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.)
Classpect Fanmix Collection
“But Momo!” says no one, loudly and in the hypothetical; “I want to reblog your bullshit mixes, but six posts is TOO MANY!” Well, I agree! At your convenience, this is the final release of the collection of aspect mixes in one handy place, one handy post. Featuring a new bonus track on each mix. That’s 54 songs in total!
On 8tracks, in order; Blood & Breath, Light & Void, Life & Doom, Space & Time, Heart & Mind, Hope & Rage.
For lyrics & tracklists, check the classpect mix tag!
Very good analysis I like it a lot
(Ever notice how lunar sway moons look like the :eyes: emoji?) The Extended Zodiac states that lunar sways are “a designation which says things about your perspective on life. “ In Homestuck, aspect powers are determined by thought, and thought is determined by perspective/how information is perceived. Wouldn’t it stand to reason that lunar sway plays a huge role in how aspect powers/movesets are utilized? I believe aspects can be split into two interpretations by a character depending on their lunar sways. A masculine and a feminine. I use the terminology masculine and feminine here because the respective dreaming moons are associated with the two heavily gendered cherubs, each of which strongly possessive traditional gender role traits. Caliborn (Derse): is proactive, forceful, and rational, logical, idealistic, traits heavily associated with masculinity. Calliope (Prospit): is adaptable, reactive, submissive, and intuitive, practical traits associated towards femininity. Of course, gender roles are considered bullshit in Homestuck (and ought to be IRL), so whether a character is female or male is actually irrelevant in possessing these lunar sways. An interesting dichotomy presents itself when viewing characters this way. Rose Lalonde, as a light player, is less focused on fortune and more focused on knowledge. Fortune permeates her life in not so subtle ways, such as living in a mansion with an ACTUAL OBSERVATORY.
However, Rose’s fixation is less on this fortune and her feelings of luck, but instead on the acquisition of knowledge. Knowledge, which grants her power and control and most importantly agency. (It also lets her shoot light rays out of some sticks). Knowledge, in this theory, would be the masculine element of light. It requires conscious thought and rational thinking to utilize effectively, especially as Rose uses it to determine probability. Rose’s affinity for light grants her theoretical knowledge which she then uses to provide agency for herself and others. Vriska, on the other hand, fixates on the feminine interpretation of her aspect, luck. Luck is a huge part of Vriska’s identity, and she believes fervently in it even though luck would generally be disregarded as bullshit by most. Luck is feminine because luck is reactive to the will of an individual as opposed to proactive, conscious thought. Vriska’s affinity for light grants her theoretical knowledge, to a lesser degree than Rose, but it makes up for this in it’s sheer practicality. Even the way that both use their powers offensively fits this divide. Rose shoots flash magic like she’d imagine a wizard would, as though she’s creating light ex nihilo whereas Vriska sort of just sucks out the luck that’s already there by looking at you hard enough. Both characters flow into active and passive states of their aspects to accomplish their ends, however it is Vriska who outstrips Rose in flexibility. Relying on luck requires a degree of intellectual submission and faith, which Rose’s ego is not inclined to allow. Vriska on the other hand, lets lady luck take the wheel so to speak, and if lady luck insists that Vriska gathers information to plan then she’ll do it. The downside is that Vriska becomes more easily manipulable and susceptible to the wills of others. The neutral element between both of these active states is “resourcefulness” which is the ability to look at your environment and take what you want/need from it. Luck would not work if one’s eyes are not open to opportunity, and you wouldn’t be able to acquire knowledge unless your eyes were open to it’s sources.
Tyzias and Stelsa both occupy a similar position as Vriska and Rose, both being blood players with differing lunar sways. Tyzias (prospit) interprets blood as camaraderie, bonds, and connections (community oriented/feminine things) and as such is blessed with the power of charisma, similar to Karkat. Stelsa on the other hand focuses on the masculine interpretations of blood, which is accountability, and social responsibility. Her connections with people are not ends, but rather a means to an end. And in this way, she very closely resembles the statement given about early session Karkat by Hussie himself. “As a Prospit dreamer, did Karkat struggle because he was actually passive in nature, but had a very active self image as a leader and conqueror?”
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
So I was thinking about god-tier abilities in Homestuck, and it struck me that rather a lot of the so-called “classpect powers” showcased in hs are either A: a more “supernatural” expression of something the person in question had already been doing prior, or, rarely, B: a direct response to a previously established problem. And in aggregate, these feel like they point toward a fairly particular conception of classpect abilities, that of skills that are learned (or levelups gained in a special ability, if we want to get video gamey with it).
Let’s use John as an example. As the predominant early viewpoint character, his growth is fairly well detailed. As he enters his Land and starts properly growing, he goes from using the Breeze to send objects across his Land using the Parcel Pyxis network, to subconsciously summoning the Breeze to save himself from a fire, to subconsciously having the Breeze emanate in massive quantities from his very body to put out the planet-spanning Green Tragedy, to finally as a god-tier (and with some valuable advice from Vriska) taking full control of the Breeze and using it as a tool and weapon. All of these fall into the A category, but John also has two solid B category abilities, the ability to resist detection via scent, and the ability to turn into wind to protect himself against attacks. And both those abilities are perfect for protection against Bec Noir, who tracked John down via his scent and stabbed him in the chest shortly before John god-tiered, at which point he immediately gained the first of these abilities (he showcased the second when fighting Noir in the Furthest Ring later).
Keep reading
I was fiddling with that Calliope post for a few days in my drafts, but combined with what I've been repeating recently about "Caliborn's paradigm" I wonder if the point of classpect is to be interpreted?
obviously the aspects are symbols for fundamental concepts, and the point of a fundamental concept is whittling it down into something more real via interpretation (which is something we see in the comic, with Vriska thinking of Light as luck versus Rose thinking of fortune more in terms of fate)...
I suppose it could be argued that classes are the interpretations of the aspects, i.e. a Seer of Light inherently interprets "Light" differently to how a Thief of Light interprets it, but I think there's a level of fundamentality to a class as well. they represent fictional archetypes moreso than RPG classes (RPG classes themselves tend to represent archetypes of folkloric hero, but Sburb's classes take that a step or two further and, as such, a step or two more abstract); it's something I've only lightly touched upon before, but essentially, like the aspects, the classes are ideas that are open to interpretation by their very nature; while the platonically ideal concept of a "Prince" does exist out there, each individual Prince from each individual story is a totally different iteration, a different "interpretation" of the idea of a Prince.
I guess this is roundaboutly similar to the popular existing theory that each class is defined by a kind of keyword; the Prince and Bard are "destroyers", but it's up to interpretation what exactly that entails (as Calliope puts it, a destroyer of x is "one who destroys x, or caUses destrUction throUgh x"). in the same vein, Thieves and Rogues are "stealers", and so on; one major discipline of classpecting seems to be the scholarship of figuring out what the "keyword" is for every class pair.
but even that I find to be a bit too specific. because while Calliope certainly might interpret a Prince as a destroyer based on her observations of various Princes, in Caliborn's paradigm Prince is likely to mean something completely different. to Caliborn, there are "LOWLY PAGE[S]" and Lords whose "NOBILITY IS MANIFEST". he interprets classes as their literal meanings, the way Dirk thinks of a Prince as someone who "rule[s] over [their aspect] in a pompous, regal manner"; a way of thinking made manifest in the position of Princes in relation to Maids and Pages in Alternian society. because of course the opposite side of the "Homestuck characters are the audience" coin is that "Homestuck characters are the author". in the same way Calliope's interpretations of the classes are "true" because they line up with observable fact, Caliborn's interpretation of the classes is made true when he gains control over the narrative and is able to skew the reader's very ability to observe the facts. in Caliborn's own words, "IF I BELIEVE HARD ENOUGH [...] THEN THAT FACT BECOMES ABSOLUTELY INDISPUTABLE AS A PERMANENT MAN REALITY."
It’s kind of no surprise that Dualscar was meant to be this Christian Crusader character, actually, given everything Eridan represented.
Eridan’s the embodiment of the ‘English’ aspect of Lord English; he’s the racist, explicitly genocidal military commander, associated with English wizards and obsessed with all the things one might associated with some nasty English coloniser.
It’s all there in their myth roles, too. Hope’s the aspect associatated with Westernism and Euro-Christian religion. Eridan, as the Prince, is an active destroyer; as soon as he lands on LOWAA, he’s killing the natives (whose noted resemblance to Quetzalcoatl could well be very deliberate) despite zero indication that they drop anything or were meant to be killed. Cronus does the same thing - but as a Bard, he’s passive, and instead of being the one to do the deed, he invites destruction by calling upon the land dwelling authorities to commit genocide for him.
Root Spells
Base spells with one core objective that may be modified or specified for certain functions. Some classes have a focus on certain root spells, while some root spells are class-locked. This is not to say that a class can only use magic derived from one root spell, but that their magic is tailored better for certain functions. They are able to use other root spells but often to lesser effectivity if it is not compatible with their class. Some classes, however, are fully unable to access certain root spells due to the innate nature of their magic. This does not mean, however, that they will be unable to fulfill certain goals, as magic should always be seen as a tool to achieve a means.
ENCHANTMENT
The act of imbuing a target with one’s own magic. This target can either be an object, a person, or a make-spell (objects or creatures that can created from magic). Proficient enchanters are also able to do self-enchants, which is the act of enchanting oneself to achieve specific functions. Enchantments allow power sharing, grant power ups, or create enchanted items for other people to use. This is most useful when aiding non-combat classes.
MANIFESTATION
The ability to take existing abstract concepts, ideas or emotions and make them a reality, either by the caster’s magic manipulating circumstance to achieve the nearest possible match to the concept being manifested, or by amplifying certain traits of an object, person or aspect. This differs from Creation due to the fact that it solely relies on concepts, ideas and emotions being present - either from the caster or the people around them - alongside the caster’s magic as those are the things that will be exploited, while Creation only needs to rely on the caster.
KINETICS
Ability to consume the magical output of another caster / another object and transform it energy into one’s own magic. This is set apart from Heist and Distribution due to the fact that it does not forcibly take magic from a target but rather catches magic from a target, and the energy is not redistributable as it is subsumed into the caster’s magic. destruction classes can destroy consumed magic as they take it, while other classes can take the magic and blast it back towards the opponent.
CREATION
The ability to create objects or entities out of one’s own magic or an object that is governed by one’s aspect. This is categorized as a separate root spell from Protection due to Protection’s nature to take already-existing objects or circumstances and use it to manifest a caster’s spell, while Creation’s mode is solely the caster’s magic given physical form.
MANIPULATION / TRANSFIGURATION
The ability to shape, manipulate and customize a certain aspect and all that is governed by it to one’s wishes. Depending on the class, this is not locked to only physical things or concepts, but applies to the aspect as a whole entirely.
INHERITOR
The ability to become certain aspects or certain things that are governed by certain aspects. This is an Heir specialty.
GENERATION
The ambient, innate ability to be made out of or to generate certain aspects. This is a Maid and Heir specialty.
DESTRUCTION
The ability to destroy the very make-up of magic, or the ability to destroy a certain target. While most classes’ offensive spells are destruction-aligned, in terms of raw firepower, this is a Destruction class specialty.
PROTECTION
The ability to give one’s magic physical form to protect oneself or a certain target. The magic may or may not have specific modes of manifestation in order to achieve this form of protection. This is a Knight class specialty.
SCRY
The ability to forcibly see into the timestream of the universe, or see into other universes within the same infinity set. Scrying is often an ambient ability, but can be honed with practice and time. This is a Seer class specialty.
HEIST
The ability to forcibly take magic from an enemy, or a portion of an aspect from the universe, and add it to one’s arsenal, either to restore one’s magic or to use the opponent’s own magic against them, proficiency in spells included. This is a Thief class specialty.
DISTRIBUTION
The ability to forcibly take magic from an enemy, or a portion of an aspect from the universe and redistribute it to certain targets. This is a Rogue class specialty.
RESTORATION
The ability to restore lacking aspects or heal injuries. This ability is sadly in accessible to Destruction classes.
CONNECTION
The ability to connect with people or objects, or create connections between people or objects. Hope players are known to display this ability in ambience, often attracting people to them.
TERRITORY
The ability to mark a certain area as a surefire target of one’s magic. Territory magic locks onto certain coordinates as fixed points and release magic onto the area at the caster’s whim; this is a root spell that never misses. Space players achieve easier proficiency of this root spell due to the nature of their aspect.
INFESTATION
The ability to invade another target with your magic. This is differentiated from Connection and Destruction due to Connection simply being a bridge while Infestation burrows into a target’s being, and differentiated from Destruction due to Infestation not being destructive on its own.
*rubs my greasy little hands together* time to get my ip address banned through sharing possibly my most disturbing headcanon heheheh
For a while, I was thinking about the jades. Specifically how damn weird Hiveswap's lore about them is. From very young, they're condemned to the caverns to help raise grubs... But only certain, arbitrarily selected jades are picked to be cloistered? So that means there are other jades allowed to do whatever. And instead of joining the workforce like literally every other troll, SPECIFICALLY the cloistered jades are sent to be space nuns, hidden from everyone. It... Doesn't really add up if you think about the kind of place the Alternian Empire is. They're all about making as many warriors as possible, why bother with a tradition like that? Doesn't help anyone. Just seems hard to imagine Meenah coddamn Peixes tossing funds to a useless sisterhood, is all I'm saying.
So! Mothergrubs. There's the headcanon that they share an evolutionary root with trolls to explain how they can produce grubs, but what if we go one step further? Let's say the trolls are neotenies (an "adult" species that actually has another stage of life past the one they're in, like axolotls). Perhaps once upon a time, they could turn into mothergrubs naturally, but for whatever reason, they can't now.
Or so it'd seem.
Uhh yeah tired of the suspense: the cloistered jades are "special" because they actually might possess the rare gene that turns trolls into Mothergrubs. So the space sisterhood? It's actually some Bloodborne shit. Horrific cult antics that literally strip away all personhood, in all meanings of the word, turning them into nothing more than slurry-processors to be sent back, furthering the troll race. Possibly a fate worse than death to some.
Idk. Figure it makes sense the Empire would keep that under wraps from the jades, y'dig
Blocked blocked blocked blocked i hate this
but honestly that's a really really interesting perspective because I do agree that the mothergrub is a troll. Just a different type of troll (much like if you were to look at the life cycle of a fern) so I think you hit some interesting points especially with the de-trollization of the mothergrub into something to be revered but never considered a troll, an equal
also here is the lifecycle of a fern for funsies (where the mothergrub is essentially the diploid phase and normal trolls are the haploid
Now, first of all, before reading this I highly recommend you go watch optimisticDuelist’s videos on the aspect wheel, they are very informative and super interesting!
https://www.youtube.com/watch?v=LqRoIBNcboY https://www.youtube.com/watch?v=HgAQLMJJrHw
On his latest video, OD talks about the aspect wheel at the view of color theory, noting how related heroes of an aspect are to their other split-complementary aspects. In the end, he notes how this means that there might be triadic, square and tetradic aspect relationships and as the classpect maniac I am I haven’t stopped thinking about it since. I got some interpretations on some of the aspect triads that I’d like to share. These might be a tad far fetched, though!
On to the first triad!
(sorry for the simplistic quality)
This triad was the easiest one to gather some meaning from, as the relations between the traits of its aspects are easy to see. I think this triad is more personal and is one to represent individualism and one’s withdrawal from society too, as well as escapism. These aspects tend to be very individualistic, as Breath has a big trait of disconnection from company and reality, Void is irrelevant to society and thus has to bring themselves their own worth, and Heart couldn’t care less about it, finding their own personas much more important.
This one’s also pretty obvious, as it might represent society and institution in a way. Clearly Blood is one to share traits of materialism and society, besides being one of a helper and an aspect of progress. Light brings the knowledge accumulated through centuries of studies that is crucial for civilization and Mind takes up the intellect that made possible the formation of civility and advancement of humankind. This theme of society is in direct contrast to the first triad’s theme of escapism.
Now come the trickier ones! A lot of people might not agree on these two, and that’s cool, because even I am still skeptical of these last ones.
In the other triads the cardinal aspects of Breath and Blood have clearly been central to their themes, so I am gonna believe it to be the same for Space and Time. For this triad I believe the theme to be creation, and possibly even the creation of the universe (or maybe just creation). The symbolysm with Space is solid, as not only does it also signify creation it can also mean form, essential to some sort of formation, as well as Life’s trait of birth and growth, to an extent. And Rage, I believe it signifies as how we can see the beginning of existence as pure confusion and meaningless, until we get our own meaning out of it, but, at the same time, it can’t be anything more than true, with no falsehoods to be created yet.
This triad is the ultimate end, death and the armageddon. The symbolysm with Time and Doom are pretty straight-forward, both represent decay in different ways. Hope shows a contrast of the incessable faith of turning your back away from death, the belief of constant medical pursuit that might grant you a long life, and the belief in an afterlife or of a higher meaning in death.
I also have some other interpretations for these last two triads but I think this can suffice.
Now, I don’t think these are definitly what the aspect triads mean in the aspect wheel, but I hope these loose thoughts can help out some of the more professional classpecters out there. Sorry if this text wasn’t very eloquent, english isn’t my best language for sure.
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
companion blog to musingsonprinces-blog, this is where I gather interesting classpect posts
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