#classpect2
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classpecting, ver 2
Class: “the same thing, but different.”
There are 14 classes in Homestuck, divided into active/passive pairs. Key: active/passive - “commonality”
Witch*/Sylph - “manipulating”
Mage/Seer* - “knowing”
Prince*/Bard - "destroying”
Heir/Page* - "following”
Thief*/Rogue - “stealing”
Knight*/Maid - “serving”
Lord*/Muse* - “bringing the ultimate result”
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Aspect: “opposite ends of the same thing.”
There are 12 aspects in Homestuck, said to be divided into complementary pairs. Key: pair - scale
*Time/Space - endings and beginnings
*Void/Light - absence of knowledge and knowledge
Blood/Breath - bonds and freedom
Rage/Hope - disbelief and optimism
Heart/Mind - emotion and thought
*Doom/Life - mortality, death and life
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Classes: “How an aspect manifests/is channeled”
“Passive” and “Active” are more narrative labels on role than a commentary on a character’s personality. Or rather, the author judged the character to have the type of character that would serve a more “passive” or “active” role/focus in the story, and that character if they chose could rebel against it, but succeeding might be a matter of other circumstances entirely. It’s more likely Light player with an active class would be able to do something like that, and more likely if many players, with their varying skillsets and classpect titles, worked together. There’s a running theme classes almost strongarm characters into acting certain ways, in addition to minor implication titles grant possibilities and abilities more than being granted based on personal abilities.
*Not much info on Mage.
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“Manipulation”
Active: Witch- destroys, manipulates, with aclarity
Passive: Sylph- subtly affected by, moves, heals, lacks clarity
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“Knowing”
Active: Mage- knows, doesn’t understand
Passive: Seer- knows, understands, can literally see with superhuman senses
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“Follows”
Active: Heir- creates, is given, an agent of  
Passive: Page- may manifest a great strength eventually (low probability) after a laboriously slow and steady rate of not using aspect to be able to fully use Aspect
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“Stealing”
Active: Thief- steals to other’s detriment
Passive: Rogue- takes to gain
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“Serving”
Active: Knight- is used by Aspect to make new Aspect
Passive: Maid- uses Aspect in service of maintaining Aspect
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“Destroys”
Active: Prince- plans to destroy, does away with, an agent against
Passive: Bard- capriciously, unexpectedly destroys
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“Brings an Ultimate Result”
Active: Lord- mastery, control, rules, strict
Passive: Muse- inspires, composes, relaxed rules/creativity
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Aspect: “theme”
Aspects seem to be about the story, or in what type of circumstances the story will reliably contrive to put them in character will often find themselves in, and what themes the character will be pushed towards to do in response to it, as part of their character arcs. Is a commentary on character so far as to how the ‘author’ judged their backstory to be set up for in the current story. It is possible for characters can overcome their aspect, but this appears to be harder to fight than acting against their class.
In addition to those metaphorical definitions, aspects also are literal and can be weaponized against the constraints of the story. Light/Void aspects especially work well on a metaphorical level. Time/Space are the same thing in quantum physics, and required by every Game session.
*Not much info on Doom or Rage.
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“Endings and Beginnings”
Time: death, endings, time
Space: propagation, distance, space
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“Absence of Knowledge and Knowledge”
Void: nothingness, absence of attention, impossible to know, blackout
Light: knowledge, fortune, luck, future, light
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“Bonds and Freedom”
Blood: connections, bonds, history, family, blood
Breath: freedom, forgetting, wind, not facing
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"Disbelief and Faith”
Rage: belief in nothing, emotions, anger, lack of reason
Hope: belief, creation, faith, actualizing something fake into something real
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“Issues of Mortality”
Doom: mortality, inescapable fate, doom, out of notice
Life: life, preservation, mitosis
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“Emotion and Thought”
Heart: emotions, soul, romance, partitions of self
Mind: mind, decisions, reason
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Not final, but it’s helpful how the Alpha trolls lined up with these characterizations, I think they were given a full classpect title and then given a personality/rough backstory- so, Hussie was using them to convey classpecting info. It’s also said somewhere that combinations of full titles can manifest specific abilities.
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....v2
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Classpecting, ver3
“You and all your friends have dispositions affected by your classes and aspects.” -Prologue Page 3
Functions of Classpecting: Homestuck is a story about ‘a story’- authors vs characters. The bottom layer of Homestuck’s DnD board is the “literal” story: characters playing out the parts written for them. The more the characters ‘ascend,’ the closer they get to understanding the limits of their own “metaphorical” existence as story characters. 
So: classpecting functions on both a ‘literal,’ and ‘metaphorical’ level of abstraction. A full title is a stamp of intent and promise of the ‘author’ to the character of how the character’s expected role in the story, chivvying them towards 'their true calling,’ especially to reach god tier, like a restriction on their function, based on their character so far. The powers the title grant manifest as pun-like superpowers.
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Class: “the same thing, but different.”
There are 14 classes in Homestuck, divided into active/passive pairs. Lord/Muse is a master class, the rest are ‘standard.’ Key: active/passive - “commonality” (bolded = canon)
Mage/Seer* - “knowing class”
Heir/Page* - "gifted class” (inheriting?)
Thief*/Rogue* - “stealing class”
Witch*/Sylph* - “manipulating class” (healing?)
Knight*/Maid - “devoted class” (serving? Guardian? Protect?)
Prince*/Bard* - “destroyer class”
Lord*/Muse* - “bringing the ultimate result”
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Aspect: “opposite ends of the same thing.”
There are 12 aspects in Homestuck, said to be divided into complementary pairs. They make up reality. Key: pair - scale (confirmed)
Time/Space - endings and beginnings
Void/Light - relevance, absence of knowledge and knowledge
Blood/Breath - spirit, bonds and freedom
Rage/Hope - empowerment, disbelief and optimism
Heart/Mind - decisions, emotion and thought
Doom/Life - mortality, death and life
.
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Classes: “How an aspect manifests/is channeled”
“Passive” and “Active” can act as narrative labels on role than a commentary on a character’s personality, which is always open to exception. A character if they chose could rebel against their class, or role in the story, but succeeding might be a matter of other circumstances entirely. Maybe a Light player with an active class would be able to do something like that, or if many players, with their varying skillsets and classpect titles, worked together. There’s a running theme classes almost strongarm characters into acting certain ways.
*Not much info on Mage.
Active (-): “exploit their aspect to benefit themselves/affect one person,” move the story
Passive (+): “exploit their aspect to benefit others/affect many people,” background in story
(Active/Passive also manifests like this: a passive class wielding Breath, and an active class wielding Blood could produce similar story beat/superpower results.) 
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“Manipulation” (creation?)
Active: Witch- manipulates, with aclarity
Passive: Sylph- subtly affected by, moves, heals, lacks clarity, help people use Aspect
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“Knowing, has insight”
Active: Mage- knows, doesn’t understand, acts using the information
Passive: Seer- knows, understands, shares knowledge, can literally see with superhuman senses. [p3833] A Seer would support her allies in battle not with her weapons, but her vision. She would sift through dross of her comrades' poor tactical inclinations and examine the grim consequences. A Seer would not charge into the fray headlong but direct it as a conductor with a baton. She would have the sight to eschew the obvious gambits, and find the path to victory disguised cleverly as setback, or even imminent defeat. She would behold the fortunes of friends and foes in totality, and appraise the contrivance of luck itself. She would know its mines were not to be plundered, but simply explored and charted carefully.
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“Gifted, follows” (passivity?) 
Active: Heir- gifted something related to aspect, and skilled in it, moves quickly, creates Aspect, an agent of, inherits
Passive: Page- gifted something after a long while, has large potential, may manifest a great strength eventually (low probability) after a laboriously slow and steady rate of not using aspect to be able to fully use Aspect
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“Stealing”
Active: Thief- steals to other’s detriment
Passive: Rogue- takes to gain for other’s benefit
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“Serving”
Active: Knight- uses Aspect as a weapon, warrior class, protector, uses Aspect in reinvention to make new Aspect
Passive: Maid- uses Aspect in service of maintaining Aspect, take care of, preserver, clean up, keep people out of trouble, discovery of old Aspect
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“Destroys” (villain-bent) 
Active: Prince- plans to destroy, does away with, an agent against, causes destruction through Aspect
Passive: Bard- allows Aspect to be destroyed, or invites destruction through Aspect, capriciously and unpredictably, ‘wild card,’ makes a great change. “known for spontaneoUs and dramatic story-altering inflUence on the fate of a party. some of the more remarkable tales involve sUch parties, where the bard is single handedly responsible for their spectacUlar downfall or improbable victory. or both!”  
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“Brings an Ultimate Result”
Active: Lord- mastery, control, rules, strict
Passive: Muse- inspires, composes, relaxed rules/creativity
.
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Aspect: “theme”
Aspects seem to be about the story, or what type of circumstances the story will reliably contrive to put a character in, and what themes the character will be pushed towards to do in response to it, as part of their character arcs. Themes/Rules a character’s life. Is a commentary on character so far as to how the ‘author’ judged their backstory to be set up for in the current story, usually phrased as if it’s being pushed into influencing character’s lives on a meta level. Void players may not amount to big moments (depending on class), Heart players keep running into variations of themself. It is possible for characters can overcome their aspect, but this appears to be harder to fight than acting against their class.
Aspects can be literal, (breath=wind powers, space= teleportation), and also can be weaponized against the constraints of the story. Light/Void aspects especially work well on a metaphorical level. Time/Space are the same thing in quantum physics, and required by every Game session.
I noticed it’s possible they all have vague destruction-death/creation-life aligned themes. 
*Not much info on Doom or Rage.
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“Green Sun/Black Hole: Endings and Beginnings/loop”
Time: death, endings, time, always a time traveler. copies of yourself. 
Space: propagation, beginnings, distance, breeding, space, always the forge lighter. loneliness. 
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“Relevance/Fortune, Absence of Knowledge and Knowledge” (blindness problems)
Void: nothingness, absence of attention, impossible to know, blackout, darkness, irrelevant (like dead ghosts), hard to keep track of or understand “Void is easily the most mysterious aspect, the one which inherently defies rational understanding. This makes it particularly fascinating, and just as frustrating, to light players such as myself. Casting illumination upon nothing itself is futile. For to truly know void is to paradoxically cause it not to 8e! The role of the void player is to somehow em8race nothingness, to 8ecome one with it. And yet in total contradiction with this, to make use of the power it grants and serve a role of relevance, one must find a way to overcome it! To see the limitless potential in the void. To find everything within nothing, and 8ring it into 8eing.” the path of the void player: So resistant is his story to having a relevant 8earing on anything, you didn’t even hear it. 
Light: knowledge, fortune, luck, future, auspicious path, light, relevance, lucky
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“Spirit, Bonds and Freedom” (attracting people?)
Blood: connections, bonds, history, family, blood, aggressive, raise rebellion (nonstandard relationships?)
Breath: freedom (to make their own decisions), detachment, forgetting, wind, air, breath, not facing, unaggressive, popular (leadership?)
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"Faith/Empowerment, Disbelief and Optimism” (unpredictable?)
Rage: a loss of belief, emotions, anger, lack of reason, gaining facts that cause a loss of faith (while still believing in something else that’s damagingly fake), knowing something is fake
Hope: belief, creation, faith, actualizing something fake into something real, missing facts, hope, force of unparalleled power (creation)
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“Issues of Mortality” 
Doom: mortality, inescapable fate, doom, out of notice
Life: life, preservation, mitosis, growth
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“Decisions/self, Emotion and Thought”
Heart: emotions, soul, romance, partitions of self, identity, nuances of a distributed self
Mind: mind, decisions, reason, ignoring emotion, nuances of decisions of a single mind
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….v3
((Changelog: vocabulary. Next update will be after trawling Homestuck on a reread, later.)) 
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