#doom classpects
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aortaobservatory · 1 year ago
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i'd be interested in hearing your thoughts on the seer of doom! one of my fantrolls is a seer of doom although im not entirely sure if that classpect fits them yet, so i'd love a more in-depth analysis of it.
Seer of [Doom]:
Know - Too Little Experience with Doom
A player who lacks experience with [Compliance and Wisdom], leading to a fierce drive to study [Acceptance and Sympathy] and gradually learning of its potential to affect them or the ones around them
A Seer of Doom is surrounded by growth and perseverance, and lacks compliance and wisdom in their life, and as a result are driven to learn everything they can about acceptance and sympathy in order to understand what they previously lacked.
Seers study their aspect, craving knowledge of it from their previous lack of it. They seek knowledge of their aspect with a fierce intensity in order to gain more understanding of it, acknowledging the potential consequences of doing so and dealing with them later. Their challenge is to learn how to translate their insight and knowledge into action and decision, as well as learn how to manage their engagement with their aspect so as to not overwhelm themself or others.
Inverse Classpect Analysis of Seer
Seer of Doom: Doom (Acceptance, Compliance, Wisdom, Sympathy) is passive and lacking. Too little experience with aspect causes lack of understanding of it.
Inverse: Witch of Life
Life (Growth, Perseverance, Empathetic, Healing) is actively changed within the Seer as they experience Doom (Acceptance, Compliance, Wisdom, Sympathy) to understand it from its passive presence.
Life (Growth, Perseverance, Empathetic, Healing) embodies the Seer, but is changed to Doom (Acceptance, Compliance, Wisdom, Sympathy) as they experience Doom (Acceptance, Compliance, Wisdom, Sympathy).
I did not understand this one at first, so let me place some thoughts. Anything in excess is bad; seers are surrounded by the excess of their inverse. Growth and perseverance do not seem as though they are bad in excess, but at what point do such things go too far? At what point is growth leaving behind the roots in their entirety? At what point does perseverance lose sight of the initial motivator? This Seer wants to back up, find their roots, and stay with them.
The analysis written above is my own writing, analysis, and thoughts. The statements are my own analysis, but they may function as a “fill in the blank” statement for you to create your own interpretation of the classpect as you please.
-aortaObservatory
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starlit1daydream · 5 months ago
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Knights & Pages: Deficiency and Exploitation
Well, then... here we are.
A day in delay, I'm aware; but I'm afraid I can't always be accounting for extraneous real-life factors. My apologies.
The Knight:Page class dichotomy embodies deficiency, exploitation and arguably compensation as well. They imbue their Aspect into their fighting prowess, utilise it both as a weapon and a tool, and often use it to constitute a shield as well. (Literally and metaphorically).
The presence of either (or both) of these classes also functions as a signal; as by their very nature, they exist to compensate for a deficiency in their Aspect within their session proper.
Canonical Knight players are Dave Strider (Knight of Time), Karkat Vantas (Knight of Blood) and Latula Pyrope (Knight of Mind).
Canonical Page players are Jake English (Page of Hope), Tavros Nitram (Page of Breath) and Horuss Zahhak (Page of Void).
So, Point A. The narrative function of the Knight.
Narratively speaking, the Knight is one who defends their Aspect; and uses it as a defense in turn. They are defined by maintaining a rigid facade, born of their Aspect and used to hide a perceived deficiency in it. Their Aspect is their sword and their shield, and this oft manifests as a deep-seated insecurity.
Dave's insecurity is with his masculinity, mortality and conception of 'heroism'. Karkat's insecurity is with the colour of his blood, his fear of ostracisation and social exile. Latula's insecurity is less clear-cut, but the most prevalent theory is that the injury that rendered her anosmic also left her with brain damage.
Thus, we see here that their fear comes from lacking in their Aspect. Dave lacks confidence in his ability to face closure & his projections of masculinity (something he misconstrues with heroism). Dave doesn't want a great destiny; he wants to be a normal guy who lives a normal life and dies a normal death. He's essentially a tutorial NPC thrust into plot bullshit after plot bullshit.
Karkat lacks confidence in his sense of self caused by his mutant blood and his persistent fear of social ostracisation and subsequent death should his status be exposed. One could also argue it is a disillusionment with the Alternian social order that he does not fit into by design, but feels he must follow anyways (hence his ass-kissing dreams of threschecutioner greatness).
(Here's where the conjecture comes in...)
Latula lacks confidence in her capacity for rational thought and ability to use logic for her own (and others') defense. If we're going with the TBI narrative for her, she feels as if she lacks intelligence as a result. Tying into Latula's commentary on the misogyny in online gaming circles and we get a girl who is deeply, deeply terrified of rising above her station and displaying an intellect.
So, Dave pretends to be a self-assured, chauvinistic 'cool kid'.
Karkat pretends to be a bossy, self-righteous 'perfect leader'.
Latula pretends to be an air-headed, radical 'gamer chick'.
All of them deny themselves depth and identity for the explicit purpose of denying people the right to know them on a deeper level.
Let's simplify this - Knights feel they lack their Aspect and compensate for it. End of.
Here's where the dramatic irony comes in; Knights are the only people in their session who are proficient with their Aspect at all. Dave is the only Beta Kid concerned with Time management, Karkat is the only Beta Troll concerned with maintaining social order and collaboration, Latula is the only Alpha Troll concerned with logical thought and logical argument.
Because the Beta Kids lack Time on their side, the Beta Trolls lack Blood to bind them together, and the Alpha Trolls lack Mind to... well, to be totally blunt, to use their fucking brains.
(The Beta Kids' lack of Time being tied moreso to the nature of their Game as opposed to the nature of themselves is absolutely a matter of Lunar Sway, by the way).
That's what they need to learn, and subsequently use their Aspect to defend. Dave defending his co-players from certain death and entropy, Karkat defending his co-players from turning on eachother and descending into conflict, Latula defending Mituna from disbelief and abuse through logical counterargument.
Here, we're dovetailing directly into Point B - practical function.
We're all caught up in flowery metaphors and abstract conceptions, but how does this translate to a literal function within SBURB?
Simple. The Knight imbues, exploits and weaponises their Aspect. They don't generate it or control it in any way - that's the caveat of their function. Knights must exploit an already existing well of their Aspect and use that minimal supply to the best of their abilities.
It's the literal manifestation of their abilities for compensation! They have to merely 'make do' with what's available. After all - if there was an influx of their Aspect to work with, there wouldn't be a deficiency to combat.
This journey ties into their narrative function as learning to use it and defend through it also comes with dropping the mask and putting down your sword every once in a while. We don't ever get to see this fully with Latula, unfortunately, but we see Dave and Karkat (through means of eachother, actually) learn to relax in eachothers' presence and drop some of their unhealthy preconceptions.
Now, let's go on to the Pages!
Point C - narrative function.
Pages function in much the same way as Knights on a base level - existing to cover for an existing deficit in their session by virtue of compensation. The difference, obviously, comes in their passivity - and their different manifestation of their Aspect which more directly feels to be a shield as opposed to a sword.
Pages turn the Knights' overcompensation on its' head. Like Knights, they too believe their lack their Aspect, and thus project an image of possessing an influx of it. The difference is that Pages... actually do have that deficiency.
Jake lacks Hope. He lacks faith in himself, lacks the belief in his own capacity to bring a better future and finds it difficult to hold onto his convictions when the going gets tough.
Tavros lacks Breath. He lacks a direction or an objective to follow, lacks freedom by virtue of his disability and Vriska's control of his life. He prefers to avoid things and run away from problems.
Horuss lacks Void. He lacks the ability to cope with imperfection and the fact he doesn't know things. He can't deal with being absent or bereft of purpose.
And, likewise, their sessions lack their Aspect as well in equal measure!
The Alpha Kids lack Hope in the same manner - they don't have the motivation to keep going and find themselves falling into depression and passivity. Dirk even lampshades this!
The Beta Trolls lack Breath - none of them have freedom to choose their own destinies due to oppressive Alternian society and thus fall into the trappings of the roles laid out before them.
The Alpha Trolls lack Void - the teenage echo chamber of drama and gossip denies anybody the right to secrecy or privacy, and their presence in the dreambubbles forces them into proximity and furthers this absence.
Now, it's a common conception that this absence means a Page is weak by default, or outright useless. I absolutely abhor this notion. A Page is not the 'weakling' class - they merely rely upon guidance.
For Jake, it's his fantasies. His masks. His projections of heroism and adventure - and Brain Ghost Dirk is the literal manifestation.
For Tavros, it's his false confidence. It's his assurance that he can stand up for himself and fly to safety should the going get tough - and Rufio is the literal manifestation.
For Horuss, it's his 'renaissance man' projection. It's his showcase of absolute perfection and ideal highblooded taste - and his alters and therian identity are the literal manifestation. (However poorly executed it was, and oh boy was it poorly executed and oh boy was it ableist.)
For this, they're prone to subsequently use their Aspect as a defense mechanism in a more passive manner than the acerbic Knights who prefer to fight with it.
Jake hides behind his fantasies, Tavros runs away from everything he can't face and Horuss pretends he can't hear the sound of Rufioh breaking up with him.
And, of course, as everyone will tell you - this comes with a vast well of potential. Pages are not uniquely powerful or the 'strongest class' like some people would have you believe, but it is true that upon undergoing development, they become incredibly confident in that Aspect. It just happens to be a long journey that no Page fully completes on-screen.
It is learning to accept their own lack of proficiency with their Aspect, drop the mask and begin forging a more genuine relationship with it. Knights must learn to relax, Pages must learn to stop relaxing. It's almost like a little inversion of their active:passive roles, if you want to see it like that!
Point D. Practical function.
Pages... yeah, this is really fucking obvious. Look at Jake. Look at that thing he does. You know? The gigantic shield of pure Hope energy he generates when his full potential is tapped into.
That's what a Page does. They tap into the well of their Aspect to use it as a great shield, making their defense of themselves through their Aspect literal. And, yeah, that's pretty goddamn powerful!
It's like they're meant to embody the little 'sidekick' role in shonen. Koichi Hirose. Koichi Hirose is a Page.
So, there we have it. The classes of compensation. I'll be putting out individual analyses of all of these class combinations soon-ish once the main seven posts are out, so be looking forward to that! I'll be back with you soon wiht the second part of this: Mages and Seers.
And that should be fun, 'cause I am one.
Take care.
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wahhzo · 3 months ago
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eddsworld if it was cooler
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extra doodles of another possible scenario. edward and thorde and their two very horrible humans
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cgtg · 3 months ago
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DOOM PLAYERZ ONLY
as with the prev polls: if you consider multiple, i suggest going for the one u feel aligned with currently/most often, which one u wanna represent in a poll like this, whichever has the most compelling role/narrative, whatever works for U. classpecting is very subjective, and fluid for a lot of people.
i actively encourage discussion in the replies of what your class and aspect mean to u. simple or lengthy, i wanna hear it :J
excluding master classes bc no space for em, sorry.
for those who cant vote: i’d appreciate u passing the poll along. also, i’ll post updates throughout the week on how it’s going so everyone can have a peek inside. thank u
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mewnoz · 5 months ago
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hiiiieiee pt1 mw classpects. Uhhhhhh i wrote down the notes for their titles like over a month ago and just never got back to it, so honestly i have no clue what the reasoning for any of them are. mnhnnhgh
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doogieverse · 5 months ago
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Sonic Classpects <3
I designed them to be a twelve player session because I thought that was more fun :-) I didn't necessarily keep gender specific classes/aspects in mind. Do, however, keep in mind that classpects aren't always a one-to-one with characters' personalities. Sometimes, they're roles that they have to come into, or accept.
Also, if anyone draws them in their godtier outfits I will be eternally grateful. Sonic: Heir of Hope Sonic is a symbol of hope; whether he realizes it or not, his actions carry weight. That means that although overall he inspires a positive change— bringing hope to others— if he makes a mistake, it brings despair instead. In this regard, Sonic is hope personified.
Tails: Mage of Light Tails uses knowledge as a weapon, sometimes to his detriment. He's often given seemingly impossible quests, with not much time to complete them. You could argue that he's cursed to be the brains in a team full of brawns. That being said, he seeks out knowledge like a moth drawn to a flame; he lives off of it.
Knuckles: Knight of Rage Knuckles's entire purpose is to protect and serve, both his friends and Angel Island. However, rather than being a level-headed knight archetype, Knuckles is a hot-headed warrior, thinking with his fists, rather than his brain. This leads him to have a bit of an anger problem, which he uses to mask his insecurities. This can also bring rage to those around him.
Amy: Sylph of Heart Amy is self-absorbed, only in the sense that she believes that what is in her heart is always right. Apart from that, she looks to heal the heavy hearts of those around her, even animals and complete strangers. She is caring and giving at her best, and volatile and clingy at her worst.
Metal Sonic: Page of Doom Metal Sonic was built to be a harbinger of doom, and continues to do so of his own volition. He has great potential, but is held back by his own insecurities— which can mean he was programmed with limitations, or that he has a more human side that conflicts with his programming. Because of this, he becomes doomed himself, in an infinite cycle of being destroyed and rebuilt.
Shadow: Prince of Blood Shadow is driven by his bonds, whether it's to his friends or enemies, and those in the past or those in the future. He uses these relationships as excuses to wreak havoc. Therefore, he can be seen as selfish, whether his cause is noble or not. In truth, Shadow is more stubborn than anything. Because he defines himself by his relationships, he is often misunderstood, especially by himself.
Rouge: Thief of Space Rouge is incredibly patient and adaptable, traits that are imparative for a jewel thief. Her passion is taking things for herself, which may be egocentric by nature, but she is known to have good intentions. She is naturally confident when it comes to her abilities, and isn't above using her feminine charm to accomplish her goals.
Blaze: Maid of Mind Blaze is calm and collected, weighing the multitude of options before acting. She also has this effect on others as well, getting them to see her reasoning. She is often rigid, as she's used to making the tough decisions, and carries that burden with responsibility. However, hardships can cause her to act out of character, being paralyzed by choice, or leaving her fiery temper to take over.
Silver: Witch of Time. Silver has been known to manipulate time, both figuratively and literally. While he can time travel with ease, he also has an unwillingness to take things as they are. That being said, he also has a tendency to end up in difficult and dreary situations. He's constantly stuck between a rock and a hard place.
Vector: Rogue of Breath Vector may be a detective, but he doesn't play by the book. He lives as he pleases, being able to slip into the role of leader, bodyguard, comedic relief, etc. However, this can make him hard to pin down. As a detective, he takes others' autonomy by bringing them to justice. This not only helps feed him and his partners, but it also keeps the streets clean.
Espio: Bard of Void Espio is a stealthy character, at first glance. With his ability to become invisible, he's able to stealthily gain the upper hand on his opponent. However, he also has the innate desire to show off; he's cool and he wants others to know it, even if he acts nonchalant about it. In both ways he destroys void: either by filling it or filling its role.
Charmy: Seer of Life Charmy is the charisma and joy of Team Chaotix. He wants to bring life to his friends by being upbeat and having fun. Though he may be a naïve child, he's still attuned to others' feelings, and desires to empower them best he can. He isn't always great at it, sometimes coming off as annoying and overeager instead.
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adorable-animus · 5 days ago
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hey. so like, Maid of Hope Susie, Seer of Doom Ralsei, and Heir of Heart Kris anyone????
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alicesoinions · 2 years ago
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Aspects
My views on Homestuck's Aspects. Part of this analysis is the idea that Aspects have relationships to each other, each bringing the other about.
I will use my own custom Aspect symbols throughout, but the analysis itself is based on canon.
Space
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Space is the Aspect of beginnings, of new things. Space experiments and improvises. Space cares about what is possible now, and cares more about the discoveries made in a journey than about a specific endpoint. Space is infinite discovery and potential.
Space is represented by art, fashion, atoms, and frogs.
Space is the color of the night sky, empty beyond human perception, endless and unfathomable but not featureless. Inky darkness, dotted by stars. Space has no color at all, which sometimes results in it using Sburb’s default texture.
Space is opposed to the Aspect of Time.
Space is the fundamental force of creation that gives rise to the duality of Life and Doom well as the unknown mysteries of Void.
Void
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Void is the Aspect of the unknown. Of hidden, ill-defined things impossible for us to know or give names to. Void is the Aspect of true reality, of things on a spectrum, of quantum and biology.
Void is represented by water, darkness, and pumpkins.
Void is the color of deep waters, hiding what lies within; its color somewhere on a gradient, but impossible for humans to pinpoint or define no matter how long they stare; Void is the shifting hues of the color of the sky.
Void is opposed to the Aspect of Light.
The unexplored unknowns of the Void hide the untapped potential that is Space, leading to new creation.
Life
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Life is the Aspect of agency and self-direction. Life is self-directed and idealistic; Life concerns itself primarily with what Life wants to do, not caring for obstacles or drawbacks. Life sees an infinitude of options, and picks the one it desires.
Life is represented by plants, food, coins, and wealth.
Life is opposed to the Aspect of Doom.
The ultimate freedom to do whatever one wants eventually leads to the ennui of Breath. The interplay of Life and Doom leads to defining one's self in Heart or hiding in Mind.
Doom
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Doom is the Aspect of fate and constraint. Doom has burdens and limitations; Doom concerns itself with practical issues instead of lofty ideals. Doom sees no escape or negotiation, going with what others demand of you.
Doom is represented by skulls, death, and fire.
Doom is opposed to the Aspect of Life.
The practical matters and the knowledge of our limits leads to the endless toil of Blood. The interplay of Life and Doom leads defining one's self in Heart or hiding in Mind.
Breath
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Breath is the Aspect of detachment. Breath goes with the flow, not caring about anything or anyone in particular; Breath does whatever feels right in the moment, not worrying about much.
Breath is represented by wind, leaves, and rivers.
Breath is opposed to the Aspect of Blood.
The freedom of exploration of and detachment of goals leads to the compromise and negotiation of Hope and to exploration of the self in Heart.
Blood
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Blood is the Aspect of effort. Blood has lofty expectations, from both itself and others, and runs itself ragged to accomplish all of them. Blood cares intensely about what it does, without rest or thought.
Blood is represented by blood, sweat, stone, and iron.
Blood is opposed to the Aspect of Breath.
The exertion and toil of Blood eventually lead either to hiding in Mind or to the revolution of Rage.
Heart
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Heart is the Aspect of self and emotion. Heart is a person's identity and definition, their emotions and their friendships and their biases. Heart goes with its gut. Heart cares about what its heart directs it to.
Heart is represented by music, hats, and horses.
Heart is opposed to the Aspect of Mind.
Heart’s loyalty and instinct lead to the upheaval of Rage and Heart’s caring nature leads to Blood.
Mind
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Mind is the Aspect of thought and masking. Mind coldly adapts itself to circumstance, hiding the true self in order to blend in with what's acceptable. Mind is impartial. Mind weighs all the options, and picks the one most suited to the situation.
Mind is represented by masks, blindfolds, and scales.
Mind is opposed to the Aspect of Heart.
Mind’s bottling of emotions leads to the real detachment of Breath; and Mind’s adaptive nature leads to Hope.
Rage
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Rage is the Aspect of rebellion. Rage is skeptical of what society presents as true, and fights tooth and nail for what it stands for. Rage riots and fights back; Rage would sooner bring revenge than healing. Rage fights for sudden change.
Rage is represented by fangs, beasts, and waves.
Rage is opposed to the Aspect of Hope.
In fighting against their shackles, one gains the newfound options of Life. Rage’s sudden changes forms half of the past events of Time.
Hope
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Hope is the Aspect of diplomacy. Hope believes everyone is good at heart, and that everything could be solved if only everyone talked things out. Hope has blind faith and will sooner comfort a friend than hurt an enemy. Hope solves things slowly and steadily.
Hope is represented by religion, ribbons, and blankets.
Hope is opposed to the Aspect of Rage.
Hope’s compromises and negotiations lead to new shackles in the form of Doom. Hope’s slow changes form half the past events of Time.
Time
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Time is the Aspect of the past. Time is concerned with traditions, patterns, and the inevitability of what came before. Time brings the authority of established rules and governance. Time looks to what was to decide what will come about.
Time is associated with gears, crowns, sand, and clocks.
Time is the color of a gear turning to rust, of blood leaving a vein, of a game timer running out. Time powers shine in all colors at once before they settle on one.
Time is opposed to the Aspect of Space.
The knowledge of the established patterns of Time leads to the knowledge and definition of Light.
Light
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Light is the Aspect of definition. Light has clear rules, clear definitions, and clear answers. Light creates frameworks of understanding and puts things in black and white, right and wrong, relevant and irrelevant, which can sometimes lead to ignoring the gray areas between. Light is the Aspect of human knowledge of the world, our ideas, stories, and sciences.
Light is represented by the sun, fire, and compasses.
Light is the blazing color of the sun, impossible to look at for long, but shining its light everywhere, a white light that returns as a myriad of colors.
Light is opposed to the Aspect of Void.
The sharp delineations of Light ignore the gray areas outside definition, creating Void.
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roachie-paradise · 1 month ago
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aspect markings, inspired by time-woods tma marking post! go check them out!!!
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clockworkreapers · 2 months ago
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you should pretty please explain why you chose each classpect for each gas station character I want to see an analysis
ohohohoh BOY do I have a classpect breakdown for you (rubs my grubby little hands together) Jack: Mage of Doom, Derse Dreamer Doom is all about fate, suffering, empathy, wisdom and the inevitable. Whether he likes it or not Jack is tied to fate itself- he IS the main character after all, for better or for worse (usually the later). His own fate was even meticulously planned out from before the books even started everyone who has read vol4 knows what I'm talking about. He's the unknowing harbinger of doom y'all remember halloween night in vol 1? YEP! Even in tales from the road there is literally an entity telling him about an impending doom he can't avoid. He will survive it though, doom is about the journey but never the ending, mans not allowed to die permanently because without him you have no storyteller, he'll get to go though every painful thing the universe throws at him and still get back up. He's done this before, he'll do it again, he knows how it works, he will just suffer through it. He's a smart guy, he figured out how Bedside Manor worked and how to break it, he figured out how to cheat fate at the end of vol 4 by doing something he would NEVER do. He's learned the ins and outs of how doom works and once he does he can use that knowledge to find the loopholes, just like any other Mage of Doom. Jerry: Rogue of Breath, Prospit dreamer Breath is about freedom, adaptability, motivation, change and are all extremely social people.
You'd probs jump to Jerry as oh he's a Hope player, all the cult stuff- HOWEVER Jerry kinda royally fucked that up due to his own want and need for freedom. He didn't even care to follow his own rules he refuses to be boxed in by anyone or anything including himself. He's a flamboyant, chaotic social butterfly goblin of a man with a good heart who refuses to be restricted by others he's just as free and volatile as the wind. The fact that Breath players are also known to sweep others up in their own personal pursuits.... y'all know what he did- ON TOP OF LETTING IT GET WAY OUT OF HAND. He DID the Rogue thing, he took freedom at first a lotta people's freedom but since he didn't want to be in control he gave alllllllll that freedom back and that freedom ended up being completely misused. Past that though Jerry is selfless, sure he steals and takes from others but he's never doing it for himself, he's always doing it for someone else. Man stole food and clothes to give to homeless people, he steals shit from the gas station all the time but he overpays for each item he takes (we know he's the one leaving all that extra money in the register) he doesnt even do it for attention either he just does. Rosa: Sylph of Blood, Prospit dreamer Blood is the bond aspect, stubborn but charismatic, magnetic and uplifting, they are your most loyal friends to a fault.
Rosa... is so damn stubborn- dude that girl came back 3 times- 3 fucking times while Jack (not fully his fault) kept ghosting her while they were trying to hire new employees during vol 2. Not only that but she hung on to him though the whole mess of vol3 and still was like nope you're stuck with me you are going to be my friend and I am going to care about you no matter what shit you get into even if i have no clue what's going on. Oh man then in vol 4??? She did the thing- she literally did the sylph thing where they teach others how to heal their aspect- she helps him heal that broken connecting he has to Sabine. She is the only reason he figures out how to talk to her again she helps him heal that link even though its hella painful for him. She's also the only one who has ever gotten him in the vicinity or talking about his blood relatives and while she agrees that bond would better be broken than healed she does sorta help him come to terms with it all which is healing in itself. Amy: Knight of Light, Derse dreamer. Light is the straight up raw knowledge aspect, accuracy, perfectionism to the point people think its straight up luck. Considering Amy is a cop and she also actively looks into her cases because a lot of them confuse her (the town is weird) she is seeking knowledge at every corner. I'm not only looking at this from what she does in vol 2-4 but also during Finding Vanessa. She also plays detective, she on her own tries to figure it all out and uncover all this hidden stuff the town is hiding, and you can pick up on it when you go back and read her scenes. In Vol4 you get to see how much she actually HAS figured out without ever talking to the rest of them or even asking for help. If you read closely and you know how stuff works from Finding Vanessa there is a tell in vol 4 in the morgue when she steps out to take that call. She has far more knowledge of the events happening than she says aloud and she uses every bit of that knowledge to protect the other three at every turn, especially Jack. She actually does her job trying to protect the innocent unlike the majority of the cops in town, she even gets one past Roger in the end cuz she outsmarts the debt because she has the knowledge on how the deals work. Spencer: Prince of Time, Derse dreamer Time is about the beginnings and the ends, independence and perseverance and they have heavy connections to death.
What can I say, Spencer gets shit done. He has his grubby little mitts in everything moving the plot forward outside of Jack. Also like....isn't he technically undead/ immortal? Either way he's a time player, he is incapable of just accepting things as they come oh no, he never sits down and takes anything he's always pushing forward, always moving, he's always doing something. Dude is playing 4D chess though out the books in the background he works with the impossible, frankly its a bit terrifying cuz he never slows down or stops. Even when he's waiting its to strike at the most opportune moment. All of that is what also makes him a Prince (please make fun of his stupid pants and tiara) he is destructive and terrifying and he LOVES the attention he gets from it. Princes really like getting recognized for their efforts, whatever they may be, Spencer is no different he loves the thrill he loves to scare people and have power over them. If you think about someone who destroys peoples time... the guy who ends a lot of people's time? Sabine: Muse of Space, Prospit dreamer Space is always the aspect of creation, abstraction, inventiveness, new beginnings.
Oh yes... we have a Master Class. Sabine being a Muse makes perfect sense considering how shrouded in mystery she is- not to mention how she is NEVER actually there though out the whole story. Her presence lingers and she has massive sway on the journey Jack and all the others take. She's the ghost that haunts the narrative who has left such an impact on it she's forever influencing the world without her ever being there. And if you know vol4... with Spencer as the Time player and Sabine as the Space player.... mhm you see why that works? She gives everyone space or leads them to the place they are now, for better or worse. We saw their memories, she showed up in all of them influencing them to be where they are now. Space is creation, its new life, she makes sure others can have that, even if it means she sacrificed herself so someone else can start again.
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fentyler · 2 months ago
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ummmmm maybe kurloz and mituna very very please
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pls ignore the lack of background
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aortaobservatory · 1 year ago
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Maid of Doom
A Maid of Doom relies on the wisdom of others and things around them, and gets frustrated when this doesn't end up working out easily for them. They attempt to control their growth by relying on tradition; but because they cannot control the growth of others, their reliance on the acceptance of others is soured. This means they can often fall into a habit of attempting to stifle the way other people naturally change and grow, all in an effort to preserve their traditions and roots.
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starlit1daydream · 5 months ago
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Mages & Seers: Experience and Comprehension
Those who know, everybody. I love Seers - so this should be one hell of an analysis.
The Mage:Seer class dichotomy embodies experience, comprehension and knowledge of their Aspect. Their Quest and their role in the session revolves wholly around their personal comprehension of their Aspect; and the ways in which that may shift or change their (or others!) viewpoint.
I can't definitively say they're one of the Classes that say something about their session, beyond perhaps the concept that a Mage or a Seer will obviously have a well of knowledge on their Aspect present.
Canonical Mage players are Sollux Captor (Mage of Doom) and Meulin Leijon (Mage of Heart).
Canonical Seer players are Rose Lalonde (Seer of Light), Terezi Pyrope (Seer of Mind) and Kankri Vantas (Seer of Blood).
Point A. The narrative function of the Mage.
Mages know about their Aspect. They are that simple to understand. A lot of people will argue that the Mage is one of the more nebulous classes in Homestuck; and I'd argue this is because there really isn't much in the way of complexity with them. They've got a fairly straightforward relationship with their Aspect; having experienced it wholly throughout their life prior to the session.
It's almost, to me, as if their Aspect haunts them in a sense. We see this with Sollux's recurring visions of Doom and misfortune; considering that the Mages & Seers are meant to fill a sort of 'prophet' archetype.
Sollux is consistently depicted as knowledgeable on coding (a manifestation of Doom in the form of rigid order and regulation) and holding a vast well of knowledge and foresight on the topic of suffering. It's important to hold the distinction that Doom does not deal directly with absolute death (Time does), and so Sollux's visions are of the imminently doomed and the suffering, not the already deceased.
Meulin is a little more difficult to pin down, but inference from stray lines of dialogue and particularly her complex moirallegiance with Horuss give me some substance to work with. Toxic positivity? Alluded 'darkness' in her without elaboration? Her disability being inflicted directly as a result of her partner & lover? I think what we're looking at here is depression.
If Meulin has experience with Heart in all facets - this implies to me that she has a share of experience with emotion in all facets. Good and bad. And what better manifestation of poor emotional control than that? I think it's a very conclusive theory.
It becomes clear to me that Mages aren't absolute in their assertions, and so therein comes my theory that their quest involves an expansion of perspective and reconsideration of their knowledge. It is to accept that they may not understand their Aspect as thoroughly as once thought and subsequently grow to accomodate a wider worldview. They're stagnant, having experienced so much that they feel they have no further room to learn.
Point B. The practical function of the Mage.
This is a more difficult one to understand since neither Mage in the comic God Tiers and they aren't seen fighting much over the course of the story. Even when Sollux takes to action, he applies his psiionics rather than utilising Doom in any way.
My theory is that the application of a Mage is to inform. Mages & Seers may very well hold the same occupation broadly speaking, to accomodate for the gaps in co-players' knowledge and bring about newfound understanding. Being active players, the Mages presumably advance this through their own means. This is some of the most active conjecture I'll be writing, since we do not ever see a God-Tiered Mage in canon.
Point C. The narrative function of the Seer!
In case it wasn't obvious, I am very excited to get this segment done; after all, who better to talk on the topic of Seers than... a Seer?
Seers have a little more depth to their function involving their relationship with both their Aspect and its diemetric opposite. Seers begin their sessions holding a poor or deficient comprehension of their Aspect; to the point where they seek their opposite. The notion of their base Aspect comes into play fairly soon - though they may superficially seek their opposite, it is their Aspect they seek in actuality.
They do hold a certain level of foresight, but rather than the Mage's inherent comprehension, Seers tend to rely upon external sources and stimuli to further their understanding; Rose with the Horrorterrors, Terezi with Scratch & Aranea, and we can only guess with Kankri.
They are capable of having visions, though - as Rose & The Signless can both attest to!
Rose seeks Void. She seeks to breach the unknowable, catalogues the Zoologically Dubious and finds comfort in oblivion and the pursuit of ignorance. She resolves to leave the game to Void rather than seek its Light; at first.
Terezi seeks Heart. Her final speech to Vriska talks of her emotional insecurity and pursuit of self-assurance. She wishes most prominently for security in herself and her identity; and yet this manifests in a flawed pursuit of binary, deficient Mind.
Kankri seeks Breath. Having been coddled and patronised all his life, freedom is his ultimate aim. His rebellious spirit and compulsive boot-licking seem to be a direct manifestation of his desire to think for himself and be free in his direction. Kankri's a particularly interesting one given that he fucked up his quest, canonically.
...The Signless didn't, however. The Signless pursued unity through freedom his whole life.
Rose resolves to pursue knowledge through the unknown.
Terezi seeks logic through emotion.
All of them grow, the further they pursue their Session's aims, to understand their base Aspect. It's a reversal of the Mage's quest; the stagnant Mage must embrace diversity wheras the directionless Seer embraces their certain path.
Point D. The practical function of the Seer.
Apologies, this is going to be mostly just about Rose.
Rose's role in her session post-ascension is to understand and inform her session-mates about the most fortuitous path. Her visions allow her to comprehend Light and sift through the endless possibilities and synthesis of her Aspect to find the most precise outcome. They grow to be an indispensible well of knowledge; always learning and finding out their Aspect's truth.
Terezi does the same, albeit without ascending; her greatest moment of heroism is the prelude to the Retcon, which she directly causes. Terezi applies all of her knowledge of consequence, cause & effect to undo the resultant consequences of the actions taken by her sessionmates. She uses her comprehension of Mind to her utmost ability; which is why I find it gut-wrenching that she still believes she was never enough.
Kankri... does jack shit other than be a whiny little bootlicker, but The Signless certainly applies his Aspect for the greater good. The fire of his rebellion and his pursuit of unity and free communication on Alternia ignite the spark of revolution for generations to come; his quest for Blood bringing utmost comprehension and sight of unity.
Overall, this is one Class where the narrative:practical lines tend to blur a little, owing to the general non-combatant status of the Classes in general. Rose shows they're capable of using their Aspect in combat just as all players are; but it seems clear to me that they function the best as advisors.
Next week, I'll be elucidating on the Witches & Heirs; which will be an interesting one since it'll require me to actually understand what a Witch does. That should be fun.
Take care, everybody. I know nothing.
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creativepup · 3 months ago
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God Tiers of Revolutionary Girl Utena: Masterpost
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The Main Three
The Student Council
The Black Rose
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emperor-of-blood · 1 year ago
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I think the hardest part about classpecting this group is going to be that I've read the whole manga but only half the show has come out. I'm going to avoid spoilers to the best of my ability for the aniem-only folks.
I guess I might just have to imply some of the stuff for later lol.
Anyways, let's dive right in starting with Marcille Donato!!
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Our elven friend here plays a very interesting role in the little group! With Falin's absence, she's the only mage in the party (I suppose you could count Laios one he starts learning) and she's also quite often the "Straight man" of the group, being the voice of reason amongst a bunch of weirdos. That being said she has her fair share of wackiness! For one thing, she specializes in dark magic! It seems she mainly knows how to make stuff explode, some healing spells, some miscellaneous buff magic, and then a whole bunch of forbidden mumbo jumbo.
She is shown to be both caring and intelligent and is instrumental on the quest to rescue Falin. Probably her most notable moment comes when she finally gets the chance to employ some of that illegal magic and revive Falin.
With that out of the way:
Marcille is...
A Bard Of Doom!!!!
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One who destroys [Doom]/one who invites destruction through [Doom]
Now, if you're done laughing, let's dig into this a bit more. Marcille very succinctly fulfills her role as Bard Of Doom, give me a chance to convince you. Take a look at Falin's revival. Marcille brings her back from the dead by employing forbidden magic; but she doesn't just undo her death, she undoes a death that is by and far insurmountable. This resurrection, whether purely her fault or not, results in Falin becoming a chimera and falling under Thistle's control. Shortly thereafter, Falin decimates the combined might of 4 adventuring parties.
As fun as these huge, all inclusive examples are, I also quite enjoy the more minor aspects that allude to her classpect. They're everywhere! For example: Marcille's distaste for eating monsters. Senshi's focus on the dungeon as an ecosystem. Marcille's constant resistance to participating in cycle this showcases how she continually tries to destroy the aspect of Doom in herself. She keeps herself removed from the cycle of life in the dungeon as much as possible.
There are more examples later on and unfortunately, I can't really go over them without spoiling the hell out of people. It really is a shame, but that's just how it is. So if you're anime-only, you'll just have to trust me. And if you've read the manga, then I'm sure you can instantly figure out what I'm talking about.
Alright folks! That'll be it for now, look forward to more soon! I'm planning on going thru the rest of the crew soon as well as answering some of the asks that have built up.
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beneathsilverstars · 1 year ago
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In Stars And Time Classpects
Siffrin - Thief of Time Mirabelle - Page of Space Isabeau - Heir of Blood Odile - Seer of Heart Bonnie - Sylph of Hope
Explanations under the cut!
Siffrin - Thief of Time Of course Siffrin literally manipulates time, but Time as an aspect is also associated with death, destruction, and inevitability, which are huge themes in their story. Nothing says "time player" more than marching onwards through a thousand deaths, fighting against a fate that seems impossible to avert. And as a Thief, Siffrin specifically steals time from others in order to have more for himself. Whoops! Time players are relentless, and thieves are active, self-centered. They won't sit still and accept the inevitable; they'll struggle towards their goal at any cost. It's incredibly fitting for a Thief of Time to hold their objective so tightly that the reason they wanted it disintegrates in their grasp, lost to entropy.
Mirabelle - Page of Space As the chosen one spearheading the mission to collect the orbs and save the country, she seems like the obvious choice for the other essential aspect and its quest, collecting frogs and ensuring the continuation of life. Luckily, the metaphorical side fits perfectly as well: Space is about creation, just like the Change religion! But as a Page, Mirabelle doesn't use her aspect herself; instead, she leads using it, and leads others to use it. She inspires others to change, learn, and improve. Pages reach their potential slowly – they may struggle for a while with feelings of inadequacy and stagnation. After a long hard journey with lots of reflection and personal growth, though, they can end up the strongest of all! And for Mirabelle, as a Page of Space, that means learning to let go of the urge to force personal change, inspiring external change on a greater scale instead.
Isabeau - Heir of Blood Blood means relationships, trust, and obligation. Heirs embody their aspect, and perhaps attract it, receive it, are controlled by it; the perfect class for someone who specifically crafted himself into the kind of person others would reach out to. Heir is one of the most active of all the passive classes, but it's still passive – Isabeau makes space for bonds, commits to bonds, but doesn't take the first step to create the bonds himself. His choice to follow Mirabelle was a natural continuation of his obligations as defender. He couldn't bring himself to confess to Siffrin, but that passive crush was a powerful narrative force. Isabeau didn't assemble the team, but he reinforces the bonds that allow it to function!
Odile - Seer of Heart Heart is the aspect of self and identity, which is the heart (heh) of Odile's quest. She wants to learn about herself, and her chosen method is learning about other people. Seers seek a comprehensive knowledge of their aspect and then use it to coordinate and advise others; Odile analyzing enemies and deciding team tactics is a perfect example of this! The Seer prevents their party from making mistakes related to their aspect, so a successful Seer of Heart would understand each teammate's personality well enough to guide them through their character arcs and prevent self-destructive behavior. Odile noticed Siffrin's increasingly out-of-character behavior, and had the ability to figure out why they had changed... except he kept thwarting her efforts by stealing her time. But in the end she managed to thwart them instead, forcing them to stay put and go through their character development already!
Bonnie - Sylph of Hope Hope is one of the most literal aspects; Hope players raise morale, stick to their convictions, and believe that a better world is possible. The Sylph of Hope would be someone who uses Hope to heal other people, or fixes and maintains Hope itself. Obviously, Bonnie literally brings hope and healing by passing out the potions, but they're also the snack leader! Nothing boosts morale like a nice meal. Hope is also the antithesis to Rage, which represents possibilities being cut off. Bonnie reacts poorly to situations that invoke the Rage aspect, like the adults discussing death (the ultimate end of possibilities), and Siffrin getting injured in their defense (which no amount of belief can heal); in fact, they react with anger and an urge to tear down any positive that's left! Since Hope is associated with black and white thinking, it's not surprising that when Bonnie loses hope, they lose it, leaning into their aspect's opposite. But that's not where they stay – when they protect Siffrin in their friendquest, they're able to not just heal their own hope, but give hope to Siffrin as well. Bonnie believes that they and their friends can all protect each other, and in the end, they do!
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