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.
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all the sprite^2 moon+aspect mashups as bases
I didn’t really do bases since there’s a lot of different sprite^2 outfits that can be created, but here are all the moon+aspect mashup signs!
part of the universe's inherent cruelty that all the parts of being a grownup that you idolized as a kid are both the best and worst parts of adulthood
The recent discussion of the-character-sheet-as-a-soul led me down a very strange mental rabbit hole which ended with “could the character sheet be a piece of origami?”
I do not know nearly enough about origami to continue
(With reference to this post here.)
There's probably some design space to be explored in using flexagons as character sheets.
To illustrate, imagine a martial arts RPG where a character's stats vary depending on what stance they're in, with each of their stances' traits being written on one particular face of a flexagon, and some cost – probably an action economy cost – associated with changing stances (i.e., reconfiguring the flexagon).
Consider the traversal network of a hexatetraflexagon, for example:
Presuming a character's initial stance is represented by face 1, at the start it would be possible to transition to the stances contained on faces 2, 3 and 5, while the stances contained on faces 4 and 6 would be inaccessible.
Lots of fun tactical possibilities there, assuming you could find a way to express a sufficiently rich set of mechanical traits in such limited writing space!
What’s up, long time no see.
I’m probably not re-opening this blog (but shit’s wild out here these days, so who knows).
What I am doing, however, is giving you all my magnum opus:
Are you sick of Aspect quizzes where the answer is weirdly self-evident and you feel a terrible compulsion to “aim” for you “preferred” aspect?
Well, motherfucker, have I got the quiz for you. Every single one of these “questions” is nonsense, every single answer is absurdity, and every single person I tested it on got the right aspect at the end.*
*My sample size was three people this is a meaningless claim.
Take the quiz at your leisure, and then when you’re done and remembering the Ancient Days of Quizilla where you got to see what all the personality types were at the end after getting yours?
Head on back to this post, where I am putting all 12 answers below this cut.
Keep reading
this suicide squad shirt they're selling at hot topic is absolutely killing me
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?”
PRIMARY: CONCEPTUAL
SECONDARY: PHYSICAL
Primaries and Secondaries are how a player’s powers manifest. Conceptual primaries mean they manifest conceptually and manifest physically as a secondary.
INJURY SINK
Not so much an ability but a physical feature (or a bug, depending on who you’re talking to) - Heirs of Doom, due to their nature of inheriting demise, often have frail health. They bruise easier than most and break bones faster, but because of a lifetime of having to deal with constant pain, they have a ridiculously high pain tolerance which cancels out their injurious nature.
CHEMICALBLOOD
Also due to the inheritor nature of the Heir of Doom, they often have a high tolerance of drugs, alcohol or other substances that may dampen or enhance their senses. Their body immediately begins to break down the substances in alarmingly fast speeds, which means that while they’re not immune to these things, they have to consume/be dealt with large amounts of them.
IMAGINE DRAGONS
When in danger, or when afraid, an Heir of Doom can go radioactive in order to eliminate surrounding threats. As such, they themselves are immune to radiation. It is still not recommended for Heirs of Doom to go around eating glowing radioactive rocks despite the fact that it will do nothing to them.
RACCOON
If the Heir has to resort to physical violence and feels as if they are in danger, they can go rabid and infect someone if they bite them. At any other moment, however, they will show negative in rabies tests.
As an Heir, this class has ambient, uncontrollable abilities as every other Heir does. This is because Heir classes are served and protected by their aspect, meaning Heirs of Doom are naturally protected by Doom.
MISFORTUNATE
As Heirs of Doom inherit Doom, they have unnaturally bad luck and tend to attract danger, both in the form of people and coincidence. Their high pain tolerance helps them get through their accidents / physical injuries, while their Cosmic Monster helps ward off their physical threats. Their Danger Sense helps them minimize and survive their bad luck.
DANGER SENSE
As Heirs of Doom are naturally protected by Doom, they often have hunches of where and when something bad will happen. It doesn’t always work - often only coming up when the danger will result in their death - but it is always right. The specificity of this sense gets more precise the closer and worse the danger, and the higher the Heir’s level is. Their Danger Sense is the conceptual manifestation of their ‘protected by Doom’ clause.
COSMIC MONSTER
Due to the fact that Heirs of Doom are protected by Doom, the most dangerous person in their session is often metaphysically linked to them and forced to protect them, drawn in by hunches and an emotional attachment manufactured by the cosmic bond. If there is no person dangerous enough, then their classpect will attempt to find something else, like an adversary. If this is also unavailable (especially while the Heir is still progressing through the ranks and hasn’t encountered anything sufficiently dangerous), their aspect will generate its own Cosmic Monster creature, often reflective of the Heir’s personality. The sentience of this Monster depends on the Heir’s personality.
If an Heir’s protector is eliminated, Cosmic Monster will immediately look for a replacement. If the Heir is continuously exposed to danger and cycles through protectors too quickly, a creature will be generated for their own safety. This creature is linked intrinsically to their magic.
KINETICS
When taking physical blows, Heirs of Doom have the natural ability to convert damage into strength. The stronger the hits, the stronger the Heir gets.
Any spell this class can use at Level One, including but not limited to:
NULLIFY - the ability to nullify magic. At level one, the range of this nullification is localized to the Heir, but at higher levels, they can expand their nullification field.
TECHNOKINESIS - since Doom governs processes, technology and systems, Heirs of Doom have technokinesis. At low levels, this technokinesis manifests as being able to manipulate software or machines without touching them, but at higher levels it allows them to fully link themselves with the machine or software, similar to being Drift Compatible with it.
DECAY - the easiest spell in the Heir of Doom’s repertoire. If the Heir touches an object, it rots and decays, making it an effective combat spell, with the downside of needing close contact.
Similar to how Heart Players have Stands, and Rage Players have Berserkers, Doom Players have a magical state unique to them called Reaper, which is essentially a power-up state that physically changes a Doom player’s appearance alongside the massive rise in magical power. Reapers differ from player to player, and though some classifications share names, they often look different due to player personalities and magical level.
Some Reapers are class-locked due to their nature.
AZRAEL Archangel of Death
In this state, an Heir of Doom can curse / condemn targets to death, which will result in misfortune after misfortune until death catches up to them. They can attempt to outrun it, but it will keep hounding them Final Destination style, and eventually catch up to them. The danger of this ability is that it is not only limited to the current fight but will last until the end of the targets’ life. This state also opens the Heir’s senses to Death, which makes them sense if someone is injured or ailing, who’s dead or who is close to death.
Please do not touch the Azrael reaper mode, as their body is made of pure death and touching them would either make your limbs decay or kill you on the spot. In this state, any spell or object that hits the Azrael reaper mode automatically decays said spell or object.
Please note that Azrael is a classification, not the name of a person’s Reaper. Players often name their Reaper based on personal preference.
One of the things I’ve seen come up in discussion about the aspects is some overlaps between them to varying degrees. One good example of this Light and Rage. I think it’s pretty much consensus at this point that Rage = Truth or Revelations. But it gets really interesting when talking about Light because Light also presides over the concept of truth. Some people have tried to smooth over the similarities by saying that Rage is “emotional truths” or truths that make you feel bad, but I think it’s a bit more complex than that. I think the distinction between the two is as follows: Ragebounds are “correct” and Lightbounds are “right”. Generally speaking? What do I mean by this? Well, for the sake of this post, I am defining “correct” as presenting facts or evidence, and being “Right” is possessing an understanding of the facts in such a way that allows one to provide new insights, or form new arguments. Ragebounds are a deconstructive aspect, as the Extended Zodiac states.
The “true” objective reality that Ragebounds seeks is noted to be covered up by “lies” (something Hope would preside over as Hope is an aspect of illusions, and beliefs). For the rage bound, the truth is something that must already exist and is being covered up, and their primary goal is to rip and tear things to find their irreducibles. The cold hard facts. The Extended Zodiac paints Lightbounds as the exact opposite in this regard:
Where Ragebound pursue the facts to destroy faulty arguments, Lightbounds pursue facts to form new arguments. The EZ funnily describes them as “alchemists” linking them to the Sburb Mechanics of Alchemy, which utilizes a resource called “Grist” (which is substance used to back up an argument).
The limitation of Lightbound’s relationship with Truth and a Ragebound’s is that a Lightbound constructs new perspectives, arguments, and grants themselves more options while eliminating the bad or unwise ones. Ragebounds use their evidence to deconstruct arguments and systems and get to the heart of the matter. But don’t ask them for solutions any fallouts or results of radical behavior. The end result being anarchy/confusion. “What the heck are we supposed to believe now?” everyone shouts. This dynamic may be in part influenced by their neighboring aspects Mind and Doom. Light sits across from Mind on the EZ potentially indicating that some elements of Mind’s options, and lack of bias are carried over. Conversely, Doom is across from Rage indicating the limitation and narrowing down of options that Ragebounds experience as they discover and move towards the truth.
https://medium.com/@Arrghus/doom-7f99a8b4c4a4
The Aspect of Finding Out.
Can we get a cross aspect master post?
The dualspects have been completed! Here’s a list, along with the still in-progress Trispects and quadrispects!
Breath + Mind = Thought
Doom + Heart = Fate
Void + Light = Chance
Void + Life = Death
Hope + Heart = Dreams
Rage + Heart = Zeal (monochromerose)
Heart + Blood = Bond
Time + Space = All
Rage + Breath = Storm
Life + Time = Growth
Mind + Heart = Will
Hope + Void = Faith
Time + Heart = Love
Blood + Doom = Strife (thanks quarktrinity!)
Space + Heart = Core
Breath + Time = Sand
Time + Doom = Chains
Hope + Doom = Fear
Void + Heart = Drive
Time + Mind = Past
Blood + Space = Links
Breath + Light = Cloud
Light + Space = Star (megaderpypotato)
Breath + Space = Force
Space + Void = Hole (megaderpypotato)
Rage + Doom = End
Void + Mind = Hush
Life + Doom = Rot (megaderpypotato)
Breath + Hope = Flight (megaderpypotato)
Breath + Blood = Point
Rage + Mind = Angst
Rage + Blood = War
Hope + Life = Joy
Rage + Life = Pain
Void + Blood = Loss
Life + Breath = Peace
Life + Space = World
Light + Doom = Dark
Rage + Time = Cold
Heart + Life = Cheer
Hope + Time = Soon
Light + Blood = Chrome
Rage + Space = Art
Heart + Breath = Air
Heart + Light = Blithe (megaderpypotato)
Life + Blood = Root
Mind + Light = Truth (megaderpypotato)
Mind + Blood = Trust (megaderpypotato)
Mind + Hope = Creed (megaderpypotato)
Mind + Doom = Bane (monochromerose)
Void + Time = Warp
Void + Breath = Choke (megaderpypotato)
Void + Rage = Calm (megaderpypotato)
Doom + Breath = Rale
Doom + Void = Rift
Mind + Space = Search
Time + Blood = Plan
Life + Mind = Soul
Hope + Space = Forge
Light + Hope = Sun
Rage + Hope = Cult
Rage + Light = Burn (megaderpypotato)
Blood + Hope = Pact (anon)
Life + Light = Ra (monochromerose)
Doom + Space = Work (caelholdt)
Time + Light = Lore (anon)
Some Trispects too!
Life + Time + Mind = Birth
Void + Rage + Doom = Null
Heart + Hope + Life = Bliss
Breath + Time + Light = Tide
Time + Space + Heart = Need
Rage + Time + Breath = Hail
Rage + Mind + Void = Crux
Void + Rage + Doom = Threat (megaderpypotato)
Time + Space + Breath = Path
Hope + Rage + Heart = Flame
Void + Rage + Light = Nyx (monochromerose)
Doom + Mind + Rage = Poine (monochromerose)
Life + Rage + Time = Shirk
Life + Void + Doom = Dry
Light + Space + Void = Moon
Space + Time + Life = Bang
Time + Doom + Breath = Rack
Space + Doom + Rage = Pit
Time + Void + Mind = Mad
Breath + Doom + Rage = Scream
Breath + Rage + Mind = Pent
Blood + Time + Mind = Fade
Heart + Rage + Blood = Hate
Void + Time + Heart = Scorn
Heart + Blood + Hope = Care (asrielmememurr413)
Life + Hope + Light = Ray (asrielmemeurr413)
Time + Doom + Life = Wear (asrielmemeurr413)
Blood + Heart + Space = Wed
Void + Heart + Rage = Blank
Mind + Rage + Hope = Pun
Rage + Time + Heart = String
Light + Life + Rage = Spark
Space + Time + Mind = Have
Mind + Heart + Life = Ghost
Heart + Rage + Doom = Blind (possessed-keyboard)
Hope + Mind + Life = Myth (possessed-keyboard)
Light + Space + Hope = Wish
Rage + Heart + Time = Knell
Void + Blood + Mind = Grief
Mind + Blood + Doom = Court
Light + Mind + Blood = Eye
Life + Breath + Rage = Strength
Void + Blood + Heart = Numb (monochromerose… sorta)
Breath + Hope + Light = Rise
And the Quadrispects!
Breath + Light + Rage + Time = Fog (possessed-keyboard)
Rage + Life + Void + Blood = Woe (monochromerose)
Light + Breath + Rage + Void = Blot (monochromerose)
Void + Life + Doom + Space = Styx (megaderpypotato)
Void + Mind + Rage + Doom = Lethe (monochromerose)
Breath + Light + Time + Space = Rapt (megaderpypotato)
Blood + Life + Space + Doom = Mars
Mind + Light + Blood + Doom = Wyrd
Hope + Light + Void + Rage = Song
Hope + Void + Heart + Life = Drain
Blood + Void + Space + Mind = Flay
Void + Life + Space + Light = Dust
Light + Blood + Space + Doom = Couatl
Heart + Hope + Time + Breath = Pluck
Rage + Mind + Light + Time = Brain
Void + Blood + Space + Heart = Sex
Light + Void + Heart + Mind = Being
Blood + Mind + Doom + Rage = Tron
Blood + Space + Time + Void = Loom
Light + Breath + Space + Void = Sky
Mind + Heart + Breath + Blood = Self
Breath + Time + Blood + Doom = Free (megaderpypotato)
Void + Rage + Mind + Doom = Blues (megaderpypotato)
Breath + Light + Blood + Time = Rules
Breath + Void + Heart + Life = Drone
Void + Doom + Space + Rage = Yamm
Light + Time + Heart + Life = Care
companion blog to musingsonprinces-blog, this is where I gather interesting classpect posts
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