#Classes and Aspects
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Oh my god.
I just got something SO IMPORTANT about Vriska and Beyond Canon's / Homestuck^2's Plot Point that I'm embarrassed how much I should have realized it earlier.
I was discussing with someone how awesome the entire page 666 sequence was, how it was utterly INCONCEIVABLE beforehand that Vriska could get all the self-confrontation and introspection and reform and redemption she would have needed to find true balance otherwise, how she would have to confront herself SO MUCH that before The Plot Point was entered I couldn't even IMAGINE that fitting inside this story, how she couldn't possibly have had enough TIME to do so inside the story until the brilliant innovation (I've gushed about throughout my liveblog) of this hyperbolic therapy chamber...
And then I finally put together WHY DAVEPETA was the instigator of her psychological introspection and recovery, such an incredibly long deep-dive into herself and all that haunted her. The PERFECT instigator for her prolonged journey to accepting herself.
Davepetasprite^2 is a hero of HEART and TIME!!!
#Homestuck#hs2#Homestuck Liveblog#Homestuck^2#upd8#spoiler#spoilers#Beyond Canon#Davepeta#Davepetasprite#Davepetasprite^2#Vriska#Heart and Mind#Space and Time#Classes and Aspects
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hello homestuck kinnies that live in my computer
i finally went ahead and made a classpect quiz based on my personal conception of how things work. that means it's probably one of the more accurate classpect quizzes out there. consists of two parts. 20 questions total. go take it, share it, argue about it, whatever. have fun.
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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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#mouthwashing#daisuke mouthwashing#mouthwashing daisuke#persona 4#p4#yosuke hanamura#i wanna draw more persona 4 classpects but i am so confused abt yosukes classpedct#complicated little fuck#heir class and breath aspect are candidates but i dont think hes a heir of breath#and tbh the same goes for daisuke#i love them!!!!!#doodle#DONT FOLLOW ME I POST HOMESTUCK BTW
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thinking about gojo who is so whipped that his ears immediately perk up at the mention of your name — or god forbid anybody make you LAUGH and he hears. hell hath no fury like a boytoy distraught
#⋆౨ৎ˚⟡˖ ࣪ tag — ; thoughts of odette#was gonna make this about megumi but thought gojo fit the bill more#although they’re both kinda similar in this aspect#megumi perks up at the sound of your name#no matter good or bad#but gojo’s naturally more keen on hearing for your name or any signs of you#gojo’s more likely to be jealous#megumi’s just a little annoyed by everybody#lmfao#sorry guys schools been kicking my butt#i’ve been totally busy and i’m working on writing some stuff on the side for class#more so with my ocs too#i’ve been playing too much hsr…… 😵💫#gojo satoru fanfiction#gojo satoru x reader#satoru gojo x reader#gojo x reader#satoru gojou x reader#jjk x reader#jjk drabbles#jjk headcanons#jjk fanfiction#jujutsu kaisen x reader#kiss kiss#ᢉ𐭩 — odottie. . .
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alpha god tiers… i lov them
#i like the idea of their aspect influencing how their class outfit ends up looking#so they’re not just recolors i suppose#hs#homestuck#alpha kids#dirk strider#jake english#roxy lalonde#jane crocker#xlandart
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remus john lupin with a light lisp. german rjl who struggles immensely with 'th' pronounciation. rjl who stumbles over his words
#60% of my remus is a copy of a guy in my class and i heard him talk today and decided to take this aspect of him aswell#remus lupin#berlin marauders#marauders#mine
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HAPPY 4/13! in celebration, i've created blinkies for ALL 168 CLASSPECT COMBINATIONS! obviously, this is far too many for one tumblr post so PLEASE CHECK THE NOTES as i will be posting them in batches per-aspect.
(f2u with or without credit AFTER reblogging this post!)
[BLINKIES MASTERPOST] [TOYHOUSE MIRROR] [KOFI]
#art#digital art#blinkies#blinkie#homestuck#4/13#classpect#classpects#homestuck classpect#aspect#class#homestuck aspects#homestuck classes#webcore#profile customization#neocities#web resources#web graphics
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@vigilskept SAY NO MORE @ikarons and i have GOT you
So the thesis here is that between Leliana, Cassandra, and Justinia, we have a sort of holy trinity of femininity, the three faces of womanhood in Thedas, with femininity and womanhood being defined in relation to Andraste: she’s the platonic ideal of a woman.
First: Cassandra, as the public-facing one. She’s the most Respectable, noble-born, pious, earthly; she takes her permission to fight and command from her association with both divinity and nobility, both structures in Thedas that demand and expect “purity” of women, as an associated product of femininity. Her violence is extremely tightly controlled — she isn’t allowed to be undisciplined, sloppy, and emotional (if she has a strong negative opinion of you, she gets drunk and yells at you; this is treated as an abject failure of hers), and she’s never out of control. Her violence is sanctioned by her faith and her association with the chantry, and thus is sanctified as something holy, and not to be treated lightly; she’s the embodiment of Andraste’s strength, and she is very much still required to conform to femininity in other ways. She loves music, art, flowers, she’s a sap at heart, she reads cheesy romance novels and wears makeup; she expects to be wooed, to be the passive partner in a courtship, to be the desirable one — all things traditionally associated with femininity. Again, she’s allowed the remit of violence, but only as an extension of her spirituality, and the player is constantly reminded of her femininity.
Leliana in Inquisition represents the “darker” aspects of femininity that white people love to associate with womanhood; she’s more mysterious, angrier, secretive, privy to knowledge no-one else is. She’s manipulative, and ruthless, and subtle: her power doesn’t come from martial prowess or spirituality but from knowledge. There’s a bit of the Thedas version of the Madonna-Whore complex here (shoutout to @gyrovagi for the Andraste-Witch terminology), with Leliana taking the part of the Witch to Cass’s Andraste; she’s darker, scarier, more sexual, more menacing. She twists the things traditionally associated with Andraste’s femininity (music, birds, flowers) into weapons (her bard song, poisons, the ravens) in a mirror of Cassandra’s Andrastian associations.
This in contrast to her role in Origins, where she very much played the nice devout Andrastian girl to Morrigan’s occultism; Leliana is able to switch, her presentation fluid in this way specifically because she’s not a mage, and thus has the freedom to move between presentations in a way a mage — strictly feminised in a derogatory way — can’t. The type of femininity (the “good” kind, the “pure” kind) on that side of the balance is utterly inaccessible to anyone with magic, but Leliana’s able to move between them as she moves through life, and to use that perception of virtue as a tool to suit her needs. This is very much a costume she can take off and put on, playing different cards in different situations (see her spymaster self in the rookery vs the way she presents and behaves at the Winter Palace), and one she is able to wield effectively and safely because of her position: as a non-mage acting in service of the Maker (in DAO) or a representation of Andraste (DAI).
Finally, Justinia: the spiritual leader, the untouchable, the “pure”, the divine face of Andraste that’s allowed to be inaccessible. Her age grants her this freedom, as does the way she’s never really seen on screen; she’s not a romance option, she’s not a companion or a character, she’s a symbol you never truly meet, and she’s never granted characterisation outside of her role as the Divine. Her authority as a woman is tied into this spirituality —- the reason it’s okay for her to be in this position of power is that she’s unmarried, childless, undesirable, and her position feeds into her undesirability in an endless loop. Just like Andraste, she’s more an idea than a person, and an idea can’t perform gender Wrong.
Leliana and Cass are both very feminine figures, but neither of them take on spiritual roles; Cass is very much guided by chantry doctrine, but never creates it (if you make her divine, she is conservative, cautious, slow on progress); it’s important to note here that most, if not all, of the women in powerful positions both within and without the chantry appear to be largely conservative, but especially the ones who aren’t Chantry Sisters. Leliana is far more progressive than Cassandra, who is in a more masculinised role of Templar (and Cassandra is far more progressive than Meredith, in her role as Knight-Commander), and many of the higher-ups in the Chantry are talked about as conservatives and traditionalists in war table missions and ambient dialogue.
Leliana tends to view chantry teachings as suggestions (she is a reformer, but very much not a militant one) and distance herself from the position of priesthood, from Origins on. This, in combination with her perceived duality (Andraste-Witch dichotomy) is a double-edged sword; on the one hand, it works to her advantage that she is able to put on and take off the persona of Witch (in a way that is impossible for any mage — lots to say about Vivienne, and she deserves her own post, but particularly note how committed she is to people perceiving her as Intimidating and Frightening; she is forced to capitalise on the negative connotations of the Witch and try to use them as a base from which to gather power, because she is denied the opportunity to be perceived as ‘correctly’ feminine as a mage, but she simultaneously has to manage this perception through careful presentation because of the risk of tranquility or even execution being perceived as the Witch carries for her — unlike Leliana, she can’t step out of this role when it suits her, and unlike Leliana, the consequences for embodying it can be fatal) but on the other hand, those Darker aspects of her persona can be and are used against her; she’s accused of underhandedness, manipulativeness, accusations of deception and falsehood are thrown at her to discredit her role, and by extension, her power. The system is designed to support and uplift a very specific image of femininity, one defined by its relationship to spirituality, and anyone who steps outside of that gender binary is punished or discarded.
Both Leli and Cass distance themselves from traditional Thedas ideas of Womanhood, but they are both still notable as women in positions of unusual power, and their femininity and performance of gender is tied heavily to the ways they want to be perceived, which is in turn tied to the ways they want and reach for power, and the ways they use it when they have it.
#dragon age#hiiii heres my thoughts i hope you like them#other people have mentioned it but like. if you make leli divine the chantry Schisms. because she is not regarded as Trustworthy#and a big part of that is obviously her mage sympathies but that's a part of her association with Undesirable aspects of society. and mages#as a forcibly degendered class#also yeah viv. MUCH to say about viv and her presentation but she deserves her own post<3#lit review
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Limbusstuck... Homebus Stumpany... is this anything
#homestuck#project moon#limbus company#my art#FUNNY HOW THERE'S EXACTLY 12 OF THESE GUYS HUH!#i think they could win sburb. it would be a mess but they could do it#i had to shuffle around the ideal god tiers a little to have one of every class/aspect but these combos feel good to me#i can explain my reasoning if anyone wants
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Light/Void and Ascent/Descent, Outward/Inward
I was helped in putting together something pretty huge this week, Aspect-ways. Sometimes lately, I've been chatting with Taz (aka optimisticDuelist, @utopianparadoxist) and we discuss or debate over character and Aspect interpretations, or they link me some interesting thoughts they've posted blogways or from a third party. This time we were discussing a post they made on Void's potential connection to Gravity and all its potential conflated meanings, such as Love pulling things together, which they based on analysis stemming from @lime-bloods's Void/Home association theoryposts -- I was skeptical of this Gravity interpretation, for reasons I'll go into later below the cut, but one of those reasons was I felt as if paired terms between Light and Void are important when solidifying the domains of each Aspect, and I couldn't think of one for Void's "Gravity" that had a Light equivalent. For example, recently I had the belated inspiration in terminology, for instance, that Light is "Location" where Void is "Dislocation", a perfect tie between Light's links to Maps and Landmarks contrasting it with Pumpkin-like "disconnectedness from spacetime" and ability to appear anywhere, which I quickly added to the Aspect Duality post in late February (I should add the edit date in on that).
And while we were tossing the idea around, we stumbled on another set of even MORE important paired Light/Void terms that made me do an acrobatic pirouette off the fucking handle. I got permission to paste the conversation:
BOOTS: otherwise there might be other aspects that better fit what's going on
((does Light "Push" where Void "Pulls"? could that be it? no, that sounds more like Breath and Blood…))
((actually that might be really important to Breath and Blood, shit! wind pushes forward/outward, chains pull in))
TAZ: I think its pretty fair to say that its a nebulous and abstract reading where a lot of the evidence is hard to parse, like I said at the end of the post I definitely still feel like I'm missing stuff about Void
And I also agree that other aspects have a lot of room to play in this space and overtake Void in readings, primarily Heart and Blood in this context
BOOTS: ((and the "inescapability" of black holes carried Blood associations with other inescapable things))
TAZ: Indeed
TAZ: But isn't that part of the nature of Void? To be a subtle force that falls into the backdrop and lets other things more visibly take over?
BOOTS: you could call that descending into the Ocean, into the abyss over a cliff, into irrelevance; it's Descent, but not necessarily Gravi---
AAAAAAA
AAAAAAAAAA
AAAAAAAAAAAAAAAAAAA
TAZ: Well this is exciting
BOOTS: LIGHT IS ASCENT, VOID IS DESCENT
TAZ: Yeah, I can see that
BOOTS: there are so many fucking associations across the comic and I'm remembering so many of them oh my god
And that Gravity is wrapped up in this association as everything is naturally PULLED DOWN. The rest of the conversation is under the Read More cut where we started listing out more than a dozen freakin' examples to each other that show how UTTERLY PERVASIVE a theme this has been throughout the entire goddamn comic, from the start right up to and including the very latest update of Beyond Canon. (Contains HS^2/Beyond Canon spoilers if you're coming here from elsewhere, stop reading here if you're not caught up to the 2025-03-26 update!)
EDIT: (Just a brief note I'm adding to this above the cut, but a Discord friend just gave me ANOTHER association to add to Light and Void: Outward vs Inward, Light's outward projection the pair to Void's inward gravity!!! Shining Stars versus Black Holes! Void's Inwardness finally brings together its metaphysical ties with Heart and how the latter often sits isolated in the Ocean of Void like Dirk's house, the natural inward-looking nature of Heart-- compared to the outward-facing nature of Mind and its façades, tying Light and Mind together like Vriska and Terezi!)
TAZ: It might almost apply as a broad division to the upper and lower halves of the wheel in general, actually?
BOOTS: even in this LAST update they go UP to enter Canon a black hole is always Down
TAZ: But I like it as Light and Void specifically right now, lets examine that
Yeah yeah BOOTS: Looking at Light almost always entails looking Up, looking down is usually staring into the Void, with the exception of Derse players staring out into the Ring
mainly abysses and oceans with looking down TAZ: Dirk's consumption by Ultself is described as him being subsumed into the Ocean/descending into its watery depths, while Rose outright says about hers "I am ascending, and it is terrible"
BOOTS: Rose begins her grimdark path by destroying her first (UPWARD) Gate and rocketing off elsewhere and of course she's the prime example shown off by the comic of the Descend-before-you-Ascend of role inversion
TAZ: And Heart is on the lower half of the wheel with Blood and across from Void. So maybe there's something there
mmmhmm, mmhmm
BOOTS: it's been said even in like, Andrew's commentary outside the comic, that "Skaia is always Up"
it's never shown setting
TAZ: And of course they shoot the meteor Up towards the Green Sun
BOOTS: and the trolls see the creation-splosion of the green sun Up to direct them in Cascade--
yeah, exactly [what you said]
TAZ: Terezi's looking slightly Upwards as she remem8er's Vriska in [S] Remem8er
(Vriska) and (Terezi) staring Up into the Light of paradox space breaking
it really is all over the place, huh
for that matter, (Vriska) and Meenah looking Up into the fireworks as (Vriska) comes to the true realizations she does about how miserable it is to live the way Vriska and Lord English live
BOOTS: going against your hero role, Descending, is so often denying your true self agency and straying away from philosophical Truth-- after which comes the Ascent where you find and accept yourself
oh and by going into what's been constantly called HELL inside the Plot Point and then emerging out stronger, Vriska "descended" ala Dante's Inferno and then Ascended out of it
TAZ: indeed! indeed
Oh! Dirk and Hal's conversation on the rooftop!
Dirk sits on the side of his home and is literally staring down at both a long plummet/implied s*****e and literally into his Shades/his own Self
BOOTS: hell, if you wanted to make a pun of any love association, instead of gravity you could call it falling in love!
There's just SO MUCH MORE to this, so many examples of Light and importance and enlightenment and Skaia's philosophical truth being UP or involving ascent, where anything that drops or falls DOWN into the water or off cliffs becomes dislocated and its relevance unknown until it might eventually perhaps resurface unpredictably elsewhere. Tavros being driven down off a cliff by the Thief of Light to break his legs and stunt the playful drive he needed to become a fully realized Page of Breath, Aranea's snapped-neck body being dropped into the flames to fade into such irrelevance that she never surfaced post-Retcon, Vriska stealing all the luck/Light from the enemy creature in the first Meteor walkaround and it falling into a collapsing dark pit, so many people always going UP to reach concrete destinations, Roxy and others crashing DOWN through fenestrated windows and falling to reach the Furthest Ring, and of course there's always the Jung psychology stuff that was woven into Sburb (as I've reiterated in the past) and an essential metaphor for Descending into your shadow and Ascending from it to merge your shadow self with your conscious self for true self-acceptance and balance, like Vriska just did in the Plot Point, like the normal Quest Bed method of attaining God-Tier merging the Real and Dream selves and everyone looking Upward to see John RISE UP and achieve ascension: (From an older edit of the Wikipedia page for the Jungian Shadow--)
Nevertheless, Jung remained of the opinion that while “no one should deny the danger of the descent […] every descent is followed by an ascent”, and assimilation of—rather than possession by—the shadow becomes a possibility.
“We begin to travel [up] through the healing spirals…straight up.”
As I've said before, the game IS the psychotheraputic journey from start to finish, complete with the same monumental challenges, pitfalls, rejection and acceptance (of help and of oneself!) that all sorts of different people must confront in order to simultaneously fully appreciate and become themselves, and also become the people they truly want to be. Skaia's Light and the path it guides players on thus represents a journey to one's philosophical enlightenment about oneself, their ASCENT, and the challenges and misleading dejection that causes them to reject this journey and fight against their natures is DESCENT, so often involving the Horrorterrors who embody the essence of Void in nature and motive.
Gosh when you think of all the times "UP" or "DOWN" has been the focus of major or even offhand scenes or panels, there's just SO MUCH that fits them into Light and Void respectively. I couldn't possibly begin to list all the examples, you're probably noticing more in your mind as you read this post.
--
I'm going to integrate this Ascent/Descent meaning into the Aspect Duality post's sections on Light and Void, and link this post there, but before we finish I wanna delve into the potential Gravitation meaning of Void that optimisticDuelist brought up and reasons I might agree or be skeptical of the ties drawn in their post... especially stemming from this Rose quote they included:
That seems to tie Void pretty inarguably to Gravitation, or perhaps the vacuum pull of nothingness, but because I didn't have a clear counter-meaning in Light I wanted to look up the full context of this quote when I made this post... (readmspa.org is a very useful tool while Homestuck.com is down and mimics the old manual search function)--
ROSE: Or what about, the tale of Isaac Newdon under the tree?? He was BONKED on the head by an apple. ROSE: Not reallyan apple though… an atomic idea. An emlemental unit of inspripation itself, id clocked him right on then noggin. ROSE: And this indivisible notion colliding with hish awareness, much like.. . a high speed partical fired to create a nuculear chain reacation, jarred from the void a more profund unnerstand, HIC, ing of the intrinsic nature of nothiness. Thatis,. Gravivitation. ROSE: Of course thess stories are acutually bullshit. They didn't happen in realaity. But thef act that they'rare bullshit makes them more inshresting. ROSE: Men have crefted many stories that are bullshit out of symbols risen from the abyss of coinsciousness withou necesharily knowing whath e fuck they were doing or saying, as they flounered around for some truth. ROSE: Bust in spite of themseleves they would for howefer briefly cross through a ray of light regarless. Becuss of the sbymbols. Dave.. The symbols hol dall the power.
Taz also mentioned that a commenter in their server pointed out that this Gravitation quote and the reference to a high-speed particle collider could also be an intentional reference by Andrew to the Graviton, the theoretical elementary particle responsible for mass and its gravitational force that has so far not been detected/discovered yet, remaining obscured (Void) compared to the particles tied to the other elemental forces.
Black Holes ALWAYS had strong ties to Void, the ultimate sinks for the destruction of information, ultimate darkness, (ultimate Down/descent), the compression of all meaning and separation into a melange forever irrelevant to the rest of Reality beyond one's Event Horizon (thanks @sagaciouscejai for the reminder). And in the Epilogues forward, "Non-Canon" belongs to the great Black Hole and everything that falls nigh-inescapably into it-- as opposed to Canon's comparative association with Light and story importance. But, hm... if Void is "down" and "descent" and the "abyss of [Jung's collective] consciousness", to what extent is it important as "Gravity" specifically, as well? Or is that just tied to the fundamental concept of "down" in the comic's metaphysical framework? Taz mentioned Dirk linked to gravitation to tidal forces too, hence the Ocean which is Void-linked. Does Gravity have a balancing opposite in Light that I can put into keywords besides "Up/Down" or "Ascent/Descent"? And if it DOESN'T have a balancing concept in Light... could Gravitation be part of Void's tie to Space that explains them as neighbors, a shared domain that Space and Void might possess?
In the end I think I'm positive toward Rose's speech and the fact of Black Holes (as well as "DOWN/DESCENT") establishing a definite tie between Gravity and Void, but where I'd disagree with Taz is how over the rest of their original post they pointed to "succumbing" to toxic influences and generational trauma as a sort of Gravity, which I'd disagree with and say has more to do with Void's existing and known "submission and divestment of agency" associations, as well as Centrality coming from it (which I'd have to reconcile with Light's "Location" meaning) not quite adding up for me, and Love as stemming from Gravity which I really don't think has enough in-comic evidence tying the two together. If we eventually deduce that Love has some Void associations-- and the Void characters we've met have certainly been more than a little Love-obsessed at times-- I expect that any association would have to stem from Void's other established meanings such as the submission of agency required by a relationship as opposed to making all the decisions yourself (Light's agency) and hogging the spotlight, like the contrast between Vriska and (Vriska) toward the end of Homestuck proper. There's more to lime-bloods's post that I haven't given enough thinking time to, like Voids always being the central seeding-place for new creation like a Womb, which would ALSO explain its proximity to Space on the official wheel... but, yeah. Those are all my in-progress thoughts on that for the moment, anyway. ((EDIT: "Outward vs Inward" like I mentioned above the cut finally completes the Gravity association!))
I'm still blown away by how clearly Light and Void can mean "UP and "DOWN", can mean "ASCENT" and "DESCENT", that's... just such a blindingly stunning revelation for us to have come to so late, IMO. I bet there's half a dozen theorists out there who put it together AGES sooner and I just never saw their posts. Wow. :D
#Homestuck#hs2#Homestuck Liveblog#Homestuck^2#upd8#spoiler#spoilers#Light and Void#Homestuck Theories#Homestuck Theory#Classes and Aspects#Aspect Duality#optimisticDuelist#utopianParadoxist#lime-bloods#Heart and Mind#sagaciouscejai#Beyond Canon
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If you’re writing college age Fiddauthor and you get secondhand embarrassment, you’re doing it right
#ESPECIALLY FIDDLEFORD#the suave experienced partner/sweaty virgin trope doesn’t work for this one#they were awkward fucking dorks#and they found solace in each other#Fiddleford got laughed out of class when he presented his theory MOST LIKELY UNPROMPTED and I did get secondhand embarrassment writing that#scene in a fic#and while everyone laughed you know who sympathized? who related? who knew the pain of ridicule despite displays of brilliance?#stanford fucking pines#they are designed for each other in so many beautiful ways that speaks to my soul#I feel assigning him this charismatic experienced make-the-first-move-and-show-him-the-roles personality strips the pair of one of their#vital similarities: knowing how it felt to be alone and discovering together the wonders of someone who gets you#they understand each other in a way others have never seemed to#they’re made for each other#I could keep going forever on the topic of how awkward both of them are BUT NOT TO EACH OTHER#one of the most essential aspects of their dynamic#gravity falls#fiddauthor#stanford pines#fiddleford mcgucket#grunkle ford#ford pines#fiddleford hadron mcgucket#old man yaoi#fiddlesix#fordsquared#fordford
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An audience with queen Nubia (dp x dc)
Nubia sighed as she rose from her desk, massaging her nose bridge. Today was the day Themyscira would receive the dignitaries, exceptionally allowing men to step onto Paradise Island. Or rather, part of it. Nubia had done the diplomatic tour of the Patriarch’s World when she had first been made Queen, and it was now time to pay respects and meet with their older allies and compatriots.
“My Queen,” her newest attendant said. “They have arrived.”
“My thanks, Andromeda,” Nubia answered. “I will be out shortly.”
Andromeda nodded and stepped out, leaving Nubia to the privacy of her chambers. She quickly put on her ceremonial armor, well-used to the motions before she put on her laurel crown.
As she stepped outside, she was soon flanked by two of her warriors, also wearing their ceremonial armor. They arrived to the Agora shortly, and Nubia walked up towards the small group that had been lead there already.
The King was younger than Nubia had thought he would be, but then again, age was practically meaningless to those who hailed from the Realms.
“Queen Nubia,” he started with a deferential nod. “I and my friends thank you for your hospitality.”
Nubia bowed her head in return. “You do us a great honor in traveling away from your land, King Phantom.”
The child-king smiled, his canines peaking through, as he replied, “The honor is ours.”
#Politics happening and Danny is scraping by the skin of his teeth + that one video Mr. Lancer showed in class about leadership#Nubia’s getting used to the more political aspect of being Queen#nubia of themyscira#nubia dc#danny fenton#king danny phantom#dc x dp#dp x dc#roxpox#roxpoxwrote#bisexual character
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Did you graduate college?
No. I dropped out after a few semesters.
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Introduction to my Classpecting Ideas
This felt like a good idea for something to put out before I put my Knight & Page analysis out there, since I plan on making this a 6 part series. (Potentially 7 if demand for a Lord/Muse addendum is high enough).
So, I'll be laying out my most important philosophies on the subject here for future reference.
Classpecting is...
Point A. Classpecting is malleable.
There is not one rigid, set definition for any Class pair, or any Aspect pairing. The freedom of the author is that they may assign any symbolism to a concept that they may like.
What I mean by this is that people often seem to think that manifestations of an Aspect within Homestuck's narrative paint that object or idea as a concept inherently tied to that Aspect.
Example: Pumpkins & Void. You would not believe the amount of people in the early fandom who swore by the idea that pumpkins were inherently just Void constructs because of their role in Homestuck's narrative.
No? Pumpkins symbolise Void in Homestuck itself and Homestuck itself only only due to a running gag inherent to Homestuck itself.
Anything, with enough narrative basis and existing thematic ties, can serve to symbolise an Aspect. Furthermore, two different authors may have different ideas of what Aspect something represents.
Some authors may see alcohol, for example, as a Void-bound concept owing to its obfuscation of fair judgement. Some may see it as a Light-bound concept owing to the idea of 'in vino veritas' and the tendency of drunkenness to induce truthful confessions. Some may see it as a Life-bound concept owing to its associations with hedonism and impulsive behaviour.
With enough narrative consistence, anything is possible. Homestuck's narrative is not as rigid of a point of reference as some people would swear by it being. This is deeply important.
Point B. Classpecting is not the whole of a character.
I can't exactly phrase this in a satisfactory manner, but... a Classpect is not a personality type in of itself. An individual being a Prince of Heart does not instantly make them Dirk Strider. It merely means that their core value is identity & selfhood, and they interact with it by destroying it. It is that simple!
I see, time and time again, Classpecting blogs acting as if a Classpect is indicative of a character's whole personality and giving guides as to the exact behaviours & quirks a character with that Classpect should have.
I am imploring you to explore wider possibilities when it comes to this. Even if it means sharing a title with a canon character! It doesn't mean you have to just rewrite that canon character because that's not how Classpecting works.
I've seen fanventure characters share titles with canon characters. (Sovereignstuck's Annomi Errata & Dynama Zarrow sharing titles with Dirk & Porrim respectively, and Porrim herself is also a player in that narrative, mind you!)
I've seen fanventure characters share titles with eachother. (Vast Error's Dismas Mersiv is a Rogue of Mind. One of my fantrolls is also a Rogue of Mind!)
In every instance, they are fundamentally different people. I cannot put it any simpler than this.
Point C. Classpecting is always applicable.
That is the perfection of the Classpecting system. You can give a title to any character, from anything ever made. It's not even that difficult if you're half-decent at media analysis!
Quite literally all you need to do is ask yourself two questions.
"What's this character's core value?" and "How do they interact with that?" Do that, and you've got yourself a Classpect.
That's the beauty of it! It's obviously not going to be as airtight as a story that has the Classpecting system baked directly into the narrative, but it's still going to work out!
Hell, do it to yourself! Do it to your friends! The world's your oyster. You can do anything you want, forever, for the rest of time. I'm a Seer of Life! My best friend is a Page of Blood! My mother is a Witch of Hope! Go wild.
Post formatting
For my Classpecting posts, I'll aim to give two related definitions for every Class.
Definition A is the narrative function, what the Class says about the person and how they interact with their Aspect as an abstract concept.
Definition B is the practical function, what the Class says about their role in the session and how they interact with their Aspect as a SBURB construct.
Therefore, we get an idea of both the abstract, personal definition of a Classpect, and the functional, game application of a Classpect.
I'll also aim to give about two or three examples for each individual title about how you could write a character with them, since there are always going to be multiple directions you can take with a Classpect.
Conclusion
tl;dr - what I'm trying to say is this. Classpecting is malleable, easily applicable & capable of saying any number of things, and my posts will aim to give two concise definitions of both narrative and practical function for every title.
I'll get the Knight:Page analysis done either today or tomorrow, and the rest of the Class posts will be staggered releases in order of poll results. Thus, the order is going to be:
Knights & Pages, Deficiency and Exploitation.
Mages & Seers, Experience and Comprehension.
Witches & Heirs, Adherence and Manipulation.
Princes & Bards, Instability and Destruction.
Thieves & Rogues, Inundation and Redistribution.
Maids & Sylphs, Maintenance and Generation.
And, potentially...
7. Lords & Muses, Absolution and Dominion.
And then, subsequently, the order for the Aspect posts, which I've decided based on relevance to the canon, roughly speaking anyways...
Space & Time, Genesis and Terminus.
Breath & Blood, Fluidity and Stability.
Light & Void, Potential and Simplicity.
Heart & Mind, Instinct and Dialectics.
Life & Doom, Progress and Stagnation.
Hope & Rage, Conviction and Iconoclasm.
I look forward to the next post. Until then, take care.
#homestuck#homestuck analysis#classpect#classpecting#knight class#page class#mage class#seer class#witch class#heir class#prince class#bard class#thief class#rogue class#maid class#sylph class#space aspect#time aspect#breath aspect#blood aspect#light aspect#void aspect#heart aspect#mind aspect#life aspect#doom aspect#hope aspect#rage aspect#lord class#muse class
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I haven't made a homestuck post in a bit so I just wanna talk about how much Nepeta as a character makes me a bit sad. All Rouges in Homestuck have problems with romance related to their aspect, with Roxy, as a Rouge of Void, fighting to feel relevant and seen through attempting to be seen as a "fun-loving, hot girl". As well as Rufioh, as a Rouge of Breath, struggling to stay bound in a romantic relationship, cheating on Damara with Horrus and wanting to leave Horrus by the time we're introduced to him. Heart players also struggle with Romance. This is shown with Meulin (who I have made a post about because I love Olive Bloods), who has had a failed relationship with Kurloz and a toxic moirailigence with Horuss. And Dirk, who fails to realize that he only loves his own idea of Jake until going into trickster mode. Nepeta as a Rouge of Heart is a heartbreaking mishmash of both of these traits. Not many people know, but Nepeta uses her shipping wall as a coping mechanism for her feelings of loneliness. Her unreciprocated flushed feelings for Karkat don't help her in the slightest. Although a lot of the ships she has come true, due to the fact that she's a Rouge, she can only give the romantic relationships she craves to others, guiding others to a treasure she cannot possess. Despite this, she's a very upbeat and pawsitive character (pun intended). She holds no negative feelings towards Terezi despite Karkat having a crush on her, in fact, she doesn't hold any negative feelings towards any of the Beta Trolls, including Eridan, who she actually feels sad for after discovering he died. Speaking of Eridan, I would like to point out that both Eridan and Nepeta have a LOT of things in common and unique interactions that not many people talk about. Firstly, both Nepeta and Eridan are the only two Beta Trolls who never got kissed. Along with this, while Eridan's arc revolved around switching sides and wanting to join Jack Noir, resulting in his death, Nepeta's arc revolves around her undying loyalty to her friends, which also results in her death. Also, Eridan is canonically the ONLY troll in Homestuck to have any romantic feelings for Nepeta. Along with this, Nepeta is the only character besides Feferi that Eridan asks to be matesprits with. Small tangent aside, Nepeta's lack of aggression towards the beta trolls is due to the fact that she has the only healthy moirailigence in the entirety of Homestuck. Although she often gets upset at Equius' behavior, she overall enjoys his presence and have a mutually beneficial relationship, with Nepeta calming down Equius' constant inner anger and strength complex and Equius letting Nepeta vent her frustrations to him about her deep feelings of loneliness. Her loyalty to her friends and complex inner turmoil as a Rouge of Heart leads her to have a deep wish to experience a love that will never flee from her. She ends up feeling as though she needs to be loved in order to be whole as a person and although the feelings towards Equius are strictly platonic, it's that loyalty and understanding that leads her to want to save him from Gamzee during Murderstuck.
In the end, Nepeta as a Rouge of Heart is a girl with a simple wish. To find love in order to not feel lonely and even though she doesn't succeed, she still fights to protect those she holds closely and while I believe her arc should've been written WAY BETTER AND KILLING HER OFF WAS SUCH BULLSHIT AND HUSSIE DIDN'T EVEN BRING HER BACK WHEN JOHN GOT THE ABILITY TO DO THAT AND IT MADE ME SO ANGRY!!! She's still one of the most enjoyable characters in all of Homestuck and my personal favorite Beta Troll. *Cough cough* anyway read S33K THE HIGHB100D by @pastabaguette it's beautiful. *Cough cough*
#homestuck#beta trolls#nepeta leijon#homestuck nepeta#nepeta my beloved#equius zahhak#rogue class#heart aspect#eridan ampora#s33k the highb100d#pastabaguette#gosh i love nepeta
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