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Classpecting is a practice that involves a characters' background, story, flaws, and just overall arc. Today I'll be going over Aspects and Classes.

What are Aspects?

Aspects are one of the first things to think about in classpecting. It is what the character revolves around, and the class explains what they do with it. Take Vriska, a Light player. She is incredibly selfish and attention seeking. She has no luck, and when she steals it, she flexes it in any way she can. Her core, Light, involves spotlight and luck. As a Thief, she steals it. In other words, classes seem to modify the aspect, so it is best to think of aspects first.

Time

Time players are ambitious, hard-working, and never seem to give up. Time players are relentless in their act, and to them, it's either do something all the way or don't (editor note: go big or go home haha). They believe in inevitability, but like time, they keep moving. Not because they want to, but because they need to. To achieve their goals, to help their friends. Time players are great problem solvers, and can't leave things alone. They value action: if you can do something, why don't you? Time is represented by heroism, literal time, impatience, and the dead and forgotten.

Space

Space is vast, full of glowing stars and vibrant planets. Who's to say Space isn't mesmerized by themselves too? Space gets lost in itself, their creativity gets them lost in time; switching from project to project everytime they get a new idea. They are patient, always waiting for someone to sweep them off their feet, someone equal to them. Space players see the big picture, they seem to prefer the journey over the destination. Space players cherry pick the good details from something. In trash, the Space see potential. They are represented by literal space, art, fashion, creation, and patience.

Breath

The breeze is free, slipping through the bars of a jail cell, and constantly moving. Breath players are similar to Time in their aspect to move constantly, but Breath moves because it wants to. Breath players hate being held down as it is not in their nature to. Breath players are good leaders because their love for freedom means that they are ahead of others, not being tied down to the bonds that surround them. Not saying they don't care about their friends, they just might leave behind the responsiblity to take care of them. Breath is represented by individualism, liberation, freedom, literal breath, detatchment, and leadership.

Blood

As Breath drifts away, Blood is like a chain that holds it back. Not always in a negative way; Blood keeps the other aspects in check. "Are you doing this? Are you doing that?" Those two phrases represent a role Blood players might assume. Speaking of roles, that plays a part in Blood too. Blood creates roles for others, and if they don't fit (or if the people don't want to have the role) Blood flips out. They might think they know best for others, and are extremely stubborn about their opinions. But the thing is, they're usually right. Blood represents friendship, groups, and bonds. A Blood player are likely to know their friends' stories, background, and personality due to their ability to make deep connections. Blood players are powered by their friends, and their friends are powered by their decision-making and influence. They represent friendship, bonds, society, characters, and leadership.

Light

Blood knows through their friendships. Blood uses this to help their friends with their identity. Simple, right? Light responds to this with a strong "No." I'm not saying Light players are stubborn and selfish, but it is said they do not abide to the rules. They think they know better, and they probably do! Light is information itself, so just imagine the aspect as a paper clip. The friend group is like a delicate paper box. Knowledge is a magnet to the Light-bound, so they would rush towards it and either tear through the paper box, or bring it with them. Rose Lalonde's tendency to search for knowledge got her manipulated and screwed over her friends. Also, think about literal light. With the sun, it shines on everything, and nothing escapes from its harsh gaze. It doesn't have to be direct, it just has to be there. Light is hand in hand with Breath, Time, and Space. Breath in its nature to embrace their gut instead of rules and laws. Time in its relentless search for knowledge. Space in how Light is always lost in its own knowledge and search for it. Light is represented by luck, literal light, knowledge, and relevance/the spotlight.

Void

Light is bold with their aspect. They're relentless knowledge seekers, and light up whatever room they're in with everything they do. Void lives in the shadows. Quiet and dark, that is what the Void-bound thrive in. Despite that, they can't stand when someone does the same. They're not hypocritical, it's like how you have to be quiet when you're robbing a bank, or staying up late. Void is extremely similar to Space, as they are the same, just that one is not illuminated with light. Space is interested in what something will become, Void is the same. It's just that Space will imagine, Void will admire. Void also is lost in itself, but Space tries to maintain the beauty of it. Void endlessly destroys it. The Void-bound hate being wrong. If you corrected Void, they wouldn't try to prove their answer. They would wonder what they got wrong, and change their answer if they actually were wrong. Like Light and Breath, they do not like to trust or follow rules. Void hates believing in something untrue, and in that, they follow their own rules. Unlike Light, Void wonders about what is already said. "Are you sure?" That is a classic phrase for the Void-bound. Imagine it like this, Light and Void are swapped. Light explores the undiscovered, the dark crevices. Void lays in the bright areas, wonderung if what they saw was really real. Void is irrelevancy, secrets, darkness, nothing, and misinformation.

Heart

Void wonders about what already is "true." The Void-bound asks, "Do we know anything? Do we even know ourselves?" The Heart-bound already has an answer. "I do." Why would the Heart-bound say that? Well, the Heart would ask that too. That's because a Heart's best subject is themselves. Heart acknowledges that they are a story. Heart wants this story to be absolutely perfect. Like, fairytale with a good ending type of perfect. Heart wants to know themself like the back of their hand. Most likely, this self-obsession will drive others away, which drives Heart into a deeper route of "how to be perfect." Heart is obsessed with themselves because they are stuck with themselves for their entire life. However, this relentless philosophy is also driven by others, especially those who are close to them. Heart is emotional, impulsive, and irrational. They want to know themselves to fix themselves. One meaningless insult might drive the Heart-bound into a crying frenzy full of insecurity. Heart is represented by identity, relationships, roleplay, ego, roles, feelings, and literal heart.

Mind

Imagine this, the Heart-bound is crying about their dead pet during a "roasting battle" after the Mind-bound brought it up. The Mind-bound might yell at them to suck their tears up and keep rapping because, isn't that the point? The Mind wonders, shouldn't they keep rapping? Isn't the point to be mean? Mind is the opposite of Heart. Mind is calculating, rational, logical, and impersonal. Not to say they're not mean sometimes, but they might not know how their words come off. The Mind thinks deeply, as they're wise and knowledgeable. They know how something will turn out, but it takes a while to translate into action. Heart asks, "Why?" Mind asks, "Would you/Are you?" Mind players are used to patterns, and they feel comfort in what they are used to. To the Mind, it's one thing or another, this or that, and repeated over and over again. Their weakness is simplification and the unexpected. Mind is represented by logic, rational decisions, probabilities, choices, and thoughts.

Life

Life is uplifting, nurturing, and pushy. They are a caring, ultimate force with a sense of authority. They see others' needs as their own responsibilities, and might assume a position of a caretaker, even if it's not needed. They do what they believe is better for others and themselves. They're kind and believe they need to be rewarded with that. Life is like a parent with their rebellious teenage kid, (a more realistic depiction is a random kid dragged into the house from the street.) Life tries to put things where they might not belong, and get pissed when it doesn't work correctly. Life is represented by literal life, healing, change, care, luxury, privilege, and energy.

Doom

Doom is dark, gloomy, and negative. Doom players usually believe in inevitability, and unlike Time, they don't try to fight it. Even if you don't know it, your story has already been written. Doom knows pain will always accompany someone, and Doom isn't afraid. In fact, Doom is willing to experience this pain as long as others won't feel it. Doom is like a ladybug, sucking up everyone else's bad luck. Doom is understanding through their experience and misery. The Doom-bound is calm, they know that something will take them soon, and believe that there is always an end to something. Doom is represented by rules, literal doom, death, endings, inevitability, and acceptance.

Hope

Hope believes that Doom is the end. It's coming, and Hope doesn't like it. That's okay though, Hope will get over it. The Hope-bound is all or nothing, they are extremely relentless to prove what they think is right. Hope believes there is no thing such as middle ground. If you don't exactly believe what Hope does, you're wrong. And of course, the Hope player would probably kill you if so. Hope is optimistic, naive, and positive. So positive in fact, if they believe in something, it becomes real! Similar to Life, they do what they think is right. They could try to emphasize with someone who doesn't need comfort as compared to someone who does because they deem one is more hurt than the other. Hope is represented by positive emotions, literal hope, imagination, make-believe, faith, black and white judgement, and lust.

Rage

Rage absolutely hates the make-believe crap of Hope. Some things don't turn out how you want to. Deal with it. Rage favors the truth, which leaves the Rage-bound with a touch of skepticism most of the time. They'd break down and trash a system if it was built on a single lie. Rage is stubborn, and instead of arguing about their idea, they try to bring down yours. Rage and Void are similar in the sense that their favorite quote is, "Are you suuure?" In fact, Rage and Void are very very similar. Void finds the lies, Rage exploits them. Rage isn't mean, they just don't want a life built on lies. A phrase which defines the Rage-bound is, "I'll believe it when I see it." Rage is represented by rebellion, anarchy, literal rage, skepticism, and doubt.