Fancytiers! Kind of. I was mainly just trying to make the sillouhette’s more distinct, & add more apparent themes :P
i forgot to label some of them but I think u can still tell what they are! first unlabeled pic has the mage and the seer, & the last pic has the maid and the sylph
a chart of all the fused aspects
(we’ll be opening up classpecting description requests soon!)
- mod of Chance
So now that the whole notional and material idea has been established, that leaves the question, is there another axis to the whole thing? In other words, what separates, say, Mind from Light, or Void from Heart?
I pondered this question for quite a while before coming up with an answer I found satisfactory, and I’m still far from sure I’ve got it right. But I believe the answer might lie in a slightly different perspective on the dichotomy of Active and Passive.
Keep reading
PRIMARY: CONCEPTUAL
SECONDARY: PHYSICAL
Primaries and Secondaries are how a player’s powers manifest. Conceptual primaries mean they manifest conceptually and manifest physically as a secondary.
INJURY SINK
Not so much an ability but a physical feature (or a bug, depending on who you’re talking to) - Heirs of Doom, due to their nature of inheriting demise, often have frail health. They bruise easier than most and break bones faster, but because of a lifetime of having to deal with constant pain, they have a ridiculously high pain tolerance which cancels out their injurious nature.
CHEMICALBLOOD
Also due to the inheritor nature of the Heir of Doom, they often have a high tolerance of drugs, alcohol or other substances that may dampen or enhance their senses. Their body immediately begins to break down the substances in alarmingly fast speeds, which means that while they’re not immune to these things, they have to consume/be dealt with large amounts of them.
IMAGINE DRAGONS
When in danger, or when afraid, an Heir of Doom can go radioactive in order to eliminate surrounding threats. As such, they themselves are immune to radiation. It is still not recommended for Heirs of Doom to go around eating glowing radioactive rocks despite the fact that it will do nothing to them.
RACCOON
If the Heir has to resort to physical violence and feels as if they are in danger, they can go rabid and infect someone if they bite them. At any other moment, however, they will show negative in rabies tests.
As an Heir, this class has ambient, uncontrollable abilities as every other Heir does. This is because Heir classes are served and protected by their aspect, meaning Heirs of Doom are naturally protected by Doom.
MISFORTUNATE
As Heirs of Doom inherit Doom, they have unnaturally bad luck and tend to attract danger, both in the form of people and coincidence. Their high pain tolerance helps them get through their accidents / physical injuries, while their Cosmic Monster helps ward off their physical threats. Their Danger Sense helps them minimize and survive their bad luck.
DANGER SENSE
As Heirs of Doom are naturally protected by Doom, they often have hunches of where and when something bad will happen. It doesn’t always work - often only coming up when the danger will result in their death - but it is always right. The specificity of this sense gets more precise the closer and worse the danger, and the higher the Heir’s level is. Their Danger Sense is the conceptual manifestation of their ‘protected by Doom’ clause.
COSMIC MONSTER
Due to the fact that Heirs of Doom are protected by Doom, the most dangerous person in their session is often metaphysically linked to them and forced to protect them, drawn in by hunches and an emotional attachment manufactured by the cosmic bond. If there is no person dangerous enough, then their classpect will attempt to find something else, like an adversary. If this is also unavailable (especially while the Heir is still progressing through the ranks and hasn’t encountered anything sufficiently dangerous), their aspect will generate its own Cosmic Monster creature, often reflective of the Heir’s personality. The sentience of this Monster depends on the Heir’s personality.
If an Heir’s protector is eliminated, Cosmic Monster will immediately look for a replacement. If the Heir is continuously exposed to danger and cycles through protectors too quickly, a creature will be generated for their own safety. This creature is linked intrinsically to their magic.
KINETICS
When taking physical blows, Heirs of Doom have the natural ability to convert damage into strength. The stronger the hits, the stronger the Heir gets.
Any spell this class can use at Level One, including but not limited to:
NULLIFY - the ability to nullify magic. At level one, the range of this nullification is localized to the Heir, but at higher levels, they can expand their nullification field.
TECHNOKINESIS - since Doom governs processes, technology and systems, Heirs of Doom have technokinesis. At low levels, this technokinesis manifests as being able to manipulate software or machines without touching them, but at higher levels it allows them to fully link themselves with the machine or software, similar to being Drift Compatible with it.
DECAY - the easiest spell in the Heir of Doom’s repertoire. If the Heir touches an object, it rots and decays, making it an effective combat spell, with the downside of needing close contact.
Similar to how Heart Players have Stands, and Rage Players have Berserkers, Doom Players have a magical state unique to them called Reaper, which is essentially a power-up state that physically changes a Doom player’s appearance alongside the massive rise in magical power. Reapers differ from player to player, and though some classifications share names, they often look different due to player personalities and magical level.
Some Reapers are class-locked due to their nature.
AZRAEL Archangel of Death
In this state, an Heir of Doom can curse / condemn targets to death, which will result in misfortune after misfortune until death catches up to them. They can attempt to outrun it, but it will keep hounding them Final Destination style, and eventually catch up to them. The danger of this ability is that it is not only limited to the current fight but will last until the end of the targets’ life. This state also opens the Heir’s senses to Death, which makes them sense if someone is injured or ailing, who’s dead or who is close to death.
Please do not touch the Azrael reaper mode, as their body is made of pure death and touching them would either make your limbs decay or kill you on the spot. In this state, any spell or object that hits the Azrael reaper mode automatically decays said spell or object.
Please note that Azrael is a classification, not the name of a person’s Reaper. Players often name their Reaper based on personal preference.
my mage of life friend mentioned something off handedly that i had never noticed before, and i’m pretty sure it puts a hole in the “but passive classes fight stuff!” rebuttal i usually get when talking about -/+ classes.
they DO fight… just not using their powers!
how does john egbert attack?
with a hammer!
but what happens when HE’S attacked?
he uses breath! or rather, he’s supplied with breath. you get the idea though.
when compared against vriska, an active class, john primarily uses his powers for defense.
while vriska’s specibus itself depends on her using her powers primarily for offense!
like everything involving the passive/active dichotomy, this will be based on inclination/preference rather than an absolute rule. and there are definitely things that go against these guidelines, like roxy mostly using her void powers during [s] collide and rose continuing to use her wands after god tiering (though they’re echidna’s quills, so they might be different? i’m pretty sure they channel light though?). but it mostly holds up i think.
Breath and blood are equidistant from Time and Space because their power is as related to creation, and posibilities as to destruction, action and completion.
This is a curious thing to take into account: All aspects have a passive or active nature except for these two.
Breath represents liberation, renovation, inspiration, individuation and especially change. The relationship between the wind and the soul is incredibly strong. In fact, two greek words for wind are amenos and pneuma, which both are refered to soul. From this two words we get pneumatic, animated and other words that imply movement.
Breath is the aspect between Hope and Life
-Hope means change through creation of ideas. Hope comes with the posibility to change. Here we can se how hope is both linked to space and breath.
-Life means change through action. Acting according to one's ideas, bringing them to completion. It is the union of breath and time.
So we can agree that breath doesn't only mean change, it also has to do with ideas. These ideas are pure and simple, as Tavros's and John's minds, but they are also independent, as these two kids end up being. The problem of being too independent is that you can get isolated from the rest of the world.
(When I talk about ideas, I'm referring to the usual term, but also to the "Ideas" in Plato's Theory of Forms. We'll get to that later.)
Blood is what we all have in common, it appears when we are wounded, when we make mistakes and suffer. Blood is present at birth, all along our lives and until we ultimately die. We cannot avoid blood, although we'd love to. Blood is common to all human beings, and so it represents restriction and society, pain and absence of change. Another curious thing to say about blood is how it means heritage. We do not choose our bodies, our families or our crushes.
If breath represents autonomy, blood represents dependence. We need many things to survive, but specially others. The bonds we make with the people around us, the ability to connect with them and to see that we are all the same, that's what makes us human beings.
Blood is between Doom and Rage
-Doom represents the general restrictions that rule the world, the inmutable laws that are necessary for a thing to exist. This aspect is very tricky and will require further explanation. It has to do with the restriction (blood) of posibilities (space).
-Rage is the power to act (time) in response to our restrictions (blood)
At this point we have to understand the so disputed duality of nature and spirit, body and soul. Are we authors of our life or are we determined by our genetic and society? Is society even something natural? Could we live by our own? Are we different to the rest of animals because of our conscience?
Lots of questions can be derived from our dual nature, but let's leave it here for now.
I got inspired by a theory I found from this post however I disagreed with some of their choices...so I made my own version of an aspect breakdown.
Space is divided into Start and Place, which is further divided into Stir and Flux for the former and Scope and Vast for the latter. Stir was inspired by the primordial soup from which all life began and flux was honestly due to my playing overwatch too much but also has to do with gravity itself. Scope and Vast kind of go hand in hand and deal with spatial dimensions.
Time is split into Stream, for the flow of time itself. The MSPA reader saying that "time is like a river" gave me this idea. Eon is the other half of time. Stream breaks down into Hint to represent how any moment can cause an entire timeline to diverge into an offshoot, and into Trend which signifies how once a timeline becomes doomed things just get worse and worse. Eon goes into Bide since we've always had moments where we've had to bide our time, and Stop because once a timeline is over, it's done.
Light is divided into Bright and Lot. Bright is then divided into Flash and Warm which are really self explanatory. Lot (as in "casting lots") is broken into Grasp (as in grasping information) and Odds (they can be good or bad)
Void is broken down into Still (like the still puddle in the image) and Dark. Still then turns into Depth and Hide. Dark turns into Fog and Shade. I feel these are self explanatory, but if anyone wants me to go into them, I'm open to any questions.
Life is Grow and Romp. Grow becomes Sprout (who hasn't noticed tiny little green shoots out of the ground when spring comes?) and Pluck (for who but the young are so full of energy and Life?) Also good for a reference to the webcomic itself (lad/lass scamper, pluck). Romp (a word for playing or being at play) turns into Wild and Vim. Animals play all the time and life keeps going even after we try and tear it down.
Doom becomes Curb and Grind. Curb (think like how the curb keeps a car from crashing into innocent pedestrians) turns into Rule (for rules and laws keep us from running Wild-get it?) and Yield (for we all must submit to things we don't want to do for the greater good). Chose the picture of the stigmata because well tbh I am still a Christian and because it fits. Grind (like how gamers grind to get better at what they do) goes down into Sift (sifting the good from the bad) and Trim (as in trimming overgrown leaves and branches).
Breath is Move and Sound. Move then is Rush (running so fast you can feel the wind on your face) and Lift (because then you can fly). Sound becomes Din (the noise, noise, noise) and Tell (because sound and thus voices carry through air).
Blood is diluted (get it? cause it's liquid?) into Yoke ("we are equally yoked") and Trust (in order to accomplish bigger things). Yoke turns into Serve and Vow. I know that marriage vows aren't the only kind of vow, but I thought the picture fit best. Trust turns into Touch and Lead.
Heart (my own aspect!) is Pith and Whim. Pith is the core of something (for example, the pith of a fruit) and whim-because who hasn't ever done something on a whim? Pith is then divided into Self and Groove. (We all have our own self and groove) Whim becomes sway and mood, because moods can sway us to act one way or another.
With Mind I agreed with @wakraya in that it was Will and Thought. However for me, Will then becomes Seek and Delve. Thought becomes Plan and Mull. If you notice, I left a tiny reference to Terezi in way of the icons-none of them have open eyes.
Hope, to me, is Yearn and Dare. We all yearn for better things, but only some of us dare to take that first step. Yearn turns into Dream (not dreams like the space aspect pushed too far) but to dream at night and during the day when we want more, and into Grace. This is where I think the whole "physical attraction" part of Hope players comes in. Dare breaks down into Fun and Wish. Yes, this means I believe that Hope is inherently magical, or that magic itself is a part of the Hope aspect. That, or (if you believe that magic is fake like Eridan does) that advanced enough science/technology is indistinguishable from magic.
Rage is broken down into Fume and Shun. Fume (to be angry in silence) turns into Spur and Force. Since Rage is doing the opposite of just Hoping, I feel these subcategories are accurate. Shun turns into Warn (of danger) and Fear (think of the fight or flight or freeze or fawn response in nature. To fawn is when one tries to please in order to mitigate danger.)
This took me about a day to make but I had a bunch of fun doing it and figuring out how to break down each Aspect. Hit me up if you have any questions or comments! (I also want to credit the person behind the original theory, but they aren't on tumblr anymore.)
The Lands kind of stick out as an anomaly in Homestuck’s cosmology. They’re not constant, like Skaia and the Veil are; they’re not evolved through prototyping like imps and carapacians; they’re not drawn from mythology like the Denizens; and they’re not made from Thoughtstuff like Prospit and Derse. On a cursory glance they seem to be the one example of something being created ex nihilo in paradox space, a realm that is supposed to contain “essentially nothing new”. So naturally, figuring out the genesis of the Lands would be a great stride toward unlocking Homestuck as a whole.
Obviously the logical first assumption is that the Lands are generated from the players themselves somehow; grinding metal for the swordsman, industrial pipeworks for the pipe smoker’s heir; and this makes perfect sense for as long as we see Sburb as a game whose goal is to guide players into adulthood. But that’s only one side of the coin; every aspect of the game, from frog breeding to prototyping, should also serve the game’s other primary purpose, which is as reality’s method of reproduction. So the question “why are the Lands the way they are” is just as important as the “what are they” question.
My first hypothesis was that if every one of the Lands in the Medium has its own breed of frog, then this could be a means of introducing genetic diversity to the Genesis Frog; a frog with lava-resistant genes, for example, might make a very different to a frog with genes from the Land of Dew and Glass. But I realise now that we don’t even need to introduce this new idea; the grist hoards in the center of each planet already act as a unique genetic code for each session’s Frog.
And since the grist essentially acts as the “essence” of each planet - oil grist for an oil world, chalk grist for a chalk world - we can also view the grist as the “essence” of its associated Hero. This is more pronounced in the trolls’ grist, with Tavros’ grists being brown-orange and Vriska and Gamzee having blue and purple respectively in [S] Make her pay. (We also observe here that Karkat has green grist, but you can make of that what you will.)
And I think this sheds some further light on how the Ultimate Alchemy ties into the alchemy of the self; the process of creating a universe involves the very alchemical components that make up a person. Using one’s inner essence to create an entire world could also be seen as a way of making the internal, external?
So the genesis of a new universe is the contribution of several individuals’ essences to be mixed in one central subterranean hub… i.e. exactly how troll reproduction works, indicating that the jadeblood is suited to the role of frog breeder even moreso than may have originally been thought.
@pagedelight said:
This thought arose from my memory about a post about Meenah and her unwillingness to allow things to develop or grow. I couldn’t find the original post for this, so I may be a bit off base.
Could the Condesce’s name and motifs (and to an extent the motifs of Life players since they’re super closely related) relate heavily to information. In particular, the Condesce’s name is a joke on Meenah’s tendency to reduce information to it’s essentials? Something along the lines of condensing information?
The weapon of choice, a trident, would also evoke the imagery of a three hole puncher which she ironically uses to kill Rose. This relation between life and information is also semi-shown with the binder that HIC gives to Roxy to construct the matriorb.
Life, the aspect most strongly associated with power, would derive it’s power from the condensing of information. Which is exactly what trickster mode (life-coded grim darkness) is in hindsight. It is looking at characters who are complex and saying “Nope, screw that, I only care about what I want” and extracting that complexity from them.
If trickster mode is oversimplification/reduction of information and grim-darkness is it’s only known counterpart, that would seemingly imply that grim-darkness would be an abundance of information/complexity rather than it’s presumed lack. It’s not instant nihilism.
Meaning, Rose’s grimdark transformation wasn’t triggered by receiving meaningless answers alone, but receiving extremely dense, complex (indecipherable) information all at once (multiple answers show up in the cue-ball in [S] Descend). Jade’s grimdark transformation at the sight of Jake’s page outfit would be similar.
1. This is really strange timing: not two days ago, I was browsing the SomethingAwful MSPA thread and found a post from like 2012 musing that Feferi’s Land of Dew and Glass might be a joke on condensation, linking her the Her Imperious Condescension. I was kind of skeptical tbh, but the way you’re putting it here is making me reconsider cause like..
Recently, it came about that Dirk’s supply of orange soda is characterized as the ‘distilled’ orange essence of the pumpkins Roxy has… 'distill’ being the word of choice because Dirk associates Ben Stiller with the Mobster Kingpin, who runs a moonshine distillery. This set up is probably a result of Dirk 'being’ glasses, the matter of only having orange color is part of being a detached gaze, color is what the eye drinks. (Tangential: Dirk’s picture of Ben Stiller is next to Rainbow Dash)
This aligned with the independent supposition that 'rainbow drinker’ doubles as a euphemism for the eye, with Kanaya’s penchant for boiling complex subjects down to their basics being an act of 'distilling’ analogous to the object > essence work performed by the gaze.
“Her Imperious Condescension” is itself a reference to the domineering gaze of authority, which together with your 'condensation’ reading puts it perfectly in line with the Dirk and Kanaya stuff. What’s more, the first time we see the acronym HIC is an advertisement on John’s TV for the literal fruit juice! The ghostly essence flavor no less, Ectocooler Blast!
So agreed re: condensing information
(Tangent: All this talk of eyes and distilling is making me associate the death of Mobster Kingpin with the skewered olive in Mom’s martini… or Rose stabbing eyes out, for that matter)
2. The thought of HIC using her 2x3dent for paperwork is adorable. Endorsed, even though I’m not sure about the binder’s applicability to everything here.
3. I think the topic of essences goes beyond the Life aspect (as in various aspects intersect with the matter), and I don’t know what to think of the dichotomy you pose between Trickster Mode and Grimdarkness, but I don’t think I can dispute the bit about information density from the cueball, given how many images flash on screen in that last second before Rose’s eyes darken…
Something to keep in mind!
The heart aspect is clearly connected with lions (the trolls’ heart player being Leo the lion, and the Prince of the aspect having the lion-headed God Yaldabaoth as a denizen), but I wonder if that means anything for any of the other aspects?
Maybe it’s lions for heart and dragons for mind?
The lion is the symbol of God, and is king of the land animals, while the dragon is the devil and the king of the skies. Nepeta is a lowblood who uses her physical strength instead of psychic powers, and Dirk is Homestuck’s resident manly dudebro machofighter, and Yaldabaoth is the God of the physical realm; meanwhile dragons are capable of a whole bunch of powers associated with psychics (laser eyes, telepathic communion) and Terezi was a master manipulator.
(of course, heart is the aspect of the soul, not the body, so part of a heart hero’s quest must be rejecting some of this focus on the physical aspect and becoming more spiritual; so I wonder what the equivalent of this is for mind heroes?)
What’s up, long time no see.
I’m probably not re-opening this blog (but shit’s wild out here these days, so who knows).
What I am doing, however, is giving you all my magnum opus:
Are you sick of Aspect quizzes where the answer is weirdly self-evident and you feel a terrible compulsion to “aim” for you “preferred” aspect?
Well, motherfucker, have I got the quiz for you. Every single one of these “questions” is nonsense, every single answer is absurdity, and every single person I tested it on got the right aspect at the end.*
*My sample size was three people this is a meaningless claim.
Take the quiz at your leisure, and then when you’re done and remembering the Ancient Days of Quizilla where you got to see what all the personality types were at the end after getting yours?
Head on back to this post, where I am putting all 12 answers below this cut.
Keep reading
companion blog to musingsonprinces-blog, this is where I gather interesting classpect posts
76 posts