#What’s their Classpects?
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labannori · 3 months ago
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Homestuck kid William Wisp,, yeah
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caligvlasaqvarivm · 10 months ago
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CLASSES - a comprehensive guide
The first thing that needs to be said is that there is no such thing as a "bad" class. All of them have the potential to be a great detriment OR great boon to the rest of the team, depending on how far along the journey of self-actualization a party member is. Some may have steeper challenges, but this corresponds with greater rewards.
The second thing that needs to be said is that all players are part of a team, and all personal journeys and playstyles are interlinked. No class is truly "solo." Even the smallest viable session is still two people, and even the most suitable classes for solo play are stronger when they're in a party.
The last thing that needs to be said is that the game wants you to succeed. The game, inherently, wants every player to reach godhood, wants every player to self-actualize, wants every player to win. It respects free will and free choice, so it will allow for failures (and, indeed, doomed timelines are vital to the alpha one existing), but Skaia is ultimately optimistic, and tries at every turn to ensure that a golden ending is possible.
Because, after all, SBURB/SGRUB - and Homestuck itself - are about children growing up, maturing, and learning compassion for each other. About fixing their flaws and rejecting the negative aspects of the society they came from. It's about how it is our duty, our responsibility, to become kind, mature people who care about one another, because we will one day be responsible for creating a new society.
And so, without further ado:
ACTIVE (-) Classes and PASSIVE (+) Classes are described with the dichotomy of "powers working for the self" vs. "powers working for others," but I believe this to be an oversimplification of what the active and passive split is. Both active AND passive classes benefit from being in a party; however, an active class will gain fewer party benefits in exchange for being more suited for solo play, while a passive class will be less suited for solo play, but confer much greater benefits to party play.
This is reflected in their personal quests: while active classes and passive classes will both require intervention, empathy, and guidance from their teammates, the struggle of an active class is usually one of grappling with internal flaws, and the struggle of a passive class is one of grappling with interpersonal or societal relations. In other words, the personal quest of an active player will usually involve getting therapized, while the personal quest of a passive player will usually involve addressing a systemic societal issue. Often, both will be required, but whether a class is active or passive will indicate an area of focus.
KNIGHT - / MAID +
PARTY MANAGEMENT
one who wields [aspect] or leads with [aspect] / one who distributes [aspect] or manages with [aspect]
KNIGHTS (-) are a very flexible and versatile class; "wielding" their aspect does not necessarily mean they are skilled at DPS. It actually indicates the way a knight interacts with their aspect, a very straightforward relationship of tradesperson and tool, or soldier and weapon. Similarly, while a knight does not always take up the "leader" position in the party, they will be the "spearhead," a point behind which the other players rally, a beating heart keeping the party together.
This straightforward relationship between a knight and their aspect leads to knights finding little difficulty mastering their aspect once they've begun. Many knights are, in fact, instinctively drawn toward utilizing their aspect, in the same way that they are naturally drawn toward roles of importance or heroism.
Knights often struggle with their perceived place in society, as well as with their innate sense of self and self-worth, seeing themselves as outcasts, resenting the responsibility placed on their shoulders, and fearing vulnerability. Unaddressed, these issues will lead to knights who actively become a detriment to party success. For example, they can dismiss valid concerns, shirk their duties, and in the worst case scenario, actively lead the party down the wrong path, invoking their natural ability to lead for ill.
Therefore, a knight's journey is one of accepting themselves and accepting their duty to better the world. It is about coming to terms with their own insecurities and learning to rely on others. It is about learning to take responsibility, and accepting the banner of a just and glorious cause.
A fully realized knight will be the center of every charge, the guiding star behind which the other players rally. They can provide clarity and guidance to those still on their journeys, and peace and comfort to those who are struggling or in pain. Where the knight goes, the party will follow, as a unified and united front.
MAIDS (+), meanwhile, tend to be on the backlines. If the knight is the forward march, then the maid is the supply line, an incredibly vital role whose absence is disastrous, even if its presence is nearly invisible. Maids have a nearly infinite well of their aspect to distribute, and are uniquely talented at managerial duties - keeping players on task, patching up the holes in a plan, sourcing and supplying resources, so on and so forth.
This is not to say that maids are relegated to support roles - a maid is usually capable of holding their own in combat just fine, especially if they've been endowed with a more combat-suited aspect. Both knights and maids are extremely versatile. That being said, maids truly shine when they're able to take on these backline roles, and many maids are more noticeable by the devastating effects of their absence rather than the invisible touch of their presence.
However, they are the class that most often starts in subservient conditions - low status, strict duties enforced upon them, so on - and their personal journey is a constant struggle against the control of others. Maids whose parties fail to grapple with and undo these shackling forces will find their maids succumbing to the influence or control of malicious entities; in the worst-case scenario, a maid can become an actively hostile enemy or saboteur, invisibly pulling the party's strings and setting them up for failure.
Therefore, a maid's journey is about rejecting societal oppression and throwing off the chains that bind them. A successful maid rises to become the head of the household - nothing occurs within the game that does not first pass the maid's inspection, and their touch ensures that there is a place for everything, and everything is in its place.
A free maid, who belongs to themselves, incomparably increases a party's efficiency. Every communication line is clear, every distribution route is clean, every mystery is solvable, and every plan is airtight. A maid guarantees that nothing can ever go too wrong.
PAGE - / HEIR +
TEAM BONDING
one who must earn [aspect] or inherits the mantle of [aspect] / one who is beloved by [aspect] or awakens to [aspect]
PAGES (-) start the game with the fewest benefits from their aspects, but the greatest potential for growth. Theirs is a constant battle with the self; they are often cowardly and naive. They possess sensitive souls, and while it is incredibly easy to hurt a page, it's much more difficult to build them up. Because of the difficulty of raising this class, it's practically defined by its journey - a constant struggle against the self - rather than its destination, and the powers the class confers.
Pages, like heirs, are classes of inheritance. A page is promoted by trials and tribulations and comes to inherit a greater power than they begin with; in the same way, the class will one day come to embody its aspect, although the road will always be turbulent and long. Moreover, it is a journey without end; pages, being as sensitive as they are, are the most prone to backwards progress, even after reaching their peak.
They prone to staying weak throughout the entire game, never self-actualizing past being the party joke. They attract the obsession and ridicule of stronger-willed players, and their mistreatment can become extremely divisive. A page can easily become a party's albatross, the epicenter of massive interpersonal conflicts, which can tank an entire session.
Therefore, a page's journey is one of the most difficult of all - that of teaching others how to care about other people. Pages rely on great patience, kindness, and understanding. Their sensitive souls must be carefully nurtured and propagated with love and attention. In the same way that a page can tear a team apart, they can bring a team together, all in the name of compassion and empathy. A fully-realized page is the symbol of a party that has linked hands with one another.
Self-actualized pages, as a result of the difficulty inherent to the class, are incredibly powerful and versatile when fully realized. Inheriting the mantle of their aspect, they become pure embodiments of their aspect, capable of achieving impossible feats of raw, unfiltered power, and inspiring all those who gaze upon them.
HEIRS (+) begin the game very strong, but have a difficult time becoming stronger. This is because their usage of their aspect is very instinctual to them, even at times being entirely beyond their control, hence, "beloved by" in the class description. However, because of how naturally their aspect comes to them, it makes taking further command of their powers difficult.
An heir "awakens to" their aspect because their natural, intuitive control often renders them too comfortable to grasp the greater implications of their class. As an inheritance class, heirs can come to embody their aspect, transforming entirely into it. Their challenge lies in breaking out of their comfortable shell and learning how to utilize their powers in more active, intentional ways.
This is reflected in their personal quests. They are often set to inherit great privilege or wealth prior to entering the game, and are thus naive to the realities of the suffering and pain of others. Without a supportive party willing to challenge their views, heirs can perpetuate that pain by submitting to their place in the world, becoming a divisive force within the party, or, in the worst case, losing themselves to their inheritance, and submitting so wholly to their aspect that they become lost to the rest of the team.
Thus, an heir's journey is to question the stratification of the society they belong to, so that they can recognize and address its flaws. They must learn to interrogate their inheritance, separate it from themselves, and reconcile with it. Theirs is an arc of examination and understanding, descending from their position of privilege and peace to learn about the suffering of others, and deciding that they wish to do something about it.
With full command over their aspect, and a clear vision for how it ought to be distributed, the party gains a new and powerful ally - the aspect itself, which will come to embrace the entire party as family. A fully-realized heir connects the privileged and underprivileged, spreading their inheritance to all.
MAGE - / SEER +
GUIDANCE
one who invokes [aspect] or is drawn to [aspect] / one who comprehends [aspect] or is guided by [aspect]
MAGES (-) are a class of prophets, although saying they "see the future" is misleading. Rather, mages "invoke" the future, collapsing causality to align to their desires. Most mages remain unaware that they are doing so until well into their journey. While all players weigh on the scale of causality, affecting both past and future events, and which sequence of events is the "alpha" sequence, mages have the most direct effect.
Because of this ability to invoke future events, mages possess powerful buffing/debuffing abilities. Furthermore, as one of the two knowledge classes, a mage usually has a very deep understanding of their aspect, and an intuitive knowledge of how the flow of time and causality function. They are "drawn to" their aspects in this way, instinctively searching out points where their influence can affect the flow of events.
However, with great power comes great cost; the mage class is usually assigned to those who are stricken by tragedies and prone to negativity and self-loathing. Mages often begin the game as a detriment to the party, "prophesying" future events that leave the party - including themselves - at a disadvantage. In the worst case scenario, a mage can invoke certain doom for their party or themselves.
Therefore, it is vital that a mage address their tragedies and be given a chance to heal and grow. The ones most struck by tragedy, theirs is a journey of reclaiming lost joy and rediscovering lost hope. However, the transformation is powerful once completed - as the one who suffers tragedy and loss most intimately, a mage can also come to be one of the most empathetic and compassionate members of the team.
If a mage is uplifted, and capable of believing in a kinder and gentler world, then their ability to invoke the future - and the aspects of their aspect that they are drawn to - become kinder, as well. Pain and suffering still have their place, but the ending will be a happy one. With a fully empowered mage, the future will always be better than what came before.
SEERS (+) see multiple branching paths. A mage determines where a road will be built, but a seer tells you where a road CAN be built. They are also often gifted with knowledge of the game and its mechanics, and are especially uniquely gifted with understanding of their own abilities. In this way, they "comprehend" their aspect.
Seers themselves are not particularly gifted in combat through their classpect alone; however, in exchange, they often play a vital role in steering the party. They are the game's built-in guides, with an intuitive knowledge of the game's victory conditions, as well as an instinctive desire to lead others along their paths. Seers are, therefore, one of the most important classes in the game, when one is present.
However, the ability to see is a burden as well as a gift. Seers find themselves paralyzed by choice, and often doubt their own abilities to choose "correctly." They are prone to becoming mired in what-ifs, and struggle with political or ethical debates with no clear answers. In the worst-case scenario, a seer may feel so cursed by their sight that they self-destruct, and deliberately choose poor or incomprehensible answers, in an attempt to free themselves of their sight.
Thus, a seer's quest is, ironically, to see the world beyond the purview of their aspect. They must come to have a more comprehensive understanding of the world they live in, and what purpose they are trying to achieve, so that they can feel confident in the choices they make. A seer is often blind - their journey, therefore, is that of regaining their vision, by connecting with the world outside their inner sight.
A seer with a clear vision for the future will always know exactly which path to choose. A party with such a seer in it will never be stuck and never be lost. If there exists a path to self-actualization, the seer will know it. And if there exists a path to a breathless and perfect victory, a fully-realized seer will light the way.
THIEF - / ROGUE +
UTILITY
one who steals [aspect] from others or steals with [aspect] / one who steals [aspect] for others or steals from [aspect]
THIEVES (-) are a very difficult class to play. They start out with almost no passive abilities regarding their aspect, and their ability to actively use their aspect is contingent on their ability to first "steal" it from someone else. Thus, they are always playing a game of resource management, and there is always a chance for them to be left helpless after a heist gone wrong.
However, their gimmicky nature allows them to overtake other classes even in that class's specialty, if they can set up the exact right circumstances and manage their resources well. This makes them incredibly versatile, especially when a thief is working together with a party, and thus able to count their party among their potential resources. It takes great cunning to play the thief class well.
However, this also makes the thief a potentially dangerous element to the rest of the party. Thieves are often egotistical and self-serving, willing to see enemies and allies alike as resources and tools. Unaddressed, their reckless, selfish natures will earn their teammates' distrust and enmity. In the worst case scenario, a thief running rampant can severely harm the party, or earn so much ire that the party turns against them.
Thus, their journey is that of realizing that their selfishness and ego are flaws - the classic parable of "money doesn't bring happiness." Beneath their uncaring surface lurks genuine emotional distress; a thief must come to realize that their greed and selfishness is an active detriment not only to the people around them, but their own selves. Only then can they heal from their injured souls.
A thief that has undertaken this journey is one who has realized that they are stronger when they are working with others. Their versatility, creativity, and cunning are incredible assets once harnessed toward the will of the party. No situation will ever be inescapable, no safe uncrackable, and no problem unsolvable - not if the thief has anything to say about it.
ROGUES (+) are similarly difficult to play. Unlike the thieves, rogues do see passive benefits from their aspects. However, their active abilities are much less straightforward, and rogues often struggle with understanding them. A rogue's role is to redistribute wealth - thus, "stealing for the sake of others."
A rogue, being able to steal directly from their aspect, truly shines when given enough time to prepare. If a thief must fly by the seat of their pants, then a rogue is a heist planner - they have an infinite box of tools to pull from, if only they know what tools they'll need for the job. This makes them incomparably versatile, even if not necessarily in the heat of combat.
Rogues take on the mantle of challenging the status quo. They usually begin the game already in opposition to their society, seeking out better alternatives and considering unorthodox options. However, not every party is ready for a rogue's radical ideology, and not every rogue has considered the full consequences of their belief in change; in the worst case scenario, the rogue can become outcasted and disregarded, or cause an upheaval that proves disastrous, rioting for the sake of rioting.
It often requires the help of others for a rogue to understand how to use their powers. In the same way, it requires the party's honest communication and exchange of ideas to help a rogue grasp exactly what form their rebellion ought to take. A rogue knows instinctively that something must change; their journey is learning how they ought to go about it.
Once they do, a rogue - given enough time to prepare and plan - is the ultimate utility player, having the right tool for every possible situation. Their abilities are only magnified in a party setting, as their teammates become variables that unlock new possibilities. A party with a fully-prepped rogue always has a perfect plan, a way to solve any problem that they might face.
WITCH - / SYLPH +
AREA CONTROL
one who manipulates [aspect] or achieves dominion through [aspect] / one who nurtures [aspect] or creates a land of [aspect]
WITCHES (-) carry with them the winds of change. A witch manipulates, changing properties of their aspect and their aspect's effect on others, creating a "territory" over which they rule. They see few passive benefits of their aspects, in exchange for their active abilities being so all-encompassing and overwhelming.
Once their territory has been established, witches make the rules. Their changes can be permanent, temporary, massive, and miniscule. However, a witch "achieves dominion" with their aspect - this means that they must first struggle to create this domain, and it's difficult for their abilities to manifest until they do, often leaving younger witches weak and vulnerable.
Witches have strong feelings for how things should and should not be, but not necessarily grounded ideas for how to implement them, often due to some "outsider" status in society. Unfocused witches become dangerous for the party, as they are easily manipulated; in the worst-case scenario, they can fall in with malicious forces, who can sway a witch's turbulent heart and utilize them as a force for negative change, rather than good.
Thus, a witch's journey is that of interrogating right and wrong. A witch must struggle with morality and ethics, and come to clarify their own beliefs; only then can they know what sort of domain they wish to establish, and what sort of rules they wish to enforce. Once they know their own hearts, they can shake off the insidious whispers of malicious external influence.
As if a reward for their struggles for autonomy and independence, the witch is the one whose will is most imposed on the world that comes after them. Just as an evil witch putrefies the world around them, a fully-realized witch who has decided to use their influence for good can create a near-utopia.
SYLPHS (+) call to mind the images of fey folk who sprout plants where they walk. That is how a sylph "creates a land" of their aspect - merely by existing, the world around them becomes suffused by it. A sylph's mere presence nurtures, grows, and heals their aspect; unlike witches, who manipulate what is already there, sylphs can create something from nothing.
The establishment of their domain comes naturally to them. Those caught within it are on the receiving end of their aspect, whether they want to be or not. In exchange for such powerful passive abilities, a sylph's active abilities are weaker, and usually unsuited for solo combat, generally being of healing, buffing, or debuffing nature.
A sylph is prone to selfishness - to luxuriating within their own land, their own aspect, their own mind. They often have difficulty connecting with others and understanding why their own personal world may not be to the liking of the world outside of themselves. Often, they are aloof. An unrealized sylph can cause great harm to the world around them, their domain choking out and smothering their party; in the worst case, they can mire their party within it, leaving their party unable to proceed.
Thus, it often requires the outside world to breach their safe haven in order for a sylph to grow. They must be made uncomfortable, and then made to accept that uncomfortable things are also important - maybe even more important than comfort, at times. Growth often requires pruning; a sylph's journey is to come to understand that good intentions may lead to harm, and, vice versa, that harm can often lead to true growth.
Sylphs can provide the greatest compassion and emotional comfort within a party, encouraging - if not enabling - their teammates' growth in their personal journeys. Once a sylph understands when it is appropriate to encourage, and when it is appropriate to pull back, there is no refuge safer for the party than the sylph's domain.
PRINCE - / BARD +
OBSTACLE REMOVAL
one who destroys [aspect] or destroys with [aspect] / one who allows the destruction of [aspect] or allows destruction through [aspect]
PRINCES (-) possess the ability to annihilate, a destructive class not limited to physical or tangible objects. Princes also enjoy auxiliary benefits as befits their royal titles - many princes start the game with great talents, great status and wealth, or both. They are also endowed with royal presence; their very existence provokes strong emotions from those around them, for good or for ill.
One of the more straightforward classes in the game, a prince's ability to destroy most commonly manifests as DPS. However, their abilities encompass a greater scope than mere damage - the prince's ability to annihilate figurative or metaphysical concepts makes them capable of directly removing any obstacles that stand in their way. As if hungry to consume their aspect, they are naturally drawn towards where it congregates.
However, with great power comes great responsibility: princes are often the most psychologically maligned within the party, and their destructive talents can very easily become self-destructive instead. Usually the result of societal pressure, trauma, and suffering, a prince is prone to embodying the lack of their aspect, rather than its presence. In the worst-case scenario, a prince spreads this misfortune to the rest of their party, destroying the presence of their aspect from their session altogether, often taking themselves along with it.
A prince must be shown compassion. Though they are often viscerally unpleasant to engage with, turning a blind eye to foolishness, loneliness, and suffering - which a prince embodies - is one of the worst things that a party can do. Though the effort at times seems undeserved, to heal a prince requires a staunch belief that there is good to be gained if we are kind to each other. This kindness will be returned; once you are counted among a prince's "people," they will do anything to keep harm from befalling you.
A prince, once shown this grace, is incomparably powerful. To destroy their aspect or with their aspect is the ability to destroy nearly anything, including concepts such as despair, death, and doom. As if proclaiming a royal decree, a fully-realized prince can banish misfortune and ill tidings altogether, leaving nothing standing in the party's way.
BARDS (+) are a wildcard of a class, often responsible for a party's improbable victory, abject defeat, or both. Their abilities are not very well-understood, even by the bard themselves, and they often utilize both passive and active abilities intuitively, unaware that they are doing so. The morale of the party is deeply tied to the bard's own, and it's unclear which side is cause and which is effect.
The ability to allow the destruction of their aspect, or invite it through their aspect, is actually something of a debuff rather than DPS - the bard's ability is to break unbreakable shields, tear down unclimbable walls, and nullify unstoppable forces. Rather than dealing damage themselves, they allow for damage to be dealt that would otherwise have no effect - in other words, by nature, they make the impossible possible. This is the true source of their ability to evoke "miraculous" situations.
Bards are inextricably tied to society - after all, their tales only hold as much value as their relevance to the audience. This means those with the bard class are invariably molded by the worst aspects of the society they come from. They serve as living embodiments of the most unpleasant aspects of society, and living reminders that leaving these elements to fester only means they will multiply in severity. If these beliefs are allowed to go unexamined, bards will always steer a party towards ruin.
Therefore, a party must engage with the bard earnestly, compassionately, and openly, and help them see the errors of the past. A bard must be led, with gentle guidance and genuine openness, to discard their harmful beliefs, and sing a new, more beautiful tune.
A bard that has been brought back into the fold is a worker of miracles. When every other possible option has been exhausted - the knight and maid in disarray, the page and heir unable to keep the party together, the mage and seer blinded, the thief and rogue out of action, the witch and sylph with their territory lost, the prince no longer able to function - this is where a bard will step in, transmuting abject defeat into a perfect and breathless victory.
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pawpyruus · 5 days ago
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upon my research this crossover is for no one but me ,,, but anyways enjoy the sillies!!!
i classpected these guys rapid fire on mostly vibes without going too deeply into any of them sooooooooo if you disagree with my classpects for the fellas let me know so we can chat !!! please !!!!!!!
also completely accidentally but they are a valid session! go gay boys go! birth a new universe!
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beatcroc · 10 months ago
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homest[ar/uck] posting. this was meant to be supplementary to the gerome comic as him 'explaining the joke' but i uhhhhhh forgot.
i'm not much for crossovers in the the traditional sense, but it IS one of my favorite character exploration exercises to just go like 'if x media existed in this universe, who would and would not be a fan of it?'. and these ones are pretty notorious and always very fun to mess with for that and so here we are
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taciturnakaryocyte · 9 months ago
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doyouremem8erme · 2 months ago
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i did this with my trackpad
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a-cat-in-toffee · 4 months ago
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did you guys like the fh tma post. i hope so because now im throwing them at pjo
fig - ares kid absolutely
gorgug - my beloved hephaestus boy. probably thought he was an ares kid before he got claimed.
adaine - apollo kid, either that or hecate. she would probably be a hunter of artemis
fabian - APHRODITE but specifically in the way aphrodite was also a war goddess
kristen - demeterrrrr shes such a demeter kid
riz - okay so i know athena would make the Most Sense because yknow detective. but please consider: hermes kid.
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conceptofjoy · 10 months ago
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superxstarzz · 6 months ago
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school doodles,,, missed them sm
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daily-grian · 2 years ago
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I’ve gotta sit down at some point and do a proper classpecting session for the Hermits & co, but for some quick musings Prince of Time!Grian feels appropriate
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codiciarr · 10 days ago
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CODIIII DROP THE REST OF THE HOMESTUCK DESIGNS YOU HAVE IM BEGGING YOUYUUUUUUUUUYYYYYYYY
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okay i was goign to release my jepexx clown and minute designs with these batch too but after doing zam i felt my life force fall.
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beneathsilverstars · 6 months 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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spilled-milk-dotcom · 1 month ago
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Hello to the maybe 3 people who like both Alien Stage and Homestuck. Rejoice.
MIZISUA | IVANTILL
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onionsquared · 10 months ago
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lotf classpects teheheheee
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i did these like a couplpel weeks ago but finished my roger drawin so i could post!! @autismguy55 came up w the classpects except roger i did that 1 becuz i must draw roger its like my life duty
Ralph - Knight of Blood
Piggy - Mage of Mind
Simon - Muse of Hope
Jack - Heir of Rage
Roger - Prince of Life
ramble in tags #lol
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trainingdummyrabbit · 27 days ago
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sburb is like if the sims was real and also could kill your parents and send you to the evil chess dimension.
also it makes your friends physically turn into furries, and turns betty crocker into a murderous maniac alien.
no listen youre activating my trap card. ok? ok.
sburb and hs as a whole has always had such a deep focus on the idea of Growing Up. i cant remember the details, but i recall mention of many people attempting sburb and failing-- and the only viable attempts we get to see are, yknow. 13-16 year olds.
it has an entire system dedicated to formulaically sort and determine what Type of person every player is, designating them to a True, Ultimate self they Must strive for else the whims of the game systemically kill them off. quests and trials and tribulations all in order to morph the player into the picturesque Ideal of what each Category should be, each with a specific Role and Purpose.
not for their own personal growth, as much as the game insists it as such, but for the games own personal reproduction. it writes itself into the narrative, makes itself an inevitability, closing itself off as an Always Will Be. (there is no way to escape something that . something that is already th
do you ever think about how the death of any influential adult figures and or guardians is hard coded into the game? slapping a bandaid of 'oh you could always bring them back!' under the image of a Sprite, who are Also hard coded to Not explain Anything to the players to let them 'figure it out themselves'? (to follow the game's rhythms and become what is Needed of them? what they will always be and can never stray from?)
you ever think about how the dead versions of players put into sprites or achieving god tier are their own separate ghosts, with their own separate memories, with a life that ends exactly when they become what they need to be?
something to be said about the death of a present self leading directly into becoming the idealized version of a Concept and/or Function. do you ever think about that?
it By Function isolates each player completely from any source of guidance aside from its own prodding to becoming what would service It the most, the most they have remaining being game constructs not quite fitting up to the company of peers or, yknow, other people. awfully lonely, isnt it? (its hard being a kid and growing up. its hard and nobody understands.)
and then afterwards? after doing that little song and dance and making a whole new universe and you did it, all by yourselves, the ultimate goal-- nothing! it just leaves you to it. it doesnt Care anymore, because it's gotten what it wants from you. another world to iterate and do everything all over again. ive just said it, but again: awfully lonely, isnt it?
theres a metaphor to be drawn here. its been forever since ive touched the damn thing, but you can see it, right? its there, right? ceiling stars and white paint.
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timeausterrors · 6 months ago
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i had the most infuriating interaction on twitter. so i want to have more productive and interesting conversations about homestuck now. tell me things you find unique or interesting with homestuck's writing/characters/themes etc! or tell me criticisms you have about it, its character choices or writing choices, etc! (pls dont come in to just say act 6 is bad or vriska did nothing wrong etc ! you can have those opinions but i want to spark conversations and debates around new and interesting topics or topics that don't get brought up as much!!) ALSO PLS NO HS2 i just want to talk about Homestuck as it is because i think there's still so much to dissect and explore!
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