#classpect talk
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could you analyse a sesh with a prince of blood, a knight of heart, a mage of life, a mage of mind, a mage of time, and a witch of hope?
Wuhoh. That's one mentally ill session.
Iâll start with a quick rundown of how the classpects would interact with each other
The prince of blood and witch of hope will be at consant odds, with the prince desprately self sabotaging their relationships and the witch drying desperately to hold everything together. I could see the witch getting especially upset at the prince while trying to self sabotage because the witch is trying so hard to hold everything together and this is the thanks they get? They won't have a fun time.
And all the mages. Oof mages are especially troubled, and will go through a lot throughout the session. The mage of time self isolating out of panic, and sprinkled with a high possibility of someone dying right in front of them or they themself dying.
The mage of life would likely be shoved into a leader role that they can not mentally handle, forced to make decisions they do not have the confidence to make.
The mage of mind would likely succumb to the witch of hope, forcing themself to grit their teeth and get through the session without a complaint. This won't last long, they'll break eventually.
The knight of heart would naturally hide behind themself, likely not knowing how to do anything else. Theyâd get along with the mind player as they would be going through similar things. I could see them having the closest relationship within the group.
Now, we know a session is not viable without a knight, a time player, and a space player, which we are missing the latter. However, I personally like to subscribe to session fuckery so letâs see how we can make this session alive.
The mage of time would know the session is already doomed, and would try to explain this, likely getting nowhere with the witch. The session would be an absolute mess until the witch of hope sucks up their pride and understands that the session is doomed.
If god tiered, the witch can go absolutely drunk on hope, making a universe tadpole, or at the very least a ghost imprint of one to be created.
The mage of life can bring the tadpole to life, leaving the knight to take care of it. I wouldnât be surprised of the knight went to the time player for assistance as well.
Once met with the Ultimate Reward, the time player should be able to release the tadpole, making the new universe.
Congratulations, thank you for playing.
#classpect talk#prince of blood#knight of heart#mage of life#mage of mind#mage of time#witch of hope#classpect analysis#session analysis#mod john#dia đ
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I love talking about classpects I love classpectinf I love discussing how different combos can work,,,, sburbanon on Twitter, my beloved.
homestuck classes and aspects just have so much room in them for you to fuck around,,,,, you can have two characters with the exact same classpect and portray them so differently
I have 12 fantrolls (4 in one session and the other 6 are in a diff universe, unrelated) + 1 fankid and they all have different classpects and aaaaa I just love talking abt this
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yeah like. space is the aspect to do with creation and most closely linked with traditional motherhood (for good or for ill). burdensome and out of reach to, say, kanaya (who it is denied, on several occasions).
also maid is not the most tma aspect. the only maids we see are a girl who comes pre-fridged (granted it's part of her arc) and someone who embodies traditional matronly aspects (baking) as well as the toxic side of things (nobody believes jane has the capacity for cruelty) and one for whom both are a burden and expectation of being a caretaker (porrim, who knows that even a presumably matriarchal society has men in charge everywhere that matters)
honestly i think completely by accident, june has the most tma classpect.
heirs inherent and "become" their aspect in some way or another. whether they want it or not. june is freed from the narrative, equius becomes "nothing". but both eventually bring their aspect to others. equius is part of lord english and thus brings "nothing" to everyone by being part of a universal destroyer
meanwhile, on multiple occasions, june brings freedom from the narrative and expectations of bonds (first in the new timeline by fixing things with retcon powers, then in hs2 by offering to join vriska in the other universe to fix things).
now i will save my "equius is a trans woman" (ditto for kanaya) essay for another post but as for june? that's the tma classpect. freedom and self realization to break free from gender norms and expectations, as well as the ability to become that freedom in the first place.
heir is a traditionally masculine title (otherwise it's heiress) and, yes, air is a traditionally masculine element. heirs inherit the title of lord (or king but let's keep it homestuck terminology). lords are absolute commanders of their aspect. they control the rules. and heir usually benefits from these passively, but we don't know where heir lands on passive/active, but for the sake of argument let's say it's a passive class.
heirs don't get to make rules. the rules are made by the lord. but they BENEFIT from those rules...unless they stray. the heir who defies their father is punished. but surely they benefit so that's not tma right...?
no, because if you oppose the lord (and thus your "birthright") it's seen as a problem. you failed. you have made a mistake to not want this glorious rule! you don't deserve it, but stripping you of it offers freedom. we cannot control you if you are not subject to our rule, after all. likewise trans women are treated like women (as lesser), but never allowed to be treated like "not men", because we need to be reminded of our place.
couple this with air being a traditionally masculine element, and you get heir of breath. boy of boys... representing a burden you were born into and freeing yourself from, and casting off expectations.
heir of breath is the most tma classpect.
the most tma aspect is probably space but whatâs the most tma class .. witch or maid seem pretty obvious but i could see arguments for thief as well. Anyways Maid of Space most tma classpect yes/no
its very funny to just walk in with the assumption that space is the most tma class when i think were literally yet to meet somebody canonically transfeminine with the space aspect lol. like breath, the aspect about personal agency, decisions, freeness -- that strikes me as more obvious
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I did it-
Curly - Mage of Space, derse, indigo or teal
Jimmy - Sylph of Doom, prospit, gold blood without pysionics/has normal eyes
Anya - Witch of Mind, derse, olive or jade
Daisuke - Page of Hope, prospit, olive (Jake English D:> /silly)
Swansea - Knight of Blood, derse, bronze
Im so proud of this, if you draw these please tag me! I want to see it! :D
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homest[ar/uck] posting. this was meant to be supplementary to the gerome comic as him 'explaining the joke' but i uhhhhhh forgot.
i'm not much for crossovers in the the traditional sense, but it IS one of my favorite character exploration exercises to just go like 'if x media existed in this universe, who would and would not be a fan of it?'. and these ones are pretty notorious and always very fun to mess with for that and so here we are
#technically evangelion too but i couldnt think of anything intersting for eva with these guys#pizza tower#fake peppino#noisette#gerome#peppino spaghetti#these guys will just show him things and then he brings it home to peppino and hes gotta deal with all that#the simple fact is if you watch homestarunner at an impressionable age it WILL fuck up your lexicon permanently#and i think fp is the sort that is just kind of eternally impressionable. so#gerome is the only one of the cast whos into hsr he quotes it Constantly but no one knows hes referencing things#they think hes just saying shit. he knows this. he thinks it's funny. secret references for only him#but yeah that opening line was meant as an actual in-universe reference to hsr. when he says 'an old joke' it's literal jsjkskjdkjfd#idk what time pt takes place but hsr is perpetually yesteryear to me. that shit is so 2008 you really had to grow up with it i think#as for the other one. everybody i think at least knows OF mspa bc noisette talks about it All The Time#but the rest either dont get it or dont care. anyway its her right to be obnoxious about it. her privilegeâ even.#noise hates it though. hes so sick of hearing about it. if you mention a classpect hes gonna stab you#this is the only thing i have where the three besties are even close to interacting thats so sad.i need them being funny in a room together#pizzaposting#off-art
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Ever wonder what would've happened if The Owl house aired in 2013?
That's right.
We would have had an OWLSTUCK.
They would've been rendered accordingly and there would've been a short-lived comic spoken of fondly by both fanbases.
Anyway here are some kids and their classpects.
Luz Noceda - Page of Light. Duh. Most obvious one on this list. You *could* make a very strong argument for Page of Hope too, but aside from her name literally BEING Light, I think it fits a bit more. Too bad you can't multi-aspect. Though let's be real, if anybody COULD, it would be Luz Noceda, so who knows, maybe that's her special Snest (in-world Sburb variant) given gift.
Amity Blight - Witch of Breath. Breath is a lot to do with one's self in the sense of self-actualization and understanding. She needed a lil help getting there but I feel Amity fits this quite well!
Willow Park - Mage of Life. In Homestuck, Life as an aspect is most closely tied to healing, but it can also be quite literal, as we do see Life aspected characters resurrect dead friends. I think if any aspect would allow one to wield life in the most literal sense via battle plants, it'd be, well, Life!
Gus Porter - Seer of Mind. This is a class and aspect wombo combo that fits him to a goddamn T. He's far sharper about others thoughts and natures than people think, including himself. Learning to trust in his intuition is his arc. He has a pretty good grasp of others, even if he does tend to try to focus more on the good bits than the bad, even when the latter may be pertinent.
King Clawthorne - Prince of Blood. Literal royalty in name and nature, with the Blood of the Titan running through his veins whether he realizes it or not. A Prince is an active destructive class with incredible offensive capability, one that destroys its aspect or through it, in this case, Blood. As a Titan, that potential is there for King. But we know the little guy wouldn't use it unless he had to. Right?
Hunter - Heir of Time. Of all the characters, no one fits the aspect of Time better than Hunter given his relations and just how many of him have existed throughout the ages. And as for Heir, I mean, could it be any more obvious?
Vee - Sylph of Space. Conceptually, Space means a lot of things in Homestuck, and is seen by the fandom as one of the "fundamental" aspects. A common theory is no game has a potential to win without both a Space and Time player. But one thing Space represents is Form and Boundary. It is the amorphous stage the play of reality is set upon. What better for a shapeshifter? Sylphs are essentially a Healer class.
Masha - Rogue of Doom. A Thief steals for their own benefit, and a Rogue for the benefit of others. Masha Stole Doom from the entirety of her Reality Check Summer Camp crew, *especially* Vee, giving her her very first friend, potential crush, and a new home and lease on life.
The Collector - Lord of Void. He is Everything and Nothing and can create or uncreate both at will. The Lord embodies their aspect to the absolute. They are a Master class, all-powerful and uncontested in their domain. He is a leftover from a previous game of Snest, one played between just two people, the other, of course, being...
Papa Titan - Muse of Life. We've never seen an adult play any variant of Sburb. But to deal with the Collector and his games, I think he may have had no choice. A Muse, too, is a Master Class, but far more passive. The Titan is how all life in the Demon Realm exists. The Titan *is* the Isles. How much more Life-aligned can you be? And as effectively just a corpse at this point, obviously, he's pretty passive.
Emperor Belos - Knight of Rage. A perfect mastery of his aspect to both directly harm and to manipulate, a truly terrifying foe. Again, adults aren't normally players, but, you better believe he's the reason this whole damn apocalypse happened in the first place.
Boom wrote that up in like 20 minutes, welcome to my special hell.
If by chance somebody actually *likes* this and wants more for some godforsaken reason, I'll give the kids a strife specibus too.
#Toast Talks#The Owl House#TOH#Homestuck#Sburb#Owlstuck#Snest#Hexsquad#The Hexsquad#Papa Titan#TOH Collector#King Clawthorne#Classpecting
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I wanna do a small thread for myself ( and maybe others) for a future reference. Sorta crossover/ AU type of deal.
Starting with;
Takemichi Hanagaki - A Page/ Seer? of Time. Very kind in their ways, they shy away from bad doings all the time even when paired with rage, very codependent on others which makes them look weak.


Sano Manjirou - A Rogue/Bard of Blood. The rogue of blood would be a character who think they are unable to cope with the amount of blood given to them, thus causing them to run away from there responsibilities until they learn to handle blood.

Ken Ryuguji - A Knight of Hope/Heart. The Knight is a warrior who makes things go their way with unrelenting confidence and beliefs so rock solid that reality has no choice but to bend around them. These manifest as things that cause motivation or fear in the team.

Takashi Mitsuya - A Sylph/Seer of Life. The Sylph is going to promote the growth and development of their team, help them surpass their current limits and keep their spirits up. The Sylph will also fill the role of the classic healer archetype with a range of recovery. (I know that Sylph counts as a female-dominated class, but other's barely fit)


Kazutora Hanemiya - A Thief/Bard of Rage. A Thief steals Rage or steals through Rage. Thieves are usually overconfident (or act overconfident to hide their self-doubt), especially when they have their aspect, and need to learn to let others have their aspect too.

Keisuke Baji - An Heir of Hope. Heir will be protected by their beliefs and can become what they or others believe that they are, later on Heir will be capable of pulling off unbelievable stunts being empowered as the Hope of their team, to have faith in themselves.

#nate talks#homestuck#classpecting#hanagaki takemichi#sano manjiro#ken ryuguji#takashi mitsuya#kazutora hanemiya#baji keisuke#tokyo manji revengers#tokyo manji gang#tokyorevengers#Tokyo Revengers#Tokrev#æ±äșŹăȘăăłăžăŁăŒăș#æ±äșŹćăȘăăłăžăŁăŒăș#æ±ćfa#æ±ćFA#preparing other Toman captains and their second in command!
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Realized that I never got around to explaining my classpect post (oops)
Hasegawa Ken - Prince of Void
So, Hasegawa definitely mirrors lightâmost clearly in the way that light represents knowledge (yadda yadda quiz show guy) and in the way that he pursues it: heâs the only person to find out about the audience and the other killing games. The main reason that I donât think that Hasegawaâs directly Lightbound, though, is because of how heâs presented in the storyâLight players are big actors in the story that theyâre in, and as a result, theyâre often in the spotlight. Look at Rose, Vriska, Araneaâthese characters lay themselves out to the camera, we see their thoughts, plans and fears. They love to yap about everything, including themselves.Â
Hasegawa, on the other hand, ducks out of the spotlight as much as he can. Heâs a pretty unassuming guy that keeps to the background, both in canon and towards the audience. He doesnât really have that âstage presenceâ that Light players typically have, and while we know that he can talk a lot on other topics that interest him, we never really see him talk about himself and his thought process in the way that Light players doâbarring the final minutes of the fifth trial, of course. It might be a reach, but we could view that as kind of a swan song, where by answering the âwhyâ of his actions, he finally destroys the secrecy and ambiguity surrounding himself.
If we take a look at the Prince side of things, I meanâdestruction through void? Destruction through secrets and mystery? Just take a glance at literally any part of chapter 5, thatâs basically all he does! Something I want to highlight here is that one Ojima âgrabbingâ scene, because besides it being super cool, itâs also a direct example of how the inherent vagueness of the medium is exploited to âcover upâ whatâs actually occuringâsuper Voidy stuff!
We also see a lot of destruction of VoidâKen, like, hates Void. Like stated before, Ken abhors a mystery, and spends a huge chunk of time trying to dig deeper into the killing game. Ironically, itâs this drive for understanding, and the acquisition of that knowledge, that (at least partially) breaks him apart, which is where we get that one really good line about âknowingâ near the end. (Itâs also a very cosmic horror-coded line, which is another theme of the Void aspect, but I digress.)Â
So, yeah! TL;DR: Hasegawa mirrors light, but embodies a lot of Void-y aspects through the way the audience perceives him and Prince-y aspects through the way he interacts with that Void.
#targeting that niche between homestuck readers and tetro viewers. I know you guys are out there#first publicly posted analysis I'm bit nervous. sorry if it's a bit scattered#this took a while so I don't think I'll do one for every character#but if people ask I'll definitely talk more about some other tetro classpects#or for clarification on Hasegawa! I don't think I was fully able to articulate my reasons why I think that he's a prince#but part of that is because I haven't read homestuck in a while so my knowledge is a bit rusty đ#tell me your thoughts!! especially if you think I'm wrong I really want to hear different perspectives#tetro danganronpa pink#tetro danganronpa spoilers#classpecting#hasegawa ken#prince of void
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Every now and then I think I'm kind of sleeping on classpect analysis, but also what you have to understand about me is that I'm way less enchanted by the act of defining classes and aspects and way moreso by how individual Characters contextualize their relationship with their aspects and assign meaning to it based on their experiences
Something that I always found striking about late Act 6 Kanaya was the way she recontextualizes her relationship with her aspect as something so specific to her and her own experiences. Something about the juxtaposition between Alt Calliope mapping out hard rules about her classpect, saying "This is what it means to be a Space player" "This is what it means to be X" while Kanaya talks about how her experiences formulated her own relationship with her classpect. It's a fascinating difference between them where I never think that the story tries to say that either of them are Wrong about how they view Space. But there's such an underappreciated depth there where Calliope is demonstrated to be somebody who's obsessed with rules, strict categorization, while Kanaya says "this is what my experiences have told me, this is what Space means to Me." And Alt Calliope saying things like Space players are inseparably tied to loneliness are interesting claims, but also putting these beliefs in context with each other you can just as easily see how Alt Calliope's views of space can be formulated by her lifelong (deathlong) experience with isolation.
I think a big reason that I always found it hard to engage with a lot of classpect analysis is that there's this insistence that classpects must have strict categories that define people, when throughout the comic we consistently see how things like aspects and classes mean different things to different people. The way that Kanaya, Calliope, and Jade all see Space and their relationship to it is so so different, I sort of wonder if they'd have any common ground if they actually discussed it between each other (or wrote their thoughts down and passed it around, as Calliope would undoubtedly dominate that conversation lol). The same goes for Rose and Vriska with Light, the Time players... I don't know, it's striking to me. I can understand why the rumored Hussie Classpect doc is supposedly only a sentence or so per classpect because what do you even say? When the variety of experiences is so broad among them, it's impossible to define Classpects cohesively. Alternatively, aspects are something strictly defined by the meaning that people (characters) assign to them
#talk tag#homestuck#kanaya maryam#alt calliope#also i know that karkat also takes part in the âredefining classpectâ (more intricately even) but consider i like kanaya more#and also the technical comparison between two space players is more fun to me#anyways this isnt to say that i dont think classpects have some assigned meaning to them i just leave that particular brand of close readinh#to people who care more about it#i like thinking about parallels between characters with the same classes/aspects though#rose and her ties to vris/rezi#interesting stuff#anyways no shade to actual classpect analysis dhdkdhkd this is just me tossing out some thoughts ive had while skimming logs
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heart players with dirk strider obsession are not so rare as i thought or/ its like the THING. you know. the thing about. us. heart players. i need to know a heart player who despises him. or not. maybe im too weak for this kind of person. fuck.
#i am not talking about you specifically pal buddy friend <3#homestuck#dirk strider#page of heart btw#heart aspect#homestuck classpect#got too comfortable. need to embarrass myself.
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Ik classpect roasts are closed but do you do classpect analysis, if so a witch of hope and would a witch of hope be able to white magic it up to summon illusions of her enemy's imagination to become real
I do! These will be rare because they take more time but I looooove classpecting in general
WITCH OF HOPE
One who actively manipulates hope, faith, and choices
Basically, scary as fuck.
Witches of hope give off an extremly supportive energy, where they will have faith in whatever you need them to.
However, this also can lead to toxic positivity where they wonât let you back down, almost pressuring you down your current path without actively realizing. Theyâre desperately trying to make everything turn out to the optimal ending that everyone needs, but they can go overboard controlling everything and possibly hurting people in the process. They just want everyone to be okay, but that sentiment can get twisted easily.
They would be a very big asset to the team, if they drop everyone will too. A god tiered which of hope could even possibly stop a timeline from being doomed with sheer hope and faith.
They would be the ultimate support, while also technically working on offense by lowering the hope within enemies. They could absolutely will things into existence, that being an ally or an illusion to throw their enemy off balance.
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redraw of troll sanji for my sanji gimmic acc
#art#homestuck#one piece#sanji#black leg sanji#happy 413#hes so violet to me#also knight of heart#but were not talking abt classpects rn#1pc
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oc idea: sea dweller space heir based on gargantuan leviathan subnatica
anon. Anon please dont tempt me...i cant keep making these seadwellers bigger-
#I forgot classpect existed for a moment and was gonna ask wtf space heir meantđ ough#Im tired#Nah but my dumb ass thought you were talking about like some primordial form of troll from space đ gjlgklgvckkgb#talk#asks
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aight i got some attention đ here's my thesis on classpects lol
ASPECTS:
- aspects in homestuck represent a fundamental part (or "aspect") of the universe. each aspect is a building block that, when used in combination with the other aspects, creates the universe as we (or the players) know it. the aspects primarily work in distinct pairs to create six fundamental tenants of the universe. three of these tenants exist on a more cosmic scale, and the remaining three exist on a personal scale. additionally, within each pair of aspects, there is one aspect that serves as an expanding, limitless concept with large amounts of potential; the other aspect in the pair serves to limit and guide the first with a much more concrete definition and power. (note: this is not to say the limitless aspect has more power or is stronger than the limiting aspect; there is power in limiting as well, and the broadness of the limitless aspects can make them difficult to interpret and utilize. no aspect is more important or powerful than another)
- the cosmic tenants are those that relate to paradox space, fate, the timeline, and the universe. these aspects exist on a grander scale than the personal aspects, but conversely they have little to do with actual people/players and their relationships and emotions. players that act in service to a cosmic aspect can find themselves limited in personal development; whereas those that rebel against the cosmic aspect assigned to them may find themselves personally fulfilled, but less effective in matters that the game deems important. the cosmic aspects are void/light, mind/doom, and space/time. (note that these six aspects all have symbols that are roughly circular in shape and are symetrical in at least one direction, often more than one direction.)
- VOID/LIGHT: this aspect pair deals with the tenant of CHAOS AND ORDER. void is the limitless aspect of nothingness; it is the chaos through which every concept might exist, but through the contradictory overlap it is meaningless. light limits void by giving it order, picking through the infinite possibilities and finding the one true path with meaning, creating a narrative. void and light also have associations with luck; while void represents the statistical inevitability that anything that could exist does, somewhere, light represents the infintessimal chances that any given possibility actually DOES exist in the reality the players exist in. light has a tendency to try to make things 'work out the way they should;' light players have an association with heroism and narrative satisfaction; they can seem more like characters in a story than any other players and tend to feel something is 'off' if things don't work out the way they 'should.' conversely, void has the capacity to understand that anything is possible; void players have incredible capacity to 'roll with the punches' as nothing can really surprise them, but they can veer towards nihilism and depression if they conclude 'nothing matters.' void and light are represented in a more literal sense by darkness and space (void) or brightness and sources of light (light); players that are more literal minded may end up with abilities relating to these representations, such as a prince of light being able to remove all light from an area to allow stealth attacks.
- MIND/DOOM: this aspect pair deals with the tenant of CHOICE AND FATE. mind is the limitless aspect of choices; it is the existence of every possible branching reality, brought upon by every individual choice that might be made. doom limits mind by definining the alpha timeline as the one that is 'real;' all other branches are 'doomed.' this does not mean they are meaningless, especially since doomed timelines frequently interact with the alpha timeline; it simply means the events in these timelines are not the ones fated to happen by paradox space. mind represents a player's free will, stating that their actions have distinct consequences; 'we make our own luck.' doom represents the determinism inherent to paradox space, stating that actions exist for the benefit of the alpha timeline; 'we've been doomed from the start.' doom players have a tendency to see the world in black and white, all in absolutes with no nuance; things are the way they are because thats the way they are. they may also tend to stagnate because of this; they accept things as unchangeable and are less motivated to action at times. conversely, mind players tend to take matters into their own hands; they see every outcome as something they are personally responsible for and can be extremely motivated to take decisive action. on the other hand, a mind player might find this responsibility overwhelming, while a doom player might find the predetermination freeing; it depends on the player's disposition. literal representations of these aspects include brains and dice/coins/any tool for random chance (mind) or death/decay and fire (doom); literal minded players may develop powers relating to these representations as well, such as a sylph of mind becoming able to heal someone from brain damage or mental impairment/inhibitors
- SPACE/TIME: this aspect pair deals with the tenant of BEGINNINGS AND ENDINGS. space creates limitlessly, ever expanding with dominion over all life, objects, locations, etc in existence; it sets the stage for all creation. time defines the ways life, objects, etc play out and brings them all to their proper resting point; it cleans up after space and closes chapters on space's creations. these aspects in particular and the cyclical way they interact with one another in paradox space are the most relevant aspects to the game of sburb/sgrub, because the goal of the game is to create a new universe, which lies heavily in space's domain, and it executes this goal through the paradoxical creation of players who are capable of playing the game as required, which is only possible through close association with time. this is why sessions without a space player are doomed to fail (especially considering the frog must be bred on a space player's planet) and sessions without a time player have an extremely low chance of success (the time player takes the role of making sure all loops are closed as they should be, and is naturally predisposed to clean up after paradox space). time players have strong associations with endings, particularly death, and tend to see things from the perspective of the end result. they may veer towards nihilism or determinism through this perspective, or they may find a sense of peace through knowing how things will play out in advance. conversely, space players have strong associations with beginnings, particularly birth and growth. they have the perspective of the starting potential, and may be optimistic about all the possibilities open to them, or they may be anxious from the potential ways things might go wrong. literal representations of these aspects include frogs, plants, and matter (space) or gears, corpses, and clocks (time) and more literally minded players may develop powers related to these manifestations, such as thief of time physically turning back the hands of a clock to travel backwards in time
- the personal aspects deal much more primarily with the matters of players and individuals, and players with these aspects are rewarded for developing their personal life and conversely not as poweful if they focus too much on the fate of the game and paradox space itself. each pair of personal aspects is directly parallel to a pair of cosmic aspects, they just deal with matters on a different scale. the personal aspect pairs are RAGE/HOPE (parallel to void and light), HEART/LIFE (parallel to mind and doom), and BREATH/BLOOD (parallel to space and time).
- RAGE/HOPE: this aspect pair deals with the core tenant of INSTINCT and PHILOSOPHY. rage is the aspect dealing with base, instinctual emotions and reactions, tied closely with behaviors in one's pure self interest, without trust in others and community. hope is the aspect dealing with enlightened thought, faith, and heroism; it surpasses rage's instincts by presenting lofty ideals for people to believe in, and produces heroes and strength for light's narrative. rage inspires fear in the isolated; hope inspires strength in the community. these aspects represent two schools of thought in the philosophy behind peoples' behaviors; rage insisting we are ruled by our instincts and the needs of our bodies, and hope insisting we have evolved beyond that and are ruled by thought, which can overcome those instincts. both philosophies have a degree of truth to them and combine to explain general human (or inhuman, depending on the player) nature, despite their contradictions. hope players have a strong connection to the narrative of the hero's journey (or, depending on their alignment, the villain's journey), though they are much less likely to be cognizant of this than light players. they deal with grandeur and lofty ideals about life and purpose, and can be either inspired by or overwhelmed by this, often feeling pressure to 'be a good person.' conversely, rage players have a strong connection to base emotion; they are good at finding core emotions that drive us and the fundamental feelings behind instinctual reactions. they deal with the innate, rather than the cerebral; some may find peace in their understanding of these subconcious emotions, while others may feel disturbed by the idea that they are controlled by their feelings alone and overwhelmed by this connection. literal representations of these aspects include angels and light (hope) or clowns and darkness (rage), and more literal minded players may develop powers related to these physical manifestations, such as a witch of hope summoning and controlling angels to fight for them
- HEART/LIFE: this aspect pair deals with the core tenant of SOUL AND BODY. heart is the aspect dealing with the essence of who a person is, including constants across all iterations of the person as well as their limitless potential to change across different iterations. mind represents all possible choices that can be made to influence reality, while heart represents the possible results of those choices on a single person. life is the aspect dealing with the physical and limited form that a soul inhabits; it represents the defined, exact iteration of a person in this reality and the form they take. the body (including the specific circumstances that create this body) houses the soul and limits it to one instance of a person, but the body without a soul is worthless. life players can (depending on their class), however, heal and raise the dead by reminding the body of the soul it previously held and reforging that connection. life players have a tendency to feel strong connections to their own sense of self, and can show strong confidence in their own actions; alternatively, they can feel overwhelmed by the limitations of the body they are 'trapped' in and feel as though they cannot break out of bad habits. conversely, heart players can feel overwhelmed by the enormity of their understanding of themselves, and their personal iteration of themselves can feel dwarfed by the possibilities of what they could have been; alternatively, they could also feel empowered by these alternatives and their ability to change themselves to better suit their goals and ideals. physical representations of these aspects include literal hearts and energy (heart) or plants and other forms of life (life); more literal minded players may develop powers related to these representations, such as an heir of life finding their enemies strangled by plant life.
- BREATH/BLOOD: this aspect pair deals with the core tenant of INDEPENDENCE AND COMMUNITY. breath is the aspect dealing with freedom, a disconnect from worldly and personal ties to focus on one's self. it has associations with the limitless ideals of nirvana, of removing one's self from others to achieve personal enlightenment, without the distraction of connections. blood is the aspect dealing with connections and relationships, choosing to focus more on the team or community as a whole than one's self. it utilizes connections with others to achieve social fulfillment, locking away personal freedoms for the opportunity to interact with others and creating strong social power. blood players are very often the best among all other aspects at helping other players work together towards a common goal. they are good at leadership, as long as they have and understand a goal; however, they are more focused on the team itself than the actual goals and may become lost if teamwork is not necessarily the priority. conversely, breath players are not generally good at working with a team, preferring to forge their own path, but their commitment to freedom and individuality can in itself be very inspiring to those who watch them, and they may be considered leaders in their own right (though a breath player would never consider themselves a true leader). these two aspects are not any more or less important than other aspects; however, due to the cooperative nature of the game and the game's focus on individual fulfillment and growth for the players, the aspects are strongly related to the themes of the game from the players' point of view, and as such blood and breath players are often held in high regard by others (though there are exceptions to this. it depends how commited the players are to realizing their aspect, and how contrary their non breath/blood teammates feel). physical representations of these aspects include wind, air, and literal breath (breath) or vows, family, and literal blood (blood); more literal minded players may develop powers related to these manifestations, such as a thief of blood having the ability to drain all the blood from an enemy's body.
CLASSES:
- unlike aspects, classes in homestuck deal entirely with the personal and not at all with the cosmic scale. a player's class represents how they interact with their aspect (broadly, in a constructive or destructive way), as well as whether they are benefited more by using their aspect power for themselves (active) or for others (passive). the classes are divided into 7 active and passive pairs, and both classes within a pair interacts with the aspect in a very similar way, but with the purpose of meeting a different goal depending on which side of the active/passive scale the class falls upon. these pairs are divided into three sets of contructively aligned classes, three sets of destructively aligned classes, and one pair that has ultimate control, both constructive and destructive. this exception is, of course, the master classes (lord and muse). it is this pair we will discuss first.
- LORD (-)/MUSE (+): this class pair interacts with their aspects using ULTIMATE CONTROL. unlike all other classes, lords and muses can both create and destroy their aspect and representations of their aspect, and have very few limitations to their connection with the aspect. the limitations that do exist lie within the differences between the two classes. the lord is purely an active class, and can bend their aspect to their will, and their will alone. they will struggle greatly with using their aspect to benefit others, but they will likely not feel compelled to do so in the first place. conversely, the muse is a purely passive class, and can only inspire their aspect to act in ways that benefit others. they, too, are capable of great power, but this power often comes at great personal sacrifice and they must rely on others to defend and protect them. however, by aligning yourself with a muse, you will have acess to great power frorm their aspect; their aspect will help you with your goals, so long as the muse feels as though they can place their trust in you.
- the destructively aligned classes associate their aspect with destruction in some way, whether that is by directly destroying the aspect, or using the aspect to destroy other things. the three pairs of destructive classes are prince/bard, thief/rogue, and page/knight.
- PRINCE (-)/BARD (+): this class pair interacts with their aspects using PURE DESTRUCTION. they are both often surrounded by their aspect in some way, and perhaps overwhelmed by it, and can find great power in destroying it or using it for destruction. the prince, as an active class, directly destroys their aspect in a desire to feel control over it, and must balance this with the power their aspect grants them when it is in abundance around them. too little of the aspect, and they have nothing left to control and use; too much of the aspect, and the aspect uncontrollably overwhelms them. the bard, as a passive class, invites destruction through their aspect, inspiring rather than controlling directly. their presence in a group must also be balanced; given too much influence, the bard's power could destroy everything around them uncontrollably, but with too little influence, the bard is supressed and unhelpful.
- THIEF (-)/ROGUE (+): this class pair interacts with their aspects by REMOVING AND RELOCATING. they both may feel a lack of their aspect around them, and cannot create it themselves; they must take it from others instead. both are also especially adept at turning the intangible concepts behind the aspect into something quantifiable and real. the thief, as the active class, draws their aspect to work for themself vampirically, taking representations of it exclusively from others to benefit themself. they are able to precisely control their powers and understand them implicitly. the rogue, as the passive class, struggles more with their understanding of their powers, and cannot control them as well, especially if they feel as though they are attempting to take their aspect for their own benefit alone. however, if they have a robin hood-esque motivation to rebalance their aspect and help their friends, they are capable of similar things as thieves.
- PAGE (-)/KNIGHT (+): this class pair interacts with their aspects by WIELDING them as a WEAPON. they both draw great power from their aspect and can channel it to great destructive force. the page, as the active class, is capable of channeling and controlling huge amounts of their aspect as raw power. however, this power is only accessible if the page desires it for themself; they are often predisposed to let their desires sit by the wayside and can feel lots of pressure from others to achieve their true potential, and that pressure can make it possible for a page to awaken their true power. the knight, as the passive class, can also wield their aspect as a powerful weapon, but their skills are most effective in helping or protecting others. the aspect is not kind to the knight themself, and often great power for the knight comes at great personal sacrifice.
- the creatively aligned classes associate their aspects with creation in some way, whether that is by directly creating the aspect or using the aspect to create other things. the three pairs of creatively aligned classes are maid/seer, witch/sylph, and heir/mage.
- MAID (-)/SEER (+): this class pair interacts with their aspects by COMPLETE UNDERSTANDING. they both have an innate connection to and knowledge of their aspect and can channel that information towards constructive purposes. the maid, as an active class, works in service of the aspect completely in exchange for dominion over the aspect itself; they become 'made' of their aspect. they have a fundamental understanding of the aspect that cannot be compared to another class's relationship with the same aspect, and can use that knowledge to their own great benefit. the seer, as a passive class, uses their aspect as a conduit to better understand the actions and paths they and their party must take for ultimate victory. while many seers are predisposed to work alone, their skills are much better utilized to guide others in the use of their own skills, and they are rewarded for taking an advisory position instead.
- WITCH (-)/SYLPH (+): this aspect pair interacts with their aspects by MANIPULATION AND CREATIVITY. they, like thieves and rogues, can take hold of conceptual ideas of how an aspect works, and can bend the aspect to their own will. a witch, as the active class, has incredible control over the aspect and creatively uses it to mold an optimal reality. however, their manual control over their aspect can sometimes lead to catastrophic mistakes if they are not careful. the sylph, as a passive class, struggles to reach this same level of control, but if properly motivated by the desire to help those around them, they can achieve similar abilities as a witch, albiet in a more roundabout way. the sylph in particular is drawn towards healing, and a sylph of ANY aspect might find a creative way to justify that power.
- HEIR (-)/MAGE (+): this aspect pair interacts with their aspects by PURE CREATION. they both manifest their aspect around them in abundance, conciously or not. the heir, as the active class, will find that their aspect protects and serves them, initially without concious control on the heir's part. they are beloved by their aspect and can wield it freely. the mage, as the passive class, is also surrounded by their aspect; however, the aspect is more aligned to helping those around the mage than the mage themselves. the mage can find benefit from this by surrounding themselves with friends; surrounding themselves with enemies will lead more towards detriment.
#it me#homestuck#classpecting#the fundamental thing im trying to do here is promote symmetry and elegance in how the classes and aspects interact#im basing a lot of this on what alt callie says towards the end of the comic about paradox space and reality and just. extrapolating#if u have questions plz lmk and ill talk more about this!#ftr 'i think a different method is better' is not a question lol
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I-i need to homestuck-fy mouthwashing-
#mailman speak#đ i talk too much : talking#especifically putting classpects and bloodcasts on each of the characters#homestuck#mouthwashing
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