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#dailyjadenep#jadenep#homestuck#jade harley#nepeta leijon#what has nepeta seen...#request#outfit swap
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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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The trolls as insects (i might draw them later)


Aradia Megido - Maroon Ghost Moth (Elhamma australasiae)
Moths have been repeatedly portrayed as a sign of death. Also, their fluffiness matches the one of Aradia's hair XD. When I read this one's name it was inevitable (ghost???, maroon??, literally her oh my gooood).


Tavros Nitram - Question Mark Butterfly (Polygonia interrogationis)
Mostly based off of the Summoner and Rufioh having wings, I didn't want to make it a monarch butterfly because Tavros is in no way royalty.


Sollux Captor - Western Honey Bee (Apis mellifera)
Pretty self explanatory, Sollux always had a connection (and obsession) with bees. They also sting, which is kind of a metaphor for the psionics.


Karkat Vantas - Seven Spot Ladybird (Coccinella septempunctata)
Ladybirds are always seen as special, even though this instance is not a mutation per se, it's special and red. Also, ladybirds are commonplace pests (which is kind of what Karkat is to HIC).


Nepeta Leijon - Pale Green Assassin Bug (Zelus luridus)
I looked up some good bug hunters and I got assassin bugs, nepeta is the mightiest of huntresses, so it fits.


Kanaya Maryam - Green Headed Ant (Rhytidoponera metallica)
I was doubting wether to make Kanaya an ant or a silk moth, but ultimately, moths are a better representation of Aradia, and ants mimic jade-blood's function in troll society better. A part from being green, this species of ant apparently has a nice bite, which is representative of Kanaya's fierceness.


Terezi Pyrope - Ebony Jewelwing (Calopteryx maculata)
I am aware that the dragonfly pictured is male, just ignore that lol, headcanon the trolls as hermaphroditic (i will post about their biological cycle hehe). Dragonflies are said to be insect's best predators, Terezi is also a vicious and precise hunter, if not of other trolls literally, of outcomes and possibilities (she is intelligent, and a Seer of Mind).


Vriska Serket - Peacock Tarantula (Poecilotheria metallica)
Also pretty self explanatory, it's a blue spider, therefore Vriska Serket. Spiders in general are already a good representation of how she is percieved (with fear lol). Yea, simple explanation.


Equius Zahhak - "Pure Blue" Giant Flower Beetle (Mecynorhina torquata)
The strongest of bugs are beetles (among some types of ants, who are better described as proportionally strongest). This particular one is also pretty big and strong, and coincidentally presents this type of coloration.


Gamzee Makara - Purple-Winged Grasshopper (Titanacris albipes)
Originally was going to be a praying mantis, but the orchid mantis was just too perfect for Feferi. Locusts also have ties to religion and mythology, which was my main focus for finding Gamzee's insect (they have been, fittingly, a symbol of destruction for eons).


Eridan Ampora - Canopy Mosquito (Sabethes cyaneus)
Tbh, I based most of this decision off of the fact that Eridan is annoying (I don't hate him, it's just his personality, unfortunately). Also, mosquitos breed in water (at least that's what my parents always told me) which matches the aquatic theme.


Feferi Peixes - Orchid Mantis (Hymenopus coronatus)
Feferi is the troll I had the most trouble with. Originally I tried keeping up with the aquatic theme and had found Ranatra linearis, a stickbug that looks like a mantis and hunts little fish. I discarded the option because even though it was aquatic, the connections with Feferi kind of ended there.
I then tried to search for a bug that had "empress" in the name, and had chosen Megapomponia imperatoria, a giant as fuck cicada. It didn't convince me either though.
I chose the orchid mantis because, mantises are cutthroat, good hunters and pink as fuck. If that's not a description of the tyrian blood caste I don't know what is.
I wanted to make one of these drawing comparisons to different species of ants. There exist some cool af ants out there, I might do it.
#aradia megido#tavros nitram#sollux captor#karkat vantas#nepeta leijon#kanaya maryam#terezi pyrope#vriska serket#equius zahhak#gamzee makara#eridan ampora#feferi peixes#insects#homestuck
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As much as I love Homestuck and praise it for the character writing. I have to say... (TW: rant) (Spoilers for Homestuck Act 5 Act 2 and beyond) FUCK YOU HUSSIE WHAT THE FUCK WAS THIS FOR YOU PIECE OF SHIT HE DID NOT DESERVE THAT YOU MOTHERFUCKER
NEVER IN MY LIFE HAVE I EVER SEEN A CHARACTER WITH SUCH AMAZING POTENTIAL GET WIPED AWAY SIMPLY BECAUSE YOU CONSIDERED HIM A "JOKE CHARACTER" WHAT THE FUUUUUUCK!?!??!!??!??! DO YOU UNDERSTAND THE LIMITLESS CHARACTER DEVELOPMENT POTENTIAL EQUIUS HAD YOU HALF-BAKED OVER SEASONED FUCK OF AN AUTHOR?!!?!?!? DO YOU EVEN HAVE THE COGNITIVE ABILITY TO UNDERSTAND HOW GREATLY YOU FUMBLED THIS BAG!?!?!?!? DOES YOUR KITCHEN SHELF-LEVEL IQ EVEN COMPREHEND THE MISTAKE YOU MADE WHEN YOU DECIDED TO DO THIS?!?!!? EQUIUS' STORY COULD'VE BEEN FUCKING AWESOME!!! DO YOU UNDERSTAND HOW INTERESTING HE WAS!?!?!? HE COULD'VE LEARNED THAT THE HEMOSPECTRUM IS BULL AND FULLY APPRECIATED THE PEOPLE AROUND HIM?!!?!!? HE EVEN COULD'VE BEEN ANOTHER POTENTIALLY INCREDIBLE VOID PLAYER!!! ESPECIALLY CONSIDERING HE'S A FUCKING HEIR OF VOID!!! "HOW DOES HE INHERIT VOID?!?!?! GREAT QUESTION!!! TOO BAD YOU'LL NEVER FIND OUT BECAUSE HE ONLY HAS TWO BIG PARTS OF THE STORY AND ONE OF THEM IS HIS LITERAL FUCKING DEATH!!!" I COULD EXCUSE IT IF IT GAVE WAY FOR SOME CHARACTER DEVELOPMENT BUT GUESS FUCKING WHAT?! YOU FUMBLED THE BAG TWICE!!!
BECAUSE YOU KILLED THE ONE PERSON THAT WOULD'VE ACTIVALLY BEEN AFFECTED BY EQUIUS' DEATH YOU UTTER NINCOMPOOP!!! IT'S LIKE YOU GOT POSSESSED BY A FUCKING TROGLODYTE THE SECOND YOU STARTED WRITING THIS PART!!! NEPETA COULD'VE GONE THROUGH A SERIOUSLY AMAZING ARC ABOUT EQUIUS' DEATH AND WHAT IT MEANS TO BE A ROUGE OF HEART!!! IT WAS RIGHT IN FRONT OF YOU AND YOU MUST HAVE WORSE EYESIGHT THAN I DO BECAUSE YOU COULDN'T SEE IT!!! AND YOU KNOW WHAT'S FUCKING CRAZIER?!?!?! THE THIRD AND FINAL FUMBLE!!!
YOU GAVE JOHN THE ABILITY TO LITERALLY BRING PEOPLE BACK FROM THE DEAD!!! AND YOU ONLY BROUGHT BACK VRISKA?!?!?!??! THE ONLY TROLL THAT ACTIVALLY HAS BEEN SHOWN TO BE A PROBLEM?!?!?! YOU DIDN'T BRING BACK FEFERI, EVEN THOUGH A STRIFE BETWEEN HER AND THE CONDENSE WOULD'VE BEEN PERFECT!!! YOU DIDN'T BRING BACK ERIDAN, EVEN THOUGH IT WAS FORSHADOWED THAT HE WAS GOING TO DEFEAT LORD ENGLISH, AS WELL AS HAVE BE MOIRAILS WITH KARKAT AND MATESPRITS WITH ROXY!!! YOU DIDN'T BRING BACK TAVROS, EVEN THOUGH HALF OF GAMZEE'S PROBLEMS WOULDN'T EVEN EXIST AND IT WOULD'VE MADE FOR A GREAT CHARACTER DEVELOPMENT FOR BOTH OF THEM!!! AND YOU DIDN'T BRING BACK THE TWO CHARACTERS WHO WOULD'VE HAD SOME OF THE BEST POTENTIAL DEVELOPMENT IN THE ENTIRE SERIES, EQUIUS AND NEPETA!!!! AAHGHGHGH!!! ACT 6 WAS SUCH A GIANT BALL DROP ON EVERYTHING YOU SET UP FOR THE TROLLS!!! SO MUCH NOTHING HAPPENED!!! IT'S LIKE YOU ONLY CARE ABOUT VRISKA, WHICH IS PROBABLY THE CASE CONSIDERING YOUR SELF-INSERT TRIES TO GET WITH HER MULTIPLE TIMES, EVEN THOUGH SHE WAS DEAD AND LITERALLY FUCKING 13 YEARS OLD?!!?!?! I HAVE NEVER IN MY LIFE BEEN THIS LIVID OVER SOMETHING SO GLARINGLY OBVIOUS!!! IT'S LIKE YOU'RE BEING WILLINGLY OBTUSE!!! UUUUUGHGHGHUGHHGG!!!!!!! I SWEAR STUFF LIKE THIS MAKES ME FEEL LIKE A LIGHT PLAYER!!!
#homestuck#beta trolls#equius zahhak#nepeta leijon#rant#tw: rant#FUCK YOU ANDREW HUSSIE!!!#I HATE YOU!!!#AHHHHH#meowrails#gamzee makara#murderstuck#YOU'RE A MORON#AHHHHHHHHH#horse#honse
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It's wert (heh) pointing out that the Aradiabot timeline where Gamzee flipped out and killed everybody in the session might not be one where Vriska was godtier, making this slightly less of an insane feat. With the error bars so large on what this could've been, I don't know what this tells us of his power level. That said, I do have a lot of speculations! (This is very long, my apologies.)
I think the lower bound of what the doomed Gamzee did was something like this:
Gamzee kills Equius (free) and then Nepeta (not using her hunting skills and speed to her fullest advantage). Nobody realises anything is amiss; the meowrails could simply be doing moirail things with their phones off.
Gamzee gets the jump on Eridan who doesn't know to take him seriously and whose best weapon is at this point the long-ranged Ahab's Crosshairs. People assume he's moping.
Gamzee kills Tavros and Vriska while questing at Vriska's. Aradiabot at this point probably knows that the timeline is doomed, so if she finds it odd Eridan hasn't duelled Sollux yet she'll either put it down to divergence, or not care because doomed innit. She's making preparations to leave, not fix things.
Gamzee kills Terezi and Karkat. Even if they know at this point, I doubt Karkat could fully believe it until he laid eyes on the bodies, and Terezi could well try arresting him before she goes to kill him. Karkat was the one who sent Equius after Gamzee in the main timeline, and while that was a doomed venture, he is pretty much the only person thinking in terms of team strategy in the trolls' session.
Kanaya, having worked out some of what's happening, has been messaging people like mad to rally some sort of party together to beat him, but she's getting a lot of no replies, except for Aradia who just unhelpfully tells her everything's doomed innit.
Gamzee kills Sollux before Feferi (we've seen Feferi's revenge leap, whereas Sollux's power and range and ability to fly make me think his revenge blast might well level anything within a few miles).
Kanaya goes to fight him and is killed. She goes down. When she comes back up again, Gamzee is gone to collect the bodies into a single place, and without any blood to suck, her rainbow drinker powers can't bring her back fully. When he gets back to retrieve her body, he kills her again, and this one sticks.
Aradia arrives after he finishes covering the book in blood and, forewarned and forearmed, kills him.
Gamzee has a lot of strength and speed, so if he gets near somebody who doesn't realise he's snapped, he could probably kill that person. Stealth and miscommunication do most of his work for him, with the rest largely down to people in the right order (Equius before Nepeta, Karkat before he can wrangle people into a defence, Kanaya not around any blood sources, etc).
While on the other hand the upper bound could easily have been:
Gamzee kills Karkat and Kanaya publicly but without immediate access to more victims (i.e. somebody's watching them on the Server side, or Karkat was mid-memo rant when he dies). Everybody knows immediately that he's snapped.
He then kills Nepeta, which is enough to send Equius into a rage when he finds out. He doesn't find out yet.
While people are talking about Karkat and Kanaya's deaths, he attacks Tavros and (godtiered) Vriska. He kills Tavros and is so much of a threat that Vriska has to retreat (as you can imagine, when she realises she had to run away, she gets very pissed and starts hunting Gamzee).
Kanaya comes back to life, sucks Karkat's blood, our girl is back in action and she has no mercy.
Equius realises Gamzee killed Nepeta.
Terezi, realising Gamzee is a big threat, lures him to a favourable location for her with plans to kill him. She does this on a public memo so everybody knows where she is and where he's planning to be.
On his way to Terezi's planet, Gamzee runs into Feferi and she fights him and gets killed. Sollux and Eridan learn this right away.
As Gamzee arrives at Terezi's trap, Vriska and Equius arrive pretty much at the same time. Terezi fights Gamzee and dies.
Immediately after, Vriska and Equius try to defeat him. Vriska might not be going for the kill straightaway, but Equius 100% is.
Gamzee kills Equius, which makes Vriska see it's to the death. Kanaya and Eridan (armed with a science wand Kanaya gave him for other reasons at some point) arrive, but fail to put a dent in him. Vriska manages to stay alive for longer, maybe Kanaya does too with her speed, but Eridan dies.
Sollux arrives, and it's a 3v1 with Vriska, Kanaya, and Sollux versus Gamzee. Kanaya dies, and then Solluz, and then Kanaya again, and then Vriska.
Aradia arrives to find Gamzee distracted by scrawling over the book, and as he finishes the last character on the last page, she kills him.
I don't know which one is more realistic or where the actual event lies in between them, but those are kind of the upper and lower bounds I feel like there are for what 'Gamzee flipped out and killed everyone' could mean in that timeline. And incidentally, if anybody wants to write those up as fanfics I'll absolutely read them lol
Sorry for the pages of text, just thought it was an interesting thing to note: we don't know how Gamzee killed everybody! Thought that was ripe for speculation.
Loving the liveblog, hope you're having a great day!
I love the level of detail you're put into this analysis.
There are some extremely evocative scenes here. A confrontation where he forces God Tier Vriska to retreat is something I'd love to see expounded upon - and I particularly like the image of an Aradiabot who stumbles upon a barely-coherent, HONKsick Gamzee, silently observes the bodies, and telekinetically snaps his neck.
Out of these two scenarios, I believe the second is probably closer to the truth. While Frenzied Gamzee is capable of being sneaky, he seems to generally prefer shock tactics and intimidation, so a bloody warpath seems more plausible than a stealth-focused approach.
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Seapunkification: A Bloodswap AU's Beta Trolls
Happy 413, esteemed Homestucks! The troll lineup for this bloodswap AU of mine is two years in the making... and it's finally done! ✨
alternate version + artist's notes + backstory under the cut~
Alternate Versions
As usual, the alternate version shows Karkat without his violetblood disguise.
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Artist's Notes + Backstory
(warning: backstory contains spoilers!)
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Feferi Megido (she/her)
Feferi Megido, the Catacomb Cuddler, looooves ghosts! She thinks that they deserve better than to be stuck haunting the mortal world, and so takes it upon herself to let the ghosts into her body and help them finish their unfinished business. She enjoys hanging out in places with a lot of death, and when she meets the Heiress, she travels to even more! (And maybe finds some love during it!)
Feferi is also the President of Cronusitis, a.k.a. the Bandlead Troubadour (Cronus Vantas) Fan Club, archiving the works of her favorite crooner. (That's why she wears 1950s-style clothes!) She'd do anything to get even the slightest scraps of Troubadour material, even travel to places full of death and danger (this is also how her ghost communion psionic powers and possession hobbies come in handy, she can be a medium that interviews dead Cronus-fans... though she wishes she could find the ghost of Cronus Vantas himself).
When Eridan Vantas told her that the Troubadour and the revolutionary Signless were one and the same, she decided to make it her goal to undo Imperial propaganda that separated those two figures and reveal the truth. At least to her fan club... but every big change starts with a small step!
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Vriska Nitram (she/her)
Vriska Nitram was supposed to be under Imperial watch for being the descendant of the rebellious Corsaire (formerly Summoner, a.k.a. Aranea Nitram), but the Beguiler Dualscar/First and Grandest Orphaner (Kankri Ampora) had a soft spot for the Corsaire. Thus, by the grace of the Beguiler, she was spared the awful surveillance of most descendants of seditious trolls. She doesn't know this, though.
Also I made her taller. Sorry to all the short Vriska truthers 😔
Vriska is drawn with practical and casual clothes. This is just what she wears during VLARP-ing (Virtual Live Action Role Play) with Nepeta, Sollux, and Tavros (it was called "hyperrealistic TTRPG" in that old post :p), which she did after she stopped FLARP-ing.
Since Seapunkification is rather cyberpunk-y, with Makara Tech as the megacorp and the violetbloods as the Senatormentors that rule the Empire, VLARP-ing is seen as a more high-class, tasteful alternative for highbloods than FLARP-ing. After all, highblood lives are "more precious", unlike lowbloods who are so high in numbers they're "expendable" and so can just FLARP and die.
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Kanaya Captor (she/her)
Kanaya basically wears Cyberclown attire without actually being cyber or clown, simply because she's Equius' assistant/errand girl/probably moirail.
She is weak in telekinesis and electricity, but extremely skilled at it from a lot of practice. Her psionic strength lies in precognition, which gives her a disability in form of constant hallucinations of visions of the past, present, and future.
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Eridan Vantas (he/him)
Despite being the descendant of the Signless and the last surviving limeblood, Eridan is free-ish from Imperial watch, because the Signless Revolution's spies are protecting him. Moreover, his own limeblood illusion psionics is unwittingly shielding him and the people he cares about (Terezi and Kanaya) from Imperial surveillance.
While Kanaya is weak-but-skilled in physical psionics, Eridan's got no skill to wield his. In terms of raw power, he beats everyone else, but he isn't allowed to train himself by the Signless Revolution after accidentally burning someone to death in his wrigglerhood. That's why Kanaya has taken it upon herself to train him.
The Signless Revolution gives Eridan the task to fulfill the Fateseer's prophecy that the Signless' descendant will unite every troll across the hemospectrum. This task is to recruit at least one troll from every caste before he is exiled from the home planet in adulthood.
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Terezi Leijon (ey/em/eir/eirs/emself)
Terezi is an assassin, who fashions emself as someone who reaps the souls of the damned (a.k.a. people who are against the Signless Revolution's values). That's easier said than done, however, since eir clients mostly want the opposite of what ey wants.
Oh well. In the meantime, ey trains with Eridan and Kanaya in preparation for the glorious revolution.
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Sollux Maryam (he/him)
As the descendant of the Architex, Sollux is under Imperial watch. So he decides to escape the brooding caverns and constantly moves around, attending online school under a pseudonym, living off empty hives and selling the stuff in said hives. But this is not sustainable. And puberty makes him dysphoric. So he has to come out of hiding and find enough money to transition socially and medically. He also doesn't feel like he can live in isolation forever.
Here comes Tavros Serket with a golden ticket to gender validation.
Like Nepeta, he is under the employ of the ceruleanblood. He learns how to GM and uses VLARP-ing to find people that Nepeta can blackmail. He pursues Aradia Peixes - the Heiress - in a relationship of ambiguous quadrants to extort her, but unfortunately, Aradia knows that jadebloods are "not supposed to" have bifurcated horns... this is a distinctive trait too, like that one rebel called The Architex (a.k.a. Mituna Maryam). She used this information against him, but Sollux will definitely retaliate. (That's why his horns are cut off in this image, as this is Sollux post-"The Maryam Makeover".)
Also I decided to give Sollux short braids. Because Sollux with long hair (like in the VLARP art from 2023) is probably best saved for his adult self. *vibrates excitedly about the hypothetical Seapunkification friendsim*
Also Sollux hacks his own government files to legalize his and Nepeta's transition. Trans icon.
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Nepeta Pyrope (they/them)
Nepeta Pyrope's more of a sheltered kid than Nepeta Leijon, so they wear cute and impractical clothes. The tail is decorative. They wear a lot of purple because of Equius, their moirail and benefactor. They only became Equius' "meowrail" to extort him and get closer to the Makara Tech fortune and secrets to bring the megacorp down and avenge their ancestor, but he doesn't know that yet.
Nepeta is under Imperial watch for being the descendant of Meulin Pyrope, the Neophyte Orphaner (the first and only teal-blooded Orphaner ever). The Neophyte was hated by the Empress for colluding with Kankri Ampora in turning the Empire into a violetblood hegemony - later, they got executed by Horuss Makara for their crimes. So, Nepeta tries their best to seem like a law-abiding citizen. (Somewhat. They decide to join Tavros Serket's criminal empire to get money for transitioning.)
They also avoid the Orphaner Corps at all costs - only violetbloods can be Orphaners now, sure, but they also don't want to work there in an administrative capacity, either.
Sollux and Nepeta are both ~ HACKERMAN ~, but he's more about having fun and Nepeta is more of the data analysis stalker who blackmails people for secrets, favors, and money by knowing their "weak spots" (friends and quadrants and other associates).
When not studying Imperial law, trying to avenge their ancestor, or committing organized crime, Nepeta is an avid roleplayer and fanfiction reader. Their favorite author is one VioletProse, a seadweller with a penchant of writing complicated love dodecahedrons and quadrant-mixing, complete with schedules and charts. They wish to meet VioletProse someday and talk about writing.
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Tavros Serket (she/her)
Tavros pays for Nepeta and Sollux's transitions in exchange for a large cut of their profits. As Sollux and Nepeta undergo bodily changes and become happier and more euphoric, Tavros finds herself feeling Some Sort of Emotion.
Vriska, who is also a trans girl, decides that she'll hatch Tavros's egg, no matter how ready the cerulean may or may not be. She'll teach her the ropes! It'll be great!
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Gamzee Zahhak (he/him)
Gamzee, as the descendant of the Salvation (Kurloz Zahhak) - the original inventor of the clown religion - is constantly under Imperial surveillance. He's basically a ward of the Cyberclown Church, living with Equius as a long-suffering fellow churchgoer.
He takes up engineering so he can go to the academy of Makara Tech and away from Equius' "friendship", enlisting the help of one Vriska Nitram (thus the bronze-colored tools in his hands).
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Equius Makara (he/him)
Seapunkification presents to you our Short Equius Agenda.
Equius is basically ordered by his ancestor to proselytize people, including and especially Gamzee.
His ancestor, the Mirthful Messiah/the High Prieste% (Horuss Makara), stole and bastardized the Salvation's religion. The Salvation and his adherents dressed as clowns with tearful face paint, which mourned the Signless' death, using a clown persona as an homage to the Signless' pre-rebellion performer image. His adherents were supporters of the Signless and/or limebloods who were trying to escape the purge.
The Mirthful Messiah (with the help of the Beguiler and the Summoner) destroyed the Salvation's original clown church and turned it into a cyberclown church where adherents replace body parts with cybernetics in an act of mirthful creation. All the clown stuff is kept as a mockery of the rebellion.
Equius is intensely jealous of this violet-blooded fanfiction author that his meowrail constantly gushes about.
On the other hand, he longs to meet the descendant of the Beguiler and idealizes him, since Kankri and Horuss were besties when the former was still mortal...
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Karkat Ampora (he/him, she/her)
Oh, Karkat Ampostor, they can never make me hate you.
Like Nepeta, he is a fandom-goer. He isn't a roleplayer, but he writes meta and fanfic. Under his pen name "VioletProse", Karkat is somewhat of a BNF in the fandom of "The Concupiscent Auspistice", a series of doorstopping corny semi-seditious quadrant-fucking romance novels.
I'm always drawing Karkat in a beskap, fake horns, and face paint/makeup now, at least when he's taking his disguise seriously. And since I'm already dressing him with an Indonesian attire, I think he can have a keris (dagger) as the Hallowed Sword he inherited from his ascended ancestor (who is wearing clothes inspired by Central Javanese wedding attire). The wavy shape of a keris is like his sign too!
Karkat's pants is an inner swimsuit like Aradia's (see below), except he uses adaptive, stretchy protective "shoes/socks" for his toes because like hell he's showing those red ones. The golden part is actually a knee brace with some modifications! He also wears gloves with finger splints, which are also gold. His classmates definitely notice that Karkat suddenly has a taste for makeup, jewelry, and fine clothes instead of just T-shirts like before his mutation.
Karkat's belt has nothing to do with a beskap-style attire, it's moreso a "pirate" aesthetic (he and Aradia wear belts with each other's caste colors~)
Also, if the Hallowed Sword is a keris, I would make his cane a lightsaber. Sorry, I make the rules here. Seapunkification is pretty cyberpunk, at least in my head. I'll work on it more! (I kinda wish that this AU was more worldbuilding- and- xeno- than character-driven sometimes xD)
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Aradia Peixes (she/her, they/them)
Aradia has always been drawn with a kimono-style top that is folded incorrectly (as in, the way a corpse's clothes - not a living person's - are folded). At first, her skirt is longer and more layered, but I like the stingray look with the wide top and narrowing tail... and it's more fitting to Aradia's adventurous character to have practical clothes that let her run around and have fights.
I don't know how to work her arm-fins, so I ignored it for now xD I also removed her makeup because I don't think she'd wear it. But I added a bun, to make her look more princess-like. Her arm tattoos are horrorterror vibes, one is the deep ocean with eyes, and the other is the tentacles.
Now, her inner clothes! I decided she can wear stirrup pants-style diving-suit material, since it's athletic and also lets her swim (and is very princessy/ballerina-y, which has a classy feel). The open toes is actually because in Seapunkification seadwellers will have webbed feet and hands underwater.
The whip is two-sided, one side is a grappling hook and the other would be like, laser-style. It works underwater of course, Karkat's does too. Yes. I'm pushing it. >;D
#homestuck#homestuck fanart#413#bloodswap#beta trolls#seapunkification#digital art#artists on tumblr#troll lineup#homestuck fan art#art#topfsecret.art#feferi megido#vriska nitram#kanaya captor#eridan vantas#terezi leijon#sollux maryam#nepeta pyrope#tavros serket#gamzee zahhak#equius makara#karkat ampora#aradia peixes
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Pleaseeee tell me more about that homescryption au
A little something between you and me and everyone else who happens to look at this post. Im working on a lineup for the four scrybes :D
Roxys design is subject to change and you guys have already seen D1rk. Jane and Jake are in progress!!! (Also D1rk and Harley are the names for dirk and jake but weve been struggling to come up with appropriately fantasical/magical names for Jane and Roxy that align with magnificus and grimora😞 Harley feels old-manish enough that it fits in well… im sure well get there but if anybody has ideas feel free to comment ✌️)
But yes i can tell you more!!! ILL PUT IT ALL UNDER THE CUT THIS POST IS GOING TO BE LONG o7
Working with cyrus repliiku to flesh it out x3 he was the one who got me into the game and im CRAZY NOW!!!!
The four alpha scrybes methods of inscribing cards are that Harley uses his magic blunderbuss and the things he shoots become cards, Roxys cards are the fantasical characters she creates in her stories, Jane will be a detective of death, uncovering how cards die and writing up a casefile in her detective agency about them (might give her a magic magnifying glass. Well see), and D1rk were trying to figure out something with Sburbs captcha card + ghost captcha system like how Po3’s cards are printed from real robots
The students/the scrybes underlings are going to be other homestuck characters or splinters!
D1rks will be the robots (aradiabot, arquius (wanted him to me more unique than just brobot + hal so he gets to be a robot) and jadebot.
Harleys will be jake-ish splinters rather than new characters. Thered be the Adventurer (prospector), the Hunter (trapper/trader), the Sailor (angler), the Ectobiologist (mycologists), and the Actor (woodcarver) and his campaigns would be more Action packed like jakes action movies type stuff hehe
Janes will be the dead trolls, nepeta, equius and feferi. Not much to say besides them being dead lol 😭
And roxys were still figuring out but nerm. Viceroy/Casey, Rose (maybe goobert but they are actually nice and kind to her) and Eridan….(lonely wizard he was banished to the shadow realm for being annoying 😁👍)
Luke Carter is going to be Calliope and Satan in the greater scheme of the daniel mullins-verse will be Caliborn/Lord English because i think itd be very funny for him to just. Be making video games and thats his evil plot. LOL and Sado would be Gamzee. (Will not expand to pony island or the hex this is just clearing up the ending of inscryption)
Kaycee would probably be Aranea but like just some normal girl. Not all that sure abt the OLD_DATA tho ??? Maybe just all the wrong doings Lord English has committed and influenced culminated into the files or the code that brought him into the universe I DUNNO.
Retconning the drawing i did when i first scribbled this AU, i believe when harley turns the other scrybes into preexisting cards d1rk would become a seagull (kingfisher replacement) roxy would become a jaguar (wolf replacement) and jane would become a jackalope (pronghorn replacement) 😁
And the way harley would be defeated would be using his blunderbuss on him with a special bullet instead of film. Po3’s decapitation fulfilled the Dirk prophecy too LOL
I think that of the gameplay/card gimmicks themselves would work basically the same but i might try and come up with more creative homestucky twists on them
Im planning on finishing the designs and making sprites and more mockup screenshots :3
I might write up or draw a comprehensive ref sheet for this au someday but for now heres what weve jotted down 👍
#homestuck#inscryption#homescryption#my art#zan0tix#daniel talks#IM GLAD PEOPLE ARE LIKING IT SO MUCH ITS SO FUN TO THINK ABOUTTT
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The Beforus Ancestors
honestly, i didnt like how the drawings turned out. i searched for references for the ancestors but i didnt manage to draw them the way i wanted to. most of the designs are okay, though i still feel like some of them are missing something, like colors.
more info abt them ↓
The Treasure Huntress (aka. Beforan Aradia) She was a very skilled adventurer and loved finding historic artifacts. She had a special taste for East Beforan art and culture. During her adventures, she met a violetblooded sea dweller who also had a fascination for history and dedicated his life to study and learn more about it. Together, they traveled along each other with the goal of learning more about the history of their planet, and eventually, they developed feelings for each other. However, the warmblooded girl was pale, while the coolblooded boy was red. The unspoken tension between each other lead to a fight, which ended in surprise on both sides over the admittance of feelings. Not wanting to disappoint each other, they agreed to just stay friends.
The Guardian (Beforan Tavros) He he stood up for the rights of trolls in special needs, and by that, he was also heavily against culling (as in the Beforan meaning of culling), saying that nobody should be treated that way (as helpless and fragile, making them too dependant) and by doing that, they would be "hiding the truth of the world from the children" by basically being way too overprotective. He was a farm boy, living in the country sides with his moirail, who mainly took care of the stables. Their farm was open to public visits, and one day, a certain coolblooded visitor has caught his attention. He wished to re-encounter with the man someday. One day, he has suffered a very sudden mutation that made him sprout wings, with him finally being able to realize his dream of traveling the world to spread the word about the dangers of culling and the rights of trolls in special needs.
(please correct me if I got the wrong meaning of Beforan culling, as I will talk about it again)
Radiical Psygamer (Beforan Sollux) He was, perhaps, the greatest programmer that Beforus has ever seen. With his magnificent skills, he was responsible for massively improving trolls’ technology and has contributed to the creation of a few robots and helped with the coding of various popular games. He was, however, a terrible teacher, given his introversion and general social awkwardness. He was a big figure in the world of console games and was the first to actively encourage girls to play games too.
The Unculled (Beforan Karkat) Because of his rare candy red blood, no lusus wanted to raise him, leaving him there all alone. One day, he was found by a purpleblooded man who took him to his hive in hopes that someone would pick him. They waited, and waited, and waited… but no lusus came. Tired of waiting, the big troll decided to raise the grub himself. Because of his caretaker, the mutantblooded grew up to be loud, tough and intimidating, but had a big, friendly heart and cared for his loved ones a lot.
Sharpeye Furrline (Beforan Nepeta) She was a very skilled huntress. According to herself, she only killed what she ate, and if she didn’t eat, killing them would be mean. She could hunt creatures from a very small size to ones that were the double of her own. One day, while hunting for her dinner, she has killed a creature that was going to become a Lusus of a small wriggler. Therefore, she has accidentally unlocked the rage of a coolblooded troll. Terrified, she knew she couldn’t fight back, so she ran as fast as she could, far away from that beach. No one knows what happened to her.
The Seamstress (Beforan Kanaya) A rare jadeblood with a rare taste for fashion. She became known for her dresses with odd patterns, inspired by the landscapes around her. She also traveled in search of different sights and, consequently, more ideas for dresses. Her works have eventually caught the attention of the Empress, who offered her a job as her official seamstress.
The Attorney (Beforan Terezi) She was a blind woman who did not allow her disability to hold her back. She fought back against Beforus’ culling policy and became a excellent lawyer. Dedicating herself to fight against crime and bring justice to maintain the order and peacefulness of her planet, she chased a mischievous pirate lady who seemed to cause trouble everywhere she passed. She was The Unculled’s matesprit.
Arachnid Cap8tain (Beforan Vriska) A troublemaker who caused mischief together with her pirate crew. She considered The Attorney her rival, as she was the only one who insisted in chasing her and never gave up on her quest to capture the spider pirate. A completely platonic rivalry. She held a special interest for snooker and said that the Ball 8 was actually “her lucky ball”.
The Horseman (Beforan Equius) A STRONG man who really liked horses. He lived in a farm with his moirail and was responsible for taking care of the stables. Because of his interest, they ended up having way too many horses, which resulted in them having to build a larger stable for all of them. He loved every single one of them and took great care of each one. He said he occasionally had dreams where he was half a man and half a horse (basically a centaur), which is the origin of his title.
The Clownish Caretaker (Beforan Gamzee) He rescued lususless grubs and wrigglers with an absent lusus and took care of them temporarily, until a new lusus came to become their official guardian. Despite being tall, lanky and overall intimidating, he was a very sweet and cheerful man, and loved entertaining others. Just like others, he was also heavily against culling and said that “every motherfucker should know and be able to defend themselves.” One day, a lusus was coming to his hive to pick up a grub, but it was killed by Shapeye Furrline. The man never felt so much rage before. The pure platonic hate he held towards the woman was bigger than the amount of hate he thought he could feel. Despite that, and contrary to popular belief, he did not chase the lady and took him quite some time to calm down. He was responsible for raising The Unculled and made sure to treat him properly.
The Historian (Beforan Eridan) A seadweller with a huge fascination for history, he dedicated his life to learn more about the mysteries of his world. He read diares and looked for accurate informations, instead of believing in telltale stories. He studied ancient walls and occasionally collected some artifacts, purely for research reasons, and that’s when he met The Treasure Huntress. They decided to travel together, and it did not take long for him to become flushed for her. Unfortunately, she did not return the feelings, instead being pale for him. They agreed to stay friends, but very deep inside, he was still a bit disappointed.
Her Glorious Imperialist (Beforan Feferi) The ruler of Beforus. She was a very kind and sweet woman, undoubtedly one of the best rules Beforus has ever seen. She treated her people with fairness, yet despise that, she was pro-culling, saying that some should not face the dangers of the world. After offering a job for The Seamstress, she and the jadeblood grew close. Despite being the one in charge of the planet, she decided to take care of Arachnid Cap8tain herself, and being a seadweller, it wasn’t hard to find her. She still congratulated The Attorney for her efforts in chasing the troublemaker pirate.
#mareys dump#homestuck#hom3stuck#beta trolls#beforus#beforus ancestors#aradia megido#tavros nitram#sollux captor#karkat vantas#nepeta leijon#kanaya maryam#terezi pyrope#vriska serket#equius zahhak#gamzee makara#eridan ampora#feferi peixes
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can I here the "knight of Heart nepeta" conspiracy
A Knight is one who exploits their Classpect in service of others, usually to protect or defend. The Knights we've seen have had some semi-consistent defining characteristics.
They're:
Loyal and protective to a fault.
For Dave, that's seen over and over in how he's willing to risk everything for his friends. He behaves like a damn rescue dog. For Latula, that's represented by sticking with her partner even through his traumatic brain injury.
Struggle with their Aspect somewhat themselves, despite understanding it intuitively.
Dave's always on a time crunch and *has* to exploit it in order to buy some for himself and his friends-- we see this especially with Davesprite. They ran out of time to get Jade in the game, to protect John, etc.
Usually put on some sort of mask or facade in order to hide their insecurities.
Dave has the smooth operator coolguy presentation that he fights tooth-and-nail to keep up so people don't find out he's just a guy. Latula has the '90s sk8erg1rl personality that hides the fact that she's actually kinda fucking terrified all the time. We see how well this works with Terezi, since it sorta destroyed what was left of her self-esteem.
With the little characterization we see for Nepeta, she:
✅ Sees Equius dead on the ground and jumps Gamzee without a second thought. This ultimately leads to her death.
✅ Is really, really fucking lonely and craves connection. She also bases her concept of Self around relationships and matchmaking, precisely where she's lacking, so that's two for two. This becomes the insecurity that she hides with
✅ The cutesy catgirl personality.
There's also correlation with the fact that as an Oliveblood, her caste is suited and destined to become soldiers later in life.
Nepeta is a Knight of Heart, full send.
#gimmick blog#homestuck gimmick blog#homestuck#classpect#classpecting#mod rambles#nepeta leijon#knight of heart#knight nepeta propaganda
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Homestuck: Beyond Canon Upd8 for August 11, 2024
So I've heard we have an upd8 today! And we've got a news post too! Right off the bat, we'll have another chapter "a little later in the month." Guess I'll have to keep my ear to the ground. Not sure there's an extension out there that can determine when the team upd8s a Ren'py game attached to their website.
I haven't been able to support the Patreon for a bit, so I'm unaware of the music previews James mentions. His little spiel makes me worried he might go Grimdark at some point . . .
We've still got another collab in the works, but we don't have the details yet. And yeah, I've been experiencing heat where I live that definitely slowed me down a peg.
On to the upd8!
Holy crap! Year 4!
Even with the realizations she made before, apparently this is still really slow going.
Nanna!
Oh wow! She's literally growing up! Wherever she is, she's physically aging in what is probably real time. Here's a shot from the last blog for comparison.
Her hair and horns are both longer, she's taller in frame, her neck is longer, and her eyes and mouth sit smaller on her face. Somehow though, she's still fitting into her outfit. Wonder if they're letting her alchemize new clothes?
Oh man! We've apparently missed some reconciliation with Eridan, John, and Kanaya! I feel especially robbed about missing out on the Kanaya portion. But we all know who the "HER" is. Though it would be a hilarious fake out if it was Nepeta or Feferi!
Hah! We apparently have both Nannasprites here!
Vriska does not say no to cookies!
We get another callback to Vriska's previous adventures as she remembers talking to John about their relationships with their ancestors. But she apparently doesn't understand how humans can have family ties. At least she seems more curious about it now.
Of course Nanna would have to describe having a child as having "novelty". It's nice to see a little bit more background on this version of Jane.
Vriska just cannot get past the idea why anyone would put up with a baby given the unavoidable accidents.
Nannasprite has apparently seen everything Jane has accomplished and is, at the very least, curious how things might have turned out if she hadn't settled down.
Wow. That had to really suck. Nana never felt loved or even wanted before she settled down. That might have been why finding someone who did love her and want to start a family with her caused her to change all her plans.
This is another attitude that Vriska previously would never have considered. She was always certain she had to be best, had to surpass every expectation, and very much felt she had a destiny to fulfill. The idea that someone would just "give up" on all that and do their own thing is more alien to her than humanity itself.
Wow! Vriska was actually mindful she might have lost her cool and genuinely apologized! She is learning!
And some genuine affection here too.
Wait! That's broken Paradox Space! Is Vriska facing Game Over Terezi?
And these are Vriska's typing quirks! Wait! Does she have to come to terms with Game Over Vriska? AKA (Vriska)? Does she have to reconcile with herself?
Wait! Mindfang? Does she have to come to terms with her relationship with Mindfang? If that's the case, no wonder she's not getting anywhere. Everything else has probably been about figuring out what the other person wants. But Vriska's problem was she was always trying to live up to Mindfang, an extremely poor example and role model. In this case, she almost certainly need to stop caring about what Mindfang might want.
Oh! It's not Mindfang! It's Vriska's idea of her, all wrapped up in her relationship with her lusus. It's basically both of Vriska's parental figures rolled into one.
She definitely needs to not give a shit about what this entity wants! While there is value in understanding who her lusus was and who Mindfang was, there is no value in engaging with them. This is all about Vriska learning how trying to live up to their needs and expectations, instead of living up to her own desires, caused her so much pain and heartache.
Heh! "Momfang."
Wow! They really are wrapped into one!
Also I can't decide if this reminds me more of the Venom symbiote or Conceptual Hair.
It is important that Vriska recognizes that these two entities were formative to her. But I really feel like that's all there is here. Understanding who they were and the impact they had on her life. The next revelation is that this doesn't need to define her.
Momfang's words echo a lot of Vriska's own thoughts and words on death and murder. Whether she, or indeed we, like it or not, Vriska does need to forgiver herself for her past. But not by accepting the violent environment as justification. She needs to understand that while she has extenuating circumstances for what she did, Vriska still did those things. She has to come to terms with that and forgive herself for it.
Vriska has learned from Vrissy! Suffering is not what makes you strong. Just as the muscles of a body builder tend to be weaker, more limited, and even useless compared to those of an athlete, suffering often comes with just as much that weakens you. Strength always has to come from within. Someone's strength who gets there through finding something or someone to be strong for is just as valid as someone who gets there through pursuit of an ambition is just as valid as someone who gets there through hardship is just as valid as, well, any path that gets you there. It's a bitter pill if you're the one who's suffered. But it is the truth.
Even on Alternia, none of this was ever fine. Even by their standards, her childhood was full of abuse and violence.
Man! The team is determined to make Momfang's twisting form as creepy as they can for mostly still images!
I don't know if Beforan Lusus could be like this, or if this quirk was part of Scratch's work. But we clearly see that some Lusus just weren't good guardians, despite coevolution. "But so are some parents!" I hear you cry! That's still different. While it's possible in the vast variety of humanity to be raised by a true monster, most abusive parents are still human. There are paths victims of abuse can take to find comfort or even peace and understanding because of this.
Vriska's "mom" is literally a spider, an animalistic predator. "HUNGRY. KILL. FUCK. EAT. FEED." On earth, even when spiders demonstrate sentience and intelligence, it is from an entirely different evolutionary path. We could not relate to the mind of a spider. And neither can Vriska.
There are many reasons why a parent may become abusive.
Vriska's was abusive because that helped it find prey.
Yep. This is not about what Momfang wants. It's about what Vriska wants. "And wasn't considering it now, to 8e clear." Again. Spider!
Huh! But that doesn't stop Vriska's image of Mindfang from being curious.
Vriska knows part of what's wrong. But as most of us know all too well, knowing what a problem is only the first step in fixing it. All you can do is try to catch yourself when "you're doing it again," while also trying to not make that become something you're constantly on guard about.
"Oh my god. Tavros was right!!!!!!!!!"
As was Nannasprite! You're supposed to learn form each of these "sessions" and use that to help with the next.
Now I'm sure that "h8r" is talking about Terezi.
We've often believed that what we read of Mindfang's journal was tame. Homesmut Mindfang is apparently canon.
No Momfang! No! You do not get to use Mayor callbacks!
"What will you do?"
Vriska knows what she wants. How does she prove it? Killing or being eaten seems like it's just more of the same. This could just be as simple as walking away.
Only way to win is not to play. It was always a false binary. There was always another option, it was just a case of seeing it.
Happy Vriska is best Vriska!
Yep! Just walk away!
Yeah, no! No hug for you!
Can't decide if I like "Gestalt of Rivia" or "Hierarchy of Arachneeds" more!
Let's not stop there though! I feel like we know enough now about how this works to start making some predictions.
So the Cueball suggests Scratch. He also played a great role in Vriska's life and actions. How Vriska needs to grow past him is trickier. Scratch was only ever using her, and I'm pretty sure Vriska knows this. Now she's dealt with Momfang, though, I don't think she'd get hung up on him. He is considerably cannier than Momfang, but this still feels like a misdirect. It could potentially lead to Rose. She's the other Hero of Light after all, and she and Vriska have both Scratch and the Cueball in common. I'm willing to bet Vriska didn't take enough advantage of Rose's presence on the meteor. This might create a scenario where she just has to learn from her fellow Hero.
Then we have a feather. This is probably the hardest to draw any conclusions from. The only character in Homestuck connected to feathers is Dave. Another potential hero to learn from. It's just hard to imagine not having to reconcile with Terezi, and I'm pretty sure she's not the 8ball. But I also can't think of how the feather connects her to . . .
Scales! It's a bit of a reach, but scales and feathers do have a connection. Also, why would Vriska have a feather? Maybe it's a quill that she used in her FLARPing days? Either way, I'm gonna say the feather is Terezi. Mostly because it's what I want.
The 8ball will be (Vriska). Vriska needs to come to terms with her Game Over self. She needs to realize that it not only was she wrong to look down on her, but that (Vriska) was always right to just look for happiness. (Vriska) was always valid and deserves to lose those parenthesis. Even if they are really convenient.
#live blog#live blogging#liveblog#liveblogging#homestuck liveblog#homestuck#homestuck upd8#homestuck spoilers#homestuck 2#homestuck 2 upd8#homestuck 2 spoilers#homestuck beyond canon upd8#homestuck beyond canon spoilers#homestuck beyond canon#hs#hsupd8#hs upd8#hs spoilers#hsbc#hsbcupd8#hsbc upd8#hsbc spoilers#hs2 spoilers#hs2 upd8#hs2#beyond canon#upd8#upd8 spoilers
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what do you see in equius ?? genuine question i don't mean to sound rude but to me she's just really offputting. she gives me such creep vibes that i can't seem to get over and every time i read a page with her it just gets worse..... like when i first read nep & eq's chats i was sitting there wondering if this was outright abuse or at least bullying of some kind??? it felt like it idk.......
but honestly i do wanna see an equius liker's opinion on him because i can't understand it like at all and i'm probably just missing something that all the equius likers saw and i didnt LMAO
Well, considering I’m an Alpha Trolls Enthusiast and have been for, like, a decade, as well as having Horror as a Special Interest since age… What, 3? I’d say I personally have a pretty strong stomach for Weird and Offputting in fiction, lol. Stronger than most. Equius isn’t a very palatable character at all, I’ll be the first to admit that - a lot of the characters I enjoy the most in Homestuck aren’t very palatable… But I find ‘em real interesting, personally. The fact that they aren’t palatable adds to the intrigue for me, and poor execution tends to be a total weakness of mine. Again, Alpha Trolls Enthusiast for a decade straight.
I have a post here that talks a bit about my reading of Equius, I’d recommend giving it a read. I see Eridan and Equius as being very similar characters - not necessarily due to their shared hemoloyalty, but because they’re both teens falling down online pipelines. They’re very prevalent Kinds Of Guy that no one wants to talk about.
But people talk about Eridan plenty even to this day - he was even a fandom favorite for a while, being the fandom’s first Prettyboy Sad Gay Anime Prince long before Dirk… So he doesn’t reel in as much interest for me as the chronically overlooked Equius.
If there’s anything to know about me, it’s that I love a good underdog.
Equius-Likers, from my experience, are very aware of his issues. It’s part of the draw. Enjoyment of him tends to be an analytical fixation. I haven’t met a single Equius-Liker that hasn’t had some very complex thoughts on him. They’re just kinda quiet about it. Fitting.
Unfortunately, I’m Aranea But Real, so. No quietness here.
Your response to Equius is valid. It’s also intended, I feel. To specifically address the bits about concerns of his relationship with Nepeta not being healthy… I mean, it’s not abusive, but it’s definitely more complicated than fan art would lead you to believe, as always. “Complicated” is to be expected from a Moirallegiance - remember what they exist for?
Nepeta is very much so in control of the things going on, and their relationship is pretty equal, all things considered, so I wouldn’t be worrying too much about that. She very distinctly does not lack agency here - Nepeta is the one who has a leash on Equius, not the other way around. Equius is mean, because that’s the way she is to… Everyone, more or less, but she’s not of any danger to Nepeta. They have a fine Moirallegiance. 1,000% more functional than whatever the fuck Karkat and Gamzee had going on.
Anyway. I think Equius is neat, and has both missed and oft overlooked potential. One of the very few characters I’d be 100% down to have seen more content of in the comic.
Once again, check out this post. I still think it’s decent. Maybe you will, too.
#also there’s a big difference between ‘Equius fan’ and ‘Meowrails fan’. i am very specifically referring to Equius fans. you understand.#homestuck#beta trolls#equius zahhak#eridan ampora#nepeta leijon#cw abuse#<== mentioned#meowrails.ship#equius.pdf#nepeta.pdf#nekro.pdf#nekro.sms
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question! apologies if you've already answered this, but you've talked about how each alpha kid has a beta troll counterpart that would match well(or at least, was alluded to match well) with them thematically, or at least fit their interests. roxy = eridan, jake = vriska, jane = equius. following that theming, who would dirk's be?
It's not as obvious for Dirk, but given the pattern followed by the other alpha kids, probably Tavros?
The other kids, it's practically indisputable - Jake's intro literally yammers about how he loves "cerulean knockouts, hubba hubba" and how he wishes he could be the guy who dated Neytiri from James Cameron's Avatar, wording it in a way that makes it sound exactly like the TaVris SGRUB situationship. The other big hint is that Jake is pretty much at the center of the venn diagram of Vriska's two love interests, John and Tavros (three if you count Nic Cage). Let's note that one of those interests shares a Class with Jake, a Page.
Roxy's is also practically indisputable; she fucking loves wizards, she's a hipster, but crucially, she also has a crush on a broody Prince, and her other interest is John, who's got black hair and glasses (and in their initial meeting, she literally isn't even listening to him, just going "wow... black hair and glasses... is he single" hahaha). Similar to VrisJake, Roxy is in the center of the venn diagram of Eridan's two red interests, Feferi and Nepeta - a bubbly pink nice girl, and a cat-themed Rogue. Let's notice again that some major foreshadowing here is class.
Finally, Jane literally talks about having a wall of "cobalt beefcakes," and she's constantly described as a "tightass" who starts out correcting peoples' grammar and chastising them when they cuss. Equius's main redcrush? Aradia... a Maid, except he laments her low social status because he's really into being dommed. Well. Guess who is also a Maid and of high social status (heiress).
So, following this pattern, it's very likely that Dirk's redrom situation will be someone who shares a class with his extant red interest... which would be a Page. Moreover, while it's subtler, his interest sets him up for Tavros in a similar way to the other three - he unironically loves Rainbow Dash, a flying horse, with Tavros also having a preoccupation with flight; he has a tiny horse similar to Tinkerbull (and Tavros also has horse associations, given his fiduspawn of choice is Horsearoni), and he's shown in his introduction rapping with a robot significantly less good at it than he is, winning by dousing it with orange soda. This same orange soda is later used by Dirk to pacify Gamzee, and Tavros and Gamzee are implied to be destined moirails, so that also gives it a more direct Tavros association. It's also not the first time soda of a corresponding blood color has been used to represent a troll character, as part of pale EriKar foreshadowing is the cherry-red Faygo that Eridan picks up. Tavros is a real mess in the romance department, meanwhile, because he regularly pursues people purely for status/accomplishment - Vriska (after dying) and Jade most notably - but he also has a weird something-something with Dave, being the first one to show up to doomed!Dave's bubble besides Aradia to challenge him to a rap battle. As we've seen with Vriska and John, an indicator of compatability might be interest in a similar family member.
Plus, the glimpse we get to see of Jake and Dirk casts Dirk in an interesting light - he IS needy and IS pushy, but his messages largely read as "what do YOU want to do? Let's go do something fun for YOU. Or if you need space, that's OK, just tell me and I'll give you some. But still you have to tell me". In a very Heart-esque way, he's super comfortable putting his own wants aside to accommodate his partner - he's just pushy about knowing what his partner wants.
(Quick sidenote - I believe that Hal is a fully separate entity from Dirk, so I don't lump any of Hal's actions in with Dirk's.)
This actually seems like what Tavros would need - as we see with Gamzee, he ghosts people who are too forward, but Gamzee is also deeply pessimistic and self-conscious, so he probably didn't bother trying to get back in touch after the first ghosting. Meanwhile, we see from Vriska that Tavros actually doesn't mind some pushiness, and there are even parts of their adventure he had fun with, since he just genuinely loves adventuring - she was just ultimately too inconsiderate and selfish for him.
And again, the major caveat to all these relationships is that every character needs character development to get to a point where the relationship is viable. Eridan, Vriska, AND Equius, given how they were before they died, and sometimes after, were all far too unstable, their worst traits untreated, for them to be good matches with the Alpha kids - but with some char dev and maturation, each of these characters' best selves are basically perfect fits.
Vriska's character development cuts out her need to live up to her society's murderous standards, and learns to be a bit nicer, meaning she ends up as a confident, take-no-shit bitch, whose adventuring style would mesh well with Jake, who's a fan of a challenge to a greater degree than Tavros and rebounds better from humiliation and defeat.
Eridan at full character development is likely still a naturally arrogant-sounding, despotic-acting freak, but firmly on the side of good (the "i will kill for you" type of friend), much like Slinus Marlevort from Roxy's wizard fanfic, but 1) she's really into all of that, she DOES NOT STOP describing Slinus as Hot as Hell, and 2) he's also a simp, like he would do anything his dating partner asked LOL
Equius at full character development has had a very long reflection on the fact that he's mostly just got a fetish, which - because he hasn't realized it's a fetish - he's inadvertantly been pushing onto other people. And he would stop that. Equius, at his core, is a polite and helpful lil' stoic, and most of his casteism is a combination of being a sub mixed with "this makes sense to me as an explanation of the horrible things that happen around me". Once he learns to rein in his fetish, his natural tendency is already to be the strong, silent type - à la Ron Swanson, Jane's "ideal man". Moreover, we see from tiaratop!Jane (and Jane and Jade later describe their mind control as them acting on their worst impulses, so it's still meant to be read as a reflection of Jane) treats Jake like an object/breeding stud, meaning that there's a part of Jane that's looking for submission, deference, and obedience in a partner............ Equius.
And finally, Tavros with full character development sees Tavros friendly, nice, confident, and outgoing. It's the version of him that puts together a massive pirate army at the end just by asking them nicely. Dirk's introduction describes that he unironically loves Rainbow Dash... because she's so spunky <3. Spunky is a good word to describe this final form of Tavros we get to see at the end.
Just wish I could see these characters happy, man. Like, I get why I can't, but still.
#homestuck#equijane#erirox#vrisjake#dirktav#tavdirk#help i dont know what the ship names are bc i do not go into the fandom
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Purrfect
Equius has a gift for Nepeta. More than one, actually.
(i don't think i've ever seen anyone talking about the implication's of nepeta's cat clothes being indigo. so i have come to fix that!!)
my first homestuck fic and it's about. the platonic ship of all time. i have NEVER wanted to tear out my hair over two fictional characters so much in my life!! never i SWEAR!!!
(no cws)
Read it under the cut, or on AO3!
It was a wonderful, beautiful day in Alternia. Mostly for Nepeta Leijon, anyways, since Equius was coming over to hang out today! Maybe she’d convince him to RP this time, or maybe it’d be a losing battle like every other time. Regardless, she’d have a great time. As aloof as he could seem, Nepeta could easily smell that he was always happy around her, and that was enough.
As per usual, she spent the minutes before her arrival staring intently at the messages they sent each other beforehand:
-- arsenicCatnip [AC] began pestering centaursTesticle [CT] --
CT: D--> Hello, Nepeta.
AC: :33< *nepeta runs over, hopping onto his workbench and meowing at equius* hi eq!! what’s up? *her head tilts curiously*
CT: D--> For the last time, I’m not going to entertain your te%tual antics. I am trying to have a serious discussion with you
AC: :33< ofc this is serious! you never text furst unless it’s supurr serious business :33c
CT: D--> Indeed. If you are available, I would like to come visit your hive. If you can even call it that
CT: D--> Those b100d stains on your walls are deplorable living conditions, even for you
AC: :33< they’re not stains!! they’re drawings of my favorite hunts and friends!!
AC: :33< you’re just changing the subject anyways x33 just say you wanna hang out!!
AC: :33< i won’t bite! or purrhaps i might… >:33
CT: D--> Absolutely not. Not even the lowest of lowb100ds would think of such behavior
CT: D--> Stop fooling around and answer my question
AC: :33< of course you can come over!! i’m never not available for u
CT: D--> As e%pected. It seems like you never have anything better to do than constantly act like a feline and needlessly kill precious creatures
Nepeta hadn’t answered that last text, too busy preparing her cave for when her best friend showed up. Especially since Equius had asked her! She was always the one who wanted to hang out, and Equius would always begrudgingly accept, so this was exciting! He had to have something planned… What if he finally wanted to go hunting with her? It’d fit, after all! He’d finally get to use his bow and arrow for something!
Just as she was about to start pawndering over his plans, she heard a loud thud ring across the walls of her cave. Was Equius really knocking before he entered? She couldn’t help but giggle, smiling like an idiot. He insisted on knocking, and her cave didn’t even have a door. It was so funny to her! For someone so serious all the time, Equius was the silliest person she’d ever met. And she would treat him as such…
She didn’t answer, instead getting into a hunting crouch just at the edge of the entrance. Any minute now, he’d be within tacklepounce range, and she had to be prepared! It took quite a few minutes, but eventually, Equius walked in front of the entrance to peer into the cave, but the moment Nepeta could see him? She shuffled for a moment, her eyes widening, and she bolted straight for him, knocking him to the ground and making him yelp in surprise.
EQUIUS: D--> Nepeta! What kind of terrible greeting is that supposed to be?
NEPETA: :33< hi equius!! *she batted at his face playfully, happy to see her best furriend after such a long time*
Equius scoffed, his brows furrowing when she verbalized her roleplaying attempt.
EQUIUS: D--> Get off me. That is an order, Nepeta
Despite his clear disapproval, Equius didn’t push Nepeta off or try to wriggle out from beneath her. Laughing excitedly, she stood back up, her paws sticking up close to her face.
NEPETA: :33< what’d you wanna s33 me for eq? you’ve gotta have something in mind!
He didn’t answer her question at all, moving past her quickly and straight for the smoothest, least drawn-on wall he could find, grimacing as he stepped over all the animal pelts. Curiously, she sniffed at her paws- eww, they were damp! The entire cave was gonna smell like his sweat even after he left…
EQUIUS: D--> Just... get over here
He gestured over to Nepeta, who obediently crawled over to where he was sitting. It was then she noticed the hand behind his back. He was hiding something… or he brought something for her?
NEPETA: :33< *nepeta sniffs equius all over, trying to sense what he’s trying to k33p away from me!*
Equius shuffled away from her, huffing in annoyance.
EQUIUS: D--> I’m not going to roleplay with you, Nepeta
EQUIUS: D--> We’re not even te%ting right now. There’s no reason for you to be narrating your actions like that
EQUIUS: D--> These… they’re for you
Swallowing heavily, Equius slowly pulled the things he was holding out from behind his back, as if the blue- or b100, teehee!- fabric in his hands was as shameful as the horse images he collected.
Despite the fact that they were covered in sweat, just as Equius was, Nepeta snatched the items out of his hands before he could even fully let go of them. There were four things in total, and her eyes widened in shock as she looked them all over. In her hands was a soft hat that looked exactly like Pounce de Leon’s maw, complete with kitty ears. And he made her shoes with kitty paws underneath them. And a tail…?
EQUIUS: D--> If you’re going to act like a cat, you may as well look the part
EQUIUS: D--> At least then, other trolls won’t instantly assume you’re not actually an animal
Nepeta couldn’t care less about why Equius made them. They were immediately the absolute best things she’s ever owned. Instantly after she put the hat on, she pounced on him again, hugging him tightly as her eyes welled up.
NEPETA: x33< ahhh!! thank you so much equius these look amazing!! i’m never going anywhere without these ever again x33
Squeezing him even tighter, she rubbed her head against his shoulder- which might’ve been a mistake in hindsight, as that made it even more sweaty than it already was. Oh, screw it, his sweat didn’t matter right now! Equius earned this hug!!
Her friend remained silent despite her happiness, and Nepeta could tell he was stunned into silence. His scent didn’t lie, and it was telling her that Equius was overjoyed that she liked her gift. But what did he expect? She was gonna get into character better than she ever had now! This was amazing! After a moment, though, Equius stiffened within her arms.
EQUIUS: D--> Are you done hugging me yet, Nepeta?
NEPETA: :33< oh come on, do i have to stop??
EQUIUS: D--> No. That was a question, not an order
It took a moment for Nepeta to realize what he meant by that, but when it sank in, she decided that no, she was not done at all. Equius actually liked her hugs! He was never, ever living this down, no matter how hard he tried to deny it. And now that she had his permission, maybe she would just keep him here forever! Mwa ha ha…
After a moment, she felt a bug or something in her hair. Her ear twitched slightly, trying to get it out- before she realized it wasn’t a hair at all. Was that… Equius? It did, in fact, feel exactly like one of his fingers was just barely petting the stray hairs around her ear. Nepeta blushed hard, and her heart felt like it was going to fly right out of her chest. This was the closest he’d ever come to actually touching her, and she could barely contain herself. For the sake of making this moment last, though, she stayed right where she was, hoping he wouldn’t change his mind and stop doing that.
EQUIUS: D--> How are you purring
Was she? Oh- yeah! She was.
NEPETA: :33< i just am!! i’ve always been able to do it, i’m surprised you’ve never noticed!
Equius sounded so shocked by it, and way quieter than he’d ever heard him. Nepeta shot a quick glance up at his face, and it was exactly as she expected. His eyes were wide in awe, and his entire face was drenched in sweat. He was anything but relaxed, and he seemed to be putting all his energy in not letting his hand any closer to her head. She wished he didn’t have to worry so much about that, but since he’d broken every teacup he’d handed her after barely picking it up, she understood where his worries came from.
As nice as this was, as much as Nepeta wanted to stay like this forever and not question anything, she had to tease him. Just a little bit.
NEPETA: :33< are you feeling ok eq? If i didn’t know any better, i’d say you looked purretty pale! teehee :33
As if she was one to talk. To her, Equius was her moirail in every way, except officially. But this was Equius after all! With all that talk about the hemospectrum and trying to be STRONG all the time, she doubted he’d want to be anything more than just normal friends with her. Just because he texted her every day, always told her to stay away from things that turned out to be really dangerous, and went so far as to make these cat clothes for her…
EQUIUS: D--> Nepeta.
She immediately turned her head away, as if she was never looking at him in the first place. But that wasn’t what Equius was concerned about at all…
EQUIUS: D--> I can’t deny how much I appreciate the time I spend with you
EQUIUS: D--> Even though you’re one of the most ridiculous trolls I’ve ever met
EQUIUS: D--> You are also one of the kindest
EQUIUS: D--> Too kind for your own good, but kind nonetheless
EQUIUS: D--> And admittedly, I don’t know what I’d do without you
EQUIUS: D--> So no, I can’t help how pale I am right now
EQUIUS: D--> For you, I mean
Nepeta was buzzing with joy and excitement before Equius was anywhere close to done, and she cut in the moment he was done talking.
NEPETA: x33< you really wanna be my moirail?? oh my gosh yes!
NEPETA: x33< yesyesyesyesyes ahhh!!!
NEPETA: :33< i’m pale for you too eq, i just didn’t want you to be weirded out if i told you furst! <>
She was chirping out of pure happiness now, rubbing her face all over Equius until she felt big drops of sweat hit it. Eww!
NEPETA: :33< okay, hug time over
NEPETA: :33< i’m getting you a towel, stinky!!
She got up to grab a fresh towel, tossing it lightly at Equius, who seemed quite glad to finally dry himself off. Once she was next to him again, he responded to the last part of what she’d said earlier.
EQUIUS: D--> There is nothing weird about quadrant relationships, Nepeta
EQUIUS: D--> It is imperative for all trolls to find partners, especially concupiscent ones
EQUIUS: D--> As a highb100d, it is my duty to ensure my quadrants are filled, so that I may provide my genetic material to the mother grub
Before Nepeta could ask Equius to please talk about literally anything else, he continued on, clearly passionate about this subject.
EQUIUS: D--> Moirallegiances are equally important, however
EQUIUS: D--> With my unfathomable STRENGTH, it would otherwise be highly likely for me to a%identally kill any of my future partners in a blind rage
EQUIUS: D--> Therefore, your gentle presence is necessary in order to keep me stable
NEPETA: :33< stable? that’s a horse pun isn’t it! heehee :33
Equius scowled, but it did nothing to quell Nepeta’s stupid grin.
EQUIUS: D--> Of horse- ugh, of COURSE not.
She chuckled, flopping over onto Equius’s lap with her belly up. Predictably, he was refusing to look at her after that telling slip-up, but he eventually turned his head toward Nepeta once again.
NEPETA: :33< that was a lot of boring and gross words you used just to say you love me, eq
Though he never responded to that, Nepeta could see his expression soften. His blush only intensified, and that was the only answer she needed.
NEPETA: :33< and fur the record i love u too my purrfect meowrail <>
Once that feelings jam was over with, she felt content to stay here all day, not doing anything but looking into those eyes behind his broken sunglasses all curled up on his lap, basking in the warmth of their brand new moirallegiance. Could anything be better than this?
Besides trying out the new gear Equius got for her, anyway! Nepeta scrambled to her feet excitedly, putting her new shoes on and clipping the tail to the back of her pants. He got up when she did, and she grabbed his hand gently, noticing that her tail was sticking up as if it was attached to her! He really was the best moirail ever…
NEPETA: :33< *nepeta flexes her claws, purreparing fur the greatest hunt ever, now that equius was finally coming with her!*
EQUIUS: D--> I never agreed to that. And no, I will never engage in such debauchery
NEPETA: :33< yes you will!!
EQUIUS: D--> No, I won’t
He would. And he did.
#homestuck#meowrails#equius zahhak#nepeta leijon#gale's writing#first time using a work skin and SOMEHOW it worked#AHHHHH
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Ok dawg you're a little inconsistent sometimes, I've seen you use things Hussie has said as facts and canon but once he says Davekat was planned he's totally lying, when in reality you can't just pick and choose what's true or not because you can't see into Hussie's brain, no hate or anything I just think you should either take everything Hussie confirms or states as true, or be sceptical of all of it
I know, that's why I'm pointing out said inconsistencies that Hussie says and how the fandom would take it seriously at times or ignore other aspects that were said to be canon by him. He claims certain things were planned and also mentioned other problematic things that happened within it. Him saying Davekat was planned is stated as truth as much as him saying that Doomed Dave and Rose fucked in another timeline. He also claimed that Eridan was the proto-Caliborn despite the fandom history showing people compared Caliborn to KARKAT than anything. Nobody even tries to question that if Eridan was suppose to be the proto-Caliborn in the series, why doesn't he interact with Nepeta more (who is said to be the proto-Calliope by Hussie) or play a bigger role in the story like Gamzee has? Nothing about Hussie makes sense yet the fandom picks and chooses what can be canon or not because nobody can make an agreement if everything is canon or nothing can be canon. It also doesn't help with the meta theme that plays into Homestuck, it's both canon and not canon. The latter is also due to doomed timelines and Dream Bubbles making any possible canons invalid because Paradox Space and the author says so. Which is why it can't be similar to things like DC Comics or Marvel's alternate universes to explain other versions of the cast that people can choose which they love and ignore.
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#wiah :0#halquisprite#okay now THATS a cool fucking concept#also i love equius and hal's designs#AND THE BROKEN HORN OF THE MECH MATCHING EQUIUS' HORNS#stunning!!!!#hs#would love to see ur other designs for the rest of the sprites#particularly gcatavros and davepeta
@treeprince I can talk about them, sure!
Davepeta has a more modern design since they're one of the last created
Gcatavros has only one human taking care of and piloting it, but the kitty is helping! (Litterally. He knows what he's doing) the design is still blurry in my mind tho. Only the head has a definitive shape
I didn't really drew the rest of the cast yet, but I'm thinking about it...
The theme of this AU was a classic alien invasion trope with the time setting taking place in a sort of after-catastrophe, secret resistance going on. Like I said in my previous post with arquius, the sprites are giant fighting robots, with their componants piloting and building/repairing it and their kids being the operators/commandants.
Now pardon me while i also ramble bout other sprites:
Erisol is the most assymetrical mess you've ever seen, yet works perfectly fine, thanks to sollux' hard work. (Eridan does his part too. He's a good pilot)
Arquius is the most resistant and solidly built of the batch. Hal and Equius get along extremely well, to the surprise of almost everyone, save Nepeta
Fefeta got destroyed during a fight and feferi got injured, so she now work behind the scenes with Jane for Gcatavros
Jasprose is one of the only three robots having a single human working on it. The same kitty is helping Rose!
Tavris got destroyed due to the fact that Vriska and Tavros weren't getting along at all. Now Vriska is an honorary operator to all the robots (she decided that herself)
Nanna is the last three of the single piloted robots, by none other than Nanna (lol). She was the first to build and fight. She also fucking kicks ass
#homestuck#nepeta leijon#dave strider#davepetasprite#tavros nitram#gcatavrosprite#v23 art#i have no plot atm. i'm just having a blast drawing robots lol
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Anonymous asked: Well, welcome to what's known as Murderstuck! Enjoy your stay, and complimentary Faygo of 12 delicious flavors can be found in the fridge! Anonymous asked: Welcome to the murderstuck arc! @elkian asked: Allow me to be probably the 300th person to welcome you to Murderstuck lol… it's so interesting seeing your theories, because you get REALLY CLOSE sometimes, it's just that these kids don't do things logically [...] Your prediction for 'blood' re: the Trolls was spot-on. Never seen Murderstuck predicted that early. @sanctferum asked: "What a flash, is all I’ll say. This feels like the beginning of a new chapter, with Aradia revived as one of the most powerful Players, and Vriska choosing to do something she’s probably been contemplating for months." Oh, it's a new chapter alright. A chapter called Horrorstuck (or Murderstuck depending on who you ask). Haaaaaaave fun!! [...] @mimescantscream asked: I'm so giddy for you to enter this section of Homestuck. It is so good. :o] Anonymous asked: welcome to karkat vantas's terrible horrible no good very bad day Anonymous asked: this part of the comic is commonly referred to as murderstuck. what do you think of these developments from a narrative point? they've always kind of felt like a wild swing to me. not per se unexpected, but a bit odd
Time for Homestuck to become a slasher movie!
These murders certainly didn't feel out of left field. The comic has been stretching the tension out for a while now, as the clock runs down on a meteor full of violent, stressed-out aliens. I didn't predict an Eridan double homicide, but I sure expected something to pop off.
Murderstuck also serves an important narrative purpose. The trolls have been directionless for a while now, with only Karkat and Kanaya really committed to helping the kids. Vriska, Terezi and Tavros have at least been doing something, but Equius, Nepeta, Feferi, Eridan, Sollux and Gamzee have barely existed for the entire sub-Act.
Homestuck has a lot of characters, and some were bound to end up on the bench. A crisis like this will get everyone off the bench and back into the fray. This, in turn, makes the Veil more dynamic, and sets the stage for interesting character moments - moments which won't happen if everyone is just napping in their rooms, or whatever the B-team have been doing post-Hivebent. Fuck that - it's time for shit to go down.
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