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alicesoinions · 8 months
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Aspects
My views on Homestuck's Aspects. Part of this analysis is the idea that Aspects have relationships to each other, each bringing the other about.
I will use my own custom Aspect symbols throughout, but the analysis itself is based on canon.
Space
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Space is the Aspect of beginnings, of new things. Space experiments and improvises. Space cares about what is possible now, and cares more about the discoveries made in a journey than about a specific endpoint. Space is infinite discovery and potential.
Space is represented by art, fashion, atoms, and frogs.
Space is the color of the night sky, empty beyond human perception, endless and unfathomable but not featureless. Inky darkness, dotted by stars. Space has no color at all, which sometimes results in it using Sburb’s default texture.
Space is opposed to the Aspect of Time.
Space is the fundamental force of creation that gives rise to the duality of Life and Doom well as the unknown mysteries of Void.
Void
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Void is the Aspect of the unknown. Of hidden, ill-defined things impossible for us to know or give names to. Void is the Aspect of true reality, of things on a spectrum, of quantum and biology.
Void is represented by water, darkness, and pumpkins.
Void is the color of deep waters, hiding what lies within; its color somewhere on a gradient, but impossible for humans to pinpoint or define no matter how long they stare; Void is the shifting hues of the color of the sky.
Void is opposed to the Aspect of Light.
The unexplored unknowns of the Void hide the untapped potential that is Space, leading to new creation.
Life
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Life is the Aspect of agency and self-direction. Life is self-directed and idealistic; Life concerns itself primarily with what Life wants to do, not caring for obstacles or drawbacks. Life sees an infinitude of options, and picks the one it desires.
Life is represented by plants, food, coins, and wealth.
Life is opposed to the Aspect of Doom.
The ultimate freedom to do whatever one wants eventually leads to the ennui of Breath. The interplay of Life and Doom leads to defining one's self in Heart or hiding in Mind.
Doom
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Doom is the Aspect of fate and constraint. Doom has burdens and limitations; Doom concerns itself with practical issues instead of lofty ideals. Doom sees no escape or negotiation, going with what others demand of you.
Doom is represented by skulls, death, and fire.
Doom is opposed to the Aspect of Life.
The practical matters and the knowledge of our limits leads to the endless toil of Blood. The interplay of Life and Doom leads defining one's self in Heart or hiding in Mind.
Breath
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Breath is the Aspect of detachment. Breath goes with the flow, not caring about anything or anyone in particular; Breath does whatever feels right in the moment, not worrying about much.
Breath is represented by wind, leaves, and rivers.
Breath is opposed to the Aspect of Blood.
The freedom of exploration of and detachment of goals leads to the compromise and negotiation of Hope and to exploration of the self in Heart.
Blood
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Blood is the Aspect of effort. Blood has lofty expectations, from both itself and others, and runs itself ragged to accomplish all of them. Blood cares intensely about what it does, without rest or thought.
Blood is represented by blood, sweat, stone, and iron.
Blood is opposed to the Aspect of Breath.
The exertion and toil of Blood eventually lead either to hiding in Mind or to the revolution of Rage.
Heart
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Heart is the Aspect of self and emotion. Heart is a person's identity and definition, their emotions and their friendships and their biases. Heart goes with its gut. Heart cares about what its heart directs it to.
Heart is represented by music, hats, and horses.
Heart is opposed to the Aspect of Mind.
Heart’s loyalty and instinct lead to the upheaval of Rage and Heart’s caring nature leads to Blood.
Mind
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Mind is the Aspect of thought and masking. Mind coldly adapts itself to circumstance, hiding the true self in order to blend in with what's acceptable. Mind is impartial. Mind weighs all the options, and picks the one most suited to the situation.
Mind is represented by masks, blindfolds, and scales.
Mind is opposed to the Aspect of Heart.
Mind’s bottling of emotions leads to the real detachment of Breath; and Mind’s adaptive nature leads to Hope.
Rage
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Rage is the Aspect of rebellion. Rage is skeptical of what society presents as true, and fights tooth and nail for what it stands for. Rage riots and fights back; Rage would sooner bring revenge than healing. Rage fights for sudden change.
Rage is represented by fangs, beasts, and waves.
Rage is opposed to the Aspect of Hope.
In fighting against their shackles, one gains the newfound options of Life. Rage’s sudden changes forms half of the past events of Time.
Hope
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Hope is the Aspect of diplomacy. Hope believes everyone is good at heart, and that everything could be solved if only everyone talked things out. Hope has blind faith and will sooner comfort a friend than hurt an enemy. Hope solves things slowly and steadily.
Hope is represented by religion, ribbons, and blankets.
Hope is opposed to the Aspect of Rage.
Hope’s compromises and negotiations lead to new shackles in the form of Doom. Hope’s slow changes form half the past events of Time.
Time
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Time is the Aspect of the past. Time is concerned with traditions, patterns, and the inevitability of what came before. Time brings the authority of established rules and governance. Time looks to what was to decide what will come about.
Time is associated with gears, crowns, sand, and clocks.
Time is the color of a gear turning to rust, of blood leaving a vein, of a game timer running out. Time powers shine in all colors at once before they settle on one.
Time is opposed to the Aspect of Space.
The knowledge of the established patterns of Time leads to the knowledge and definition of Light.
Light
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Light is the Aspect of definition. Light has clear rules, clear definitions, and clear answers. Light creates frameworks of understanding and puts things in black and white, right and wrong, relevant and irrelevant, which can sometimes lead to ignoring the gray areas between. Light is the Aspect of human knowledge of the world, our ideas, stories, and sciences.
Light is represented by the sun, fire, and compasses.
Light is the blazing color of the sun, impossible to look at for long, but shining its light everywhere, a white light that returns as a myriad of colors.
Light is opposed to the Aspect of Void.
The sharp delineations of Light ignore the gray areas outside definition, creating Void.
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eure-k-a · 3 months
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Seeing all the Adventurine/Dr Ratio and Kaveh/Alhaitham parallels make me chuckle a lil bit because they share aspects with each other
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nintendont2502 · 2 years
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These are so stupid holy shit
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asya-pptx · 4 months
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creative-classpect · 6 months
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silly concept, with exception of thieves all light players are passively able to glow, maids and sylphs tend to end up the brightest in this regard, with rogues not being able to output it permanently.
bards and princes of light are a special case, outputting UV light instead of the visible spectrum in order to burn anything that gets too close.
Oh I love thaaaat!!!!
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legend-has-it-art · 1 year
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relaxxattack · 2 years
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“the light-bound will go after knowledge with a fierce intensity that others may find distasteful.”
x x x / x x x / x x x
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badlydrawnrose · 6 months
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Polished Calliopossessed Rose!
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brospit · 13 days
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Homestuck Aspect Favicon
BS: Here's some Favicons! Mostly images I just shrinked, haven't posted anything like this on here before, so here.
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santostrife · 1 year
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[ The Glitched Aspects ]
Happy 200 days until Sovereignstuck! (og post with the transparent versions of these for good measure)
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alicesoinions · 7 months
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The Pentafecta of Existence
Space and Time are obvious opposites, as are and Light and Void. Space and Time are also billed as fundamental to Paradox Space and essential to a session, but Light and Void always felt like they had placed of particular importance besides those two.
After thinking a bit on those things, I arrived at this:
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So first off, Life and Void.
Act 6 gives a lot of attention to the Rings of Life and Void; and that pairing is weird, right? Wouldn't rings of two opposed Aspects make more sense?
But then you look at Jane and Roxy's Denizens, and see this:
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The Life and Void denizens get two mirrored denizens, with one being the greek personification of Day and the other, Night.
And on a conceptual basis, the Life Aspect is, well, life. Healing, agency, progressing.
But in Homestuck, death isn't the end. Dead characters turn up again all the time, whether as a copy or ghost or robot or from a parallel universe. The dead don't stop existing in Paradox Space; they just stop being relevant. The living can move around, have agency and relevancy, progress in life, and gain new experiences. The dead are stuck in time and in the Furthest Ring, unable to do anything, much less grow.
Doom may be the aspect of death, but Void is the aspect of being dead.
Next up, Space and Light.
Space and Light are also full of parallels - starting with the old switcheroo of new readers thinking Rose is going to be the Witch of Space (being gothy and witchy) and Jade the Seer of Light (having visions and prophecies).
But that's not all! Space is always growing, changing, expanding, while Light seeks to define and know everything; but it's impossible to know something that keeps changing. This is best exemplified by physics - Light players might love knowledge and exposition, but Space includes quantum physics and radiation; the science where you can't be sure of things, and only look at probabilities.
And, of course, we have Light being associated with the Sun and Space with the Green Sun.
What about Time and Life?
Time is repeatedly associated both with mechanical things (such as clocks, gears, and robots) and with death (with a ghost player and with its players seeing a lot of themselveses dead). And Life is, of course, associated with living, breathing, biological things.
Space and Life both deal with transformative, living phenomena. Space and Void are both associated with the Furthest Ring. Void and Time both deal a lot with the dead. Time and Light both deal with patterns/definitions and relevance. Light and Life both deal with living players in the Medium.
These five aspects, opposing each other, form the basis of reality.
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Adventurine: The Maid of Light
Maid: The active creation class
One who creates aspect or creates through aspect
One who creates aspect for themselves
Alternatively, one who fixes aspect
Light
Abstract: Knowledge, Awareness, Attention, Relevance, Fortune, Luck
Literal: Actual Light (Brightness), Vision, Eyes, the Sun, Stars
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Light, the aspect of facts and fortune. If there's a chance of something happening, even at the smallest odds, the Light-bound will grasp onto that possibility. Take for example a gambler in a game of blackjack, the odds are against him and his chances of winning are slim. Yet, despite everything, the gambler walks away with more money than he came in with.
It's a facet that's less emphasized, not even the Extended Zodiac mentions the aspect's fortuitous traits. But within Homestuck's narrative, luck is shown to be one of the most important parts of being a Light-bound.
Let's discuss, starting with...
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Aranea! A fellow Light-bound healer. As a Sylph of Light, not only can she heal others of physical aliments (e.i. Terezi's blindness), but she can also heal fate itself, creating fortune for an otherwise doomed timeline...
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...or so she claims. Aranea became so absorbed with her hubris does she fail to be careful, being so reliant on her luck to steer her towards her goal that her megalomania ended in a rather, dark end. She falls into an abyss (literally is up for interpretation) and is absorbed in irrelevancy. [s]GAME OVER is the last time we see her play any significant role. Something that echoes a eerily familiar scene
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Our next fellow Light-bound is our darling Rose Lalonde.
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Though most perceive her character as the one who Knows it All, Rose Lalonde's role within the entirety of the narrative is to guide others towards a path with the most fortuitous outcomes, but rather than controlling them, she can guide others to take the action's necessary to put them on the best possible path for them to take. An advisor of sorts.
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However, this doesn't necessarily mean victory. Her powers not only assist a single person, but they also assist the timeline as a whole. Whatever she needs to do to reach best possible fate for her friends, she will do it. Even if it means releasing a star and dying within its flares.
Which brings up an interesting parallel between her and Aventurine: both were willing to sacrifice themselves if it meant tearing down the walls that held a microcosm of their reality.
For Rose, the game was meant to be unwinnable. Thus she retaliates by breaking the game in any ways she could before concluding that blowing up the green sun is the best path of action .
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For Aventurine, it's almost the same thing. But instead of desperately trying to burn down all of reality however, he wants to tear at the threads that make up the facade that is Penacony, and The Family along with it; to bring attention to the murders that they're covering up.
He wants to prove that death in this dreamscape is possible, and that Penacony is not all what it seems.
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It's also worth noting that seeking evidence, even at the risk of putting himself in grave danger with powers higher than him, is also a characteristic of being a Light-bound.
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These endeavors both result in their "deaths". In a sense, both have also ascended: Rose became a god and Aventurine has got a newfound reason to live.
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Black Hole, Green Sun.
But I digress
Let's turn towards the last light-bound: Vriska Serket!
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Both he and this Thief of Light have been known throughout their respective fandoms as gamblers. They even appear to wield dice as their weapons!
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Aventurine and Vriska both have been show to be able to manipulate any outcomes to break in their favor. However, where luck comes to Aventurine naturally, Vriska has to take it.
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Both also have been plagued streaks of luck that are a detriment to their lives. One of the first things the read learns about Vriska in her proper introduction is the fact that she has a habit that accumulates bad luck
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For Aventurine though, well...
Aventurine's life is defined by his gratuitous fortune, ever since he's birth he's been blessed with it. Hailing from a desert land in which I can assume has little to shelter its inhabitants from the harsh heat, the moment Aventurine was born however, rain had come upon them. Perhaps the first time in a long time.
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Being blessed by their deity, it's natural that one can assume that his good luck would lead him towards great things later in life. Perhaps he could've used it to bring his clan some fortune to improve their quality of life.
And he does! Somewhat. Only once: His sister's necklace was stolen by a couple of Katicans and through his luck, little Kakavasha was able to win a game and bring the necklace back
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That should've be the beginning of a wide lucky streak for Aventurine, good thing after good thing happening throughout his life is what fate should have in store for him, right?
To him, to be lucky isn't always a good thing, especially if you have a lot of it.
Let's talk about his class, the Maid.
The story of a Maid begins with them having an overwhelming amount of their aspect, so much so that it seems to permeate every facet of their life. It engulfs them to the point that it snuffs out the Maid's true sens of self. In other words, they're a servant to their aspect.
Maid of Time Aradia Megido was so engulfed by death and destruction that by the time the reader is introduced to her, she's already dead. Even before that, voices of the dead speak into her mind and constantly tell her what to do.
Maid of Space Porrim and Maid of Life Jane have similar troubles with their aspect as they're forced to be in a predetermined position that they're placed in seemingly the moment they were born. For Porrim, it was to assist the troll's progenitor, the Mother Grub. For Jane, it was her position as Heiress to a baking company her grandmother created.
For Aventurine, it's his blessing that makes him extremely lucky, yet it pushes him into isolation.
When his clan was slaughtered, he was the sole survivor of their massacre. When he was thrown into a brawl with other slaves, he was the sole survivor of that fight.
When he killed his master, he manages to not only keep his life but also to rise far above the ranks from his status as a slave. A high-stakes gamble that he should've lost. Curious that he's stationed on a planet that used to be a prison.
When his luck is noticed, he becomes a servant to whoever is above him. As long as his luck benefits others, he can keep his life. He creates luck, not just for others, but for his own survival too. He’s quite literally made of it. He even gives you buffs during his boss fight if you manage to roll higher than him, and that still plays to his schemes. We’ll talk about that later however.
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Aventurine is trapped in a cycle of survival. His luck is what keeps him alive but at what price? Aventurine doesn't see a reason to live nor does he actively seek to die, he just keeps gambling and gambling, winning and winning. A slave to his fortune.
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So what can he do? Is he bound to forever run in cycles while his blessing tugs him around like a leash?
A Maid's role is to not only create, but to repair as well. To overcome their aspect and make it theirs to wield.
Let's start off on the surface: there's a murder mystery in Penacony and the Family is diverting attention away from it, to the extent that it never seemed like the victims died. Besides, there is no death in Penacony.
Aventurine seeks to rectify that. Bring light towards the truth of not only the murders, but Penacony as a whole.
But let’s look a little deeper, after all it’s not attention that he has a problem with, it’s his fortune. How does one find a way to overcome good luck? To overcome a blessing?
To set down the path where the best possible outcome is to fail.
The climax of the 2.1 Trailblaze quest has the Trailblazer and the Astral Express Crew face off against Aventurine under the guise of getting the Trailblazer to destroy all of Penacony, when in reality:
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It’s bait. It’s all a farce to get himself killed. And with his luck, he was able to provoke Archeron to draw her blade and make him the third death in Penacony. The reason why he activates your ultimate if you roll a higher number than him in is boss fight? It can be said that he’s a fair man, but it could also mean that he’ll be brought closer to being defeated the higher you roll.
By being killed, it’ll be hard to deny that death does happen within the dreamscape and everyone is unable to look away and is now forced to come to terms with that fact.
Aventurine managed to break the cycle, he had lost because he made it so. Overcoming the curse that was his luck by making defeat the most fortuitous path he could take.
…So, what now? There’s not much to his story left now that he’s dead.
Well… not quite. Aventurine isn’t actually dead.
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This is where things start to turn speculative, but bear with me here.
As alluded to before, Aventurine’s finale mirrors the ends of both Aranea and Rose. One falls into nothingness and obscurity while the other rises anew. Who’s to say that this is just Star Rail’s version of a legendary nap? Right after he conquers his good luck streak that adds in the unveiling of the truth of Penacony, a fitting parallel to completing SBURB’s land quest, Aventurine enacts the ultimate sacrifice and ascends.
Though ascension in Homestuck is a flashy and a celebrated matter, Aventurine’s is more of a realization.
His entire life was wrought with death, him just being lucky to have his be continuously delayed. Fate has toyed with him and thus sees that no matter what he does, he just keeps living. So within the nothingness, he asks the emanator of nothingness this question:
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To which, she replies:
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Both she and Aventurine know that there is more to life than just simply being alive. She has more to live for and so does Aventurine.
Acheron alludes to his reawakening, telling him that he has much more to do.
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However, it is only when our Maid of Light is finally given some light himself does he make the resolve to stride forward:
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Aventurine is a Maid of Light that has been through so many hardships that ironically were given through his deity’s blessing: his luck. Yet, it’s that same blessing that kept him toiling through his life until his finale, where he finally found the strength to use it for his own downfall. With his arc seemingly finished and currently in limbo, there are still many things that Kakvasha needs to do. He’s not done living.
And this time, he won’t be shackled by the light that bounded him for so long. No more weighted dice.
And if we ever see him again (he has to. At the time of writing this, he’s set to release in 3 days), maybe there will be something new about him.
Maybe one day we’ll get a Nihility Aventurine down the line too.
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cainwhowanders · 2 months
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Prince of Light
How their powers would manifest~ The Prince is extremely knowledgeable and always analyzing their surroundings, and luck always seems to be on their side. Break The Prince is able to dump so much knowledge on an opponent it will break their mind, either permanently or temporarily. Tier 4-6 The Prince is able to inflict MANIA on ONE opponent for five turns after succeeding a 15+ roll. Tier 7-8 The Prince is now able to inflict MANIA on ONE opponent for fifteen turns after succeeding a 15+ roll or on THREE opponents for five turns. Tier 9-10
The Prince is able to inflict MANIA on MULTIPLE opponents for fifteen turns after succeeding a 13+ roll. Dynamite with a laser beam The Prince is able to focus a beam of light to explode, melt, or cut through a target. Tier 6-8The Prince is able to attack ONE target after succeeding a roll of 15+, immediately dealing a CRIT attack.
Tier 9-10The Prince is able to attack MULTIPLE targets after succeeding a roll of 15+, immediately dealing a CRIT attack.
Snake eyes The prince has the ability to reroll the dice with a favorable roll every five dice rolls for a chance to deal a CRITICAL HIT (nat 20)
Tier 4-6 17+ to succeed
Tier 7-8 15+ to succeed
Tier 9-10 13+ to succeed
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nekropsii · 2 years
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Not sure if you’ve done it before but your discussion of the concepts associated with Time made me curious about if you’ve made a list of the concepts you associate with each of the aspects!
I have not done that before, actually! This list is by no means comprehensive, as Aspects can manifest in a whole number of strange ways- especially depending on Class... But it is a start, at least!
TIME: Death, Decay, Preservation, Rhythm/Flow, Entropy/Heat.
SPACE: Birth, Creation, (Personal Expression of) Femininity, Art, Destiny, Physical Space/Matter.
BREATH: Freedom, Direction, Disconnection, Air/Wind.
BLOOD: Connection, Obligation, Groundedness, Unity.
VOID: Nothingness, Obscurity/Unknowability, Fluidity/Infinity, Stagehands, Stealth.
LIGHT: Everythingness, Knowledge/Information, The Spotlight, Theater, Risk-Taking.
HOPE: Belief, Idealism, Positivity, Empowerment through Friendship/Ideology.
RAGE: Disbelief, Skepticism, Negativity, Empowerment through Selfhood/Rebellion.
DOOM: Control, Code, Sacrifice, Suffering, Mental Illness, Terminality.
LIFE: Opulence, Growth, Autonomy, Physical Wellness, “Procreation.”
HEART: Emotion/Feeling, Love, Soul, the “True Self.”
MIND: Logic/Reason, Balance, Rules, the “Outer Self.”
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8sharkie-bites8 · 7 months
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I've been trying to come up with motifs for aspects to give classes a little more ✨️personality✨️
I have a few-
Heart- heart motif. Obvious
Hope- feather and wing motif. Also obvious- but specifically I want tiny floating wings on the backs of humans and printed wings on the back of trolls where their actual wings come from-
Void- i like the idea of fabric having a floaty element and that it just slowly... disipates- like Equius's heir hood trailing into nothing and losing form at the end. I'm not sure I'm explaining it well-
Doom- I like the idea of their clothes being kinda frayed and raggedy and torn
Space- stars, but also I like to think on the inside of their hoods an capes are galaxies. Actual pocket dimension galaxies you could stick your arm into-
Time- that sort of cog key or indent style on cogs aswell as arrows like hands of the clock-
Those are the ones I have thus far- not sure about the rest of them. Was thinking maybe ribbons for breath, spikes for light, bandages for life....
Then theres rage which i have no clue what to do with-
So just... send me thoughts ig-
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