in relentless pursuit of their common, heroic goal?
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Why is it unacceptable to imagine an "I" belonging so sincerely and wholly to a "we" that their voices are one?
Katsuki's words reflect the fact that this fight being fought by a collective, a team.
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In this context, OFA is a weapon in their arsenal, just as Katsuki himself is.
He is a force of nature, an agent of their willpower.
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Chapter 404
He rode upon the winds of their prayers, ushered on by Izuku's hopes
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and his own regrets,
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to change the course of fate itself.
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For much of the series, Katsuki is our beacon of individualism, of defiant refusal to bend to the will and expectations of others.
But Katsuki is also our image of victory. He shows us how to face our failures and change our hearts. He is our proof that rejecting others only hurts us in the end—his love for Izuku and Izuku's love for him is the story's greatest proof that as human beings, we are not better alone, we are better with each other. Other people change us, inspire us, and we do the same for them.
We need each other. We belong to each other.
It is in this final battle where Katsuki becomes his truest self, overcoming every obstacle in his path, making up for every painful regret in his heart, and utilizing every single thing in his grasp to save and win.
If Katsuki ever truly belonged to something bigger than himself, it is in this moment right here.
English divides the one from the many, and while that has its benefits, I think there is real, honest beauty to be found in a word that smooths those lines in the sand until there is no distinction at all.
That's who the fucking "we" is, rukasu.
Now onto my next gripe.
Katsuki is supposed to sound badass here
Frankly, the fan fury surrounding Viz's use of "we" completely overshadowed the fact that the phrase "One For All couldn't keep you in the ground" is fucking metal.
It rules. I'm fucking jealous I didn't write those words. It is such a good translation and it packs so much punch and I wouldn't have thought of it in a thousand years.
The official translator focuses his efforts on genre-specific tone translation, and sometimes he really nails it. I will freely admit that I find his style grating or overwrought at times, and indeed, one of his key weaknesses is that the flavor of comic-book dialogue he pulls from can sound one generation too old to be cool.
One of the most damning examples of this is him having Katsuki utter the word "bub"—
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Chapter 406
—which I think no English-speaker under the age of 30 had actually heard before Deadpool & Wolverine came out.
Honestly, if you just read Wolverine comics from the 80s, 90s, and early 2000s, you can see the character archetype he leans into for Katsuki's dialogue. 405's tagged-on "—and then some!!" is straight out of American action movies.
But the main point here is that Katsuki is taunting AFO and threatening him. He blows up AFO's face, announces himself as the final boss, then vows to kick his ass to death on behalf of everyone. It's amazing.
The line sounds cool as fuck in Japanese. The "naaaa" flourish at the end is nearly untranslatable in any direct way that still captures the appeal and impact of it.
I tend to think of sentence enders like this as flavor text or tone tags. To properly convey them in English, you may have to add a bunch of words, and you have to choose them carefully.
All of this is to say, the official translation tries pretty hard to make Katsuki sound cool. Do they succeed? I think to an extent, they do.
I actually think it's possible the translator did recognize the callback, but wasn't satisfied with the effect of repeating it. You can see that "finish the job" is supposed to link Izuku's actions to theirs, while also sounding grandiose and final.
The Viz translator might've simply prioritized showcasing the cool-guy threat while maintaining the collectivist angle, rather than matching the callback word for word. I don't really think that's the best choice, but I can see why it might be made.
The leaker's translation doesn't make any real effort to up the ante. Maybe this line is cool to somebody, but it ain't me.
In fact, are we ever gonna acknowledge that the leaker's translation just scoops up most of its wording from the official release of chapters 322 and 323?
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"I'm the guy who steps in when that nerd can't handle it all on his own!!"
The leaker was not responsible for these translations, but just look at how other people tried to grapple with Katsuki's metaphor.
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In fact, the only person whose choice of words prophetically matched Viz was pikahlua, four days before the official release:
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And even then, you can see that "step in when" is unique to Viz.
I'm not saying that similarities in translation are unacceptable or that directly referencing the official release is bad, but I do find it truly incredible they had the gall to shit-talk the official translator after cheating off his damn homework.
The leaker basically contributed six words: "I'm the guy who" and "that nerd." I personally disagree with "the guy who" as a translation addition, just because I think it too strongly isolates him in a way that using "I" and "I'm" by themselves do not, but it wouldn't have been terrible if they had also maintained the original clause order: "One For All couldn't handle you... but I'm the guy who—", something like that.
This brings us to my final gripe.
Katsuki did not say “that nerd.”
The leaker made that shit up, they inserted it for no reason and ignored the two pronouns the original text actually provides, OFA and aitsu (that guy).
In the manga, Katsuki has never called Izuku a nerd to villains, not once. It is rare for him to use it while speaking to someone other than Izuku, period. It’s an insulting pet name he uses towards Izuku or while muttering angrily to himself about Izuku.
To be clear, the narrator who uses "shitty nerd" is not Katsuki, they merely validate the accuracy of his nickname for Izuku. Yes, I just linked to my tag for the whole damn 348 chapter, because I've argued against this theory a lot, just read 'em all, it's a good time.
By my count, he only uses it once while talking to Todoroki in chapter 42 and once to Ochako in a 5-page bonus chapter for the first character guide, set shortly after chapter 65. Both take place very early in the series and both are examples of his intense grudge against Izuku.
Did you know that the last time Katsuki uses "nerd" towards Izuku directly is in chapter 320?
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Who's ignoring Katsuki's character development again?
The fact is the word doesn't exist in 405's text, and there just isn't precedent for him to say it to All For One.
Trash-talk doesn’t work if your opponent has no clue what the hell you’re talking about. AFO would have no idea who “that nerd” is even supposed to be, because they were not already discussing Izuku, unlike both canon instances of Katsuki using it in conversation with others. The audibly-pronounced aitsu just means "that guy over there (physically near neither you nor me)" and you could argue that is unclear, too, but it's relatively neutral and context clues everyone in to the fact that he means Izuku, with whom he just did an explosive, flying duo move.
I think some bkdk fans were keen to see him use the tsundere insult we all love so much, but it just doesn't read right to me. Writing an insult towards Izuku into this kind of line, even an affectionate one, misdirects the aggression and fails to highlight how Katsuki makes a mockery of AFO during their fight.
I really do think it undercuts how, in his big moment of taunting the greatest villain in history, Katsuki brings up making good on a vow he made to Izuku.
And let's not forget that there is a definitive moment where Katsuki references his relationship with Izuku while taunting AFO:
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Chapter 406
To roast the villain for his stupidity in misidentifying him, Katsuki loudly announces himself to be Bakugou no Kacchan.
Katsuki proudly identifies himself with the cutesy nickname his childhood friend has used for him their whole damn lives. That's a far cry from somebody who'd insult Izuku just to hype himself up.
So, no, I don't accept "that nerd." I think the leaker just added it to make their translation sound cooler, but they did so at the expense of Katsuki's character. It's tacky, cheap, and not based in any honest reading of the text.
Put the nickname in your fanworks however brings you joy. Really, go for it, I know I sure do!
But let's not pretend Katsuki said it here.
In conclusion
Katsuki's dialogue offers a unique array of challenges to translators. I would never argue that he is easy to translate, and so much of his characterization is expressed in the minutiae of what he says. Much of his dialogue contains layers of meaning, and any translator is going to have to make a call about how to interpret those layers and what to highlight.
I made this post to say my piece about a translation tons of English-speaking fans love. In the process of dissecting what frustrated me about it, I researched and studied and learned so much.
And to be honest with you, I don't know that I have a solution for this line. I thought of a ton of options:
One For All couldn't keep you in the ground... but we're here to step in and finish the job once and for all!!
I promised we'd step in when that guy couldn't handle it on his own... and I fucking meant it!!
After all, what One For All can't handle... he's got us here to handle for him!!
One For All couldn't stop you… so it's a good thing that guy's got us here to step in and finish the job!!
If the guy with One For All can't get it done alone... then we're here to take you down for him!!
Maybe One For All couldn't handle the job alone... but our side is still gonna kick your ass!!
Some of them are very fun, and each highlights a different set of priorities: collectivism, connection, coolness, intimidation, and so on.
But you could pick apart my words the same way I picked apart the leaker's and Viz's.
There will never be a one true translation. There can't be. For as many readers as there are, there are just as many interpretations to what Katsuki's words mean and what is important about them.
In every translation, you face loss—loss of information, loss of specificity, loss of ambiguity, loss of emotionality, loss of cultural meaning. Your job as a translator is to lose as little as possible, and to make sure you can stomach the things you do lose.
You also gain things in translation. New meanings, new layers, new cultural implications. By showing the audience what you see and choosing how you say it to them, you add something of yourself to the work. You can't not.
As a translator, I want to keep learning and trying and going beyond. I want to do right by the things I translate. I want to share the things I love with other people and figure out, as best I can, how to make them see what is beautiful about it.
Unlike Bakugou Katsuki, we translators can never achieve a perfect victory.
But it's always worth trying.
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7s3ven · 10 months ago
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SHORT STRAW. human! miles quaritch
IN WHICH… miles quaritch needs a scientist on his team, and you just had to draw the short straw.
Notes: scientist/doctor! reader, petnames, inappropriate jokes, age gap (not explicitly stated, but it is there),
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As a kid, you were always quiet and introverted. As a teenager, you rarely spoke. Now, as an adult, you were on the most dangerous planet, working as a scientist despite having a medical degree. You weren’t even sure how you got on Pandora. All you did was get outstanding grades, win some awards, and then the RDA shipped you off. It’s not like you were complaining, you had nothing left on Earth.
Pandora was your home now and little by little, you grew comfortable with the new environment. You were working along Grace Augustine, a renowned scientist. And you were finally happy with where you were in life.
“Those idiots!” You heard Grace yell as she slammed her cup of coffee onto the table, accidentally spilling the hot liquid onto her latest report. She screamed out a string of curse words, causing every head to turn in her direction. "I need a damn cigarette!"
You hurried over with a pack, handing it over to Grace. "What's wrong?" You asked, furrowing your brows together lightly. You didn't have to question it too much to know what was running through Grace's head. You knew, based on the frown and sneer pulling at her lips, that it had something to do with Parker Selfridge or Quaritch. Maybe even both, with the way her eye was twitching in annoyance.
"Quaritch, that bastard!" She exclaimed, throwing a rage fit. "He wants a scientist on his team for today, even though I offered before, and he said no!" Grace clicked her tongue, banging a hand down onto her desk.
No scientist would willingly work for Quarditch, and Grace knew that. That's how you ended up in the conference room with about ten other scientists who doubled as doctors, Miles Quaritch, and Lyle Wainfleet.
You stood close to Grace, almost hiding behind her. The Colonel had always intimidated you; he towered over you, and you were rather scared of his strength. You had seen him punch another marine, sending the soldier flying back. So, it was safe to say you wanted to stay on his good side.
"Alright, everybody, grab a straw," Grace muttered. Some of the other scientists groaned, tilting their heads back in frustration. Drawing straws was the usual method the scientists used to decide who would write the next report or who would have to chug the year-old alcohol sitting in the cupboard.
"That's how you're gonna decide my team's scientist?" Quaritch grumbled, clearly unimpressed by the childish method. Grace merely rolled her eyes. "Just assign me your best one. Or better yet, assign me the prettiest one." He pointed right at you, lips curling into a snarky smirk.
Grace held out an arm, "She is my best scientist."
Quaritch shrugged, "That's a bonus."
Grace ignored him, holding out a handful of straws. Quaritch watched as each person picked a straw, their gazes darting around nervously and hoping they weren't the unlucky person. "Okay. Hold 'em up." Grace muttered. There was a moment of silence before her eyes flickered to you in pity. "Y/N got the shortest."
"Well, lookie here, I won." Quaritch didn't even try to hide the grin on his face, mocking Grace.
She scowled, pointing the middle finger at the marine. "You better keep her in one piece, you dog. I need her to finish writing her thesis."
"Yeah, I'll keep your pretty little scientist safe." He uttered as he walked around the table, stopping in front of you. "In the meantime, get that damn report on my desk before Selfridge has a fit again." Quaritch hooked a finger around your belt, pulling you forward. "Let's go, Wainfleet."
You barely had time to process the situation before Quaritch’s firm grip on your belt yanked you forward again, pulling you into unified steps with him. You struggled to keep up with his long strides, feeling the stares of your coworkers burning into your back.
As you walked, more like jogged, you could feel the intimidating presence of Lyle trailing behind you. He didn’t say a word, but you knew he was watching your every move. The hallway seemed to stretch endlessly, the cold, metallic walls making you feel claustrophobic.
Quaritch finally broke the silence, his voice gruff but not as harsh as you expected. "Listen up, Doc. I don't need a nervous wreck on my team. You’re here to get the job done, not to cower in the corner. You got that?" He poked your shoulder, and you quickly nodded.
“Good,” He continued, his pace not slowing as he spoke. “My team and I need someone who can act as a scientist and a doctor. We're lucky we got stuck with you." You heard a loud click beside you, and you turned your head to see Lyle grinning at you. He was replacing the bullets in his gun as a means to scare you even more. "We’re going into the forest, and I, more like Selfridge, need you to analyze some samples. Think you can do that, pretty?”
You swallowed hard, trying to keep your voice steady as you responded. "Yes, sir. I can do that." You kept your gaze lowered.
Quaritch glanced at you from the corner of his eye, his expression unreadable. “Good. Keep up that attitude, and you might just survive this.”
You didn’t know whether to be reassured or terrified by his words. You knew that Pandora was dangerous—more dangerous than you ever imagined when you first arrived. The creatures, the environment, and even the air could kill you if you weren’t cautious. You had never actually left the science base before, and now you were being dragged out against your will by a team that seemed to care more about their mission than your life.
As you reached the armoury, Quaritch stopped and turned to face you, his gaze piercing. “Suit up. We leave in ten.”
You nodded again, quickly moving to gather the gear you needed. Your hands trembled slightly as you secured your equipment, the heavy weight pressing you down. You had always been comfortable in the lab, surrounded by data and experiments. This was entirely different—this was survival.
Lyle handed you a weapon, and you hesitated for a moment before grasping it. You weren’t used to holding one, and the cold metal felt foreign in your hands. “Better learn to use that fast,” He said, patting your shoulder. “You’ll need it out there.”
You barely had time to attach the last handgun to your hip before Quaritch approached you again. "You ready, pretty?" He grinned down, hands resting on his hips. Without another word, he turned and led the way towards the rest of the marine team.
They lifted their heads, raising their eyebrows. "Who's that?" One of the only female members questioned, pointing at you.
"Our little scientist." The Colonel uttered, slinging an arm around your shoulder, "Play nice with her. She’s never been outside before.”
The team gazed at you, looking you up and down with a mix of curiosity and amusement at your height compared to Quaritch. Their eyes soon flickered to Quaritch's arm that was draped around you.
"New meat? The forest will eat her alive." The same female marine, Z-dog, smirked as she crossed her arms over her chest.
You heard Quaritch chuckle and felt his grip tighten around you as an act of reassurance. Or perhaps it was to keep you from running. "She’ll be fine. I’ll ensure she knows how to use more than just her brains out here."
Lyle, leaning casually against a nearby chair, grinned as he chimed in. "Oh, I bet you will, Colonel." There was a grin spreading across his face. "You always did have a soft spot for the smart ones. Just don’t get too distracted."
The team laughed, their voices rough and playful. Quaritch rolled his eyes but didn’t bother to deny it. "Don’t worry, Wainfleet. I can multitask. Besides, if you’re so concerned, why don’t you take her under your wing? Show her how the big boys play."
Lyle gave you an exaggerated once-over, his grin widening. "I dunno, boss. She might be too delicate for me. I wouldn’t want to break her."
Z-dog snorted. "Please. You’d be lucky if she didn’t break you first, Wainfleet. Don’t underestimate the quiet ones—they’ve got a lot of pent-up energy."
Quaritch raised an eyebrow, clearly enjoying the banter. "You heard the lady, Wainfleet. Better watch yourself. Might just find out what this one’s capable of." He slapped you on the back.
You couldn’t help but blush at the teasing, not accustomed to it. Your science and medical coworkers never mocked each other; they were far too lost in their own worlds.
Another marine piped up with a grin. "Hey, just make sure you keep her out of trouble, Colonel. The last thing we need is her getting lost out here and us having to play rescue squad. Unless, of course, you’d enjoy being her knight in shining armour."
Quaritch huffed, giving his teammate a mocking glare. "I’m nobody’s damn knight. And she won’t need rescuing. Right, Doc?" He nudged you.
You nodded quickly, trying to ignore the heat creeping up your neck. "Right."
"Atta girl," Quaritch said with a grin. He gave your shoulder a light pat before stepping away, his authoritative tone taking over again. "Alright, enough with the jokes. We’ve got work to do."
The thick vegetation continuously slapped your oxygen mask, causing you to stumble every second. The suffocating air clung to you as you slowly trudged after the marine team. You noticed how Quaritch, who was at the front of the pack, would glance over his shoulder at you. You could tell in his gaze that he saw you as a liability.
After what felt like an hour of jogging through the forest, Quaritch abruptly stopped, raising a hand to signal to the others. The soldiers halted with practised ease. You, on the other hand, clumsily crashed into Lyle.
"Alright, Doc," Quaritch grunted, turning to face you. "Before we go any deeper, we need to ensure you know how to handle yourself. No point in lugging around dead weight."
You felt a lump form in your throat as he stepped closer, his tall figure casting a shadow over you. He gestured to the weapon slung over your back. "First lesson: how to use that thing. Have you ever fired a gun before? Or, are you more of a delicate touch type?"
Despite being covered from head to toe in weapons you had never held before, you knew you still looked out of place amongst the hardened soldiers surrounding you.
You shook your head quickly, trying not to let Quaritch's words fluster you. "No, sir. Never."
Quaritch smirked, clearly expecting your answer. "Figures. Well, you’re gonna learn fast." He grabbed your belt loop again, leading you a few steps away from the group. "See that tree? That’s your target."
"Hey, Colonel," Lyle called out, “Didn’t know you were into giving private lessons. Thought you left the hand-holding to Grace."
The other marines chuckled, their laughter low and suggestive. "Careful, boss," Another of them exclaimed. "You might have to be gentle with this one. Don’t want to scare her off."
Quaritch rolled his eyes, but the smirk never left his face. "Don’t worry, boys. I’ll go nice and slow for her. Gotta make sure she enjoys her first time, right?"
You blushed, trying to focus on the task at hand instead of the suggestive jokes being tossed around. Quaritch stepped closer, grabbing your gun and handing it to you. Quaritch moved to stand behind you, his hands settling over yours on the rifle to line up the weapon with the tree.
"Feet shoulder-width apart. Don’t lean too far forward, unless you want to kiss the dirt.” Quaritch grabbed your hips, pulling you back. What must have been an insignificant touch to him felt huge for you. You had never let anyone touch you in that way, too busy with your academics. “Keep your grip tight; You’re aiming a gun, not giving it a massage."
Behind you, Lyle couldn’t resist another remark. "Hey, Colonel, careful where you’re putting those hands. Might give her the wrong idea."
Quaritch shot him a sideways glance, his smirk turning into a full grin. "Jealous, Wainfleet? Don’t worry, I’ll let you hold her hand next."
Behind you, the marines barely held back their laughter as they leaned against the nearby trees. "Colonel, you gonna take her to prom next?" Z-dog teased, earning another round of chuckles.
Quaritch laughed lowly before returning to you to whisper the instructions in your ear. You took a shaky breath, nodding your head to his words. You shifted from side to side, steadying yourself before you squeezed the trigger.
The rifle's recoil almost knocked you off your feet. Lucky for you, Quarditch was there to catch you.
"Oh, Colonel's getting handsy," Lyle exclaimed. The bullet you had shot grazed the side of the tree trunk, missing the target.
Z-dog laughed. “Maybe you should teach her to aim at something a little closer, Colonel. Like you."
Quaritch didn’t miss a beat. "She doesn’t need to aim at me—she’s already got me in her sights." He loudly clapped his hands together, gaining your attention again. "This time, don’t overthink it. Just line it up and shoot."
You nodded, focusing on the tree once more. This time, you steadied yourself better, and your muscles started to faintly remember the movements.
Quaritch gave a grunt of approval at your second attempt. "Better. Keep at it. You’ll get there."
You practised under Quaritch’s watchful eye for the next hour, gradually getting more comfortable with holding the rifle. The marines kept up their teasing, mainly aimed at their boss and how he was eying you like a hawk.
"Not bad, pretty," Quaritch finally muttered, his usual hardened gaze softening just a bit. "Maybe you won’t get us killed after all." He turned to the Marines, clearing his throat. "Let's move out."
The next time the group stopped was in a secluded part of the forest deep inside the jungle. Your gaze studied the trees and plants around you.
“This is it, Doc. Get to work.” Quaritch handed you the rest of your tools. Lyle sat down on a rock, fidgeting with his gun.
At first, you were so focused on collecting samples that you didn’t notice the eyes following your every movement. You could hear the quiet shuffling of Quaritch, Lyle, and the other marines as they spread out to keep guard. They continued with their teasing banter to pass the time.
As you crouched down to get a better look at some glowing moss, you could feel Quaritch’s gaze on you—intense, and not exactly subtle. The other marines noticed too. His eyes trailed over you, lingering on your body.
You tried to avoid talking to the soldiers as best as you could, desperate to return to the lab so you could study your samples. That was your definition of fun.
Your silence was interrupted by Lyle crouching down beside you. “Careful with those flowers, Doc. They look like they bite.” You glanced at the cluster of spiky flowers, shrugging.
“They don’t.” You quietly murmured.
“Well, if they do, I bet I could beat them.”
Quaritch, overhearing Lyle’s nonsense, shook his head. “That’s ironic, Wainfleet, considering you’ve lost every fight against me.”
“Yeah but you ain’t a flower, Colonel.”
Quaritch sly grinned before looking at you. “You sure you don’t need any help, pretty?” You quickly shook your head in response. The last thing you needed was a soldier ruining your research.
“Watch out for the Colonel’s ‘help.’ He’s got a way of making it sound real nice, but before you know it, you’re running laps around the base at 0500." Lyle pitched in.
Quaritch rolled his eyes, standing up and slapping Lyle on the back of the head. “Thats only if you keep running your mouth, Wainfleet. Which reminds me, you still owe me ten laps from yesterday. You can start now.” With a groan, Lyle stood up, leaving your side to run his dreaded laps.
You were pleasantly surprised that you had not tripped yet. You were naturally clumsy, always managing to make a mess out of the simplest of tasks. You walked forward to look at another flower but a vine that was hidden within the foliage caught you off guard.
You tripped and fell with a large thud, catching the attention of everyone nearby. Quaritch walked over to help you but not before laughing. “Careful.” He teasingly warned. The Colonel made no attempts in hiding how he eyed your body up and down. “You gotta watch where you step. Though, I gotta say, I don’t mind the view.”
You quickly scrambled to your feet, cheeks heating up. Lyle, who had been watching intently, snickered. “You sure you’re just out here for the plants, sir? No other reason?”
You were ready to head back for the day before a plant in the distance caught your attention. “I’ll be quick.” You muttered to Quaritch, hoping he’d let you look at it. He nodded after a long pause.
“I’ll go with her. The rest of you, stay here.” He ordered his soldiers before following after you. You had a skip in your step as you carefully manoeuvred through the maze of tree roots but you were soon too distracted to keep up the pace. Quaritch easily overtook you as you scribbled messy notes into a small notebook.
You were almost at the plant before you slipped again. You mentally cursed at your clumsiness and inability to stay focused of your surroundings. You couldn’t catch yourself in time before stumbling into Quaritch. The impact was enough to send him forward but he quickly turned so his back would take the brunt of the fall. You landed on top of him with a soft grunt, hitting your head on his shoulder.
You took a few moments to regain your breath before you felt Quaritch’s hands rest on your hips. “If you wanted to lie on top of me, pretty, you could have just said so.” He teased. “I always knew you scientists had a habit of being direct but this is a little much, don’t you think?”
You quickly pushed yourself up. “I’m sorry, sir! I didn’t mean to!” This was the loudest Quaritch had ever heard you talk. He could barely hear your whispers sometimes, having to lean down to understand your words.
“I ain’t complaining but unless you’re into dangerous places, you might wanna save this stuff for when we’re not in the middle of an alien jungle.” He drawled, causing your body to heat up with embarrassment. He didn’t let you stand up, wanting to see how much of a reaction he could draw out.
Lyle peaked his head around a bush, having heard the sound of you falling. “Are you guys gonna keep us waiting for long while you deal with all that tension? Because I have some coffee I’d really like to drink back at the base.”
“Calm your horses, Wainfleet. We’ll be there in a second.” Quaritch responded, letting you go like he hadn’t purposefully held you down.
In the end, you got the plant and you returned to the base safe and sound. You had expected the Colonel’s attention to be a one time thing but he followed you into the lab.
Grace arched an eyebrow at his appearance. “Here she is, Augustine, safe and sound like I promised.” Quaritch grinned, patting you on the shoulder. “The next time I need a scientist, I want her.” You were already scrambling towards your workspace, laying out your samples.
Quaritch turned to leave but he flashed you another grin. “See you later, pretty.” He called out.
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esamastation · 2 months ago
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I have become completely preoccupied with the idea of Obi-Wan Kenobi as a Cultivator. Here's my thinking process trying to come up with a Story Idea to go with it.
The problem with trying to turn Obi-Wan into a cultivator is that cultivation is by its very nature a somewhat self centered practice aimed inwards and Obi-Wan is a self sacrificial hero type and I don't know if it's natural for him to turn his efforts inwards and into Self betterment in a way that's demanded in order to achieve Cultivation.
Possible reasons as to why Obi-Wan Kenobi might use Cultivation:
1. He developed it by accident in his Tatooine Exile while trying to become a Force Ghost.
Problems with this:
1.1 Obi-Wan is attuned to the Unifying Force, so, visions, connections, future, far reaching plans and plots. Cultivation, I imagine, is more Living Force adjacent. Which means…
1.2 If Obi-Wan can accidentally manage to develop cultivation while trying Qui-Gon's methods, then Qui-Gon would've developed it intentionally. Which could lead to interesting alternative path, as in...
2. Someone teaches Obi-Wan cultivation.
2.1 Qui-Gon developed it, and teaches it to Obi-Wan. Interesting, very AU, could be the reason why, as per Jedi Apprentice, Qui-gon didn't want to teach Obi-Wan - if he had to take a padawan, one leaning more towards Living Force would've been better. Could make interesting, but very AU, story.
2.2 Agricorps as whole do Cultivation or near-as, and becoming an AgriCorps member pushes Obi-Wan to go for it? Hmm
2.3 Shen Qingqiu teaches Cultivation to Obi-Wan.
Why?
2.3.1 I think Obi-Wan deserves a loving kind Shizun.
How?
2.3.2 Shen Qingqiu somehow ended up in SW verse accidentally and figures that if Luo Binghe is going to make an appearance, he's going to be reborn as Anakin Skywalker, so sqq might as well position himself in place where he's ready to snatch his future husband away.
2.3.3 I could do a AU sequel of Cultivating Force where in his Tatooine exile Obi-Wan takes what he learned from sqq and just goes for it-
2.3.4 Or alternatively, after Cultivating Force sqq decides he wants to teach Obi-Wan for real because Obi-Wan would be an awesome student, and so lbh and sqq kidnap possibly agri-corps version of Obi-Wan for sqq to teach? Or just approach him. One or the other. Hmm.
3. It becomes Necessary for Obi-Wan to learn Cultivation for reasons. Possible reasons:
3.1 He needs it to save someone (Anakin)
3.2 He needs it to change future (stop Palpatine)
3.3 He needs to become stronger (stop Palpatine and save Anakin)
4. He's for some reason being forced/blackmailed to learn it?
Trickier. Few are the people who would force someone to grow stronger, outside... iffy, human cauldron reasons, which we shall ignore.
4.1 Dooku maybe? He discovered a power greater than the Dark Side of the Force, but darksiders can't use it, you need to be of the light (or neutral) side of the Force, or else you'll end up dead via Qi-deviation. So he kidnaps Obi-Wan to force him to test it out for him?
4.2 … yeah can't really think of anyone else who might do it. Except maybe
4.3 Vader??? For reasons of time travel? Or maybe in order to save Padme, if this is before Padme's death? Damn that would be a wild story.
...
In conclusion, there is an interesting idea here, but it always veers away from the One Simple Thing I want to write, which is: Cultivator Obi-Wan Kenobi.
So, ways for Obi-Wan Kenobi to be a Cultivator:
1 He's from an alternate reality where instead of Jedi, the Temple is a sect of Cultivators.
2 A Cultivator (like Shen Qingqiu) Transmigrated into Obi-Wan and brought their abilities with them
3 Stewjoni are Cultivators and Obi-Wan was never taken to the Jedi Temple.
4 Secret fourth thing I can't think of right now. Idk
---
So, in summary, this idea is Difficult, I have used up all my Brain Power in making a Numbered List instead of writing, Tumblr sucks when trying to copy paste said Numbered List... and I still don't have a coherent Story Idea.
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astral-herald · 10 months ago
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arcane, populism, and why viktor is the odd one out (yet again)
as a piltover-anti, a silco criticizer, and a pacifist, i am very very interested in how arcane presents not just the political undertones of both topside and the undercity, but the characters/dialogue through which they communicate those undertones. allow me to use some political science bro lingo to air out some thoughts.
long, long post incoming.
there are 2 ideological struggles at war throughout s1 (and i can predict that the struggle will carry over into s2): neoliberalism and populism - in their broadest terms since we're talking ofc about a fictional show dealing with surface level political machinations. by neoliberalism, i mean a focus on the social, political, and cultural structures of a polity (piltover, for our purposes) refocused into a strictly economic vacuum. and by populism i mean a unifying belief that the existing political systems of a polity fail to adequately represent their constituents, so the masses choose to rally around a specific gripe or issue, i.e., class discrimination, xenophobia toward immigrants, etc. this, in turn, forms a populist party or movement. an applicable example i can think of would be Nasser's Egypt in the 1950s.
*i know these are weighty topics with very real world implications! i just want to separate the theory to apply to our favorite fictional world.
the political struggle in question is put forward immediately by piltover, who, though presented as a technocratic state, embodies crucial neoliberal ideals emphasized especially by up-and-coming counilor mel medarda, much like how fresh-eyed american economists blew up the economic scene in the 1980s with a revival of capitalist, free market enterprise. take how she seizes the advent of hextech, for example:
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she quickly sees hextech's potential yet not from the solely intellectual standpoint that jayce and viktor do - for her, it is profitable, literally and in terms of international relations. her goal is for piltover to prosper, but she has no rose-colored glasses on; prosperity means capital gain, and she's willing to override piltover's political and social systems to achieve her goal. an important caveat is that she draws the line at ambessa medarda's progression into militant authoritarianism, which deserves a whole post of its own!
piltover's populism moment will come later. first, let's unpack silco, who is probably arcane's most blatantly political figure, and a masterclass in the merits and failures of left wing, class-based populism.
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silco, having been spurned by the classism and xenophobia that piltover's elite proliferate, and assisted by his rampant shimmer operation, fills the vacuum that vander's pacifism opened up. though silco's methods are unilaterally cruel (argue with the wall), the undercity clearly invested faith in him at some point, especially as vander's credibility as a guiding figure wavered over the years. he was fighting alongside vander for zaun's right to exist as their own independent body. in other words, he was uniting the undercity toward a common cause because the existing political system failed their constituents. to quote councilor shoola: "they may not be our preferred constituents, but they're still our people."
the track record of populism in our real world frequently ends in the ruin that silco himself brought upon the undercity. the kingpin is too dedicated to self-preservation, sees himself as too central to the movement, which prevents both compromise and/or a necessary armed revolt (insert your own politics about self-determination here). see italy's right wing populism party, Lega Nord, as a real-time example of this phenomenon.
but arcane makes an interesting plot decision with jayce, a very unexpected and "unwilling" contributor to piltover's abrupt dip into right wing populism. the showrunners love foils!
in arcane lore, i think it's safe to say that jayce's moniker "the man of progress" is pretty tongue-in-cheek. both he and viktor have a bemused tone about it in the run-up to his speech, and jayce is taken aback by heimerdinger's insistence that he deliver said speech. but the glowing, savior-esque imagery can't be ignored, nor can jayce's quick switch into his councilor role, no matter how reluctantly he makes it.
jayce is confronted by 2 forces that he seeks to combat in his quick tenure as councilor: internal corruption and an ineffective governing body. the latter goal is inspired almost solely by viktor, playing into jayce's naivety as a fresh-faced political figure, but this will be especially important to note later on. the innocence he offers up to mel is quickly erased, transformed instead into an uncomfortable - and inexperienced - militancy:
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important in the bridge scene to my analysis is the populist "out group," or the designation populists give to those whom they actively oppose, and this opposition serves as their basis for organization. in this case, it's the undercity (keep this in mind for viktor's role!!).
jayce's combined frustrations at the unrest in the undercity and the council's (namely heimerdinger's) refusal to act, to both save viktor and to deal with the undercity's looming violence, motivates him to act like silco for a short time. unsatisfied with the status quo, he unites a likeminded individual, vi, along with the enforcers, to undercut the political system he feels is unable to represent its constituents or act in an effective manner. however, UNLIKE silco, jayce's realizes the inevitable cost the method of violence has and refrains in the end. he returns to the council and capitulates to some of silco's demands in the name of a peace piltover and zaun always thought impossible.
jinx's complete undoing of this underscores the failures of populism, especially as an extended movement over time. she wasn't accounted for. it's common sentiment at this point that she didn't attack the council for political gain. she was not invested in zaun's independence. she did it out of her and silco's twisted parental bond, and thus undid piltover's brief instance of compromise and compassion.
so...where does viktor fit into all this? and what are his implications for neoliberalism vs. populism in season 2?
viktor is neither wholly within nor wholly outside the populist outgroup - though jayce unintentionally shoves him back there in the pivotal bridge scene. furthermore, viktor also makes use of piltover's technocracy. he seems to have had a "raise yourself up by your bootstraps" history in arcane, contrary to left wing populist insistence that neoliberal ideals make this impossible.
this compounds as a double alienation for viktor, who also is straddled with the complications of his disability. a lot of his story is searching for a fellow in arms, if you ask me, and he had that with jayce until the pendulum swung, hence his return to singed.
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if we stop there, viktor represents the failing of these 2 very flawed political ideologies. he fits nowhere and arcane uses him adeptly as a symbol of the failings of binaristic ideologues and systems. but let's speculate some more!
i'm convinced that viktor, due to his ambiguous 3rd party role in the story so far, will be one of the central villains (if not THE villain, if you allow me to be admittedly hopeful/biased) in season 2. consult the innumerable very well written theory/meta posts about the subject for more details, but one piece of evidence i want to focus on is this inherent physical, cultural, and ideological separateness that is innate to his character.
can we see him allying ever again with piltover, knowing that there's a split incoming? even without outside knowledge of league lore, singed's damning prediction ("if you take this path, they will despise you") cannot go unheeded. alternatively, then, can we see viktor allying with the supposed jinx-as-revolutionary side? no. personally, i see him as becoming increasingly unwillingly to compromise his a) immediate survival; and b) his ideals, especially after being endlessly sidelined in his attempts to express them in acts 2 and 3. he's also just a loner, guys.
there's some controversy on this point, but i'm convinced that the finger-printed cultists/followers we saw in the s2 trailer are devoted to viktor. starting with the shimmer addict he touched in the teaser, he is accruing a following all his own. and since noxus is here, touting their authoritarian militancy to replace piltover's outdated liberal ideals, nothing that jinx's revolution OR viktor's following does can be apolitical. to organize and to fight is survival under s2's raised stakes.
there aren't any binary spectrums when it comes to political theory in my opinion, so i am prepared to witness viktor introduce an entirely separate totalitarian narrative into arcane. where it will surely lack in militancy, it will make up for in its domination of the arcane. my biggest speculation is that, as they always do, piltover will fold and compromise at the last minute, perhaps yield to noxus, and invest wholeheartedly in taking down viktor's BBEG cultist regime. and by isolating his narrative repeatedly in s1, the writers planned this out expertly.
even if i'm wrong about viktor as third party, i like to think my observations still stand about the specific and qualifiable political divisions between piltover and zaun. the biggest hole this leaves for me is the question: will arcane ever take a stand? they seem very averse to making a blatant political statement, but i think their pervasive anti-police thread makes it clear that we're not meant to sympathize with piltover yuppies or their seasoned, jaded councilmen. let me know your thoughts!
also, as a jayce fan and a fan of arcane's overall story, none of this is meant as a CRITIQUE of him, mel, or silco. as silco said, "we all have our parts to play." i believe arcane's very greatest strength is their archetypal storytelling, and these distinct character roles are crucial to the success and vibrancy of the story.
if you read all the way to this point - ily <3
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thejournallo · 11 months ago
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How to achieve our manifestation in less than three days.
This is a question that is always on everyone's mind because, let's be real, we are all impatient to get our desires as fast as possible. So what can we do to get what we want as fast as possible? Here is THE guide on how to do it.
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Is begin "Delulu" the only method to make your manifestation come faster?
People often say that starting with a delusional mindset speeds up manifestation, and you know what? They're absolutely right! Being "delulu" is like wielding a powerful instrument that we can play however and whenever we like. 
But why is it so powerful?  Because we reprogram ourselves by slowly changing our mindset by faking that everything is already ours, reprogramming ourselves means unlearning things that don’t serve our wellness and replacing them with things that do.
Personally, I find it super effective to envision myself in an interview when I try to manifest, telling the journalist how I became so powerful and how everything I've manifested took little to no time. It works amazingly! I get what I want from the universe in just three days by doing this.
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We can speed up our manifestations, not just by affirming and believing that we already have what we desire (which alone is often enough to make things happen faster), but also by applying some of the 12 laws of the universe:
The law of Devine ones:
This principle emphasizes that everything in the universe is intrinsically linked, forming a single, unified whole. It implies that we are all interconnected, not only with each other but also with the source, or universal consciousness. With this law, we simply apply the reality that we are already connected to our desire, even if it has to be created from 0. It is already connected to us, and vice versa.
The law of Detachment 1.0:  
The Law of Detachment is a core principle in deductive reasoning and formal logic. It asserts that if a conditional statement (an "if-then" statement) is true and the hypothesis (the "if" part) holds true, then the conclusion (the "then" part) must logically be true as well. I will give a quick example: if I am a witch, then I can do magic (an "if-then" statement), so if I am a witch, and it is true, then the fact that I can do magic is also true. Applying this to manifestations is now as simple as it can be. If I am manifesting this (which is true), then my manifestation is already here (also true).
The law of Detachment 2.0:
The Law of Detachment underscores the importance of trust and surrender. By relinquishing control and not clinging to specific outcomes, you create a state of allowing that can make it easier for your desires to manifest. This approach minimizes stress and resistance, which can otherwise hinder the manifestation process. In essence, the Law of Detachment in manifestation is about balancing desire with surrender. You hold your vision and take steps towards it, but remain flexible and open to how and when it manifests in your life.
The Law of Inspired Action:
Manifestation may require us to take inspired, and intentional action aligned with our desires. This law emphasizes the importance of actively pursuing our goals and dreams while remaining open to guidance and opportunities. For example, if I manifest to go on a great adventure and make a lot of friends along the way, I will have to take the intentional action to book it.
The Law of Rhythm:
Everything in the universe operates in cycles and rhythms. This law suggests that there are natural ebbs and flows, ups and downs, and that understanding these rhythms can help us navigate life more harmoniously. A way that I manifest things is to listen to music that makes me feel powerful and in control of the whole universe. Everyone has this kind of song in their heart because everyone vibrates at a certain frequency and volume. One of mine for example is vampire heart (slowed) - Isak Roen
These laws are not the only way but they for sure are a way. You can use all of them or use only one it is really up to you and i really suggest you learn about the 12 laws because they are a must for manifesting your dream life.
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if you are intrested in more intresting way to manifest don't forget to check my masterlist! I hope you have a blessed day or night!
-xoxo the journallo
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