#still feeling this apparently...
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Soup solves everything.
#dungeon meshi#dungeon meshi spoilers#Senshi#izutsumi#chilchuck tims#laios touden#marcille donato#THE SOUP CHAPTER HAS BEEN ANIMATED#I have so many thoughts about senshi's backstory and how much that experience has shaped who he is.#This is such a powerful moment because it makes it clear how *stuck* senshi has been because of his trauma.#Up until now he has been a mystery! He's the chef guy! Don't worry about his apparent reclusiveness from society!#Don't worry about his intense need to make sure 'the young ones are fed'!#Senshi still has a lot of healing but this was the moment he could finally forgive himself.#This chapter is so important to me because sometimes you truly do need to face the most terrifying things to move past them.#This joke here is a bit too narrow to be funny for the masses...but mdzs fans know.#MDZS :handshake: Dungeon Meshi: Soup moment.#Laios and Jiang Yanli have a powerful magic call "Eat some soup and maybe you'll feel better'#That is also a spell you can cast upon yourself. Go eat some soup and you will feel better. Merry Soupmas everyone.#One more week of Thistle Thursdays....I'm not ready to say goodbye B*(
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green
#my art#free! iwatobi swim club#free! eternal summer#free! dive to the future#free! fanart#free!#makoto tachibana#yamazaki sousuke#hiyori tono#im DONe oh my god i didnt think i could do it#looks at date what do u meAN these only took a week i feel like ive aged 30 years working on these#makoto took the longest by far like th angle the water the FISH shoutout to the blur tool fr i would die without her#also let me tell u a story. the entire time i was working on makoto and hiyori i STILL had no internet#so not only was i fighting the csp offline usage limit i also couldnt download any new brushes so guess who rawdogged the willow and kelp#nothin but a bamboo leaf brush a flat chisel and a dream#these r easily the most in-depth backgrounds ive tackled in a While and i honestly think they turned out rly well all things considered#makoto has 2 b my fav for obvious reasons but as a set i think they r all very strong and cohesive im so !!! pats self on back#sousuke tho is sadly th latest instalment of hina refuses to learn csp perspective tool.. dont look at my diagonals dont LOOK at them >:(((#it's always more apparent w indoor settings sighs gomen sousuke at least u look great in the patient gown :'> resident hospital hottie#ANYWAY ever since tht one free!/colour theory post i have been rotating these three in my head nonstop they make me in sain#so this is my take on them and green this is my love letter to the right hand men of the free cast#and hiyori /j#i jest he's grown on me he has male manipulated his way up from the bottom tier i have been charmed by his petty instigator tendencies#this is what happened to ikuya kirishima hashtag never forget
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Making Incorrect H:SR Quotes Until I Run Out of (hopefully) Original Ideas - Pt. 2
[Pt. 1] [Pt. 3] [Pt. 4] [Pt. 5] [Pt. 6]
#honkai star rail#hsr#hsr incorrect quotes#honkai star rail memes#hsr memes#honkai star rail meme#hsr meme#boothill#robin#hsr robin#sunday#hsr sunday#aventurine#dr ratio#ratiorine#aventio#acheron#black swan#acherswan#dan heng#march 7th#stelle#hsr trailblazer#what's the ship name for march and stelle. uh#i have no clue. it'd be their names smashed together right. starch??? 😭#whatever it is feel free to tag it if u want! and maybe i'll learn smthn bc surely there's another name for them#omfg i just googled it and apparently it IS starch you learn smthn new every day#anyways. here's hoping none of these have been done before!#i managed to make one (1) image that didn't include Aven or Ratio wow //edit: there's 3 i was just so tired i couldn't count lmao#anyways it's past my bedtime i spent too long making this and i still gotta do my HSR dailies rq so goodbye and goodnite to u all
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you always land on all fours
#umineko#umineko spoilers#ikuko hachijo#ikukos turn for a more serious piece... the old man has reigned for too long#now. INCREDIBLY LONG INCOHERENT TAGS RANT INCOMING FAIR WARNING HAS BEEN GIVEN:#it makes me so so sad how little discussion there is about specifically ikuko because imho she fits so neatly into a lot of the more#overarching Big Themes of the game in a way that i have not ever really seen people take notice of or point out in a meaningful way#like even just off of the top of my head. the significance of names and what it means to go by a name that's Not Yours (she has like 4+)#what it Means to be a witch how it represents a person's deepest insecurities and flaws & how its at its core a coping mechanism#the fact that it takes two to create a universe and trying to do it on your own anyways has the capacity to bring you intense misery#^ (how she's shown to be extremely dismissive of her own work and skill until a collaborator comes into her life and helps/encourages her)#and even the family/patriarchy/misogyny stuff that is so prevalent in the rest of the game comes back around to her. even her Only Friend#(young&stupid atp to be fair) remarks that shes Weird for being unmarried + the little she does say about her past invites the question of#to what extent her self-image stems from her family deeming her a freak outcast & effectively disowning her while celebrating her brothers#and i have lot in my mind about the witch thing specifically because i think her particular situation is very reflective of what umineko's#entire magic system and fantasy facet as a whole is meant to represent for an individual. from what little we see of (what is presumably)#her Real personality she is shown to be deeply self conscious in a way that is JARRINGLY diametrically opposed to both 1.) what we see in#featherine and 2.) what we see when she is acting as a Public Figure. because both of the above are very much purposeful acts that she is#putting on in order to obfuscate her true self. and i have always been very resolute & adamant about not totally equating her to featherine#not only because im very firmly in the camp of “featherine is the avatar of the Pen Name & tohya is part of her too” but also very much b/c#i feel very strongly that the stark differences between the two are very centrally relevant to her character & her psyche. as is the case#with most other witches featherine's personality traits serve to reveal/magnify a lot of ikukos inner workings by playing on her#insecurities/reversing them e.g. ikuko being very quick to downplay her skill/achievements becomes featherine being the COMPLETE opposite#to the point where she barely registers even other witches as living beings rather than just fun touys. BUT even though i do champion the#ikuko/featherine separation so hard i ALSO think it is purposefully relevant that at first glance the line between them seems so blurry#her introduction implying a more nebulous separation between her reality/fantasy counterpart is i think is an intentional move on her part#like it is part of the front she is putting up when acting as the Author. as opposed to Ikuko the person who we (in a way ironically very#similar to the way that the Real Battler is presumably only shown during the boatscene) only very briefly get to see take up screentime#which even on a meta level lines up very well with her apparent underlying nature as a like. extremely private largely reserved/shy person#hit tag limit but if by some miracle anyone is still reading this thank you... please see ikuko with the love she deserves... ok ily byeee
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happy 3 yr anniversary to Kirby and the Forgor Land!! this game rewired my brain and cracked my life like a glowstick and i love it dearly
#art#kirby#elfilin#kirby and the forgotten land#im counting that last one bc elfilin is in it#im still fond of the picnic art but it's not square...#can u believe i was not actively a kirby fan until 2022#it feels like it's been forever..#well my first game was actually squeak squad and i've always played kirby in smash#but i wasn't actively into kirby until forgor land#which is funny bc apparently a lot of my friends had all assumed i was a diehard kirby fan for all the time they've known me#very understandable kirby is a fantastic little guy#nowadays we'll be on call with a“silly video game bgm” playlist running in the bgm#and i'll just bolt up when a new song starts going THIS IS GORGEOUS GO ROUND FROM KIRBY PLANET ROBOBOT RELEASED IN 2016 FOR THE NINTENDO 3D#S COMPOSED BY ISHIKAWA JUN FOR FOURTH STAGE OF RESOLUTION ROAD AND THE SECOND STAGE OF RHYTHM ROUTE WHEN KIRBY IS IN A CASINO AND RUNNING P#anyways#i hope we get a live band performance of two planets approach the roche limit someday i would explode
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obviously distorted by gravity and appearing weirdly stretched but i finally finished the human skeleton scarf for @cat-boy-tits!

we do not discuss how long this took
#crochet#filet crochet#fuckimg. 0.6mm hook instead of her apparent 1.5 and it's STILL bigger#6'2 instead of 5'7#the fact literally 0 people ever have successfully made gauge on this makes me feel better. still though
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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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when people refer to canon story-relevant kingdom hearts games as ‘spinoffs’ it makes me sad not only for the obvious reasons i always say but also bc like man i WISH this series had spinoffs. imagine what they could do if they had permission from nomura to truly go off the rails and ignore the greater canon for a second and just do some fun whimsical plotless thing in an alternate universe. imagine a fishing/boating game on destiny islands. kh fighting game. it is an injustice that we have been deprived of kingdom karts. can anyone hear me
#in terms of alternate gameplay and lack of reliance on plot#i feel like melody of memory is the closest thing kh has actually had to a spinoff#but even that is important in its own way in the end#union cross to a certain degree as well what with being an online multiplayer gacha type game#its original concept i would definitely classify as a spinoff game#bc it was set in a totally different world and time period and was supposed to be about customization and fun with friends#and nomura or someone said it wasn’t meant to be connected to the plot#but then like. he did very much go and give it a plot. like he went back on that almost immediately#and even then. given that the game is still very much combat and exploration#even from the beginning can it really be called a spinoff? it’s just kh in a different format#i’m talking like a game in which the objective is something totally different.#racing game or cooking game or fighting game or (another) rhythm game#ace attorney style detective game. dancing game. dude i don’t know#there are so many different flavors they could go with here#alas nomura is allergic to genuine whimsy which is hilarious given that this is a disney series#like he apparently was like ‘ohhh should we really let sora in smash? would it make sense in the story?’#my brother in christ surely we’re not supposed to interpret this as canon to kh right? right????#i guess it’s just that the kh franchise has a very specific pristine vibe he wants to maintain#which is disney shenanigans as a seasoning on top of a main dish of Stone Cold Serious Anime Plot#kingdom hearts#kh#mine: kh
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Idk why but I was never really interested in Senator Shockwave and his Academy. BUT NOW OH MAN... I LOVE HIM AND HIS CRAZY KIDS SO MUCH-
IM DYING TO KNOW WHAT HAPPENED TO SKIDS, SOUNWAVE, GLITCH AND OTHERS IN SPELLBOUND AU. I WANT SHOCKWAVE TO MEET HIS STUDENTS AGAIN😭😭😭
(Idk what is this ask I just wanted to shout /pos bc your wonderful comics make me FEEL FEELINGS)
OH HES GONNA SEE THEM AGAIN the possibilities and layers of the situation are waaaay to interesting and dramatic not to explore>:)
Imagine someone saves you from hunters? Imagine someone saves you from hunters and their nets and swords and their demons and promises to protect you.
And then gets turned into a horrible monster for the sin of doing so. By GOD.
(Also just think. Like. Just consider. Shockwave remembers his past life but he is an exception. Demons usually have zero memories. His students don't know. They assume he's one of the Senate's mindless hunter tools or something.)
#honestly#would you still believe in such a god? Yeah. you would#but the amount of rage you would feel#spellbound au#I have beef with religion if that wasn't already apparent lmao
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SEVERANCE 2x10 | "They give us half a life and think we won't fight for it."
#severance#severance spoilers#severanceedit#myedits#as someone who is still pretty new to gif making i would like to whinge about the red light#it looks fabulous in the show - it is a nightmare to try and edit#that last one nearly fucking broke me i do not know how to noise-reduce any further than i have without making it look shit#because the red reflects off her face and then is actually ON her face and then asdalsdnlasknlaksasdkjk#i've seen gifs that have done it way better than this - someone teach me how to do that plz?#also i've never tried black and white and i'm not sure how i feel about it i 👏 have 👏 no 👏 idea 👏 what 👏 i 👏 am 👏 doing 👏👏#i don't think black and white really works with the flickering fireplace light tbh#but this is where we're at i guess and i'm not changing it now i need to go to bed#but also hi hello i need to yell about this show with somebody#i have no severance fans in my life and it is a PROBLEM because i need to make a lot of noise about it#i'm having a GA next week and i'm pretty concerned that i'm in so deep thinking about this fucking show that i'm going to wake up#and just instantly start talking fucking gibberish about innies and outies and ortbos and goats#apparently i woke up from a GA once and just started reciting a cookie recipe and refused to shut up#anyhow#someone come be my severance buddy because i need to discuss but fyi: i am firmly team#innie-mark/helly (but also outie-mark/helena because it's spicyyyy) and i love gemma but i'm ... okay? ... with how the season ended?#don't @ me - i contain multitudes#and for better or worse i will unapologetically chose helly in every universe#and in closing can i just say what a win this season has been for the hand-porn enthusiasts we are winning my friends#also cobel's hair looks like a bad wig for some reason okay goodnight everybody enjoy the internet
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phil is always pressing toys and random stuff to dan's face and dan either kisses it or bumps his head against it ughhh i know he gets little kisses all day long. whatever
#everyone keeps saying they're not a lovey dovey couple and i kinda get it. like obviously they're not saying mushy shit all the time#but they absolutely are kissing and holding hands and cuddling and you cant change my mind about that i'm afraid#the argument that they've been together so long they don't feel the need to do that anymore is sad to me#sorry to once again bring up my parents in relation to dan and phil but#they've been together more than 30 years and they still like to hold hands during movies and kiss when they pass by#its always been something i admire about them#i cant imagine being with the same person that long and still wanting to be near them all the time but apparently its possible lmao#*
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Some shots of Bachelor Hall
Bachelor Hall is a co-ed dormitory for first year students at Sim State University. The dorm stands at three stories tall and houses 22 students. The top two floors consists of 5 shared traditional style dorm rooms and 1 single. Each resident floor has 2 communal bathrooms, a lounge, a laundry room, and a multitude of study rooms. Apply to live in Bachelor Hall today!
#ts3#sims 3#the sims 3#black simblr#university life#sim state university#my game is acting up#so i have to put effort into finding out whats wrong with it#sigh#but enjoy this post of this dorm that i've been working on for what feels like years at this point#mind you its still not done#i was gonna share it and ask ppl to decorate a room for their sims#but somehow no matter how much i work on it i keep finding things that are incomplete#and i refuse to put out trash so#maybe one day#also tumblr barely let me rearrange the photos so i almost went feral last night#apparently we can edit the posts on the app again#whatever#enjoy this mediocre post#bye
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these are the murderbot artworks Tommy Arnold did for the Subterranean Press omnibus editions of the series, and a photo of Kevin R. Free, who narrates the murderbot audiobooks. when fans complain about the casting for the tv show, there is a very real basis for it in these past official/canonical aspects of the book series
#the murderbot diaries#tmbd#murderbot show#like. it is completely normal and wonderful to headcanon a character#who doesn’t have an in-text description#as a person of color in fanworks and such#im not criticizing that or saying that sort of fandom-wide design decision is an invalid base for an argument against the casting#i just feel the need to point out that there is very real and apparent subtext in these aspects of the series#that have suggested murderbot is brown#even if these things didn’t exist. i still think you could make valid arguments about the merit of having an actor of color in this role#i just really want to emphasize that there is a canonical basis for the common fan perception of mb as a poc#sorry if im over-explaining my point#im just really put off by the casting of a blonde white man as mb#i also want to be clear im not trying to like. lambast the show or get it cancelled or anything#creative decisions were made. things are set in stone already. whatever#i personally already dislike it very much and am not looking forward to it#im just trying to like. explain why im so pissed about this ig#💫
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watched conclave last night and then read the wikipedia entry for the book and now I'm wondering about the category ten shitstorm that a publicly intersex pope would cause
#bolo liveblogs#conclave spoilers#bc the movie kind of dodged the issue but the book apparently treats the discovery of benitez's intersex status#as inevitable it's just a question of whether it'll be pre- or post-mortem#and how it'd affect his papacy bc.#while I resent tumblr's overwhelming tendency to bring characters we like in line with our political views#(it feels like the easy way out/unsatisfying to me)#(like yes benitez is a liberal catholic but he is still *a catholic clergyman* let's be real)#benitez can't espouse that having a uterus disqualifies anyone from being a man etc. like categorically he can't do that#I don't think he has a ''you can be whatever you want to be'' view on gender or anything#but I think he's reckoned with sex and gender as social constructs in a more critical way than his peers have#and in a way he's certainly got higher personal stakes for.#but at the same time you knowwwwwww tradcaths would be heinous about it#''CLEARLY you only think women should have a bigger role in the church because---''#idk I have a disease that makes me imagine the squabbling cultural fallout of all hypothetical political situations in fiction
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what are your thoughts abot how Damian and Tim's relationship is portrayed in most fanfics?
personally, although I like the angst part of their relationship I wish there was more fanfics where they're closer and have real siblings dynamic (like u know they 'hate' eachother but they would destroy anyone who would want to hurt their brother)
oh, boy, do i have a lot to say about this one. buckle in, folks.
i feel like a lot of the time, if they're in a fic together and the fic author doesn't like one of them, the other is going to be mischaracterized to hell and back. sometimes... both are mischaracterized.
i'm all for a fanon interpretation of a character- obviously, because i have fanon interpretations in my fic too at least a wee bit- but sometimes it goes too far and it no longer feels like we're reading about the same character
let's talk about Tim.
Tim doesn't have a good view of himself or his standing in any emotional aspect. which is often misconstrued about him believing that he was Jason's replacement (neither he nor Bruce thought this, but it was Bruce's fear), or that his worth as Robin wasn't enough. that's not true at all. i'll say it again here: Jason didn't nearly kill Tim at Titan's Tower, nor did he go there to kill Tim. and Tim fought him back. he even told Jason to his face:
"you can't be that good" "I am."
he knows he's a damn good Robin! he trained with the best, he helps lead the YJ! he doesn't doubt that he was the best person for the job. but when it comes to the emotional aspect of Robin, i think this is where Tim stutters
this is because of how Tim's parents showed their affection.
i think canon neglects that aspect of his trauma, which is why so many people hang onto it. in the comics, Tim is shown to have a lot of friends both in and out of suit. he's abrasive and isn't afraid to ask the hard questions. but he is riddled with self worth issues. his parents were barely around him, they didn't know him well at all. and they loved him, but from a distance.
Tim now sees himself as someone that can receive love from a distance. he is incredibly self reliant, and has been from a young age. he sees all of his accomplishments as obligations. he does well at school because he had to. he takes care of himself because he had to. and in his mind, taking up Robin was partly another obligation. he does his job well because he has to, and he might doubt this sometimes like anyone else, but at the end of the day he is confident in his ability to get shit done.
now, the emotional part of Batman and Robin is where i believe i enjoy a fanon interpretation more. he actually does have a good relationship with Dick, but I'm not too sure about Bruce at this point. this topic is nuanced because Batman writers make him so diabolical at times to the point that i would consider it ooc. but other times they're very close and Bruce admits this. so i replace it in my head with a more stable and realistic version that i've seen written by fic authors very well.
Tim views himself as someone who is there for a job: help Batman. but there is a lot of wonder and awe there. his favorite Robin was Dick. (I'll say this again so everyone hears me: his favorite Robin was Dick. yes you are allowed to have nuance and put Jason in there as someone he looked up to as well, please do. but put some respect on Dick's name!) now that he's working with Dick Grayson, someone he admires so much, as well as getting the honor to wear the Robin suit, he feels more like himself than he has in years. he's good at this, and it's also fun. he meets so many people and he gets to make a difference in the world. yes, it's a job, but it's also very freeing
he never did this be Bruce's son, or to replace Jason. his relationship with Bruce started off extremely rocky, with Tim forcing himself into his life in some way because he believed that Batman was going to get himself killed or get someone else killed, or Batman would cross the line. and Gotham would lose the only person who had such unwavering optimism for them. he and Bruce come to an understanding of being partners but not father and son. Bruce doesn't want to open himself up to that hurt again. but we all know Bruce, and that's not what ended up happening. Bruce would never be the same person he was before, but he is not incapable of love.
Tim would not understand that change. I'd get more into this but i don't want this post too long and i wanna save it for when i'm not supposed to be sleeping and when i'm writing one of my Tim fics for once. all we really need to know is that Tim's emotional intelligence is dogshit, and him coming to see Bruce as a father, and Bruce seeing him as a son, would baffle him. because his parents love him... at a distance. and Bruce sees him every day. that's not how it's supposed to work, right?
so.
sometimes, Tim is treated like a porcelain doll who can do no wrong. many aspects of his canon has been altered by fanon to be "worse" than it is. his neglect by his parents did, indeed, happen, and it affects him deeply. but his parents weren't like. beating him, or leaving him without food or shelter or supervision. Tim was clever enough to get around that supervision all on his own. which is why they should have been there in the first place. (they should have been there regardless). and emotional neglect is still a very real issue??? no one has to make it "worse" by making the Drakes out to be monsters. i think Jack often emotionally manipulated Tim when he was around, and I don't know if Jack was even aware that he did so. (which is why i can see some people delving into that nonexistent relationship that DC gave us, and finally giving those implications more depth. there are a lot of good fics that go over this)
often it's hard to read a fic for Tim because they go too hard into making Tim an anxious shy ball of sunshine. Tim is weird, and he stalked the Bats, he stalked Nightwing, he broke into Titan's Tower before he even became Robin. he's a weirdo. he fits right in with the Bats for that reason. some people make him out to be the victim or some kind of damsel in distress, and sometimes we get to see a phenomena where other characters talk like a book about emotional intelligence that their therapist gave them. which is... fine, if you're just writing to write it, maybe helping yourself. but let's take a step back and see Tim is not like that. he is a very capable person, and his not some "uwu, woe is me, i'm so shitty at everything and if you even look at me wrong i'll cry." i honestly believe that Tim is the type of character to hate crying in front of someone and even if he was actively dying he'd be holding back those tears.
whereas Damian? gets the opposite treatment??
granted, i don't actually know too much about Damian, but i at least try to understand him and his background
he's the youngest of them, and i think many people forget that Damian isn't a reader of the comics like we are. he wasn't going into that family with the emotional connections to these characters and their backstories like we did. he was taught about these people, the idea of them. like how we could be taught in class about people from a long time ago. and i can ensure you that Damian was not taught proper emotional intelligence, nor would he have the best grasp of it himself when he was younger than 9 years old. imagine all of your teachers and also your mother told you about these people and their accomplishments, and then told you that the person all of them look up to is your father. the person that you want nothing more than to know, to see, because the people around you talk about him so highly. someone you haven't gotten to meet yet, because you aren't "worthy." can you imagine being told all your life that you are not worthy to see your father yet? and not knowing if he believes that too?
but one day, you are going to be by his side as his son. i don't want to get too into the culture of the Al Ghul family because i don't actually know that much (i'm sure someone would know more about this, feel free to add on if you want to), but this is important to Damian. it's important to his mom. it's important to his grandfather, the leader of an extensive organization that stretches hundreds of years.
then he gets dropped off in a different country, culture, language, and family and he finds that things are not as he had been told his entire life. his father has many flaws, they do not believe the same importance of a blood tie as his family back home does. they question his entire upbringing to his face many times, they question his mother who he loves deeply. he's nine years old. imagine yourself in that position. you don't know yet what role you're playing in an adult's life, but you want to. desperately. you want to know where you stand. you want a hug. not to mention that Damian actually is a very emotional kid. he was taught to shove that deep, deep down, and not let that out.
too many people write Damian as if he was a "feral" kid which is kind of not something to put on him? i don't like it both because he wasn't feral, he was an asshole. there's a difference. and because it feels like a microaggression?? at times?? because once again... the culture that he is from... is important.
they have been racially profiled for many many years... and yes, everything that you read is political whether you want it to be or not. the act of reading is political. you should definitely be aware of what a writer's goal is when they were giving something to you. you should be reading deeper. again, i'm not from his culture and i can't say if it is an insult/insensitive joke or not, nor am i saying everyone who's made the joke before is a bad person. i have made jokes about Tim being a feral kid before and whatnot. i'm saying that no matter who you are, it is your responsibility to think critically about your media and kindly about other people. it feels uncomfortable to me because i know how wrongly the Al Ghuls (specifically Talia) have been treated by writers in the past. and Damian is an extension of that bias. just look at how many times they try to push Ian Wayne on us. or how they'll pull back on Damian's character development when talking about the Al Ghul family.
this probably isn't my topic to write about, at least not before i learn more about it. but since i get a fair amount of viewership, maybe someone will listen to me that won't listen to someone of color that has already pointed this out many times. with the comics fandom, and Batman fandom specifically sometimes, people don't care to think further about why the characters of color are so often and conveniently left out or forced into an archetype. take that as you will
so! he has spent his entire life believing he had to live up to two great legacies, both of which are VERY different. the intricacies of the Al Ghul family are often boiled down to pure evil by both fanon and canon writers, which dulls Damian's resolve and reasoning for what he had done, or makes it hard to connect to him. he has since learned more about who he wants to be and has come to respect his family in many ways. excuse me if i'm wrong, but i think part of why Damian came so hard for Tim was because Tim had everything Damian wanted. he had a place by Batman's side as both his son and his partner, and was very well respected by Batman and Nightwing both. he's older, more mature, he has stature in both this society Damian now has to fit into and within the family dynamic. considering Damian grew up in an assassin cult that solved threats to their dynamics or positions in power by murder, it wasn't a far leap for a child from that environment to make. he was modelling what he had been taught his entire life.
think about the mistakes that you made as a kid. and i don't mean something silly or funny now, i'm talking something that makes you feel ashamed. embarrassed. hurt. something that perhaps now as an adult, you reflect on as being totally uncool. and i want you to think about if maybe your environment had a role to play in that. maybe you made an insensitive joke that your mom or dad would have found funny, and someone pointed it out and reasonably made you feel like a jerk. shit happens. but you hopefully grew from that.
now imagine that mistake was you hurting someone.
yes, he was annoying. he was bratty, at times. he could be a little calculating shit. he hurt people with both his words and his weapons. Tim obviously had many many many reasons to be upset about his treatment- but I fear that most of his anger ended up directed at the older people in their lives that were supposed to be the ones to do something about it!
and though i hate that Tim went back to being Robin (it feels redundant), i have seen panels that show that the two of them working side by side after Damian and Tim both went through some life and perspective altering events both together and alone, has made Tim see Damian as his little brother, and vice versa. Damian has grown so much and many people just... don't care. no matter their reasoning for hating Damian, it's unfair to not look further than those cutting words written decades ago, or to bring up his mistakes every time you want to be mad at him. and i think it does a disservice to Tim to make him a bleeding heart about this when he has clearly forgiven Damian and cares about him. he rags on Damian like any older brother would, and Damian makes remarks like a younger brother would. personally, i think the two of them are doing pretty good right now
the development of their characters is actually so interesting within the canon aspect, even if they can fumble the ball every now and then. and the mischaracterization takes away the value that their canon relationship has. i personally love reading fics that have Damian and Tim teaming up. in aus where one thing changes and Tim and Damian become brothers later, i think it's actually so silly and fun when Damian respects Tim or thinks he's cool. or even without the au aspect! just like, a fic where the two of them are working together and it's either silly or serious, Damian having a begrudging respect for Tim and Tim being protective over Damian, etc etc, is sooooo much fun
#this got so so so long#but i had a lot to say apparently#again take that one part with a grain of salt#i hope i did that topic some justice#if anyone wants to add on to that who knows more about it please feel free to do so#also also one fic that i think has a super fun tim and damian dynamic is Buzzard#i've recced it here before#i just love that fic#and uhhhh Red Raven i can't remember the author#tim drake#damian wayne#damian al ghul#damian wayne al ghul#robin damian#robin dc#tim drake robin#dc batman#batman comics#batman and robin#erin practically writing an essay again#i have a lot of feelings guys#i think even if you don't like a character you should be putting work in to understand them#and if you still don't like them then that's fine#but if you blatantly don't like them and don't bother to read up on them then you're a hater but in an annoying way#let me know if i forgot a tag im so tired rn
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Actually going insane over the implications of Jason asking Dick to be the Robin to his Batman in Battle for the Cowl.
Like I initially took it at the purely surface-level of Jason wanting a partner in the general sense. Which made sense, it's a huge responsibility and a lonely one so an assistant/sidekick/partner seems a no-brainer if you can get one.
But then I really thought about it, because Jason is not asking Dick to be his partner in the general sense; he's not even asking Dick to be his Nightwing. He's asking Dick to be his Robin.
And they both know exactly what Jason means: "Be the light to my darkness. Be the smile to my scowl. Be the hope to my fear. "
He's saying "Be 'Robin'; be the embodiment of Love and Justice and Goodness. Be the exceptional person that you have always been. Be the slightly-less exceptional person that I was when I wore your colors. Be the person that I was in the process of becoming and might have been (or might still be), if only Joker hadn't clipped my wings."
He's saying "I am prepared to become vengeance, become the Night. And I will go further than Bruce ever dared to, because it is what is needed. I will be the necessary evil. But you don't have to be. If Batman is Gotham's curse, Robin has always been its blessing. I will be the brutal punishment to our world, and I am asking you to be its incandescent gift."
He's saying, "Be for me, what we were for Him. Be my anchor, my comfort, my hope. Remind me what it's all for, why it's all worth it. And remind yourself as well."
He's saying "Be 'Robin' again--for both of our sakes."
#dick grayson#jason todd#battle for the cowl#jaydick#dickjay#kinda but also not kinda#batman#dcu#otp: be my robin#'we can rule together as just it always should've been with you as my guiding light and conscience'#is that not in essence; a sort of marriage proposal ?#well no but it's not NOT one either if you catch my drift#i should note that i haven't actually read bftc yet and i know it's considered controversial/bad#and considered ooc for pretty much everyone#so i am not even sure if I will like it#but i am still planning on reading it for the jaydick crumbs#and b/c i am using it and knightfall as the primary inspo for my krisnix au#apparently jason does ask tim to be his robin first and that's interesting as well#but honestly a little less powerful/interesting to me at least since jaytim just doesn't interest me as much as jaydick#and honestly i've looked at the panels and it seems a little more genuine when jason asks dick idk#more like 'last chance; i'll let you live if you join me' for tim vs. 'join me because this feels right' for dick#and honestly even with clumsy execution; just the narrative and emotional richness of this scene is still making me absolutely feral#this arc could be complete trash in any and every other way but if it gives me THEMES; i will forgive anything#it's the former english major occupational hazard#*apollo justice voice *: I'M FINE#(narrator voice: she was not in fact fine)
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