#knowledge based engineering
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aurosknowledgesystems1 · 1 year ago
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https://aurosks.com/the-knowledge-management-challenge/
Learn about the challenges of effective knowledge management and how the Knowledge Aware approach addresses them. This page from Auros Knowledge Systems explains the limitations of traditional KM methods and introduces an innovative system that actively integrates and delivers knowledge within workflows. It highlights best practices and the advantages of using Knowledge Aware for efficient decision-making and maintaining organizational knowledge.
For more details, visit Auros Knowledge Systems!
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sapiencegroup · 1 year ago
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Innovative Knowledge Based Engineering Solutions from Sapience TechSystems | Pune
Discover modern facilities Knowledge Based Engineering solutions from Sapience TechSystems, empowering your business with innovation and efficiency. Utilize our experience to streamline procedures and drive growth.
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airandangels · 3 months ago
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Bullshit engines.
I mean, I don’t suppose many people following this blog strongly disagree.
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canon-toaster · 1 year ago
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Audrey Klein and Leonard college AU because i love them and i wanted to draw different interactions between them
bonus colored Audrey below
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caeca-iustitia · 8 months ago
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Bro like...
New AU idea
Vincent doesn't become a Turk but instead goes down the route of their father- becoming a scientist who is assigned to Gast and Hojo's Ancient Regeneration Project...
They study flora and the fossilised remains of fauna to paint a picture of how the Cetra could have lived, what animals existed at the time, what plants have since gone extinct, and how the remaining plants and animals evolved into their modern-day equivalents.
Vincent is dedicated to their job and, for a while, forgets their roots as a Cetra and their morals; going to any length to find the information they want.
However, the creation and birth of Sephiroth is what causes Vincent to realise that- quite frankly- they fucked up. They've become so accustomed to the immoral, dishonest and downright criminal ways the Science Department at ShinRa functions that they've lost sight of what their mother tried to teach them as a child.
So, they go to Hojo and demand to put a stop to the project only to get a very blunt shotgun blast to the chest. They go through everything their usual counterpart does before being locked up in Hojo's lab as an example to the other scientists.
Hojo isn't aware, of course, that Vincent is now fully in control of this half-Chaos amalgamation that their body has become. They have tamed Chaos and taken full control of their body back even if the adolescent WEAPON has practically corrupted it completely by that point.
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complainblogforthevoid · 2 months ago
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I've finally figured out an argument that convinces coding tech-bros that AI art is bad.
Got into a discussion today (actually a discussion, we were both very reasonable and calm even through I felt like committing violence) with a tech-bro-coded lady who claimed that people use AI in coding all the time so she didn't see why it mattered if people used AI in art.
Obviously I repressed the surge of violence because that would accomplish nothing. Plus, this lady is very articulate, the type who makes claims and you sit there thinking no that's wrong it must be but she said it so well you're kind of just waffling going but, no, wait-- so I knew I had to get this right if I was gonna come out of this unscathed.
The usual arguments about it being about the soul of it and creation fell flat, in fact she was adamant that anyone who believed that was in fact looking down at coding as an art form as she insisted it is. Which, sure, you can totally express yourself through coding. There's a lot more nuance as to the differences but clearly I was not going to win this one.
The other people I was with (literally 8 people anti-ai against her, but you can't change the mind of someone who doesn't want to listen and she just kept accusing us of devaluing coding as an art) took over for I kid you not 15 minutes while I tried desperately to come up with a clear and articulate way to explain the difference to her. They tried so many reasonable arguments, coding being for a function ("what, art doesn't serve a function?") coding being many discrete building blocks that you put together differently, and the AI simply provides the blocks and you put it together yourself ("isn't that what prompt building is") that it's bad for the environment ("but not if it's used for capitalism, hm?" "Yeah literally that's how capitalism works it doesn't care about the environment" she didn't like that response)
But I finally got it.
And the answer is: It's not about what you do, it's about what you claim to be.
Imagine that someone asks an AI to write a code and, by some miracle, it works perfectly without them having to tweak it---which is great because they couldn't tell you what a single solitary thing in that code means.
Now imagine this person, with their code that they don't know how it works, goes and applies to be a coder somewhere, presenting this AI code as proof that they're qualified.
Should they be hired?
She was horrified, of course. Of course they shouldn't be. They're not qualified. They can't actually code, and even if by some miracle they did have an AI successfully write a flawless code for every issue they came across that wouldn't be their code, you could hire any shmuck on the street to do that, no reason to pay someone like they're creating something.
When actual engineers use AI what they do is get some kind of base, which they then go though and check for problems and then if they find any they fix them, and add on to the base code with their own knowledge instead of just trying different prompt after prompt until they randomly come across one that works.
People who generate code like this don't usually call themselves engineers. They're people who needed a bit of code and didn't have the knowledge to generate it, and so used a resource.
And there you go. There are people who have none of the skills of artists, they don't practice, they don't create for themselves. When they feed the prompt to the AI they then don't just use the resulting image as a reference point for their own personal masterpiece, and if they don't like it they don't have the skills to change it---they simply try another prompt, and do that until they get something they like.
These people are calling themselves artists.
Not only that, these people are bringing the AI generated thing to interviews, and they are getting hired, leaving people who slave over their craft out of the job.
And that is the difference, for the tech bros who think AI art isn't a big deal.
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arolesbianism · 7 months ago
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Comicfrin au update! The tracker now uses playing cards as her weapon. Because I want her to. <3.
#rat rambles#stars posting#if I ever seem a bit all over the place with where my minds at assume Im song hunting#anyways I am slowly building a more solid image of her in my head I think Im getting somewhere#shes the groups local accidental craft expert who didnt realize that most ppl weren't as good at reverse engineering craft stuff as her#a lot of her base knowledge just comes from her biology knowledge in relation to the animals and plants she works with which just so#happens to involve getting into the nitty gritty of certain craft interactions and how it can be present in basically anything#shes used to looking at very intricate self sustaining craft systems and unravelling their different components#even when crafting her own attacks and stuff she tends to make them a bit more intricate than she rly needs to#which tbf she does by default need to do a bit more work than the others given that shes working with cards lol#when she was first helping the crew she didn't have a weapon on her so she just used the cards she had on her#and the fact that she was able to make that work at all made the others assume she knew what she was doing so they never questioned it#well asside from being impressed and confused on how the hell she was actually doing real damage#but yeah playstyle wise Im currently imagining her as sort of an aoe unit?#well more like splash damage#her different typed attacks will always do additional splash damage of whatever type her normal attack is#which I phrase like that because I like to imagine youd be able to find different materialed cards over the journey#for flavor and funsies#shes also able to weaken enemies and apply damage over time effects#her craft skills do tend to have longer cooldowns thought and she herself is pretty frail#shes not as frail as the other two tho shes just a bit squishy#well ok even within the first run chou does become smth of a secondary tank later on so she'll eventually be frailer than them#but at the point where she joins shes just a lil below average opposed to the other two who are a sneeze away from death at all times#new game+
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aurosknowledgesystems1 · 1 year ago
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https://aurosks.com/the-best-ways-to-use-auros-for-product-development/
Explore the best ways to utilize Auros Knowledge Systems for product development. This page details how Auros supports Agile processes, APQP, design reviews, engineering standards, CAD design, knowledge-based engineering, regulatory compliance, systems engineering, and virtual build assessment. Learn how Auros can streamline workflows, improve collaboration, and enhance efficiency in your product development efforts.
For more details, visit Auros Knowledge Systems.
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isubhamdas · 1 year ago
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Knowledge Base SEO-Visibility and Engagement
Optimizing your knowledge base for search engines is crucial for driving organic traffic and enhancing customer engagement. By following these expert tips, you can ensure your knowledge base is SEO-ready and provides valuable insights to your audience. Continue reading to learn how to boost your knowledge base SEO and improve your online visibility. Optimizing Your Knowledge Base for SEOEnable…
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melshifting · 1 month ago
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. 𓂃 ⋆˚࿔ (un)common talents 4 your dr (p. 2) ‧₊˚ ┊
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꒰ HUMAN CLOCK ── You always know the exact time to the minute, even after naps, jet lag, all-nighters, or travelling abroad. No watches or clocks, just inner precision and pure knowledge.
꒰ COPY AND PASTE ── You can match the pitch of any sound you hear (natural or artificial) — from engine noises to bird calls to microwave beeps — with eerie accuracy.
꒰ ULTIMATE READER ── Not only do you have an extraordinary reading speed, but you can calculate with just a quick glance how many words a text has and how long it will take you to read/write it.
꒰ AMATEUR TESTER ── You can break down the exact ingredients, spice levels, cook times, or even the brand of salt used in any and everything you eat or drink—even if it's a foreign cuisine; you'll know all the details thanks to the performance of your taste buds.
꒰ IRL TETRIS ── You can estimate with 100% accuracy the space that any object will take, regardless of its dimensions or where it is located (and nothing ever wrinkles or breaks).
꒰ BLOODHOUND  ── You can identify people, places, or events based on smell alone, picking up even subtle or lingering notes others miss. It’s like scent-based memory mapping.
꒰ PEN & KEYBOARD  ── You only need to glance at a printed or digital word once to instantly know what font it is — not just the name, but also the size, kerning, and tracking. You can recreate it perfectly by hand or digitally without needing references.
꒰ ATM  ── Give you any object — from vintage collectibles to modern tech, groceries, furniture, or streetwear — and you can give an uncannily accurate price estimate within seconds, regardless of currency.
꒰ LUCKIEST PERSON  ── You aren’t psychic, just brilliant with micro-patterns and odds. Your brain runs constant probability calculations at lightning speed: how the dice might land, what the dealer’s next card will likely be — guaranteed to work every time.
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shadowfoxsilver · 1 year ago
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Some quick tips to spotting accounts that are pretending to be a Palestinian needing mutual aid. Please keep in mind that not all of them are scam accounts, and that some may legitimate blogs who just aren’t too knowledgeable on how tumblr works. This guide is based around what I go by when checking certain blogs and usually it’s a quick giveaway the blog is a scam.
Please read this post too from my other blog before you tell people don’t donate to gfms:
1. You was sent the ask as someone who regularly shares Palestine related content such as regular news updates of posts by other Palestinians who are regularly giving updates. You may also get these asks from sharing a popular post that is from the Palestine tag. If you post often about Palestine, you will always start getting these asks. These askers don’t care if you state don’t send the asks. They will anyway. Unfortunately minors also get sent asks.
2. The ask has odd formatting such as having odd quotation marks in it or unusual formatting that may indicate it’s been edited and copied from somewhere else. Often the ask is the same thing as the post itself minus a link to a donation site. These asks rarely change so searching it should pull up if it’s been sent to other bloggers and sometimes the asks are edited only to add new phrases to them in time.
3. The account is almost always a few days old or a week old or long depending on how often they have sent asks. Usually some may even be an hour old and reusing a familiar pfp/ask.
4. The blog has a few Palestine related posts or posts from random tags reblogged to pad out length and then no more. They will have no original posts besides the pinned post while occasionally answering asks that they may have received but otherwise nothing else and no further updates given either.
5. They may have a Linktree link that is called “GoFundMe” as if indicating they have a GoFundMe there. However, they don’t. When clicked on, the Linktree actually goes to a PayPal account whose name may not even match the one their supposed name is. They’ll say it’s a friend, but it’s just the same person not someone else. You’ll see this same name across multiple accounts after a while usually giving away it’s not legitimate even under a different theme.
6. The text used by the blogs are often real stories stolen from legitimate fundraisers and searching parts of it in your preferred search engine should pull up the sources. These sources make no mention of a tumblr account either or don’t have the PayPal account associated with them in the info. Scammers often impersonate a real person in need and will ignore you if you show them the source they copied from.
7. Legitimate Palestinians often link to their own GoFundMe posts that their friends have set up or post links to other social platforms they are found on. They will regularly post updates when possible, post sources to support them when necessary, and also generally have some method of verifying their legitimacy. They may often share links to support others as well or give links to charities that have been shown as reliable. They will have more original posts than just a single pinned one and regularly speak to other tumblr accounts beyond just an ask. Please don’t bother them with asks about possible scam accounts. There are many guides out there that can do that for you if you search. You may find verified fundraisers too.
8. Scammers don’t know anything about Palestine and will often have trouble once you ask them anything beyond the mutual aid post. They don’t know the languages decently and you can tell it pretty easily if you’re one who uses it regularly. Whatever the scammers use is often just copied off the site they got the post from. Sometimes the text is just reused from past scams such as asking for insulin that doesn’t last long.
9. These scammers can and will use names stolen off real Palestinians to look more legitimate and trustworthy. They change names constantly once one of their PayPal accounts is shut down.
10. If you do see a GoFundMe link on a blog, don’t immediately assume it’s a scam just because it’s a relatively new account. Check the post notes to see if anyone’s verified the account yet or wait a bit as it takes time. You likely can search around to see if anyone’s posted anything where the blog has been vetted by others. You may also see if the GoFundMe is referred to on other socials or on lists that compile verified and vetted fundraisers.
Please don’t let these scams deter you from sending support where it needs to go. Even if you can’t donate personally, there are other ways to help. If you are sending money, please make sure that it’s going to where it’s needed and the place it’s sent has been verified accordingly. If you find a blog is a scammer, and have been able to prove it, please make sure to alert anyone sharing the post and report the account.
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idkwhylou · 20 days ago
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Trouble
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Summary : You grew up on military bases, always under the shadow of your admiral father—and always just out of reach of the Navy boys you weren't supposed to want. But Bradley Bradshaw had always been different.
Bradley Bradshaw x f!reader/militarybrat!reader
Warnings : bad knowledge on military settings, alcohol consumption, mentions of sex (nothing graphic more suggestive), flirt, Hangman, no use of y/n, bit of angst ?, happy ending dw
Words : 6K
A/N : It's the first time I write for Bradley, actually this have been hidden in my drafts for too long soooo. Didn't check before posting, sorry for the mistakes
+ your last name is Andrews (not important I just named the admiral father like that so)
»» ─── ⋆⋅☆·⋆ ─── ««
Being a military brat wasn’t exactly a dream, but you’d learn to survive it with style.
Endless relocations, half-finished friendships, birthdays celebrated on video calls while your father was halfway around the world—Admiral Andrews always had bigger battles to fight. You grew up in hangars and on tarmacs, your lullabies was the roar of jet engines and the bark of orders through static-filled radios. Discipline was second nature. And so was pretending things didn’t hurt.
Still, it wasn’t all bad. They were…perks. 
Namely, the men.
They came and went like seasons—loud, fleeting, and always convinced they were unforgettable. Each one walked with the same cocksure strut, flight suits unzipped just enough to suggest ego rather than comfort, and eyes that burned with that reckless, high-altitude gleam. You learned fast—faster than you were probably supposed to—how to recognize the pattern. The polished charm they wore like a second skin.
You didn’t fall for it. Not once.
You watched, studied, catalogued the way they spoke when they thought they were being clever, the way their smiles sharpened when they were about to flirt. You learned how long it took them to show their tells—the subtle shift in tone, the not-so-innocent brush of an arm, the pause that lasted just a beat too long. They weren’t as mysterious as they thought or tried to pretend. They were pretty predictable actually.
But you never chased them. That, was the key.
You let them notice you instead—just enough to spark the thought, just enough to stay in their mind when the hangar got quiet. You were a test they didn’t realize they were failing. 
Every. Single. Time.
But your father had made it crystal clear from the start : “No navy men”. Which was funny, considering that’s all you were ever surrounded by. Anyway, the irony wasn’t lost on you and neither was the challenge. 
He thought keeping you on base and away from the navy bars meant keeping you safe. But the Admiral never realized that some of your favorite games were played right under his nose. You knew the base like the back of your hand—every shadow, every corner, every overlooked bench, every hangar edge where you could linger just out of sight. You didn’t need loud scenes or public displays. You had subtle smiles, quiet glances, late-night conversations shared against metal walls still warm from the day’s sun. 
Flirts came and went; a wink here, a stolen moment there. You kept things light and unattached. You weren’t naïve—you knew better than to fall for boys who wore dog tags. But God, it was so fun watching them fall just a little bit for you. 
Over the years you got really good at it. You learned how pilots saw you, how they move around girls, how they lie without meaning to. You recognized the ones who were all show, the ones who tried too hard, and the rare few who didn’t try at all. You knew how to draw attention without begging for it. 
And at first, they all tried.
When you were younger—barely out of high school but already too clever for your own good—the attention was constant. New recruits, cocky lieutenants, even a few seasoned officers too sure of their charm. They came at you like it was some unspoken initiation: flirt with the Admiral’s daughter, see how close you could get before it blew up in your face.
One did get close. Too close.
You’d spent the night tangled in Navy sheets and heat; a moment of rebellion that tasted too sweet to regret. It wasn’t love—just curiosity with hands and mouths, a quiet hunger you hadn’t realized you’d been carrying until it finally spilled over. He was older, confident in a way that didn’t feel forced, and for one night, you let yourself fall into the thrill of being wanted, seen—not as the Admiral’s daughter, but just as you.
It wasn’t supposed to mean anything.
But the morning did. You hadn’t even had time to slip your shirt back on when you heard the footsteps—sharp, purposeful, unmistakable. The door creaked open before you could speak, and there he was: your father, Admiral Andrews, jaw clenched so tight it looked carved from stone. He didn’t say a word. Didn’t need to actually. One look. One breath drawn through his nose. One flick of his eyes to the discarded uniform trousers on the floor. 
That was enough.
The silence that followed was deafening. He didn’t yell, didn’t bark orders. He simply turned and walked away with the kind of fury that came wrapped in control—and that was somehow worse. By the end of the week, the boy was gone. Transferred without explanation to another coast. Scrubbed clean from your world like he’d never been there. And no one said a word about it. 
Not your father. Not the guy. Not anyone. Not even you, because you knew it was best to keep your mouth shut if you didn’t want to end up in the same situation.
But the message was heard loud and clear across base. You were off-limits now. Untouchable. The Admiral’s daughter—marked. 
After that, most of them backed off. The stares were more cautious; they’d smile quickly, maybe toss a joke your way, but nobody dared get too close. Well, not unless they had a death wish—or a transfer request ready to go.
And you ? You adapted. The flirting became harmless, more performative—just enough to keep things fun.
And still, now and then, someone would forget. 
Some new recruit, fresh off a carrier and drunk on his own reflection, would mistake your easy grin for an invitation. Or maybe it was the way you leaned in when you laughed, the way you held eye contact just a breath too long. You knew the signals you sent. You just knew how to pull them back, too.
They’d catch on. Eventually. Maybe it was the way the older pilots watched you a little too closely, not with hunger but with caution. Maybe it was the subtle tension that snapped into place anytime your father’s name left someone’s mouth like it was a warning label: ‘Admiral Andrews’s daughter’.
And then there were the whispers. Low-voiced and half-believed, traded like ghost stories in locker rooms and smoke breaks. The one who got a guy sent away. Some were curious, others called it poison, most didn’t dare. But a few still tried: the ones too bold or too dumb to care, or maybe just the ones who didn’t know.
Which is why you noticed right away when someone didn’t get the memo.
That night at the Hard Deck, the music was low, the air buzzing with the usual mix of sweat and beer. You were nursing a drink more out of habit than thirst, letting the noise wash over you in waves. That’s when he showed up—Jake Seresin, golden boy swagger and all.
He didn’t look at you like someone warned him. He looked at you like a dare.
“Funny,” he said, leaning an elbow on the bar like he had all night to kill. “I come here a lot, and I don’t remember seeing you before. That feels like a personal tragedy.”
You turned to him, unimpressed but not dismissive. “Maybe I’m very good at not being noticed.”
Jake smiled slowly, eyes sweeping over you—not crude, but confident. “Not with a face like that.”
You snorted softly, swirling the rest of your drink. “Do those lines actually work, or are you just here to collect L’s ?”
He laughed, tilting his head. “Just here to see if lightning strikes. What’s your name ?”
You considered it for a beat too long. “Wouldn’t you rather guess ?”
Jake’s grin grew wider. “Trouble. Definitely trouble.”
You leaned in slightly, letting your shoulder brush his just enough to register. “Only for people who don’t know how to handle me.”
“Oh, sweetheart,” he drawled, “I specialize in handling.”
You raised an eyebrow, your expression unreadable but amused. “You sure ? You look more like someone who talks a big game and taps out when it gets interesting.”
His hand pressed to his chest in mock offense. “You wound me.”
“I’m just being cautious,” you replied, your voice silk over steel. “I’ve seen a lot of pilots walk in here thinking they’re bulletproof. Turns out, most of them flinch when the safety’s off.”
Jake chuckled, eyes narrowing slightly. “So you are military. I was betting civilian.”
“Does it matter ?” you asked, letting the question linger.
“Only if you outrank me.”
You smirked into your glass. “You have no idea.”
For a moment, the air between you was still—charged with the kind of tension that made everything slow down. Jake looked at you like he wanted to solve you. You looked at him like you’d already read the answer and were just waiting to see if he’d catch up.
From across the room, someone called his name but he didn’t move. Not yet. “Tell you what,” he said. “Let me buy you a drink. Worst case, you put me in my place and I go home with a bruised ego. Best case…”
You tilted your head. “Best case ?”
He leaned in, just a little. “You stop pretending you're not having fun.”
You didn’t answer right away, just held his gaze. Then, with a slow, calculated smile, you slid your almost empty glass toward him.
“I’ll take a whiskey,” you said. “Neat. No bullshit.”
Jake’s laugh was soft and genuine as he flagged down Penny. “Now that’s a girl after my own heart.”
He returned quickly with the drinks in hand, sliding yours across the table next to you like a magician revealing a card trick. “One whiskey, neat. No bullshit—just how you like it.”
You took it with a nod, your fingers brushing his for half a second. He was easy to look at—lean, tan, jawline too sharp for his own good. The kind of guy who probably had a mirror above his bed. But he was charming, you had to admit. There was something in the way he grinned at you like he already knew you were trouble and still wanted a bite. Maybe you’d give him one. Just a taste.
“You’re not so bad, Hangman,” you said, sipping your drink.
He perked up. “So you have heard of me.”
“Hard not to. The ego arrives five minutes before you do.”
Jake laughed. “That’s fair.”
You let the conversation drift, leaning back against the wall, letting his stories and confident smirks wash over you. It was easy to play this game. Familiar. Like slipping into old shoes—ones that still fit but didn’t take you anywhere new.
And then, the door swung open.
You didn’t look at first, still listening to Jake—he was mid-sentence about some dogfight in training—but then you felt it. A shift in the air. Your eyes flicked toward the entrance.
Bradley fucking Bradshaw.
He walked in like he didn’t need the room to notice him—and yet it did. He had that kind of quiet gravity, the kind that pulled attention without asking for. He wore one of those old Hawaiian shirts—sun-bleached and fraying a little at the edges, probably one of his dad’s—left unbuttoned, sleeves cuffed like it was second nature. A pair of aviators rested low on the bridge of his nose, catching the bar lights just enough to hide his eyes. In his hand, he still held the keys to his precious bronco, twirling them once around his finger like a nervous tic, though nothing about him looked uncertain. 
Jake was still talking, something about g-force and cocky teammates, but you weren’t hearing it anymore. You and Bradley had known each other for a while now. Enough to share inside jokes and glances that didn’t need words. He made space for you in conversations without trying. He remembered things you hadn’t realized you’d said. He was kind in a way that didn’t need an audience.
The blond said something and you nodded absently, but your eyes followed Bradley as he made his way toward the bar. Rooster hadn’t seen you yet, or maybe he had and was just taking his time. Either way, he walked with the ease of someone who didn’t have to prove anything. While Jake was all angles and spotlight, Bradley was all depth and quiet corners.
Hangman finally paused, catching your shift in attention. He followed your gaze and let out a short laugh, “Is it the porn ‘stache or the ugly shirt ?”
You blinked, snapped back. “What ?”
“Bradshaw,” Jake said, nodding toward him. “Didn’t peg you for the boy scout type.”
You shrugged and let out a soft chuckle, “I don’t have a type.”
Jake tilted his head, that ever-present smirk tugging at his mouth. “Sure you don’t. Rooster ? Really ? You’re goin’ soft on us sweetheart.”
You rolled your eyes, feigning boredom as you sipped your drink. “Bradley’s just a long-time friend.”
Hangman leaned in a little, elbow brushing the table as his voice dropped low. “Mm-hmm. Funny, because you don’t look at your other friends like that.”
You smirked. “What’s the matter ? You’re jealous ?”
His grin widened into something smug. “Jealous ? Please.” He gestured at himself. “Sweetheart, I’m not worried. ‘Cause let’s be honest—Rooster’s too busy thinking about the right thing to say. Me ?” He leaned in just a bit closer, voice smooth and low. “I actually know how to treat a girl like you.”
You raised an eyebrow, a slow smile tugging at your lips. “Oh yeah ? And what kind of girl is that, exactly ?”
His gaze flicked down briefly—too quickly to be respectful, too slowly to be innocent. “Smart mouth, sharp tongue… but you like a little danger. You want someone who doesn’t ask permission to touch, someone who knows when to talk… and when not to.”
You let out a soft laugh, but there was heat beneath it. “Wow. You rehearsed that one ?”
Jake’s grin turned lazy, cocky. “Sweetheart, that was the improv version.”
You leaned in slightly, eyes narrowing, teasing. “If I wanted a man who thought with his ego, I’d pick one with better stamina.”
His eyebrows lifted, that cocky smirk faltering just a second—then came back twice as bold. “You volunteering to test that theory ?”
You were about to say something sharp, something that might’ve made the temperature between you boil over, but a voice cut the moment clean in half. “Seresin.”
You didn’t have to look to know who it was. But you did.
Bradley stood there, calm as ever, jaw tight, that unreadable gaze flicking between you and Hangman. The keys to his Bronco hung loosely in his hand, the tension in his shoulders unmistakable. “Didn’t know we were giving lectures on respect tonight,” he added, his voice level, but unmistakably pointed.
Jake raised both hands in mock surrender, a laugh in his throat. “Easy, Rooster. We were just talkin’.”
“Sure you were,” Bradley said, gaze not leaving Jake’s face.
Hangman didn’t move, his grin just a fraction but his stance still confident, as if daring Bradley to push further. “So, what’s the real deal ? I’m not one to back off, you should know that Bradshaw.”
Bradley’s eyes narrowed, his voice dropping low but steady, laced with quiet authority. “You remember Admiral Andrews, right ? You’ve got his sweet little girl right in front of you, idiot.” He took a slow step closer, his tone sharpened with warning. “So maybe think twice before you mess around with something you can’t afford to break.”
The blond blinked, the easy cockiness flickered for a moment, surprise crossing his features as Bradley’s words hit harder than he expected. He glanced at you, then back at Bradley, sensing the line he wasn’t meant to cross. You see a flicker of hesitation in his eyes—but he didn’t back down. You liked that.
“You think a name’s gonna scare me off ? I’m not like you chicken. Plus I don’t see her old man anywhere.” He smirked.
Bradley stepped forward just enough, his voice calm but firm, carrying the weight of authority. “Maybe not. But I’m the one standing between you and a whole lot of trouble. So why don’t you save us both the headache and walk away ?”
Jake let out a slow sigh, the fight draining out of him as he finally nodded. He looked at you and winked, “When he's done bothering you, you know where to find me sweetheart.”
You weren’t angry—Bradley did this all the time. Always stepping in, always cock-blocking you when you least expected it. It was almost infuriating how often he played the protective big brother role. But you knew it came from somewhere deeper. He wasn’t just interfering for the sake of it; he was looking out for you. You mattered to him, more than most people realized.
Bradley’s eyes softened as he looked at you, a quiet honesty in his voice. “I know it’s annoying. But you’ve got people watching your back—including me.”
You shook your head with a small laugh. “Yeah, yeah. Big brother mode activated. I get it.”
He nudged you gently with his elbow as you both moved toward the bar, where Penny was serving other patrons. “Come on,” he said. You followed him, feeling the familiar pull of comfort in his presence—someone who knew the real you, without pretense or judgment.
Bradley didn’t waste a second. He caught Penny’s eye and commanded, “Six shots of tequila Pen’.” He shot you a knowing look, his smirk softening just a little. He knew exactly how you liked it. 
Before you could even think about pulling out your wallet, he slid his card across the counter. “On me. Don’t even.”
You slid onto the stool next to him, the wood creaking softly beneath your weight. The air between you buzzed with a tension that had settled there years ago—familiar, low-burning. You barely had time to adjust your seat when Bradley, without a word or a glance, reached out and tugged your stool closer to him. It wasn’t rough, but it wasn’t gentle either—firm, like muscle memory, like this wasn’t the first time he’d wanted you that close.
You didn’t protest, you didn’t need to and absolutely didn’t want to. 
From across the bar, Penny slid the six shots in front of you with practiced ease. She arched a brow, smirking as her eyes flicked between the two of you. “Bradley,” she said, tone dry but affectionate, “keep an eye on her tonight, will you ? She’s trouble in my bar—and you’re the only one she actually listens to.” 
You rolled your eyes with a soft laugh, but didn’t deny it. And Bradley just smirked, like he already knew he’d be doing just that. Trouble, after all, had a way of finding the two of you. Or maybe you were just better at finding each other. You took the salt and pour some on your palm, Rooster stretched out his hand to you, so that you could put salt on his too. You, then, reached for the first glass without hesitation, fingers brushing the cool rim just as Bradley’s hand closed around his own. Your eyes met in the half-second, you raised your shot in a toast. 
“To trouble then.” You said, your smile lazy, knowing. 
He chuckled warmly under his breath as the clink of glass between you was soft, but it echoed—more than sound. You tipped yours back easily. The tequila was sharp at first, then smooth as you bite in your quarter of lemon. His gaze lingered a second too long on your mouth, as you lick your lips. 
You leaned your elbow on the bar, chin in hand, feeling your throat burning. “You’ve always got my back, haven’t you ?”
He gave a half-shrug, eyes flicking down to his empty glass. “Someone had to.” That was always the thing about Bradley—he didn’t posture. He didn’t need to. While others circled like moths to flame, trying too hard, talking too loud, he simply stayed. The only one who never looked at you like you were something to win or just a piece of meat.
You studied his profile for a beat—the strong jaw, the crease just forming between his brows. He looked like he always did: calm, grounded, the kind of calm that only made you more aware of your own pulse. His fingers tapped once against the bar, a quiet rhythm. Nervous ? No. Calculated for sure. Like he was trying not to look at you again, trying not to give too much away.
Then, without breaking the silence between you, he reached for the second shot. And slid yours toward you.
No words this time.
Just the soft scrape of glass across wood—and that heat blooming in your chest again, heavier this time. Not from the tequila. From the way his fingers brushed yours, just long enough to feel intentional and deliberate. 
For now.
You tilted your head, voice low and teasing. “What is it with you, Bradshaw ? You always this cautious, or just with me ?”
He gave a soft breath of a laugh, but it didn’t quite reach his eyes. “You don’t make it easy.”
That was honest. A little too honest.
You clinked your glass to his again. “Good.”
The second shot burned a little deeper, less sweet and more heat. You didn’t look away this time. You let your eyes linger on him as you set your glass down with a quiet clink, and this time, he was already watching you.
But not in the way others did. There was nothing lazy or possessive in it, just that familiar, weighted gaze. 
“You ever think maybe I’m not trying to make it easy ?” you murmured, lips just shy of a smirk.
He didn’t answer right away. Just shifted slightly on his feet, as if trying to find steadier ground. “I think,” he said finally, “that you know exactly what you’re doing.”
“And I think,” you replied, leaning in just a little, “you’re still trying to pretend it doesn’t get to you.”
His mouth twitched, like he wanted to deny it, but couldn’t. Instead, he glanced away, jaw tight, hands folded in front of him like he needed somewhere to put the tension. “I can’t risk it,” he said under his breath. It wasn’t for effect. It wasn’t a line. It was a confession.
Your smile softened just a fraction. “Then why are you still sitting here, Brad ?”
That pulled his gaze back to you—harder this time, deeper. Something in it cracked, just slightly. And between you, the third shot sat untouched, waiting, as the tequila warmed your chest. Spread slow through your veins like liquid confidence. But Bradley’s eyes were too serious now.
“I’ve known you too long to fuck this up,” he said quietly, “You’re his daughter. You know what that means.”
And there it was; the sting. The salt no softening it at all and no smirk to hide behind.
Your smile faltered for half a second before you caught it, masked it in something lighter—your defense, always. “Well, good thing you’re not in uniform tonight. It doesn’t count then.”
You tried to make it sound like a joke. Maybe it was, maybe it wasn’t. 
You leaned in, slow and unhurried, “So what’s your excuse now, Lieutenant ?”
But before you could get too close, he shifted. Enough to let the air slip between you again, enough to say nowithout the words. You froze for a beat, the rejection subtle but sharp in the places that mattered. He didn’t meet your eyes right away, his fingers tense against the wooden bar. 
“I don’t have a good reason,” he said at last, voice rougher now. “Only the right one.”
You didn’t flinch, but something in you pulled tight. Slowly, you leaned back, the teasing edge fading from your smile. Your fingers toyed with the rim of your empty glass, tracing a circle like it might give you answers. Right. Of course, it was the right reason. It always was with him. That was the problem.
“I forget sometimes,” you said quietly, your gaze fixed on the bar. 
He looked at you then—really looked—and there it was again, that quiet storm always behind his eyes. “I know what they see when they look at you. I’m not proud of how many I’ve wanted to punch for it.”
You huffed a breath, something like a laugh but thinner. “And here I thought you were the calm one.”
“I’m not calm when it comes to you.”
The confession dropped between you like a weight, and for a moment neither of you moved. The room felt too still. Too exposed. You turned, met his gaze again, your voice soft but steady. “Then don’t be. Just for tonight.”
He didn’t answer. Didn’t look away either. And that silence said more than either of you were ready for. From behind the bar, Penny raised a brow and took discretely the two empty glasses—cutting through the moment like she knew. Of course she did.
You glanced down at it, then back at Bradley. “Last one,” you murmured. “You gonna let me drink alone ?”
His jaw flexed, but this time, he didn’t move away.
Bradley’s fingers wrapped around the last shot glass as he held your gaze. Then he tipped it back in one smooth motion. You watched his throat work as the tequila slid down, the way his eyes fluttered closed for just a beat—like he needed the burn to make a decision. Like he’d hoped the fire would settle something inside him.
But when he set the glass down, he didn’t say a word. Just pushed the rim gently toward the center of the bar and stood. No glance toward you. No smirk. No half-joke to soften the blow. Just the subtle clench of his jaw and the quiet scrape of wood as he stepped back from his stool.
Your breath caught. “Bradley—”
“I can’t,” he said, barely above a whisper. But it hit harder than if he’d shouted.
Then he turned and walked away. You sat frozen for a second, the heat of the liquor blooming in your chest, spreading too fast. Too deep. Penny didn’t say anything—just watched with that knowing look she always had, as if she’d seen a hundred near-misses like this before. You stared at the empty glass in front of you. Still warm. Still full of everything he didn’t say.
You stared at the empty space where he’d been, pulse thrumming beneath your skin like something trying to break loose. The tequila sat in front of you—untouched, waiting. Like a dare. 
You picked it up without thinking. “Fuck it,” you muttered under your breath, then knocked it back. The burn hit harder than the first two. Bit deeper. Maybe it was the alcohol, maybe it was him—but the moment the glass hit the bar again, you were already sliding off the stool.
You pushed past the quiet hum of the Hard Deck, ignoring the knowing look Penny shot your way, ignoring Jake's low whistle behind you. All you could focus on was the sight of Bradley’s broad back, just slipping through the door, his frame half-lit by the hazy dusk spilling across the beach.
“Bradley !” you called, the wind catching your voice as you jogged after him.
He didn’t turn around at first. Not until you caught up, your hand brushing his arm, fingers curling. He stopped like he’d been struck. Then, slowly, he turned. His sweet brown eyes found yours in the dim light of the parking lot, a storm behind his quiet irises. You let your hand drop from his arm, but his warmth lingered on your skin like a brand. 
“Why do you always do that ?” you asked, voice lower now. “Push me away like I’m some damn risk you can’t afford.”
Bradley didn’t answer right away. He looked past you for a second, jaw tight, as if picking his words from a minefield. “Because you ae,” he said finally, “You’re an Admiral’s daughter. You’re trouble I can’t walk away from clean.”
You flinched, not from the words themselves but the truth behind them. “I’m not a fucking kid Brad.”
“I know that,” he said, eyes falling shut for a second, like he was trying to steady something inside him. He pinched his nose, “Trust me, I know.”
“Then stop acting like you don’t want this too !” you snapped. “You’re not wearing your uniform tonight. You’re not my babysitter. You’re just… you. And I’m just me.”
His eyes opened because of the sudden rise of your voice, “You think that makes it easier ?”. You didn’t respond and he sighed looking down, then he stepped forward, close enough that you could feel the heat of his body again. “You have no idea what you’re asking for.”
“I’m not asking,” you said, tapping your head back to meet his gaze. “I’m telling you I’m right here. And I want you.”
Bradley’s hands twitched at his sides, and for a moment it looked like he might pull away again. But instead of retreating, he exhaled slowly, like he was holding himself back. His expression shifted in something sharp flickering in his eyes, frustration simmering just under the surface. He stepped back, running a hand through his hair as his voice edged harder. 
“You don’t get it,” he said tightly. “You think I can just pretend that your dad wouldn’t end my career the second he found out I even looked at you twice ?”
You sighed and then took a shaky breath, your voice defiant. “You think I care what my dad thinks ?” you scoffed, shaking your head. “Plus he likes you Bradley ! He trusts you and-”
He cut you off by letting out a bitter laugh, “Yeah,” he muttered, “because I’m not trying to fuck his daughter.”
The words hit hard—crude, sharp, and a little too honest. 
“This isn’t a game for me.” Your name escaped his lips so softly you almost forgot you were arguing. 
“I never said it was a game,” you said barely over a whisper. “But thanks for assuming I don’t understand.”
His jaw clenched. He looked away, down the road like it might offer an easier answer than what stood in front of him. “This is exactly why I walk away.”
You nodded, swallowing the lump rising in your throat. “Right. Because walking away’s easier than actually admitting you care.”
That made him freeze. Just for a second. But it was enough.
He turned, keys still dangling in his hand, posture tense like he was ready to bolt.
Your heart squeezed.
You took a step forward, voice gentler now, cracking just a bit. “Bradley—wait.”
He stopped but didn’t turn. His shoulders stayed tense, his jaw locked as your words settled in the quiet between you.
“Can I just…” you hesitated. “Can I just have one thing ? One second. You don’t have to do anything else. Just let me… just let me have this.”
You stepped in slowly, cautiously, like approaching something wild that might bolt at any sudden movement. Your hand brushed his chest, fingers splaying gently over the fabric of his shirt. His heart was racing and so was yours.
“I don’t want to stay mad at you,” you said softly, searching his face. “I don’t want you to stay mad either.”
And then, without waiting for a yes—just holding your breath—you leaned up and pressed a kiss to the corner of his mouth. Slow, barely there. Lingering just long enough to make your heart break a little when you pulled back. It wasn’t about heat or seduction, it was something quieter; a confession. 
It wasn’t the first time you’d done it. There had been quiet moments over the years—late nights, stolen conversations, the way he’d look at you when he thought you weren’t looking—when you let yourself lean in and leave that barely-there kiss on the corner of his mouth. Just enough to remind him you saw him. Wanted him. Hoped he’d want you too.
And every time, Bradley would pull back with a small shake of his head, or a sharp sigh, or that carefully constructed silence that meant he was burying the thought before it could bloom.
But tonight… he didn’t move. He let you do it. He didn’t flinch or step away. He just stood there, breathing you in like it hurt, letting the moment happen. And that—more than anything—made your heart thud painfully in your chest.
You took a step back like you hadn’t just laid every card on the table. “That’s all,” you whispered.
Bradley exhaled, something raw and helpless in the sound. His eyes found yours—dark, unreadable—and then dropped to your lips. “You’re a real brat,” he muttered, almost like a prayer.
And before you could respond, he reached for you—fast, like the dam had finally cracked. One hand curled firmly around your waist, grounding you, while the other slid up to cradle the back of your neck, fingers threading into your hair like he needed to anchor himself. 
Then he pulled you in. 
His lips met yours, like he’d been fighting the pull for too long and finally, finally gave in. There was nothing hesitant about it, no more restraint, no more carefully measured distance. It was deep, consuming, years of tension unraveling in one breathless moment. He kissed you like he was starved for it, like every second he’d held back had only built the hunger. 
Bradley’s lips were deceptively soft, contrasting the sharp angles of his jaw and the rough edge he carried with him everywhere else. They were warm, shaped with a natural fullness that made every half-smile feel like a secret, every smirk a challenge. When he kissed you, they didn’t hesitate. There was no awkwardness, no uncertainty—just a grounded, confident pressure that spoke of restraint worn thin.
They tasted faintly of tequila and whatever gum he chewed out of habit, but underneath it was something that was just him ; clean, familiar, and dangerously addictive. And when they moved against yours, slow at first then deeper, there was a quiet intensity in them, like he'd been holding back for too long and finally let it slip.
When he finally broke the kiss, his forehead rested against yours, his breathing unsteady, like you’d knocked the wind out of him. His voice came low, hoarse and rough with everything he’d tried to bury.
“I should’ve known better than to think I’d ever be safe from trouble like you.”
“That’s why you love me.” You chuckled and gave him a quick peck, “And, don’t worry ‘bout my dad, I’ll take care of it.”
“If he sends me at the other end of the universe, you’d better follow me, you brat.” He teased, pinching your side playfully. 
“Don’t worry, I’ll follow you anywhere Bradshaw.” You kissed him again and you felt his body softening under your touch. 
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phantomrose96 · 1 year ago
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The conversation around AI is going to get away from us quickly because people lack the language to distinguish types of AI--and it's not their fault. Companies love to slap "AI" on anything they believe can pass for something "intelligent" a computer program is doing. And this muddies the waters when people want to talk about AI when the exact same word covers a wide umbrella and they themselves don't know how to qualify the distinctions within.
I'm a software engineer and not a data scientist, so I'm not exactly at the level of domain expert. But I work with data scientists, and I have at least rudimentary college-level knowledge of machine learning and linear algebra from my CS degree. So I want to give some quick guidance.
What is AI? And what is not AI?
So what's the difference between just a computer program, and an "AI" program? Computers can do a lot of smart things, and companies love the idea of calling anything that seems smart enough "AI", but industry-wise the question of "how smart" a program is has nothing to do with whether it is AI.
A regular, non-AI computer program is procedural, and rigidly defined. I could "program" traffic light behavior that essentially goes { if(light === green) { go(); } else { stop();} }. I've told it in simple and rigid terms what condition to check, and how to behave based on that check. (A better program would have a lot more to check for, like signs and road conditions and pedestrians in the street, and those things will still need to be spelled out.)
An AI traffic light behavior is generated by machine-learning, which simplistically is a huge cranking machine of linear algebra which you feed training data into and it "learns" from. By "learning" I mean it's developing a complex and opaque model of parameters to fit the training data (but not over-fit). In this case the training data probably includes thousands of videos of car behavior at traffic intersections. Through parameter tweaking and model adjustment, data scientists will turn this crank over and over adjusting it to create something which, in very opaque terms, has developed a model that will guess the right behavioral output for any future scenario.
A well-trained model would be fed a green light and know to go, and a red light and know to stop, and 'green but there's a kid in the road' and know to stop. A very very well-trained model can probably do this better than my program above, because it has the capacity to be more adaptive than my rigidly-defined thing if the rigidly-defined program is missing some considerations. But if the AI model makes a wrong choice, it is significantly harder to trace down why exactly it did that.
Because again, the reason it's making this decision may be very opaque. It's like engineering a very specific plinko machine which gets tweaked to be very good at taking a road input and giving the right output. But like if that plinko machine contained millions of pegs and none of them necessarily correlated to anything to do with the road. There's possibly no "if green, go, else stop" to look for. (Maybe there is, for traffic light specifically as that is intentionally very simplistic. But a model trained to recognize written numbers for example likely contains no parameters at all that you could map to ideas a human has like "look for a rigid line in the number". The parameters may be all, to humans, meaningless.)
So, that's basics. Here are some categories of things which get called AI:
"AI" which is just genuinely not AI
There's plenty of software that follows a normal, procedural program defined rigidly, with no linear algebra model training, that companies would love to brand as "AI" because it sounds cool.
Something like motion detection/tracking might be sold as artificially intelligent. But under the covers that can be done as simply as "if some range of pixels changes color by a certain amount, flag as motion"
2. AI which IS genuinely AI, but is not the kind of AI everyone is talking about right now
"AI", by which I mean machine learning using linear algebra, is very good at being fed a lot of training data, and then coming up with an ability to go and categorize real information.
The AI technology that looks at cells and determines whether they're cancer or not, that is using this technology. OCR (Optical Character Recognition) is the technology that can take an image of hand-written text and transcribe it. Again, it's using linear algebra, so yes it's AI.
Many other such examples exist, and have been around for quite a good number of years. They share the genre of technology, which is machine learning models, but these are not the Large Language Model Generative AI that is all over the media. Criticizing these would be like criticizing airplanes when you're actually mad at military drones. It's the same "makes fly in the air" technology but their impact is very different.
3. The AI we ARE talking about. "Chat-gpt" type of Generative AI which uses LLMs ("Large Language Models")
If there was one word I wish people would know in all this, it's LLM (Large Language Model). This describes the KIND of machine learning model that Chat-GPT/midjourney/stablediffusion are fueled by. They're so extremely powerfully trained on human language that they can take an input of conversational language and create a predictive output that is human coherent. (I am less certain what additional technology fuels art-creation, specifically, but considering the AI art generation has risen hand-in-hand with the advent of powerful LLM, I'm at least confident in saying it is still corely LLM).
This technology isn't exactly brand new (predictive text has been using it, but more like the mostly innocent and much less successful older sibling of some celebrity, who no one really thinks about.) But the scale and power of LLM-based AI technology is what is new with Chat-GPT.
This is the generative AI, and even better, the large language model generative AI.
(Data scientists, feel free to add on or correct anything.)
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enwoso · 2 months ago
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blood, not bond | alessia russo x teen!reader
-> based on this request
Tumblr media Tumblr media Tumblr media
grumpy masterlist | leah is in it but she kind of pops in and out of it - more focused on: harrison, alessia and lovie.
at seventeen, you had gotten used to the strange rhythm of your relationship with, your dad, harrison.
once every four or five weeks maybe longer if life got in the way, you'd meet up with him. lunch or a quick shop around town, maybe both if you were lucky.
he'd always ask you about school, about your football commenting on the fact that he managed to watch your match on a stream like it meant something to you, or if you were still writing in that journal you'd started in year nine.
it wasn't uncomfortable, wasn't bad either. it just wasn't what people imagined when they heard the word 'dad'.
because really you didn't have a 'dad'. you had an alessia and a leah. they were your parents. your constants.
harrison well, he was.. something else? a figure which floated in and out your life with well meaning eyes and clumsy attempts to connect.
this time you were spending a rare saturday with harrison. but it wasn't in a 'cherished' kind of way, more like it was an obligation.
you didn't hate seeing your dad, sometimes on the rare occasion you'd actually enjoy yourself but most of the time were just.. odd. scheduled. like fitting a phone call in with a stranger into a diary full of people who actually knew you.
this one had started like the others: brunch at the cafe that he liked, shopping afterward if he remembered that you needed new trainers or a jacket. a few attempts at small talk — 'is school going okay?', how's football? scored any crackers yet?', 'how's your mum?'
the day had been fine, until it wasn't.
"so," harrison started, halfway through his eggs benedict. "louis and lily would love to meet you one day."
you blinked, pausing mid-forkful of your pancakes, "who?"
he just smiled like it was a name you should recognise, "your younger brother and sister. i've told them about you, there always asking when they're going to meet you."
your fork hovered still in mid-air, your mouth going dry. "you.. you have kids?"
"yeah, i do" he said as if it was nothing and that it should have been common knowledge to you. "well, you knew about zoey—"
"i knew you had a girlfriend when i was like eleven, you posted her once and then never mentioned her again."
he frowned, "louis is five and lily is three. and the only reason i didn't tell you sooner is cause i didn't want to throw too much at you all at once, but they've been asking about you for a while — especially louis, he's a big football and arsenal fan"
you didn't respond, just looked down. you now suddenly hyper-aware of the clink of cutlery around the cafe, the swirl of the cream in your coffee cup. your appetite vanished.
the rest of the day passes in awkward silences and occasional comments which you couldn't force yourself to reply too. he asked if you liked a jacket, you shrugged. asked about football, you said 'great'
finally, when he pulled up outside your house, home, he put the car in park but didn't turn off the engine.
"i'm serious, y/n" he said, hand still on the steering wheel like he might need to grip it to keep the conversation from drifting. "think about it please, they'd love to meet you."
you nodded slowly, "we'll see." it came out small, flat. a placeholder for all the thing you didn't know how to say.
you slipped out the car muttering a 'thank you' but before he could say more, you were heading up the driveway with quick steps and slipping through your front door like a ghost.
the front door creaked with the same familiar cream it always did. leah was in the kitchen, stirring something in a pan which you knew she'd of been instructed to do by your mum. music drifting through the hallway, quiet but calm.
"hey, angel. you good?" leah called out, you nodded again, tossed your shoes by the door, alessia bundling down the stairs as she ruffled your hair a warm smile on her lips.
"lovie! how was your day?" she asked as she leant against the banister, you knowing she wouldn't drop it until you said something.
"fine" you said, dropping your bag by the stairs.
"did you go for food?" alessia asked, her eyebrows raising at your short answers and the way you were behaving.
"yeah." you hummed, one foot on the bottom step waiting for your exit to go straight to your room.
"you want tea?"
"i'm good." you didn't wait for more. just walked straight up to you room and closed the door with a quiet click.
leaving your mum at the bottom of the stairs, her being slightly confused at your quiet behaviour, usually you'd come home with a story or maybe at least complaining about your dad asking you a question about something you hadn't done since you were ten.
but today, nothing. silence. but alessia knew better than to push. you'd tell her eventually.
alessia waited. she didn't follow after you. didn't push. she never did. she left you in your room while her and leah ate tea together. a slight look of concern on leah's face when alessia told her to leave you when she asked if she should call you down for dinner.
but a few hours later, after you had spent most of the evening buried in your duvet with your headphones on, alessia knocked softly and poked her head in.
leah had taken the dog out. the house was still, humming only with the low buzz of the boiler and the occasional car passing outside.
"can i come in?" you shrugged glancing up at your mum as she poked her head through the door.  you were sat cross-legged, staring blankly at your phone screen. alessia walked in, sat on the edge of the bed like she always had since you were small.
"so how was today? with your dad."
alessia looked at the way your face changed at then mention of it. she could tell something was off. not just because you were quiet, but the way you moved as if your skin didn't quite fit right. your shoulders were tight, tense.
"hey" alessia said gently. "you okay?"
your eyes stayed on your phone screen, you having been doom scrolling for the past few hours trying to get rid of your thoughts however it was probably making them worse.
your jaw clenched once. then again. then— "he told me he has another family."
alessia's heart thudded, a pout forming over her lips, "lovie.."
"i have siblings," you snapped, you voice sharp. "siblings, mum. five and three. and tells me like it's some lovely fun little surprise over brunch!"
alessia's face dropped, she knew about harrison moving on with zoey, in a way she was delighted it had meant he wouldn't keep sticking his nose in her relationship with leah and she knew about louis.
not because she found out from harrison himself first (no surprise there) but, from one of harrison's friends she bumped into while doing a late shop one afternoon. harrison then telling her a few days later, alessia urging him to tell you but he promised he would when the time was right.
"wow. i-i didn't know about the three-year-old. just louis but that was years ago."
"you knew!?" your voice hitched as you head snapped to look at your mum. hurt blooming behind your eyes.
"i knew about louis and yeah we both knew about zoey, but i didn't know they'd had another child." alessia explained, her voice calm, too calm for your liking. with the way your chest felt like it was about to explode.
"and what? you didn't think to tell me?" you snapped, your voice dripping with bitterness but also hurt.
alessia took a slow breath, "it wasn't my place to say anything. at the end of the day lovie, he is your dad. it should've come from him."
your eyes flashed. "oh, come on. that's such a cop-out."
"no, i didn't mean it like that."
"then how did you mean it?" your voice rose, frustration starting to build. "cause right now it sounds a lot like you just didn't want to deal with it. just like he didn't either."
alessia flinched but she didn't move her eyes hardening. "hey, no, don't put me in the same category as him, lovie. i've been here. every day. for every meltdown, for every match, for every homework crisis."
you started pacing back and forth in your room. "yeah, you have. you've been here. and he's been off playing happy families with some other kids. buying them toys, tucking them into bed, going to their school plays, their out of school clubs—"
"you don't know that."
"i don't have to!" you nearly shouted. "cause i can guess. cause i know what it looks like when someone doesn't show up, and he's had plenty of practice."
alessia took a careful step forward wanting to try and help calm you down before you did something silly. "you're allowed to be upset. you're allowed to be angry."
"well, good. because i am." you said, voice cracking with each word. "he shows up once a month, if that, buys me lunch, asks me about school like he knows me, and then drops this on me like it's something i should be excited about."
you stop pacing and turned to your mum, eyes shining with unshed tears. "he said they want to meet me. that they know all about me. like i'm just some story that their dad tells sometimes at bedtime. like i'm not even a real person."
alessia's heart broke a little more with each word. "he should've told you a long time ago. but he also should have done a lot differently then he did when you were growing up."
your voice shook as you sniffled. "i spent years thinking i did something wrong. that i wasn't enough. that i was the problem. that if i'd been better—quieter, smarter, easier—maybe he'd have stayed, maybe he'd of made more of an effort to get to know me. and now i find out he did stay. just not for me."
"oh, lovie..."
"he just replaced me, mum. he left you, and then he replaced me. like i didn't even mean anything."
and that was it—the dam broke. your legs gave way as you collapsed onto the side of your bed, and the tears came hard, your chest heaving with the weight of everything you'd been holding in for years.
alessia was beside you in an instant, pulling you close, her arms wrapping tightly around you like a shield. alessia didn't speak right away. just held you. let you sob.
"i don't want to meet them," you whispered eventually, voice hoarse as tears still streamed down your face.
"you don't have to," your mum murmured against you. "you don't owe him anything. this isn't your responsibility."
"he said they'd love to meet me," you scoffed bitterly. "but they don't know me. i'm just a name. some girl he sees sometimes. i'm not part of his family. not really."
alessia pulled back just enough to look you in the eye. "then let's make something very clear—you do have a family. me. mama. this house. your many, many aunties. your friends. the people who show up. that's your family."
you nodded, barely. your hands clutched the hem of your mum's jumper.
"do you think it makes me a bad person for not wanting to see them?" you asked softly, slight hiccup coming from your lips.
"no," alessia said without a beat of hesitation. "it makes you honest. and human. and hurting. and that's perfectly okay."
your mum stood, slow and careful, like you might shatter if she moved too fast. "your allowed to be angry."
"i don't even know what i am." your hands were trembling now. "i'm not mad he has a family. i'm mad i'm not part of it. that i never was. that he never gave me the chance. that he never loved me, not properly."
flash— age four: harrison meeting you for the first time after walking away after alessia had told him she was pregnant. bringing a little teddy bear like it could fill four years of nothing.  you didn't even remember it—but you remember your mum's face when the door had closed again.
flash— age nine: he missed your school plays. said he had work, but you saw the tagged picture later on. a dinner. smiling. a different world.
flash— age twelve: he missed your birthday. fourteen: he never messaged to say congratulations on your first start for the england youth team.
flash — age sixteen: he said he'd take you out for dinner after your exams, you sat waiting for hours - he didn't even bother to call and cancel.
instead it was just a pattern of promises that never really included you.
alessia took a slow step closer as she knelt down in front of you, you sat looking at your hands in your lap. "you don't have to figure this all out today, lovie."
"i don't want to meet them," you said, voice still hoarse but still sharp. "i don't want to play happy families with strangers. i don't want to pretend i've ever been more than a once-a-month reminder for him."
alessia arms wrapped around you like muscle memory, strong and warm and safe. "and that's okay, you don't have to do anything you don't want to. you have us. you always have and always will, that's never going to change."
you pressed your face into her mum's shoulder in front of you, letting the tears come again, now that you weren't pretending to be okay.
the front door opened. leah's voice floated in, as she called out, the sound of the dogs collar echoing as it shook itself in the hallway. "i'm backk!"
alessia looked over the top of your head, eyes soft as she whispered. "we'll get there. i've got you."
she stroked your hair gently as you curled into her side, exhausted and broken but safe. it wasn't fixed. not yet. and maybe wouldn't be for a while. but you had what mattered most. you had home.
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arolesbianism · 1 year ago
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If you see me talking abt build plans that won't actually work keep your mouth shut I'm trying to fuck around and find out by myself over here
#rat rambles#oni posting#I have watched other ppl play oni and have watched some guides but Ive made a policy to never directly follow any build guides#by that I mean Im allowed to watch videos abt them but Im not allowed to rewatch them to help with my builds#I can use whatever random tips I remember but my memory is shit enough that I usually dont remember the finer mechanics of a build#leaving me to have to try and logic out them myself based on my knowledge of the mechanics#Im also focusing more on basic sustainability than maximum production although ideally Id like to take advantage of whatever I can#Im also just lazy and am willing to eat the extra power drain less optimized builds cost#as far as I see it if I have enough power for my generators to have significant down time then Im willing to use some extra power#now ofc this usually leads to me having massive power crisies during the mid game but I usually figure smth out eventually#now I have 4 natural gass guisers running 4 natural gass generators which I could definitely upscale if need be#but combined with my solar panels plug slugs and coal generators I think Im plenty fine for a good while#I have both large pip farms and large sage hatch farms too so I have renewable coal as well#so it I needed more power I could easily make a massive coal generator brick and build a few more natural gass generators and Id be fine#but I already have way more power than I rly need so Im going to hold off until I get more radiation research done#which I will definitely want to do to make my life easier in the long run and make the end game much easier#also hydrogen engine go brrrrr#god getting a hydrogen and oxygen cooler is going to be the death of me I dont have the brain power for this shit#but if I want to achive my goal of getting as many achievements as possible I rly should get a hydrogen rocket eventually#I say as many as possible since theres several Im already completely locked out of because I cant be bothered#like bro I started on rime I was not going to go for locovore and carnivore fuck that shit#oh also super sudtainable I was already stretching it thin with the dupe labor I had with generators I rly couldnt afford to not use them#primarily because of the struggle to get enough food production to be able to afford upscaling my population#I was very cautious abt heating up my base too much which ended up kind of backfiring on me as my food production got slowly eaten by cold#but I ended up finding two cool steam vents which I took the water from and used it to warm my base up#Im still using it to warm my base up but I've been tweaking it a bit now that the temperature is more stable and the heat is adding up#theres basically no risk of it killing my dupes but it is warming up my bristle blossom farm too much#so I've been adjusting it so that the intial heat gets dispersed into a very small peppernut farm#Im still rebuilding the piping to help manage the temperature better but Im not rushing it#I have more important things to work on especially since bristle berries are no longer my primary food source
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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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