homestucksimplified
homestucksimplified
Homestuck, Simplified.
13 posts
Here to publish updated guides to things like Sburb Aspects, Troll Quadrants, and certain analyses of the comic that catch my interest. Canon-related only, no epilogues.Feel free to ask anything!⚜️Search tags like #sburb, #breath, #rose etc.
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homestucksimplified · 1 year ago
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Reblog so it reaches more people so I can see the statistics of each one of them! Poll will last a week!
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homestucksimplified · 1 year ago
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So! I have been crafting this little quiz lately and I'd love to know your results, if you think they are accurate, if you like my analysis, etc.!
Hope you enjoy the 2024-updated God Tier Aspect test! Please share if you can :)
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homestucksimplified · 1 year ago
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Blood analyses are out!
Blood analyses coming soon!
Guess whose Summer Holidays arrived? I’ll be dedicating this December and January to writing the most I can of the God Tier analyses! Hopefully I’ll have done at least six Aspects until New Year’s, which would imply posting Blood, Heart and Space sometime these next two weeks! In the meanwhile, I’ll be posting some short character analyses that I usually publish on Twitter :)
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homestucksimplified · 1 year ago
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The 12 Classes of Blood.
"Blood is the Aspect of bonds, relations, friendship or relationship or hatred, anything that holds the idea of people connecting and interacting. Blood Players usually strive for community, craving the unity of people, thriving on groups of friends, families, rioters getting ready to protest, anything that ties the bloods together. They can have a hard time adjusting to freedom, preferring the value of the attachments in their life. Their view of the world is very interesting, mostly focused on the association between people, even the disharmonic ones".
"Blood can be literal, in the sense of a Blood Player’s path having to do with their care or lack of care for a sibling or parent, but it can also be about friends or lovers. They can attempt to form unity whenever they can, that might be their way of dealing with the world. They have a thought that “everyone has the same blood”. Blood is the opposite Aspect to “Breath”, which is focused on freedom and detachment".
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Sburb Players each have a combination of an Aspect and a Class. Aspects are understood to represent what a player’s goals and actions in life are caused by. A Class is within an Aspect and understood to represent the way they deal with their Aspect.
The Sburb Classes are Maid, Page, Mage, Knight, Rogue, Sylph, Seer, Thief, Heir, Bard, Prince, and Witch. (Lord and Muse*)
(*Classes Lord and Muse seem to only be possible in either Cherub society or in two-player sessions. They are very absolute and it’s rare for a human to identify with their descriptions. I will have to leave them out here and only write about the remaining twelve :)
Adding the Classes to the Aspect of Blood will result in twelve God Tiers. My analyses of them are as follows:
1st God Tier: Witch of Blood
Witch is the Active Class of manipulation. Witches are known to “control” their Aspect, both literally and figuratively. A Witch of Blood, specifically, would believe themselves to work better under stress, with second plans, with a strong sense of security, but their most productive moments will be those in which they decide to be free and “go with the flow”. Being the rebels against Blood, they would be deeply interested in exploring how they could break rules of conformity, even the ones they planned for themselves. They don’t like leadership, they don’t want to be responsible for other people; they are followers of change even when they don’t mean to be. They have very complex relationships, whether romantic or platonic, but not complex as difficult, and rather as “interesting to explore”. Their connections to others can be of heavy weight to them, as they sometimes doubt they are the right thing — they can love their best friend deeply but wonder all the time “do I really? Should I just leave them?”, for example. Blood Players tend to be chaotic, but I see Witches as the most collected of the lot. In regards to society, I can view them being into anarchism even if only as an interest of study.
2nd God Tier: Heir of Blood
Heir is the Passive Class of manipulation. Heirs are known to “influence” their Aspect or through their Aspect, both literally and figuratively. An Heir of Blood, specifically, would be the connecting link between people and situations. This is one of the coolest God Tiers, because Heirs become their Aspect somehow, so they would be inspired into inspiring relationships and unity, for example introducing people to their biggest passions, changing lives even when they don’t mean to, by helping their friends find themselves in what they were always meant to be doing. An Heir of Blood would have a lot of friends and probably be highly sociable and open-minded. Their challenge in life can have to do with low self-esteem in romantic surroundings, and maybe a belief that all of their friends are more interesting than them. Still with that, Heirs of Blood will be thought of as great company. They may pursue jobs related to inspiration and guiding other people.
3rd God Tier: Mage of Blood
Mage is the Active Class of knowledge. Mages are known to “understand” their Aspect or through their Aspect, both literally and figuratively. A Mage of Blood, specifically, would be really experienced with all forms of social interaction and/or close connections. They would be the friend that solves the issues and that takes the lead when it is time to make a decision involving somebody else (needing to talk to a figure of authority to help with something within the group, for example). I see Mages having confidence in what their Aspect represents, so they would know what they are doing, but, at the same time, it is said that Mages “suffer” from their Aspect, and I like to believe that is because they are too self-aware of it. So this would be the bad part, they would perhaps feel like they already know everything and refuse to take advice from others when it comes to their friendships or familiar bonds. And of course, since Blood also talks about binds, these Mages could also be knowledgeable in politics and social issues, naturally good at talking about it.
4th God Tier: Seer of Blood
Seer is the Passive Class of knowledge. Seers are known to “study” their Aspect or through their Aspect, both literally and figuratively. A Seer of Blood, specifically, would be fairly observant but retracted from social interactions. They would be the “judge instead of the participant”, and make up for what they lack with rigorous practice. In Blood, that means yes, they would constantly force themselves out of their comfort zone and challenge connections and bonds. They could be the most routine-based person in the Sburb session, and the most to-themselves person in the friend group. I think Seers are really interesting because they show signs of their Aspect even in childhood! I mean, all people do, but Seers do in a particular way.
Seer of Blood is a canon Homestuck God Tier. Kankri Vantas is the character that holds that title.
5th God Tier: Thief of Blood
If you read into Thief of Blood I suggest you also read into Rogue of Blood — I wrote them together as one.
Thief is the Active Class of stealing. Thieves are known to “take” from their Aspect and through their Aspect, both literally and figuratively. A Thief of Blood, specifically, would not be as evil-sounding as their title suggests, but they would be or make themselves seem overly powerful within their Aspect. Thieves in general tend to depend a lot on their Aspect in a way to strengthen themselves, and with Blood that may be done by engaging in self-serving relationships, whether romantic or platonic. I feel like it’s important to state that not! all! Thieves! are! selfish!!! But acting in their own interests is part of their unique pattern of Aspect handling. Again, Thief is the Active Class of stealing, so these would bring Blood to themselves, benefit from connections and structure in a way that is focused not on a clear objective but rather on the overall feeling of the Player. Stealing Blood is just something they do, because they were built to do just that.
If this is too abstract for you to understand, I’d suggest that you are not a Thief of Blood. But in any form, I hope this finds them.
6th God Tier: Rogue of Blood
If you read into Rogue of Blood I suggest you also read into Thief of Blood — I wrote them together as one.
Rogue is the Passive Class of stealing. Rogues are known to “redistribute” their Aspect or through their Aspect, both literally and figuratively. A Rogue of Blood, specifically, would be hard to notice. They would showcase a lot of power, but much less evidently than the Thief would. Likewise, their connections would be mostly selfless, even to the extreme point of lacking focus on their own person. But remember that not! all! Rogues! are! selfless!!! It’s just a theme in their pattern that they handle their Aspect with focus on the outside world. In a Blood way, that would mean the Rogue would be active in helping society, maybe taking that as their objective in life. Parades, sure, but I’m thinking mostly protests, even if silent activism that changes humanity little by little. Sometimes they’d think they are wasting their time and should be focused on other things, but that is just the questioning that will always be present in their lives. They are doing the correct thing, just usually not in the right quantity.
7th God Tier: Knight of Blood
Knight is the Active Class of utilizing. Knights are known to “handle” their Aspect and through their Aspect, both literally and figuratively. A Knight of Blood, specifically, would feel a strong sense of duty that they should use their Aspect in the best way possible, possibly creating pressure on themselves. They tend to be into leading and/or handling other people, following the knowledge that their Aspect is their objective in life. Outside Sburb, this can mean this Knight is the best person in a group when it comes to having empathy and being understanding. We see that in Homestuck, with Knight of Blood being one of the most well-explained God Tiers. They are unable to ignore their duty, but of course they also make mistakes relating to it, they are as imperfect as every other person. We see the Knight of Blood being the center of all relationships, but still failing at their own because of said imperfection.
Knight of Blood is a canon Homestuck God Tier. Karkat Vantas is the character that holds that title.
8th God Tier: Page of Blood
Page is the Passive Class of utilizing. Pages are known to “rise” their Aspect or through their Aspect, both literally and figuratively. A Page of Blood, specifically, would feel like they lack talent in handling other people and social dynamics, but in reality, just be held back by their own insecurities and feelings that they are insufficient. If they tried to apply effort into their Aspect, they’d find all the potential they have, understanding their place and their destiny. A realized Page will happily utilize connections, routine, revolution, everything in its own place, and will even uplift others in their own Aspects, but only after defying their limits. Pages can be the center of a Sburb session. Sometimes everyone depends on them so they all can be their best versions.
9th God Tier: Maid of Blood
Maid is the Active Class of construction. Maids are known to “create” their Aspect or through their Aspect, both literally and figuratively. A Maid of Blood, specifically, would at first not believe in their talents. Unlike Pages, they are creators, not users of the Aspect, and so their relation to it depends on more than facing their limits. A Maid of Blood will be a pushover in the beginning, and have to fight to find a relevant place in relationships and gatherings. They might even be built up by others, depending on them before emancipating themselves. But this characteristic doesn’t mean they are inferior to others, it simply means their initial challenge will be finding independence in their Aspect. A Maid of Blood will follow advice and whatever others say is the right way to handle connections, I can see that as accepting what anyone does, following their therapist’s relationship advice without hesitation, go through life accepting the minimum thinking that is all they deserve. The thing with them will be realizing they are not made to only follow. Realized, again, they would be great bosses, good at controlling people, changing minds, inspiring.
10th God Tier: Sylph of Blood
Sylph is the Passive Class of construction. Sylphs are known to “build” their Aspect or through their Aspect, both literally and figuratively. A Sylph of Blood, specifically, would be very dependent on relationships and order in their life. Their favorite things in life will be concerts, parades, football games, anything that brings people together with one common goal. They will thrive in situations where they have to deal with others, be good at community, or at least like community a lot. I can see them not being very patient, however, for example when something disrupts this sense of union that they crave. They can get frustrated more than the other Blood Players, because they are the ones who feel they should be the ones doing the building. They will also be extremely hardworking when it comes to helping others, since Sylph is a healing Class and Blood is a people Aspect.
11th God Tier: Prince of Blood
Prince is the Active Class of destruction. Princes are known to “wreck” their Aspect and through their Aspect, both literally and figuratively. A Prince of Blood, specifically, would be a complicated person to deal with, but mostly because of things that can be fixed. Princes are the opposite of Maids, so they are usually self-obsessed and self-confident; they know they are meant for / can’t escape / must act on their Aspect (their destiny). But for that reason they also aggressively hold their Aspect, in a way that might make them seem overbearing to people around them. When healing, a Prince of Blood will crave stability in social dynamics, believing that they would be completely fixed if only they had the friendship / relationship / community / family that they deserve. And they will heal from that, from perhaps creating their own community / family / etc. and building their destiny, positively seeing their Aspect.
12th God Tier: Bard of Blood
Bard is the Passive Class of destruction. Bards are known to “deconstruct” their Aspect or through their Aspect, both literally and figuratively. A Bard of Blood, specifically, would challenge themselves a lot, always defying the rules of their Aspect, which for Blood can mean they would estrange themselves from the people who care for them, escape from situations they feel comfortable in, etc. In general, they are estranged from their Aspect itself. It’s a complicated relationship to their Aspect because they are destroying it, even if passively, so this Bard’s challenge would be being taken away by Blood, expressing it way too much, believing they are too into relationships to the point where they abandon them, believing if they are too comfortable they must withdraw, and other situations of the sort.
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homestucksimplified · 1 year ago
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So. I did not do that :,)
But I’ll go back to Uni this week so I’ll be writing more since I'll have a need to distract myself from work! Thank you so much for your patience and for everyone who followed, I am so excited to post more and more here :)
Blood analyses coming soon!
Guess whose Summer Holidays arrived? I’ll be dedicating this December and January to writing the most I can of the God Tier analyses! Hopefully I’ll have done at least six Aspects until New Year’s, which would imply posting Blood, Heart and Space sometime these next two weeks! In the meanwhile, I’ll be posting some short character analyses that I usually publish on Twitter :)
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homestucksimplified · 1 year ago
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Dirk’s different deaths are very meaningful. Alpha-timeline Dirk always dies by decapitation, implying the loss of contact between MIND and himself. Beta-timeline Dirk dies stabbed in the chest, implying the death of HEART before anything else.
Dirk is the most emotional character in the whole comic, while his beta-timeline self is arguably the emptiest.
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homestucksimplified · 1 year ago
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Blood analyses coming soon!
Guess whose Summer Holidays arrived? I’ll be dedicating this December and January to writing the most I can of the God Tier analyses! Hopefully I’ll have done at least six Aspects until New Year’s, which would imply posting Blood, Heart and Space sometime these next two weeks! In the meanwhile, I’ll be posting some short character analyses that I usually publish on Twitter :)
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homestucksimplified · 2 years ago
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The 12 Classes of Doom.
“Doom is the Aspect of inevitability, destiny, fate, conformity… Doom Players are known to be good listeners, people who understand and will empathize, even if they don’t know how to fix many issues. They seem to be okay with fate, with the way things work, with both contentment and pain. Doom Player Sollux knew that he was going to die, and he accepted it, knowing nothing could be done about it. Doom can be heavily emotional”.
“Doom is a poetic Aspect, and it’s extremely interesting, although rarely depicted in the comic. A Doom Player’s struggle might be about acceptance, a doubt about how it all is supposed to work. It is realistic and skeptical, not always pessimistic instead. Doom can be stability, having an outlook on life that is healing in their own way. I have heard from a Doom Player that “the Life-Doom Aspect pair is the facet of a person that deals with healing. While Life heals through change and improvement, Doom heals through acceptance and adjustment”. This difference is sometimes described as “the vent friend” (Doom) and “the advice friend” (Life). Life is the opposite Aspect to Doom, and it is serving and helpful”.
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Sburb Players each have a combination of an Aspect and a Class. Aspects are understood to represent what a player’s goals and actions in life are caused by. A Class is within an Aspect and understood to represent the way they deal with their Aspect.
The Sburb Classes are Maid, Page, Mage, Knight, Rogue, Sylph, Seer, Thief, Heir, Bard, Prince, and Witch. (Lord and Muse*)
(*Classes Lord and Muse seem to only be possible in either Cherub society or in two-player sessions. They are very absolute and it’s rare for a human to identify with their descriptions. I will have to leave them out here and only write about the remaining twelve :)
Adding the Classes to the Aspect of Doom will result in twelve God Tiers. My analyses of them are as follows:
1st God Tier: Witch of Doom
Witch is the Active Class of manipulation. Witches are known to “control” their Aspect, both literally and figuratively. A Witch of Doom, specifically, would be one of the most repressed people in their lives, always shutting off what should be natural (though they would not be blind to it, they’re not naive about what fate is supposed to bring, they simply no not want to accept that it is true). Witches are characterized by rebellion, and Doom’s rebellion is against fate, the condemnation, sometimes even death. It is impossible to escape from your Aspect but they try their best, but does escaping from destiny not end up becoming your destiny?
Witches of Doom are the most frightened of Witches, but they’re also probably the strongest. I can see them being good liars, and pretty optimistic people, maybe trying to hide the realism or nihilism that might be building up inside them, begging to be seen. They would want to appear more as a Life Player, be helpful and free from destiny and/or suffering. It is through accepting suffering that they will become well-developed Doom Players.
2nd God Tier: Heir of Doom
Heir is the Passive Class of manipulation. Heirs are known to “influence” their Aspect or through their Aspect, both literally and figuratively. An Heir of Doom, specifically, would passively manipulate fate in a way that might be shown as “coping”, maybe tricking themselves and those around them into believing the opposite of the truth, for example, that everything will be okay when in reality they know it won’t. It can also be the opposite, if they are mostly negative; they could bring people to believe that a perfectly safe and fine situation will actually end in great tragedy. They don’t do this on purpose all the time, though, and unlike Witches, they have more control of that power. It’s not only their way of dealing with fate, it is also what they are naturally inclined to do. The challenge in an Heir of Doom’s life would be not being in control of what is to come.
Heir of Doom is a canon Homestuck God Tier. Mituna Captor is the character that holds that title.
3rd God Tier: Mage of Doom
Mage is the Active Class of knowledge. Mages are known to “understand” their Aspect or through their Aspect, both literally and figuratively. A Mage of Doom, specifically, would be aware of everyone’s fates and their own as well. I guess in a non-fantasy world that would be through “connecting the dots” and great observation skills. Mages are the most aware of where they are and of what their Aspect means, so Mages of Doom would be completely accepting of, you know, acceptance itself. In subtle cases they might be realistic people who don’t try to defeat their doom, and in extreme cases they might be people who are completely in peace with the fact that they are going to die. It will depend from Player to Player, but Doom will usually have a connection with suffering. Mages of Doom would be understanding of everyone’s suffering, maybe the perfect empaths. Their mind would never be focused on fixing the inevitable, they only accept it as it is; because if it’s meant to go this way, it’s for a good reason. They don’t go against fate.
I like to believe a Mage of Doom would read this and go “yeah. Guess I’m a Mage of Doom then”.
Mage of Doom is a canon Homestuck God Tier. Sollux Captor is the character that holds that title.
4th God Tier: Seer of Doom
Seer is the Passive Class of knowledge. Seers are known to “study” their Aspect or through their Aspect, both literally and figuratively. A Seer of Doom, specifically, would analyse fates and what they might be, what might be hidden behind them, what the reasons for them might be… They are analysts, like every Seer, but of what wouldn’t really appeal to others; of death, suffering, drama, the inevitability of many aspects of life. Seers of Doom would be really interesting people with many interesting hobbies. I can see them, like some of the Time Players, enjoying collecting bones, or rocks that not everyone would notice on the beach. They are probably drawn to endings, and I mean this in the most innocent way. I can connect Doom and Time pretty often, because both overlap when talking about finality; Time for the rush reason and Doom for the fate reason. Does that make sense? Seers of Doom might be really good at understanding how something is going to end, studying situations to figure out motives. What differs them the most from Mages is that they would watch from afar and not feel as intimate with destiny as Mages would.
I don’t know why, but “Mary On A Cross” by Ghost gives me Seer of Doom vibes.
5th God Tier: Thief of Doom
Thief is the Active Class of stealing. Thieves are known to “take” from their Aspect and through their Aspect, both literally and figuratively. A Thief of Doom, specifically, would take advantage of their own ideas of destiny to try to benefit other areas of their life. I see the stealing classes as the most unrelated classes to their Aspects, it is harder for me to figure out who is a Thief or a Rogue, but I can tell that most Thieves are tempted to steal “for themselves”. This has never meant they are self-focused or self-fulfilling, it just means they are less naturally inclined to sacrifice themselves in the name of others. Thieves are usually very comfortable in their Aspects, not ever doubting it, and instead taking every chance they have to perfect it. In a concrete way, a Thief of Doom would, for example, use other’s pessimistic moments to lecture them about it, showing off their certainty in whatever destiny they believe is coming to them. Being comfortable in their Aspect, they would not be affected by suffering as much, they would feel at ease with pessimism. They are confident that if it is the right thing, it’s going to benefit them one day.
6th God Tier: Rogue of Doom
Rogue is the Passive Class of stealing. Rogues are known to “redistribute” their Aspect or through their Aspect, both literally and figuratively. A Rogue of Doom, specifically, would be either defined by sweetness or by incapability. Let me explain, Rogue is a Class that is described to be giving, and with this particular Aspect, it could mean sweet but also dangerous things. A Rogue of Doom might be a great listener, giving away their time to empathize with people or make them feel heard at least, but they might also have extreme sides, like (taking the Aspect more literally) leaving their fate in others’ hands or even being killed by them, due to their own incapability to center their Aspects on themselves.But this being said, every God Tier has macabre interpretations that are not great to think about, but this one stood out to me. Being a Rogue of Doom doesn’t guarantee that a person will leave their destiny up to others, but it facilitates it.
7th God Tier: Knight of Doom
Knight is the Active Class of utilizing. Knights are known to “handle” their Aspect and through their Aspect, both literally and figuratively. A Knight of Doom, specifically, would be the biggest stereotype of Doom, pessimistic and used to suffering and being in the middle of the action. “The action”, in the Doom Aspect, can mean death of relatives, for example, and a Knight of Doom might be used to dealing with that. (This characteristic is also present in Knights of Time!) Otherwise, it can mean constantly having to handle and/or explain inevitability to others. Knights might not be the biggest fans of their Aspect, but they will accept it and not even complain that much. This is an interesting fact in Doom too, would they accept… acceptance?
The song “As the World Caves In” reminds me of this God Tier.
8th God Tier: Page of Doom
Page is the Passive Class of utilizing. Pages are known to “rise” their Aspect or through their Aspect, both literally and figuratively. A Page of Doom, specifically, would carefully and sometimes accidentally deal with the sensitive topics of suffering, death, finality of all things. It will all naturally come to them, in a way they really have no control or awareness over, and they will accept and accept and just handle everything because that’s the only thing they can do. Differently from Knights, they might feel like they’re useless in relation to the inevitability of change. Their main challenge will be learning how they are balanced in whatever chaos of destiny is happening around them. Pages have the potential of being the strongest Class when they learn the patterns of how they deal and how they should deal with their Aspect. I can see a Page of Doom just feel like they are following and not adding anything to the world, because things always happen without their input so how are they affecting anything? (If there’s any Page of Doom reading this, it’s not true; we are all affecting the world.)
9th God Tier: Maid of Doom
Maid is the Active Class of construction. Maids are known to “create” their Aspect or through their Aspect, both literally and figuratively. A Maid of Doom, specifically, would create their own fates! Maids are MADE of their Aspect, Maids of Doom are made of destiny and the ideas of suffering and comformity! Though it is the Active Class of construction, it is also a Class that serves, so it is also important to note that Maids of Doom would do anything to benefit destiny, whatever it might be. They are not the class that knows, they are the class that is.
I find Maids of Doom interesting, because how do you create something that to most others, just comes along on its own? Well, Maids have their technique of building, they will do what it takes until they feel like they are doing their job in a satisfying way. A Maid of Doom might be obsessed with living a perfectly spontaneous life, if that makes sense. They are attending to fate and building themselves from it!
10th God Tier: Sylph of Doom
Sylph is the Passive Class of construction. Sylphs are known to “build” their Aspect or through their Aspect, both literally and figuratively. A Sylph of Doom, specifically, would passively work with fate in order to make it easier to deal with, and then build upon it. I can see them as controlling and bossy about the Aspect. To use a random example, I can see them getting angry at someone who gives them advice, because that is not how Doom works. It’s inevitable and unchangeable, and it is the right thing to follow. I always see Sylphs as possessive of their Aspects, like they are the only ones who can take care of it, even if abstractedly. A Sylph of Doom would make their own interpretations of what their doom should be (maybe even macabrely, how their end should be) and will live their lives with those opinions very close to them at night.
11th God Tier: Prince of Doom
Prince is the Active Class of destruction. Princes are known to “wreck” their Aspect and through their Aspect, both literally and figuratively. A Prince of Doom, specifically, would seem pretty edgy. They’d want to be as positive as Life Players, but would fail miserably and fall back into their inevitable pessimism about inevitability. Unhealthy Princes try to escape from their Aspect, and everyone starts unhealthy. They would be constantly worried and angry at their own destiny, and would be awfully aware of it (Mage is the Class of knowledge, but Prince is the one of awareness!) despite their attempts. Destruction can be literal, in this case it might be breaking objects related to fate, like breaking the weapon that is trying to kill you, “biting the hand that feeds you”.
I like to use the song Call Me What You Like by Lovejoy for this God Tier. Especially “I’m not paranoid, I’m a realist; I know you’re gonna kill me”. I also like to say that, while fate is the correct and natural thing to most Classes, to Princes of Doom, it is the wrongest path of all.
12th God Tier: Bard of Doom
Bard is the Passive Class of destruction. Bards are known to “deconstruct” their Aspect or through their Aspect, both literally and figuratively. A Bard of Doom, specifically, would not purposefully ruin fate’s plans, but would definitely cause that ruin. Think of the term “back to black”, and the inevitability of going back to old patterns and to what happens spontaneously. Bards have a hard time accepting their Aspects, and can go through weird and unbelievable phases with it. This particular Bard could have a complicated relationship with the fact that everything ends, and other times that some things are infinite, they might at one time be okay with death and at another lose their minds about it. Regarding fate, they don’t know they’re against it, but everything they do works in favor to annulate it. Like Princes, they might prefer the idea of belonging to the opposite Aspect (Life), being more positive and less complicated and ever-changing.
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homestucksimplified · 2 years ago
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Doom analyses coming today or tomorrow!
Very sorry for how long I take to update here; I'm getting a double major and have two jobs, so I never find enough time! I'm taking a break now so I'll be writing a bit!
Also, I'm working on a 2023-friendly and analyst-updated Homestuck Aspect test. I believe my test will be very accurate and help many find out their God Tier. I'll be posting both on uQuiz and Quotev, with preference to Quotev only because of the percentage feature.
Thanks for reading!
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homestucksimplified · 2 years ago
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When you get to it, would it be alright if you could look into the classes of Heart players?
Hello! Of course! I’m a Heart Player so I’m really excited to get there, I’ll be writing a lot about Heart, and it’ll be the most accurate one for sure!
However, the wait time, yeah, it’s been a while since I’ve posted. I’m halfway through the classes of Doom and will post them this month, but I can’t promise to be quick ‘cause I have two Universities to take care of + my two jobs :,D life’s been active, which I like, but I’ll find some time to dedicate to this blog! Thank you for the question and the patience!
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homestucksimplified · 2 years ago
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The 12 Classes of Breath.
“Breath is the Aspect of freedom and flexibility, of the element of air, of going with the flow, movement. Breath Players tend to be more detached from reality, and most of them are in search for the liberty that they crave. They’re usually very positive-minded, or are just unaware of the stress they are holding. A character who reminds me of this Breath characteristic is Mr. Peanutbutter from Bojack Horseman. Breath Players’ main theme in their journey will be freedom, and often times they will be leaders or have to deal with leadership”.
“Breath has that “protagonist” vibe at the same time that it has the “ignored side character” one. John and Tavros holding that Aspect makes that even more true. It is a very unpredictable Aspect, and I believe the players are as well. The bad side of Breath might come from detachment from important things, from people and situations. The players might also be absent-minded, gullible, and sometimes avoidant”.
“Breath is the opposite Aspect to “Blood”, which shares its leadership characteristics but is about the opposite of freedom”.
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Sburb Players each have a combination of an Aspect and a Class. Aspects are understood to represent what a player’s goals and actions in life are caused by. A Class is within an Aspect and understood to represent the way they deal with their Aspect.
The Sburb Classes are Maid, Page, Mage, Knight, Rogue, Sylph, Seer, Thief, Heir, Bard, Prince, and Witch. (Lord and Muse*)
(*Classes Lord and Muse seem to only be possible in either Cherub society or in two-player sessions. They are very absolute and it’s rare for a human to identify with their descriptions. I will have to leave them out here and only write about the remaining twelve :)
Adding the Classes to the Aspect of Breath will result in twelve God Tiers. My analyses of them are as follows:
1st God Tier: Witch of Breath
Witch is the Active Class of manipulation. Witches are known to “control” their Aspect, both literally and figuratively. A Witch of Breath, specifically, would be realistic about most things, but mostly about their sense of freedom and independence. They would, of course, manipulate their and other people’s liberty and would lead with that power of manipulation. Witches are rebellious, and rebelling through Breath can be being controlling of their schedules, their plans, never having plan Bs and disliking routines AND lack of routine both, switching between the two chaotically and in a way nobody understands. I can see Witches of Breath being demanding bosses, leaders, wanting order but not being able to express it well. Others may look at them and think “Jesus, what an organized mess of a person”, but they thrive on their own messy ideas.
Witches of Breath will rebel against fluidity, relying on always being busy, not wanting to change. Their struggles might be, for a very specific example, moving houses and schools a lot as a kid, to the point where they can’t stand all of that movement anymore. The way a Breath Player is treated seems to affect most of their personality, since they are very malleable. Their relationship with people in their early lives might be the cause of their messy selves. That is neither a good not a bad thing, and a Witch will have to learn to control their need for control, in this case about freedom and flexibility.
2nd God Tier: Heir of Breath
Heir is the Passive Class of manipulation. Heirs are known to “influence” their Aspect or through their Aspect, both literally and figuratively. An Heir of Breath, specifically, would be extremely free from the reins of control, the opposite to a Witch of Breath. They would be flexible, detached, but somewhat terrible listeners. Heirs are known to “become” their own Aspect, and so would be the epitome of liberty and even air. You may look at an Heir of Breath and only see good, because they are usually unaware of their issues and don’t know how to concretely observe them. Actually, they are unaware of or struggling with the concreteness of most things. They are not used to being realistic, have their heads in the clouds, and might only notice the bad things when it is already too late. But Heirs of Breath are manipulators too, they just do it in a passive and pretty subtle way. Maybe they are good at convincing people not through words but through just acting the way they do. Instead of doing or demanding what they want like a Witch would do, they simply would be seen doing it and would influence people that way. This would make them good leaders, leaders by example, and it’s natural for them to just… inspire. Some of them might doubt that, though, but don’t care much about it.
An Heir of Breath has to be careful to not let themselves go too much. They can be easy to convince as well, being easygoing. And they must learn how their freedom works and what their struggles with it are, and what they can do to change. They will overall want to be independent people.
Heir of Breath is a canon Homestuck God Tier. John Egbert is the character that holds that title.
3rd God Tier: Mage of Breath
Mage is the Active Class of knowledge. Mages are known to “understand” their Aspect or through their Aspect, both literally and figuratively. A Mage of Breath, specifically, would simply understand just about how much liberty is safe and appropriate for them. They would be well-organized with their time and relationships, or at least will wing those things way better than most people would. Mages are doomed to know stuff about their Aspect. In Breath, that could be as literal as being good at breathing techniques. Mages of Breath wouldn’t have difficulty breathing when they are anxious, but they would be anxious. Breath is a pretty relaxed Aspect, but when you know relaxation and how it goes, everything gets a little less placid.
Mages will usually suffer from the information they know. I take that as being worried about their independence all the time, scared that they’ll have to fight for it, anticipating any loss of freedom. Mages of Breath have difficulty balancing their trust in relationships, they know people have the capacity of holding others down and they will focus a lot on that knowledge. I can see them even being scared of getting a pet if they never had one, afraid they might get stuck, submitting themselves to yet more rules in the world they consider so stiff.
But they would be stiff too. Stiff about freedom, that is. I can see them being indecisive, not able to stick to a routine at all and sometimes allowing themselves to be taken through life by just “winging it”. However, they would always be aware of what they were doing. Mages are always aware.
4th God Tier: Seer of Breath
Seer is the Passive Class of knowledge. Seers are known to “study” their Aspect or through their Aspect, both literally and figuratively. A Seer of Breath, specifically, would be overall interested in the idea of freedom for themselves, focused on their goals and subtly working toward them. They would love learning about other places, traveling far away, and would likely not worry about it as much as a Mage (Active Class) would. Studying Breath, it can mean even being a pulmonologist. Isn’t that cool? But it also represents learning the patterns of all that happens that they’re unhappy with, so that they can find a better way to live for their objectives.
Seer is not an Active Class, so its characteristics are sometimes abstract and confusing. But a Seer of Breath really wouldn’t be bothered by confusion. They would try to discover what that confusion means for them, always interested in their wandering minds. They’d be alert about wandering, too. And would thrive from liberty, from being able to do anything they want whenever they want. They’d teach themselves about the flight inside them.
5th God Tier: Thief of Breath
Thief is the Active Class of stealing. Thieves are known to “take” from their Aspect and through their Aspect, both literally and figuratively. A Thief of Breath, specifically, would be hard to convince, realistic, but a bit entitled in general. They would have issues sharing, much more than the rest of Breath Players, since their title literally means “taking the freedom for yourself”. A Thief of Breath may be extremely stubborn, hard to deal with at first. But they would be really confident and dedicated to what they craved. They just don’t want to be held down. And they might seem uncaring for some but they just have a singular way of dealing with the world.
In more literal ways, I wonder if a Thief of Breath would have a history with choking or controlling their breathing. Maybe they grew up training how long they could stay underwater, maybe they accidentally drowned or choked someone as a kid (or non-accidentally???), something that has to do with stealing breath. Or maybe it is more abstract than that, and Thieves of Breath have a tendency to fill in the free time in other people’s lives, perhaps being clingy or dependent on someone, asking for a lot of favors and so. Maybe they’d pay others to do their job for them.
6th God Tier: Rogue of Breath
Rogue is the Passive Class of stealing. Rogues are known to “redistribute” their Aspect or through their Aspect, both literally and figuratively. A Rogue of Breath, specifically, would tend to be helpful. Sometimes they’d help without meaning to. Being the title of “getting freedom and giving it to others”, I can see them being skilled in soothing people, good at giving advice, or at least slightly better than all the other Classes of Breath. Being giving of their freedom, I can see them offering to do people’s jobs for them, the opposite of its Active counterpart “Thief of Breath”. A Rogue will usually doubt their potential a little, so maybe they’d do that as a way to be considered useful, as their own positive way of conquering positivity for themselves. A Rogue of Breath might fill themselves with chores and create a routine to follow meticulously. Not saying they’d be good at that. But they would doubt their capacity to be productive through a relaxed non-scheduled schedule. Sticking to rules and order just sounds to them like the right thing to do.
They’d still be very detached. Rogues of Breath would sometimes hurt others through their lack of paying attention. But that would happen to many Classes of Breath.
Rogue of Breath is a canon Homestuck God Tier. Rufioh Nitram is the character that holds that title.
7th God Tier: Knight of Breath
Knight is the Active Class of utilizing. Knights are known to “handle” their Aspect and through their Aspect, both literally and figuratively. A Knight of Breath, specifically, would have trouble with others controlling them, but would get used to it. Being a Knight means fighting for, so they would fight for freedom nonetheless, the passive acceptance not being able to stop their active dispute.
Knights of Breath may have had a past with controlling guardians, or maybe too many rules at school and rules they didn’t agree with at all. They will become independent early and through their own action and desire. That will be what’s in their head: achieving freedom and not being kept under anyone’s wings. These Knights might be stubborn. But most Knights are. But they wouldn’t work under the guidances of a King, they would be the ones controlling themselves. Breath is about flying, after all. These guys would be ruthless about it.
In literal terms, I can see Kights of Breath protecting others. Their ways of protection might be aloof and unpredictable, but they work that way. They’d be good at motivating others to follow their dreams, to let go of whatever might be weighing them down.
8th God Tier: Page of Breath
Page is the Passive Class of utilizing. Pages are known to “rise” their Aspect or through their Aspect, both literally and figuratively. A Page of Breath, specifically, would have a complicated relationship with control. Like Knights, Pages of Breath will have had experiences with others weighing on them or trying to tell them what to do, but unlike Knights, they are passive in argument and not as skilled in fighting for themselves.
Pages usually have some self-worth issues relating to their Aspect, which makes them exaggerate in everything they think they are able to do. In Breath, that can be reminding all the time that they are free, that they are independent and under their own guidance. It can be doing their best to be positive, but often being caught in the spider’s web. Pages have a lot of potential, and a Page of Breath might become unstoppable if well-developed. I can see them becoming their happiest selves after working through their fears and past issues.
Page of Breath is a canon Homestuck God Tier. Tavros Nitram is the character that holds that title.
9th God Tier: Maid of Breath
Maid is the Active Class of construction. Maids are known to “create” their Aspect or through their Aspect, both literally and figuratively. A Maid of Breath, specifically, would be more dependent on others, at least before personal development. They would trust other people more than themselves, especially when it was about liberty and flows. They would obey a lot, and probably wouldn’t notice they’re taking their individuality away. I can see them being controlled, under a lot of rules, maybe dealing with some form of emotional attachment to certain people or things. But with time they learn to let go and that they need freedom, peace with no reins holding them back. They fickle with everything for a while, but later learn how to balance independence and bonds. They create Breath, so they create their sense of security through freedom. I can see them being a little hot-headed at times, tired of being mistreated.
If one Breath Class sounds like they’d have asthma, then it’s Maid. Using an inhaler is basically creating breath, isn’t it? I like it when God Tiers are literal, so I’d love to see an asthmatic who is a Maid of Breath.
10th God Tier: Sylph of Breath
Sylph is the Passive Class of construction. Sylphs are known to “build” their Aspect or through their Aspect, both literally and figuratively. A Sylph of Breath, specifically, would be really tempted to make time for themselves, to train themselves and their independence, to travel a lot or at least want to travel a lot. They wouldn’t really be fans of responsibility, and guiding themselves would be easier through freedom and lack of routine. Sylphs may take a while to build up their objectives, but they are extremely focused and good with progress. I can see Sylphs of Breath, specifically, being into Yoga, but as a student, not a teacher. Yoga is focused on breathing, so passive creation of breath is like… kind of an Yoga thing. But that is just one little part of the various characteristics these Breath Players would have. I can also see them subtly leaving situations, going home without anyone noticing, having good stealth skills. They’d be able to bond with some Void Players about that, especially also Sylphs!
Literal sylphs are also air creatures. So Sylphs of Breath are double times air creatures. This makes them extremely flexible, “flowy”, if that makes sense. Easy to deal with.
11th God Tier: Prince of Breath
Prince is the Active Class of destruction. Princes are known to “wreck” their Aspect and through their Aspect, both literally and figuratively. A Prince of Breath, specifically, would be very aggressive about their search for freedom, burning down situations sometimes, before they could even come up with a plan B. They would try to deny a lot of responsibilities, believing they can do everything their own way, that they can follow their own rules and that they will work. Princes may try to deny and think they can control their Aspect, but Breath will always come back to them. They will always crave that freedom and flexibility, not being as skilled in planning and bonding as they wished they were. They may get into a lot of small fights with friends, since they cannot understand how they don’t feel attached as other people do, as they are “supposed to feel”. They can be negligent of others and things when trying to make up for what they dislike. They will accidentally worsen situations when they get destructive.
These Princes would be rebels. They would be used to anarchy in all kinds of ways. They are really likely to be into political anarchy, by the way.
12th God Tier: Bard of Breath
Bard is the Passive Class of destruction. Bards are known to “deconstruct” their Aspect or through their Aspect, both literally and figuratively. A Bard of Breath, specifically, would be avoidant of responsibilities, but also unaware to live a life of full freedom. They would have issues with positivity, probably be the least optimistic of Breath Players. And they would try to take themselves away from what their Aspect is about, so flexibility, inspiration, independence…
I can see Bards of Breath, instead of depending on someone, having someone depend on them. Maybe they’d thrive at that, believing that they are lucky for something like that, that they should take advantage of that tight bond that they are not otherwise used to. They would be really misguided in life, following things they believe are right but getting lost in the way, of course, avoiding and deconstructing freedom. Sometimes they wouldn’t do it on purpose, it is just the way their brain guides them.
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homestucksimplified · 2 years ago
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The 12 Classes of Time.
“Time is the Aspect of music, of death, of rebellion, of not accepting what comes in the way that it comes. Time is an Aspect that caused much suffering in the comic, but it is also the savior-Aspect. Time Players seem to “go against the clock”, they are usually either terrified of death or completely alright with the idea of it. They work in melodious ways, are impatient, and enjoy the destination more than the journey itself. They are hardly stable, extremely dedicated and stubborn. Time Players are fighters, sometimes even in a literal way. They also tend to be revolutionary, depending on the Class. They can be related to music, since the ticking of the clock is a reference to melody and heartbeat”.
“In more miscellaneous descriptions, Time Players can be enjoyers of History. Since Aspects can be literal sometimes, many Time Players struggle with the concept of Time, are bad at keeping track of time, feel like they don’t have time to do all that they want to do, like they have to catch up. Time is the opposite Aspect to “Space”, which is patient and conforming. Time is an Aspect of change”.
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Sburb Players each have a combination of an Aspect and a Class. Aspects are understood to represent what a player’s goals and actions in life are caused by. A Class is within an Aspect and understood to represent the way they deal with their Aspect.
The Sburb Classes are Maid, Page, Mage, Knight, Rogue, Sylph, Seer, Thief, Heir, Bard, Prince, and Witch. (Lord and Muse*).
(*Classes Lord and Muse seem to only be possible in either Cherub society or in two-player sessions. They are very absolute and it’s rare for a human to identify with their descriptions. I will have to leave them out here and only write about the remaining twelve :)
Adding the Classes to the Aspect of Time will result in twelve God Tiers. My analyses of them are as follows:
1st God Tier: Witch of Time
Witch is the Active Class of manipulation. Witches are known to “control” their Aspect or through their Aspect, both literally and figuratively. A Witch of Time, specifically, would be extremely rebellious — it is the most rebellious Class paired up with the most rebellious Aspect! —, somewhat disrespecting of the concept of time. This might mean they’ll be constantly late for meetings, or will be obsessed with the passage of hours and minutes. Witches are good at manipulating, and Time being the Aspect of death, Witches of Time are manipulators of death; that can be a very powerful God Tier. If there’s one God Tier who would play Chess against Death to not have their souls taken away, that’s the Witch of Time. They to me sound like they’d be incredible at making music, controlling the Aspect of music in whatever way they can.
Witches of Time will be aware of their surroundings, be skeptical, and again, very rebellious. They will hate being told what to do. In relation to other people, they may have a hard time being social, mostly only doing it to fit in, but wishing to be somewhere else instead. They’d also be good at influencing others’ taste in music, or any opinions they might have about the end of life. Speaking of that, not only would they fight death, they would also be completely uncomfortable thinking about it. They will hide that, though.
Witch of Time is a canon Homestuck God Tier. Damara Megido is the character that holds that title.
2nd God Tier: Heir of Time
Heir is the Passive Class of manipulation. Heirs are known to “influence” their Aspect or through their Aspect, both literally and figuratively. An Heir of Time, specifically, would be extremely quick-tempered, not at all patient about change. They would be punctual, believe they always have to be way ahead, struggle with the speed of things and be very stubborn about their ideas. Having a Class of manipulation, these Heirs would be great at influencing others, sometimes even subconsciously, to the point where they might change reality. They may lie about their past and do it so well that they start to believe the lie themselves, switching the way time worked for their lives.
Heir being a Passive Class doesn’t mean they would manipulate “less” than a Witch would. It just means the Witch would be bolder about it, while an Heir’s manipulation might be hidden. One “controls” and the other “influences”, after all, Heirs will cause results more indirectly. Heirs are also known to “become” their Aspect, sometimes even literally, so you know who we can conclude might be an Heir of Time? The Grim Reaper itself.
On a lighter note, this God Tier would also be good at music. However, I think they’d be better at listening to it than at making it. Maybe they’d have a perfect pitch, or be potential judges of talent shows.
3rd God Tier: Mage of Time
Mage is the Active Class of knowledge. Mages are known to “understand” their Aspect or through their Aspect, both literally and figuratively. A Mage of Time, specifically, would be knowledgeable about death without even meaning to. I can picture them having some sort of intuition about the underworld not knowing where it comes from. They would “understand” time, so their path might be about awareness of rebellion, of change, an incapability to stop it, spirals of thoughts even after understanding the patterns. I have read that Mages “suffer” through their Aspect, and I really see that in most Aspects. I always think of Mages having speedy minds, and in the case of Time Players, that might be even more sped up. Mages of Time would be focused on the changes around them. More literally, about the changes on the clock, the passage of time. They would be stuck with the knowledge that nothing ever stopped, never be able to take that fact away, and some might like that, while others won’t.
They would be heavily impulsive, possibly irrational sometimes. They would feel like it is “too much”, sometimes, the way the gears won’t stop turning. Most of all, they would be experienced and again, impatient. They would already know how everything is meant to go.
4th God Tier: Seer of Time
Seer is the Passive Class of knowledge. Seers are known to “study” their Aspect or through their Aspect, both literally and figuratively. A Seer of Time, specifically, would be interested in learning about dark and philosophical subjects, having an unusual interest in death, History, and the combination of both. The player with this title might be a History student, an archeologist, or have that as a hobby only. They are rebellious like any Time Player, but are much more knowledgeable and aware of it, and so might seem like a calm and collected person. Compared to other Time Classes, they would be saints. They would probably not hold the belief that impulsiveness is a bad thing, and as of result wouldn’t get too anxious about it. They would be great with organization and order, even in their thoughts. Their main motivation is learning about Time, after all.
Seers of Time wouldn’t fear death. They accept it easily as part of life. (They oppose Heirs of Life in that, imo.) In general, I see them being chill individuals, or at least they appear that way. A Seer of Time is easy to get along with, and possibly very helpful. In Sburb at least, they are extremely powerful.
It can be literally as well, with them always “keeping an eye on time”, being good with schedules and deadlines, etc.
5th God Tier: Thief of Time
Thief is the Active Class of stealing. Thieves are known to “take” from their Aspect and through their Aspect, both literally and figuratively. A Thief of Time, specifically, would be very confident in their abilities and personality. To put it more literally, they would be Masters of the clock. They’d always know what to do and when to do it and would rarely doubt themselves in that way. They’d be somewhat selfish, for example believing they should be the ones to control situations instead of sharing the power. Time is a very strong Aspect, and to be sure of your own ability with it is to be extremely trustworthy. Actually, I think they’d be very selfish. But still worthy of trust. And, of course, strong and willing to change circumstances. They’d think of themselves first, of their own death, of their own rhythm, but this doesn’t mean they won’t care for anyone (they will. They are still normal human beings [or trolls] after all).
A Thief of Time would be difficult to control. They wouldn’t like being controlled, really. They believe their plans are the correct ones, and trust that the ends justify the means. This seems to be a trend with all Thieves, and not only Thieves of Time. They would probably have some characteristics that people wouldn’t notice at first, being surprised when they found out. This can mean anything from a random adoration to a moral belief of sorts.
6th God Tier: Rogue of Time
Rogue is the Passive Class of stealing. Rogues are known to “redistribute” their Aspect or through their Aspect, both literally and figuratively. A Rogue of Time, specifically, would sacrifice their own time for others. Sacrifice seems to be a Rogue characteristic, going along with their Robin Hood personas. Not every Rogue would be selfless, but even the ones that weren’t would have an inclination inside themselves to share everything with others who need it. They’d share mostly, because of the Aspect, ideas relating to time and rebellion and music and death. They could be great Historians or, more literally, History teachers for real. Rogue is not really the Class of “teaching” or anything like that but they would be great at sharing their experience in every way. Rogues of Time might doubt themselves when it comes to their power. Maybe they’d be self-conscious, slightly scared of death, think that they don’t have it in them, but like every Time Player, they will have to come to their senses and learn to deal with their amount of power. And they would especifically use their powers to help the less fortunate in Time, and this can mean people who are close to death, people who are lost in reality (what’s more real than time?), enigmas about existence, or even people who are too passive and don’t know how to deal with change. Rogues of Time will be fair and less controlling than other Classes, but also completely remarkable and shiny.
They will be powerful once they develop themselves. They may take some time (literally), but it will always come.
7th God Tier: Knight of Time
Knight is the Active Class of utilizing. Knights are known to “handle” their Aspect and through their Aspect, both literally and figuratively. A Knight of Time, specifically, would deal with all kinds of rebellion-related issues. They would be into change enough that they wouldn’t know how to stand still (this applies to many Classes of Time, but especially Knight). They will fight for their Aspect, and since that is Time, they will fight, and fight, and fight, and fight. And time won’t stop for them. They’ll have to handle everything that comes with it, and be strong in the face of danger. More abstractly, they’d be a person who always feels like they have to defend their own autonomy and personal power. They would have it in them, know what they’d have to do, be realistic even when they don’t want to. However, they would possibly like putting off things they don’t want to deal with, for as long as they can, because they’re so sick of having to deal with and deal with and…
Knights of Time will probably have death around them, possibly from a very young age. Time being the Aspect of death and Knight being the Class of handling, they’d just have to work through and handle a lot of grief, to the point where they’d be, pretty much, apathetic to it. This applies to many God Tier titles, but especially to Knight of Time. They would also be confident, or at least pretend to be, and again, would never stop. They just keep going, literally.
Knight of Time is a canon Homestuck God Tier. Dave Strider is the character that holds that title.
8th God Tier: Page of Time
Page is the Passive Class of utilizing. Pages are known to “rise” their Aspect or through their Aspect, both literally and figuratively. A Page of Time, specifically, would be doubtful of their own understanding of the world and how they should behave. Pages tend to be naive or easily manipulated, and when it came to Time these players would be easily convinced or guided toward patience. Time is about everything but patience, yet these Time Players will askew themselves from action by the influence of others. They would maybe have delusions, a complicated relationship with reality, or they might just rely a lot on what they fear losing.
Pages usually empower themselves (or others) through the development of their own powers, and I don’t only mean this literally. A Page of Time will learn about limits and where they stand (not only where others say they should stand). With music, they might be really attached to it, possibly not being able to do much without headphones on their heads. They will seem fragile to other people but would have the potential to become an indestructible destruction machine. If they want to be evil, then they are pretty much the scariest type of evil there can be. But if they want to use everything for the good, it’ll be great to be around them. Just don’t ever doubt them when they learn about it all.
9th God Tier: Maid of Time
Maid is the Active Class of construction. Maids are known to “create” their Aspect or through their Aspect, both literally and figuratively. A Maid of Time, specifically, would be “made of time”. Yeah, this can be really literal. They’d always be on time and know how to manage life’s rules pretty well, even if in their own turbulent way. They might be anarchists! since they have all of time in themselves and already are fed up with everything and would just be so motivated toward rebellion! They would also be attracted to Time principles, as in aging, growing, and especially death itself. Maids will be really enticed by their own powers, and their struggles in life might be about having TOO MUCH of whatever their Aspects are.
Being full of time can be being made to make rules, to change and destroy what they’re unhappy with to create more. But it can also be living to a very old age, or dying in a really unexpected and absurd way. They are made of action, and are creators of destruction. They will be extremely unpredictable, one of the most unpredictable God Tiers out there.
Maids of Time will deal correctly with their Aspects, they will certainly be gravitated to it without much trouble. What they can do is create trouble, but whatever they do they simple believe is the best way. If there’s a list of the most chaotic titles, Maid of Time is there.
Maid of Time is a canon Homestuck God Tier. Aradia Megido is the character that holds that title.
10th God Tier: Sylph of Time
Sylph is the Passive Class of construction. Sylphs are known to “build” their Aspect or through their Aspect, both literally and figuratively. A Sylph of Time, specifically, would be used to having to take care of many things, passively creating Time and managing time. They would likely be mostly accepting of things but rebellious every once in a while, surprising everyone around them with sudden insatisfaction. Though they construct the Aspect of rebellion, they do it softly, in the shadows, and that way are very discreet about their ideas. Inside, they would be chaotic even if they don’t notice it, but it wouldn’t be as clear to others like a Maid of Time would. They might have strange interests, excited about History and historical wars, politics, death and somber music. I imagine Sylphs of Time bonding with Seers about topics like Romanticism, which was an emotional and spontaneous artistic movement that stained the world we live in. (Romanticism is a good mixture of Time + the Aspect “Heart”.)
Sylphs would be singular for sure, and complex when it came to their views of the world. I imagine them being quiet, despite being Time Players. If it’s possible for a Time Player to be collected, they are the closest to it. Literal meanings can involve making excuses for people being late, always making time for everything they have to do, or, because a Player’s struggles are also marked by their God Tier, struggle with making time for everything they have to do.
11th God Tier: Prince of Time
Prince is the Active Class of destruction. Princes are known to “wreck” their Aspect and through their Aspect, both literally and figuratively. A Prince of Time, specifically, would be really controlling, possibly chaotic. They can be unpredictable, one of those people you’re not even sure of their intentions. This would be a very complicated God Tier, because Time is the Aspect of destruction, and Prince is the Class of wrecking, so they would be about “the destruction of destruction”, so… construction?
Princes tend to go against their Aspect and more toward their opposite one, because they wreck their own. Unfortunally there wasn’t a Prince of Time in Homestuck, but with that information we can theorize a Prince of Time would act like a Space Player, adoring creation and attempting to be patient and thinkers of the big picture. The thing is that they would still be Time Players, and so wouldn’t be able to deny the core parts about their own Aspect, and would be pessimistic, rebellious, motionful, etc.
The Prince of Time would be hard to detect because they destroy change, their impulses are to go against impulse, and they are walking contradictions. Still, they would be really motivated and good at solving puzzles. They would share those obvious traits with Space Players, sometimes being mistaken as one, but when looking closer it would be ridiculously easy to see: they are ultimate Players of Time.
12th God Tier: Bard of Time
Bard is the Passive Class of destruction. Bards are known to “deconstruct” their Aspect or through their Aspect, both literally and figuratively. A Bard of Time, specifically, would be entitled to control but not be so bold about it. Since they are about deconstruction, they would slowly and indirectly deny Time and its characteristics like death and rebellion and motion. Bards will rarely accept that they are Bards, having trouble with their Class from it not being innocent enough but also not aggressive enough. But Bards would be easily detectable as Bards. And they’d be incapable of going against what they want to go against.
Like Princes, the Active Class, Bards will envy the other side (that being the opposite Aspect) and somewhat wish they could be in their easier shoes. They’d silently desire the patience and acceptance of Space Players, though they wouldn’t actively try to copy them. A Bard of Time’s struggle might be with how their world seems to always be spinning around them, how death seems to be present wherever they go (even abstractly, like there being bones on the walls or dead animals in the streets), with how they couldn’t figure out music or anything that didn’t follow their own idea of melody. They’d be… confused? I think Bards are usually confused with their Aspects. They’re good at figuring things out, though.
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homestucksimplified · 2 years ago
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The Sburb Aspects.
Sburb, the game that the human Homestuck characters play, has the objective of “creating a new universe to live in”, and it brings the end of the current one. Sburb is full of complex and interesting mechanisms, and one of its most interesting feature is the titles of power given to the players. Those are the Aspects.
A person’s Aspect is understood to represent what their goals and actions in life are caused by. Characters in the story and readers who are holders of Aspects guide a life ruled by what the main idea of their Aspects is.
The Sburb Aspects are Time, Breath, Doom, Blood, Heart, Space, Mind, Light, Void, Rage, Hope, and Life. All Aspects are present in the comic, but some are more represented than others, due to certain characters not appearing as much. The two Aspects with the most canon players are Time (Dave, Aradia, Damara, and Caliborn) and Space (Jade, Kanaya, Porrim, and Calliope).
Together with the Aspect, there will be a Class. A person’s Class is understood to represent the way they deal with their Aspect. You can only know your Class after you find out what your Aspect is, since each one changes greatly with the switch of Aspect. We are not going to discuss Classes in this particular post, but by the time you see this I’ll probably already have a post on each of them within each Aspect (search for the tag #classes).
Below is my speculation on how each Sburb Aspect is to each player.
1st Aspect: Time
Time is the Aspect of music, of death, of rebellion, of not accepting what comes in the way that it comes. Time is an Aspect that caused much suffering in the comic, but it is also the savior-Aspect. Time Players seem to “go against the clock”, they are usually either terrified of death or completely alright with the idea of it. They work in melodious ways, are impatient, and enjoy the destination more than the journey itself. They are hardly stable, extremely dedicated and stubborn. Time Players are fighters, sometimes even in a literal way. They also tend to be revolutionary, depending on the Class. They can be related to music, since the ticking of the clock is a reference to melody and heartbeat.
In more miscellaneous descriptions, Time Players can be enjoyers of History. Since Aspects can be literal sometimes, many Time Players struggle with the concept of Time, are bad at keeping track of time, feel like they don’t have time to do all that they want to do, like they have to catch up. Time is the opposite Aspect to “Space”, which is patient and conforming. Time is an Aspect of change.
(Time used to be considered a Derse-only Aspect, since its description is really similar to that of Derse Dreamers. Since the publication of The Extended Zodiac, that was proven to be untrue. Arist, Taurist, Gemrist, Canrist, Lerist, Virist, Librist, Scorist, Sagirist, Caprist, Aquarist and Pirists are all Time + Prospit Extended Signs).
Known Time Players are Dave Strider, Aradia Megido, Damara Megido, Caliborn, and Toby Fox.
2nd Aspect: Breath
Breath is the Aspect of freedom and flexibility, of the element of air, of going with the flow, movement. Breath Players tend to be more detached from reality, and most of them are in search for the liberty that they crave. They’re usually very positive-minded, or are just unaware of the stress they are holding. A character who reminds me of this Breath characteristic is Mr. Peanutbutter from Bojack Horseman. Breath Players’ main theme in their journey will be freedom, and often times they will be leaders or have to deal with leadership.
Breath has that “protagonist” vibe at the same time that it has the “ignored side character” one. John and Tavros holding that Aspect makes that even more true. It is a very unpredictable Aspect, and I believe the players are as well. The bad side of Breath might come from detachment from important things, from people and situations. The players might also be absent-minded, gullible, and sometimes avoidant.
Breath is the opposite Aspect to “Blood”, which shares its leadership characteristics but is about the opposite of freedom.
Known Breath Players are John Egbert, Tavros Nitram, and Rufioh Nitram.
3rd Aspect: Doom
Doom is the Aspect of inevitability, destiny, fate, conformity… Doom Players are known to be good listeners, people who understand and will empathize, even if they don’t know how to fix many issues. They seem to be okay with fate, with the way things work, with both contentment and pain. Doom Player Sollux knew that he was going to die, and he accepted it knowing nothing could be done about it. Doom can be heavily emotional.
Doom is a poetic Aspect, and it’s extremely interesting, although rarely depicted in the comic. A Doom Player’s struggle might be about acceptance, a doubt about how it all is supposed to work. It is realistic and skeptical, not always pessimistic instead. Doom can be stability, having an outlook on life that is healing in their own way. I have heard from a Doom Player that “the Life-Doom Aspect pair is the facet of a person that deals with healing. While Life heals through change and improvement, Doom heals through acceptance and adjustment”. This difference is sometimes described as “the vent friend” (Doom) and “the advice friend” (Life). Life is the opposite Aspect to Doom, and it is serving and helpful.
Known Doom Players are Sollux Captor and Mituna Captor.
4th Aspect: Blood
Blood is the Aspect of bonds, relations, friendship or relationship or hatred, anything that holds the idea of people connecting and interacting. Blood Players usually strive for community, craving the unity of people, thriving on groups of friends, families, rioters getting ready to protest, anything that ties the bloods together. They can have a hard time adjusting to freedom, preferring the value of the attachments in their life. Their view of the world is very interesting, mostly focused on the association between people, even the disharmonic ones.
Blood can be literal, in the sense of a Blood Player’s path having to do with their care or lack of care for a sibling or parent, but it can also be about friends or lovers. They can attempt to form unity whenever they can, that might be their way of dealing with the world. They have a thought that “everyone has the same blood”. Blood is the opposite Aspect to “Breath”, which is focused on freedom and detachment.
Known Blood Players are Karkat Vantas and Kankri Vantas.
5th Aspect: Heart
Heart is the Aspect of the soul, the self, of passion and impulse. Heart Players are described to be obsessed with their own identity, in both the good and bad sense (like every Aspect, it has both sides). They are doomed to struggle with their sense of self, to be focused on the improvement of their own paths. Heart Players know themselves in more intrinsic ways than most people are used to knowing themselves. They are masters of self-analysis, and to quote a Homestuck character, “drowning in [their] own dismal persona”, they “can’t escape from themselves”.
In more literal ways, Heart can have to do with relationships and the idea of love. Many Heart Players seem to have a connection with or a struggle with romantic love, though this is much more a theory. All the Homestuck characters with the Heart Aspect got their hearts broken at one point and were very interested in romance. Many Classes make a Heart Player a great helper to others, since they understand how self-improvement should work and may want to advise others on it. They may know others more than others know themselves too. Heart’s opposite Aspect is “Mind”, of course, which is more focused on rationality and justice.
Known Heart Players are Dirk Strider, Nepeta Leijon, and Meulin Leijon.
6th Aspect: Space
Space is the Aspect of creation, the big picture, the capacity to accept things as they come, adapting to them. Space Players tend to favor the journey over the destination, enjoying the time they spend creating something much more than the end result of it. It is the opposite Aspect to “Time”, which is all about rebellion and, well, time. Space seems to be the most important Aspect in all of Sburb, and a session is impossible without the Space Player, who usually accepts pretty easily what their path is meant to be. They don’t see the point in fighting against what is inevitable, so they pick their fights carefully, prefer to make something out of what they already have.
Space Players can be lonely. But Space is usually patient, and it is big, so big. It is everything, after all. It’s not a coincidence that the creator of Homestuck, the creator of all of this that I’m writing about, is a Space Player. Space gathers everything, and everything is in Space.
(Space used to be considered a Prospit-only Aspect, since its description is really similar to that of Prospit Dreamers. Since the publication of The Extended Zodiac, that was proven to be untrue. Arga, Taurga, Gemga, Canga, Lega, Virga, Liga, Scorga, Sagiga, Capriga, Aquaga and Piga are all Space + Derse Extended Signs).
Known Space Players are Jade Harley, Kanaya Maryam, Porrim Maryam, Calliope, and Andrew Hussie.
7th Aspect: Mind
Mind is the Aspect of reason, justice, logic and decision. Mind Players usually have a very black-and-white view of the world, deciding between choices by considering which path is the most fair. Their journey has to do with rationality, and most times they value facts rather than feelings. A Mind Player who’s driven by emotions might have a more rebellious Class. Mind Players are good at figuring out what choices will be better in a situation, defying the idea that libras are indecisive (The libras in Homestuck are Mind Players). I would say they have a very corrective view of the world, always seeing solution to whatever problems might exist around them, in their own way.
Mind seems to be connected to justice, and not only because of the libra thing. Being the Aspect of decisions, it refers to making choices that will be better for everyone. Mind Player Terezi Pyrope went against her best friend’s plans because she could see that they wouldn’t be fair to anyone but herself. Getting more answers than you have questions is a good way to describe the Aspect. Seeing the patterns of the world, seeing through lies.
Mind’s opposite Aspect is “Heart”, which is the Aspect of the soul and emotional world.
Known Mind Players are Terezi Pyrope and Latula Pyrope.
8th Aspect: Light
Light is the Aspect of knowledge, luck, and literal light too. It is about inviting light into a situation, usually about seeking knowledge and sometimes being obsessed with the answers to everything. Light Players can be scholars, focused on learning the most they can about what they’re interested in, or Light might come up in different ways, not academic or literally.
Light Players seek to find the reasons for what things are what they are. They are great at researching, and this can be abstract or not. They probably had curious childhoods, wanting to search for the meaning of life from a very young age, and still not letting go. They also are not very worried about rules, and like bending them to their own likes. They follow rules that they want to follow and ignore those they find useless.
This Aspect is linked to luck too, and its Players tend to believe in such. Their Classes will also dictate whether they believe they have that luck or not. Light Players don’t have to necessarily be wise; just like other Aspects a Player may show only some aspects of it. But they will always be looking for wisdom. In their own way.
Light can have to do with relevance, with awareness, and like in the comic, with sight in a way. A canon Thief of Light blinded another person, and a canon Sylph of Light fixed their eyesight. Also, Light’s opposite Aspect is “Void”, which is obviously about mystery and emptiness.
Known Light Players are Rose Lalonde, Vriska Serket, and Aranea Serket.
9th Aspect: Void
Void is the Aspect of many things, though Void Players usually describe it as the Aspect of “nothing”. It is, indeed, the Aspect of nothingness. Void is about absence and emptiness, but also potential and mystery. Void doesn’t seek knowledge, and is more interested in what is not there and can be created. Void Players would be interested in mystery, would definitely be more interested in the rising of the sun if they didn’t know how that phenomenon worked. Void’s opposite Aspect is “Light”, which is about curiosity and brightness.
Depending on the Class, Void Players may have issues with their own incompleteness, believing themselves to be empty of feeling or anything at all, irrelevant. Healthy Void Players have learned to thrive in the darkness and to understand how their potential works better in the shadows. Unhealthy Void Players may try to overcompensate by mirroring Light, pretending they are full of what they are really not. If Light is the sun, Void is the ocean, vast and full of enigmas. It is quite literally the Aspect of water in a way, and its Players may have a strong connection to it, one way or another.
Void is more a concept, an idea. It is subtle. It is where light doesn’t reach. It is starting from nothing. It is obscure. Maybe it is lack of luck, depending on the Class. Void is vague, while Light makes itself very obvious. Void is full of riddles.
Known Void Players are Roxy Lalonde, Equius Zahhak, and Horuss Zahhak, interestingly all True Sagittariuses.
10th Aspect: Rage
Rage is the Aspect of truth, doubt, and, well, rage. Rage Players cast doubt in what they dislike more than they believe what they do like. They may be negative and literally driven by fury, though that will depend on their Class. Rage values the truth over anything else, and they might search for it everywhere. It can be irrational, as most rage is. It can be chaotic in both the bad and good ways.
Rage’s opposite Aspect is “Hope”, which is like in the name, focused on belief and trust. This highlights the Rage Player’s skepticism and less naive mentality, and their complicated relationships with religion.
Known Rage Players are Gamzee Makara and Kurloz Makara.
11th Aspect: Hope
Hope is the Aspect of belief, literal hope. Hope Players have and want to have trust in a better reality, and they hope so hard that they can become naive or easy to control. They are more focused on dreaming up a better future than on doubting it can be possible, which makes them the opposite Aspect to “Rage”. Hope is one of the most interesting Aspects, and I assign the song “Imagine” by John Lennon to it.
Hope will change a lot depending on the Class, but ultimately the Players will have a long relationship with faith. In themselves, in others, in love, etc., in literally anything. Hope Player Jake English said to believe in everyone, and was pretty much the only one who had faith in one of his hopeless friends. Jake also believed things about himself that he wished were true, and he did it so well that he took long to realize it was all made up. He realized his adventure-loving self was just a hopeful way to cope. “You know how you think you know these things about yourself? You just believe them and hope that the believing is what makes them true. But then you spend so much time believing those things and taking their truth for granted that you somehow forget to MAKE them true with your words and deeds. How can I truly love adventure when I never even knew what it was?”
Hope is what is left when there is nothing else. It saves its Players from their lowest lows and carries them to their highest highs. Depending on the Class it can make players full of or lacking hope.
Known Hope Players are Jake English, Eridan Ampora, and Cronus Ampora.
12th Aspect: Life
Life is the Aspect of, obviously, life. Plants, health, energy… It is always growing. In most Classes, Life Players are about curing and auxiliating. A Life Player’s challenge can be about a number of things, some can have problems accepting death is inevitable, some can deny that there are some things they cannot fix, others may worry deeply about health in themselves and others… Like all Aspects, Life differs greatly from player to player, and it can be a very powerful Aspect to deal with. One of the most powerful characters in the comic, the Condesce, was a Life Player. She was an incredible manipulator and used her powers for evil. Another Life Player character was Feferi Peixes, who used her royalty and power for good instead, focused on kindness.
More often than not, Life tends to be about helping others and sometimes being neglectful of your own self for the sake of other people. It can extend not only to humans, but also to beings like trees, which are the symbol of Life. Life can be about growing, it is about energy and life itself, the will to exist and the aspects of existence itself. Living wants to keep living. Even the smallest fly will fight to survive.
Known Life Players are Jane Crocker, Feferi Peixes, and Meenah Peixes.
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