#voidplayer
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I promise not everything I make is a gif! But this is from a scenario we thought would happen and then never did. They’re actually moirails now!
#zachariahcastell#voidplayer#thiefofvoid#homestuck#strife!!#dungeonsanddragons#fankid#commissionsopen
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We’ve reached the last two aspects! :D yay!
Hemos alcanzado los últimos dos aspectos! Yay! :D
#sburb#rinalagartija#homestuckaspect#homestuck#homestuckfanart#void#light#voidplayer#lightplayer#loadingscreen
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ROXXXYYYYY LALONDE MY SCRUNKLY
Headcanons for my scrunkly
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oh i wonder if roxy and Jane’s classpects play a part in how quickly hal just swamps their souls? You’d think as a void player roxy’s would be difficult to detect (and also i don’t remember if it was), but jane was like... gone in an instant? and fefeta, witch of life/rouge of heart/witch/rogue of heart/life.... hwatever the hell... could totally resist. either bc sprite or heart or whatever. Also eq was unaffected too!!! And HES a voidplayer..... whats the pattern... is there a pattern.... [commits pepe silvia]
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Hello, I would like to report a major problem with my land. As soon as my house was built up to the first gate and I had to go through it, I began falling. I still am falling. I have been falling for approximately 48 hours, I think. Can't really tell because I didn't keep track of when I started to fall. All I know is that I'm falling and there's no way to get it to stop. (Session # 5609)
Ah shit, another Voidplayer. Yea yea, hold on, I’ll handle it. You might not even turn into a bloody grease stain upon landing.
Sincerely SN Tech Support (Gear)
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Mage of Breath
Mages are a knowing class that actively use their knowledge to change or influence events. They are tuned into their aspect and have a great amount of knowledge about it. Mages learn best from experience and have great intuition regarding their aspect. However, because of this, Mages are also subject to the worse parts of their aspects. There are only two canon Mages, those two being Sollux Captor and Meulin Leijon.
Breath is an extremely versatile aspect - even encompassing versatility itself! It has to do with freedom, disconnections, wind (weather in general to some point), and confidence. Breathplayers are generally carefree and keep a wide range of acquaintances. They are generally fairly boisterous and establish themselves in a setting very well. However, a Breathplayer’s quest can usually start with a person having low confidence. A Breathplayer who has not grown much is easily overshadowed by others.
They can also tend to be whimsical and have their head in the clouds. They mostly do whatever they want (or listen to others because they see no reason not to) and can occasionally be rash and impulsive. Because of this, Breathplayers are usually people who need to have somebody with more stability to occasionally keep them on the ground. Canon Breathplayers include John Egbert, Tavros Nitram, and Rufioh Nitram.
A Mage of Breath generally has bad luck with other people and has trouble staying in one setting. No matter how much they may want stability, it seems to be like catching smoke in their fingers. Mages of Breath may be people who move around a lot and thus do not make friends easily. They tend to be very skeptical about others and try to avoid becoming more than acquaintances with others out of fear of losing somebody they care about. Mages of Breath in relationships have a difficult time maintaining relationships and may be the type to ghost or run away at any sign of conflict. They are much more likely to cut you off first out of fear. Mages of Breath may suffer from a severe lack of confidence at the beginning of their quest.
Despite their initial tough outer shell, Mages of Breath can be valuable friends. They have incredible intuition on if a relationship is going to go south and can advise others accordingly. They know how to derail interactions. While Mages of Breath may not make everybody in a session friends, they are extremely efficient at maintaining relationships and keeping track of bad blood.
Mages of Breath are generally very passive in nature, and you can tell them anything without fear of them telling others. Mages of Breath tend to be hubs of information simply because they listen to others, and people feel like the Mage of Breath is somebody they can trust to tell things. The Mage of Breath tends to be readily available. Despite the fact that the Mage of Breath does not have much stability in their own life, they can be a pillar to another person, whether it is realized or not. They are the type to listen to woes and use that knowledge to know who to watch carefully.
They have a good idea of future events perhaps not because of Seer-like abilities, but more due to startling intuition. Because they are not in settings very often, they can be very observant people, are that is occasionally the only control you have over your own life. As such, they understand the struggles that everyone goes through, and can turn out to be kindhearted - even it was at first unexpected.
Mages of Breath do not struggle to god tier due to their adaptable nature. However, they may have trouble coming to terms with the fact that they have died. Mages of Breath may also at first be hard to motivate in the game. Most are used to simply adapting to an environment and it changing fairly quickly, but the game is nothing like that. This is why they do best with somebody who has more stability to remind them to get everything in gear and start helping to keep the team together in the best way - by keeping bad matches separate. Breathplayers and Bloodplayers tend to complement each other best, this being one case where balance is very much needed in a session.
Mages of Breath have the power to actively use their aspect after god-tiering thanks to their knowledge of it. They would likely have the ability to control and cause gale-force winds. They also may be able to take certain enemies off of their trail with the power of wind. A Mage of Breath and some types of Voidplayers together would be a team almost impossible to track, for example. They are able to instill their confidence in others thanks to their own calm-under-pressure nature.
Overall, Mages of Breath may at first seem disconnected, apathetic, and unconfident. However, they are actually quite kindhearted people with incredible intuition and can easily begin to grow into a more confident person the more they are made to take the role. They are daydreamers and idealists, but they just need to know that it’s okay to take some chances so long as they keep a foot on the ground.
- John
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Animated version of my icon! These are super fun to make!
#pixelart#icons#zachariahcastell#homestuck#fankid#void#voidplayer#commissionsopen#dungeonsanddragons
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Pre and post God Tier Zack!!
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Headshot of my boy Zack!
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Interactions for a 12-Player Session with all Aspects and Classes
Whoa! This is possibly one of the longest things I’ve ever written. It’s a labour of love. Here’s five pages of interactions between a Knight of Time, Seer of Space, Mage of Light, Prince of Void, Sylph of Hope, Bard of Rage, Heir of Heart, Witch of Mind, Rogue of Breath, Thief of Blood, Page of Life, and Maid of Doom.
- Mod John
The Knight of Time and Seer of Space are generally amiable. This is fortunate, because these are the two players that will be breeding the frog together. With a Seer of Space’s ability to know what frogs to choose and the Knight of Time’s obvious time powers, that part of the session is locked and loaded. I can foresee these two possibly being in a pale quadrant, or just being close regular friends. The Seer of Space may also help the Knight of Time to let their guard down and stop protecting themself with a facade, while the Knight of Time can help the Seer of Space to make decisions with certainty.
The Knight of Time, Mage of Light, and Maid of Doom also seem like they would be very close friends. The Mage of Light sees what will happen, and the Knight of Time lives it. The Doomplayer and Timeplayer both have a very intricate understanding of death, so they are likely to get along, while the Lightplayer and Doomplayer both understand who will die. Overall, they’re kind of a group of tragedy friends who bond over knowing too much.
That noted, the Mage of Light also gets along with the Prince of Void, but mostly on a superficial level. The Prince of Void literally destroys the unknown, which allows the Mage of Light more knowledge. These two are likely to conspire on any number of things together.
The Knight of Time and Prince of Void may not get along very well. The Prince destroys Void, which forces the Knight to come to terms with every event that may come their way, including several deaths in the name of eventual progress. The Prince of Void may also put a strain on the Knight of Time and Mage of Light’s friendship, which could lead to arguments between the Lightplayer and Voidplayer and even the Doomplayer attempting to mediate.
If the Knight of Time and Page of Life interact a lot, they could hinder each other’s progress. The Knight could be kept from meddling with timelines or using time powers a lot in the name of not letting many people die. On the other hand, the Lifeplayer could be hindered by hearing about Time-related plights that often end in death.
The Sylph of Hope and Knight of Time get along very well, and may even do well in a red quadrant. The Timeplayer keeps the Hopeplayer on the ground, while the Sylph of Hope makes sure that the Knight of Time stays stable throughout arduous journeys. They complement each other perfectly.
On the other hand, the Knight of Time and Bard of Rage are not prone to getting along. We have canon examples of this in interactions between Dave and Gamzee. A Knight has a facade that usually finds everything blasé, and these players tend to be immune to Rageplayers. This can lead to an annoyed Rageplayer, which is nothing anybody wants to see. This can eventually lead to the Bard inviting destruction through Rage.
The Sylph of Hope could likely rein down the Rageplayer and calm them, thus healing with Hope and bringing the Bard back to a sustainable state where they are not as aggressive. The Witch of Mind could also accomplish this. Witches break the rules of their aspect using the opposite one. In this case, the Witch could use Heart to discuss emotions and calm the Rageplayer down rather than simply repressing it. This is a successful example of a Witch of Mind using Heart to bring somebody peace of mind.
The Knight and Time and Heir of Heart might quarrel a lot. Knights are prone to hiding behind masks, while the Heir of Heart resembles the truest form of somebody - their soul. This could lead to discomfort in the Knight and exasperation in the Heartplayer.
However, the Witch of Mind might get to the Knight of Time a little better. The Witch of Mind stands out and has a lot of interests, which makes it easy for the Knight of Time to just listen while the Witch of Mind is able to give them an outlet without purposely making it all about feelings.
A Knight of Time and Thief of Blood are likely to get off on the wrong foot. The Knight might find it weird that the Bloodplayer is so interested in relationships and pokes around so much, and especially might start off weirded out in how the Bloodplayer seems to just worm their way into everything. Still, after talking a lot, understanding may eventually be struck to where these two act a bit playful with each other. Probably best in a black or pale quadrant.
Finally, the Knight of Time and Rogue of Breath will get along with ease, if only because they understand each other so easily. The Knight of Time forms a mask with their opposite aspect to protect themself from others. While the Rogue does the opposite, forming a mask that accentuates their aspect to protect others from themself, who they see as being harmful or unhelpful at first. They are both very low maintenance friends, which means they are able to keep a passive friendship going consistently.
The Mage of Light and Seer of Space get along well as they both are wells of knowledge, though at first the Seer of Space may find the Mage to be too pushy. Still, the Mage of Light is a valuable force in helping the Seer of Space learn how to make decisions with conviction. Not always the right ones, but to at the very least have confidence.
The Seer of Space and Prince of Void I don’t foresee getting along, mostly because their aspects are an antithesis to each other. It’s the Seer’s purpose to thrive on the unpredictable and advise the team, but the Prince of Void destroys the unknown, which makes the Seer’s role less relevant.
The Seer of Space, Witch of Mind, and Heir of Heart will get along well and may be another group of three. The Witch of Mind is able to help the Heir of Heart to truly grow into their Heart powers, and to calm down the Seer of Space should they become overwhelmed by their responsibilities. The Heir of Heart can also help the Seer of Space to stop focusing only on the session and success and to actually give themself a break for once. These three get along perfectly. I could see possible moirallegiance or matespritship here.
The Sylph of Hope, especially with their expected closeness to the Knight of Time, would get along well with the Seer of Space. I could see them even tagging along for frog breeding against the typical rules of the game to keep everyone in high hopes and to ensure that it gets done. However, the Sylph of Hope may also be too busy placating the Bard of Rage to work in frog breeding.
That mentioned, I just realized that the Sylph of Hope would be a great auspistice between the Rageplayer and the Knight.
The Bard of Rage is likely to aggravate the Seer of Space and distract them from their duties, filling their role by inviting destruction through Rage. This is a place where having the Witch of Mind or Heir of Heart as a moirail or matesprit would be especially helpful to the Spaceplayer.
The Seer of Space and Page of Life would get along very well! This is another spot for matesprit potential. Both have to grow into their roles in different ways. The Seer can see what the Page needs to grow, while the Lifeplayer can simply keep the Seer in high spirits.
The Maid of Doom and Seer of Space are also a good pair of friends. The Seer of Space sees what is unexpected to everyone else, and likely will see the sacrifices the Maid of Doom will have to make. This will likely lead the Seer of Space to attempt to befriend the Maid of Doom so that they know they’re appreciated by everyone in the session. It is likely similar between the Mage of Light and Maid of Doom, or perhaps even the Prince of Void too.
That noted, most Maid of Doom interactions can be put aside as being similar. The Maid is generally kind to everyone. They are sometimes stepped on and pushed around by a session that doesn’t understand their value. The Maid of Doom, quite literally “made” of Doom, cares for everyone deeply as they can’t afford to waste time not caring about people they will likely die for. They may be a little bit bossy, as Doom constitutes rules, but overall tends to be a bit of a maternal character. The Maid of Doom is likely to guide everyone’s path from the background as they understand the rules of the game in a way nobody else does. Everybody’s relationship with the Maid of Doom is generally positive.
The Thief of Blood may have a tendency to meddle in relationships and inexplicably take the place of other people in quadrants without it being pinned on them. This is likely to annoy the Seer of Space. They require a lot of help to breed the frog and advise the session, so having a Thief of Blood causing what they see as distractions can be an annoyance. These two may end up in a kismesis, ironically.
Finishing up relations with the Seer of Space is the Rogue of Breath. The Rogue of Breath is likely to act like a bit of a jerkass at times, overconfident and drifting from friend group to friend group within the session. They are not prone to getting connected to other people. The Rogue of Breath grows into the role of having real confidence and learning what ties to keep and which ones to cut off instead of not making any at all. The Seer of Space can perfectly see through the unpredictable actions of the Breathplayer and offer advice that will often lead the Breathplayer onto the best path of growth.
Next is the Mage of Light. The Mage of Light and Heir of Heart may start off awkward, but will eventually become friends. The Mage is prone to acting as if they know everything and are the picture of knowledge, which may hide actual fears when it comes to matters of the future or blaming themselves when something goes wrong. The Heir of Heart helps the Mage to open up about their feelings and to stop feeling responsible for the entire session, while the Mage of Light may allow the Heir of Heart a chance to start controlling their feelings instead of vice-versa.
The Mage of Light also has difficulty understanding the Witch of Mind. They may struggle to understand how somebody who’s a well of knowledge can still manage to be upbeat and lighthearted. This could even lead to jealousy, while the Witch of Mind is unaware. These two may or may not eventually resolve their differences.
They also may have similar thoughts towards the Sylph of Hope. The Mage of Light has trouble understanding how somebody can be optimistic and want that for others without having some sort of hidden motive or inner conflict, but the Mage of Light may eventually open up and realize that some people are just goodnatured.
The Mage of Light may unintentionally harbour resentment towards the Bard of Rage. They foresee outcomes where the Bard invites destruction through Rage and every timeline where they are a volatile or unhealthy player, which leads to opinions formulated only on potentials. Still, the Mage of Light may eventually become less hesitant around the Bard of Rage, but still is always ready to manipulate the session. In fact, a lot of the Mage of Light’s nature can be described as being cautious in interactions with others because they see how their words and advice could change events for better or for worse.
The Lightplayer is very likely to help the Page on their path towards growth. That’s about all there is to say. They may act a bit like a patron within a session towards the Page, and even by extent the Seer.
The Mage and Thief will get along, but are also prone to shenanigans. The Thief of Blood believes they know best about how the party is connected, while the Mage foresees outcomes, typically favorable ones. They are likely to get into schemes together. I could see the Prince of Void getting in on this as well, by extent befriending the Thief of Blood.
Lastly, the Rogue of Breath and Mage of Light may be a little distant. They’re very much the “I won’t bother you if you don’t bother me” type. The Rogue of Breath gives other people breathing room and the ability to think of themselves first in a relationship, which means connecting to them can be kind of difficult, especially when the Mage of Light seems to be so busy all of the time.
A Prince of Void and Heir of Heart are likely to be amiable. Our canon Prince and Heir combinations (Dirk and John, Eridan and Equius, Kurloz and Mituna) seem to get along well with the tendency for one to be more stoic while the other lightens them up, excluding of course the Eridan/Equius combination. Void and Heart combinations also do historically well (Roxy and Dirk, Equius and Nepeta, Horuss and Meulin), with all of them being close friends or moirail pairing. As such, the Prince of Void and Heir of Heart are nearly predestined to be moirails. The Prince destroys the unknown, which aids the Heartplayer in unlocking their true self and the true selves of other people around them. This pair may be the emotional center of the team.
A Prince of Void destroys that which is unknown, while the Witch of Mind breaks the rules of knowledge with emotion. They may teach each other new things and be friends that get along mostly with mutually beneficial mentorship.
To settle everything with the Sylph of Hope at this point. they are prone to getting along well with everyone. The Sylph of Hope meddles in the optimism of others and is like a ray of sunshine. I can’t think of a single person on this team that wouldn’t mix well with the Sylph of Hope. Since the Maid of Doom and Sylph of Hope are similar in this fashion, though, I could foresee them getting along especially well in a way other team members don’t.
A Prince of Void could be another reason that the Bard of Rage’s attachment to Hope breaks, leading them into their aspect. The more the Prince of Void destroys their aspect, the more they are able to sweep faith aside. While the Sylph of Hope can prevent this or alleviate the aftereffects, it doesn’t change the fact that the Bard of Rage may grow to resent the Prince while the Prince finds the whole subject to be blasé.
The Prince of Void may become awkward around the Page of Life, and the Page of Life is prone to jealousy. They don’t see the Prince’s self-destruction at first, only seeing a powerful player who isn’t going through nearly as much trouble as they are. When the Page grows, they begin to see the Life around them. The Prince may have aided them the whole time despite the Page’s resentment in the name of putting more knowledge out there. Once the Page grows into their aspect, they realize the Prince’s self-resentment and need to put duty before themself. They will then begin to help the Prince. In a way, the Prince helps the Page and then has that paid forward.
The Prince of Void and Rogue of Breath may have trouble getting along. The Breathplayer manages to avoid the Prince of Void effortlessly and tends not to have rumours following them around - if anything can be known about them at all. Their nature of spreading Breath to others may also end up perplexing the Prince of Void and lead to complications.
Heirs and Bards as well as Rageplayers and Heartplayers tend to have relationships that range from being unhealthy to being literal, actual murder. I can foresee the Heir of Heart trying to placate the Bard of Rage, only to make the problem worse and end up being killed or nearly killed.
An Heir of Heart helps the Page of Life to grow emotionally, which can lead the Page being more lively and more willing to continue down their quests. If being god tier is like being as high as possible on the swings, the Heir of Heart is that first push off of the ground. Every other quest and help with information on what to do is extra momentum.
The Thief of Blood and Rogue of Breath will be very awkward, especially with the latter towards the former. The Bloodplayer will try to engage the Breathplayer into relationships and getting tangled up into all that goes with it, while the Breathplayer won’t have any of it. Seeing as how the Thief steals Blood and the Rogue distributes Breath, I can see a lack of Blood in this session - meaning that some relationships will be a lot more superficial than others.
The Bloodplayer and Heartplayer are pretty much determined to play matchmaker as a team, and that’s really all there is to say on the matter.
The Thief of Blood will often find an abundance of their aspect around them and can be consumed by cockiness or by believing nothing involving their aspect can go wrong, leading to unfortunate series of events. However, the Witch of Mind can use the emotions that the Thief of Blood has and utilize them to create peace of mind and allow the Thief to not go flying off the handle halfway into the session and causing some (if not many) deaths.
The relationship between the Thief of Blood and Page of Life isn’t very notable, though Thieves have a tendency to push around or disregard Pages thanks to their lack of power at the beginning of the game.
The same can be said about the Thief of Blood and Bard of Rage. Nothing special there.
The Heir of Heart can help the Rogue of Breath to be less distant and to stop acting uncaring for the sake of not getting hurt, allowing the Rogue to break out of their facade and ascend. On the same hand, the Rogue of Breath can give the Heir of Heart space in how they feel the need to help everyone on their emotional paths.
The Witch of Mind and Rogue of Breath are nothing special. They’re acquaintances and friends based on proximity at best. The Witch of Mind doesn’t have the patience to watch the Rogue of Breath grow into being less cold and distant in the way that the Heir of Heart does. It’s a similar story with the Page of Life.
Pages and Rogues tend to get along, so I can see the Page of Life and Rogue of Breath getting along. They might share a lot of small talk, but they share similar paths of growth and may find themselves to be especially close at the end of a session.
The Rogue of Breath isn’t likely to get caught up with the Bard of Rage, though may be able to give a volatile player like the Bard of Rage a chance to distance themself from their emotions and chill the fuck out.
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