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The Homestuck Ikimaru Cult [ Characters Available! ]

Discussion in 'Other Games' started by Nepeta Leijon, Jul 20, 2016.

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Alternia or Beforus?

  1. Alternia

    63.7%
  2. Beforus

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  1. shipbreaker!!!

    shipbreaker!!! where are you going, old soul? VIP

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    Depends. If you mean offensive as in how each class is passive or active, that kinda thing, no. Lord of doom (or if you don't count lord witch) is the most "offensive".
     
  2. Nepeta Leijon

    Nepeta Leijon Rogue of Heart ♌ Leittarius CHAMPION

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    Oh right, Lord. Though, wouldn't Page technically be more powerful because of it's 'Doom Field'?
     
  3. shipbreaker!!!

    shipbreaker!!! where are you going, old soul? VIP

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    I don't really know, sorrz :v
     
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  4. Morgan83

    Morgan83 Too lazy to change from Xmas picture HERO

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    Well I've kinda determined mind to be Heir of Time.... Nep do you think you could find me explanations to that? Just so I can understand better
     
  5. shipbreaker!!!

    shipbreaker!!! where are you going, old soul? VIP

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    shortened version is you are protected by time and surround urself with time or some shit
     
  6. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM CHAMPION

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  7. Nepeta Leijon

    Nepeta Leijon Rogue of Heart ♌ Leittarius CHAMPION

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    Well, here's the info on them:
    Heir is a passive change class, focused on inspiring change both in their aspect and through their aspect. We see this in John, who has the funniest habit of moving everyone’s mind around like crazy, completely altering their Breath and decisions without using direct control to do so. At the same time, their aspect also seems to move them, like Equius being shaped by the subservience of Void or Mituna being inspired by Doom to make the great off-screen sacrifice we have yet to see. It forms a complex dance of Heir and Aspect, one so inspiring that people start to tap their toes to the beat. The key is that although both have a piece in the dance, the Heir has to learn to lead, just like John deciding his motivation rather than being privy to every spare idea that strikes his fancy, and learns to conduct the Breath and even guide it into a palpable form.

    Heir, to my estimation, comes from the idea that an Heir is given a lot of stuff, in this case their aspect, and must learn to use it for themselves. If anyone is reading this still, you are a fucking saint. I am going mad and I’m 5,000 words in and this is pointless what am I doing with my life. The Heir is subservient in that they still answer to the higher power until they come into their own and inherit the throne. The opposite of an Heir is a Mage, who actively understands and seeks to understand the world around them rather than passively changing it. The active counterpart of an Heir is a Witch, which controls and shapes their element rather than inspiring change in it.
    of
    In many ways, Time is the most pessimistic of the elements, but also one of the most vital. It is uncertainty and inevitability, two of the things that human beings hate the most. More than just the passive flow of seconds, Time is a palpable force that deals with when things happen. Time players tend to require patience, such as Dave’s Medium-entering challenge, or Aradia’s understanding of waiting ‘til the opportune moment to get done what was needed. It has destructive ties, such as Lord English embodying destruction in Paradox Space or the Demoness using her powers to obliterate everything. Time is timing and patience aspectified. Time players understand this flow of time and use it to their benefit, giving them incredible skill with timing and patience.

    Time is, typically, represented by clocks. We see this is Doc Scratch’s clock measuring Vriska’s onward progression as a character, in the Felt’s massive collection of clocks, and the endless countdown timers available in Homestuck. Time is also endlessly linked to mortality and death, though not necessarily as an ending, since many characters still impact reality after their death or continue on in an afterlife or two. The time player’s role in a session is to make sure the Alpha Timeline stays pure and can continue in order to continue the progression towards creation or destruction. Time’s opposite is Space, because they different dimensions of reality as well as representing Creation and Destruction.
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    A Sylph is a passive healing/creation class. Like how the Maid emphasizes creation, the Sylph seems to tend more towards healing. This is seen through Aranea, who uses her “exposition” to patch holes in people’s understanding, and will through this also try and repair problems, one of the reasons she was much beloved by the trolls in her session. We also see Kanaya, who would dress up and also had a tendency to clean and organize things like Vriska’s various piles, which is an example of “fixing Space” by making it look nicer. Also look at Kanaya’s reputation as the go-to auspistice. While we never see this in effect, it is clear she is focused upon healing and repairing reputations. Finally, note Mindfang’s use of information and fortune to keep her crew going despite constant hardships and struggles that they faced, and also her passive creation of the journal, slowly building up information for a later generation to use.

    There has actually been a great deal of contention for the Witch and the Sylph to be an active/passive pair, based on one of Kanaya’s comments. However, this is only one point of evidence against a lot for Maid/Sylph being a pair (Maryam and Kanaya, God-Tier shoe theory, actions of characters). There’s not a lot of basis for Sylph in mythology, but it acted as a sort of wise-woman, presumably someone who could give advice and help with problems that people took to them. The opposite of Sylph is Prince, who destroys and destroys through their aspect rather than passively healing it and creating it. The active counterpart is the Maid, who focuses on creation and action.
    of
    Blood is bonds and loyalty, limiting your freedom in order to help something or stay true to a system that is in place. Particular attention is paid to friendship: think of Karkat’s use of friendship and bonds to guide the team to victory and calm down Gamzee, two of the biggest acts he has accomplished. It also deals with society and societal restraints, like the Sufferer’s understanding of the Hemocaste system as well as his vision the potential for a kinder and happier world. Furthermore, there is Karkat’s obsession with his blood color and his lowly place in the spectrum. Relationships of a romantic sort are probably linked in with Blood, as it relates to limiting yourself for beneficial results as well as the evidence in Karkat’s obsession with romcoms.

    Other, non-main characters have represented Blood before. The Wayward Vagabond is heavily linked with the aspect, from his quest, to his uniting the pawns of the separate kingdoms, to his long span carrying the ring (which is itself a major symbol blood). Then we have Jack, who at first glance has nothing to do with Blood, but at the same time has a tight-knit band he cares about, is excellent at paperwork, and combines the power of the prototypings in order to wreak major havoc. It’s also important to note that John, as a Breath player, is majorly motivated by Blood and his friends and family to get things done, which, along with the comparisons between him and Karkat, solidify Breath and Blood as opposites. Blood’s opposite is Breath, which eschews the impact of bonds and loyalty in order to remain free and pursue their quests.
     
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  8. Aradia Megido

    Aradia Megido Famous Adventurer HERO

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  9. Nepeta Leijon

    Nepeta Leijon Rogue of Heart ♌ Leittarius CHAMPION

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    I thought you were the Lord of Time...?
    The Thief is an active allocation class. What dominates the Thief control and placement of their aspect, like Vriska having ALL the luck and thus using it to control what happened next. They seem to start with simple theft, like Vriska’s obsession with snatching information, luck, and taking agency, but as they grow, they learn to use it more intelligently, like Meenah using the growth she had in order to work together a plan for defeat Lord English, or Vriska using her information to control others on her quest to find the secret treasure thing. We also have the Condesce, who uses the sheer power she has gained over a lifetime to exert major control over the Life of others, twisting and moving the growth of Planet Earth to her liking. They can also steal through their aspect, such as Vriska using information and the will of others in order to gain the money she wanted. So although it starts about thievery, the Thief grows to be about control, allocation to self, and thievery.

    The master thief has been an image in folklore and myth for ages, an almost romantic figure who is skilled enough to talk whatever he or she wants, and then get away with it. The Thief flies in the face of the “subservient” class theory, because it’s hard to imagine a thief answering to anyone. However, they are certainly not as high up as a king or a lord, so it still possibly fits. The opposite of a Thief is a Page, who inspires people to use what they have instead of taking it from them. The passive counterpart to a Thief is a Rogue, who moves their aspect for the benefit of everyone and without an emphasis on control.
    of
    In many ways, Time is the most pessimistic of the elements, but also one of the most vital. It is uncertainty and inevitability, two of the things that human beings hate the most. More than just the passive flow of seconds, Time is a palpable force that deals with when things happen. Time players tend to require patience, such as Dave’s Medium-entering challenge, or Aradia’s understanding of waiting ‘til the opportune moment to get done what was needed. It has destructive ties, such as Lord English embodying destruction in Paradox Space or the Demoness using her powers to obliterate everything. Time is timing and patience aspectified. Time players understand this flow of time and use it to their benefit, giving them incredible skill with timing and patience.

    Time is, typically, represented by clocks. We see this is Doc Scratch’s clock measuring Vriska’s onward progression as a character, in the Felt’s massive collection of clocks, and the endless countdown timers available in Homestuck. Time is also endlessly linked to mortality and death, though not necessarily as an ending, since many characters still impact reality after their death or continue on in an afterlife or two. The time player’s role in a session is to make sure the Alpha Timeline stays pure and can continue in order to continue the progression towards creation or destruction. Time’s opposite is Space, because they different dimensions of reality as well as representing Creation and Destruction.
     
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  10. Aradia Megido

    Aradia Megido Famous Adventurer HERO

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    Wait, are you the OP?
    ________________________________
    Classpect for me personally, not Caliborn, who I roleplay.
     
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  11. Nepeta Leijon

    Nepeta Leijon Rogue of Heart ♌ Leittarius CHAMPION

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    I know.
     
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  12. Tantibus

    Tantibus Chairman of the Wynnviet Union, God of Dern CT Manager HERO GM CMD

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    Yeah but LE is kind of just OP in general.
    Yes.
     
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  13. then perish

    then perish it really do be like that sometimes

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    oh are we going over classpects again?
    still Maid of Breath over here
     
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  14. Aradia Megido

    Aradia Megido Famous Adventurer HERO

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    Tantibus Reddit username confirmed.
     
  15. Tantibus

    Tantibus Chairman of the Wynnviet Union, God of Dern CT Manager HERO GM CMD

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    The conspiracy begins.
    Well, I triggered this by re-taking a classpect test for the sake of re-evaluating my classpect and now everyone's listing theirs.
     
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  16. Nepeta Leijon

    Nepeta Leijon Rogue of Heart ♌ Leittarius CHAMPION

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    "AAAGH MY ARM!!!"
    "Using my Mage of Mind powers, I foresee that Lord English is going to rip your arm off."
    "YEAH THAT ALREADY FUCKING HAPPENED! OH GOD MY ARM, AAAAGH!"

    [​IMG]
    Maid is an active creation/healing class. They tend to focus on the creation portion of their aspect, both making their aspect and creating through it. Creating their aspect can take many forms: we see Aradia spamming timelines to create Aradiabots and thus dominate the Alpha Timeline, and Jane and Grandma Egbert create baked goods, which often represent Life with the energy they impart to help influence reality. Then there is the flip side: creating through their aspect, like God-Tier Aradia using her powers to stop Bec Noir to allow the creation to go forth, as well as Grandma Egbert actively destroying the imps and ogres in order to aid in the effort of creation, and Maryam Porrim’s using her image and control over Space to create new ideas and help spread the future of the race in new direction. Finally, although they tend to be downplayed, Maids still have pieces and portions of healing to them, though it tends to be focused on active healing, such as Sprite Grandma going off to find Dad Egbert and also very actively finding John so she can heal him and help him, as well as Maryam’s quest also involving healing broken ideas about gender in her species, and Aradia using her powers in order to maintain the Timeline (though this IS a duty of all Time players, and may not apply).

    In history, a Maid has been the servant of a lady, and it has been her job to aid the lady in any way necessary. Through this task, they gained great autonomy, to the degree that they were in control of themselves and simply did what they felt was necessary to get the job done. This links to their active nature, and the taking care of the lady is both creation and healing. The name is also a pun: Maid sounds like made, which is quite appropriate for a class that makes their aspect as necessary. The opposite of a Maid is a Bard, which passively erases and destroys their aspect as opposed to active creation. The passive counterpart of a Maid is a Sylph, who focuses on healing and dealing with problems that they are given rather than going out and fixing problems on their own.
    of
    Breath is about motivation, direction, freedom, and quest. Breath sees a goal it wants, and it pursues it, overcoming anything it may face in the way. Breath players tend to be carefree and a little bit silly, like John’s love of pranks or Tavros’ faltering manner and desire to be a fairy. However, as they become more realized, they can become driven, determined, and powerful, without ever losing any of the freedom or joy that was originally who they were, just like John’s incredible drive without losing his sense of humor or his ability to overcome such trials as his father’s death. And Tavros, who was a very unrealized Breath player, was always a failure in his inability to decide what he wanted and pursue it, showing a clear lack of the principle Breath is founded on. Breath players also have a unique ability to deal with problems emotionally, like John’s lack of angst at anything that’s happening to him, or Tavros not making a huge deal about what Vriska was doing at any given moment.

    In Homestuck, flying is the biggest symbol of Breath. Karkat, as a Blood player, was never able to fly, and even lacked wings in his God-Tier form unlike the rest of his cohort. Meanwhile, Tavros’ had a constant desire to fly that linked up with his desire to be able to do what he wanted and not be torn down by other people. Also, John’s constant flying to and fro with his jetpack became a symbol of his decision changing at all random points, particularly in the whole debacle with Terezi and Dave. Breath has also been linked to mail, with the Peregrine Mendicant being someone who is driven forward by her internal motivations and doesn’t let such petty things as reality and physical space interrupt her quest to deliver that motherfucking mail. Breath players also have a tendency to shrug off incredible pain, such as Tavros losing his legs, but not letting it bother him too much, or John ignoring the massive amounts of emotional trauma that was sent towards him for a long time. Breath’s opposite, as noted above, is Blood: instead of remaining free and not having responsibility, they give themselves up for loyalty and bonds.
     
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  17. Tantibus

    Tantibus Chairman of the Wynnviet Union, God of Dern CT Manager HERO GM CMD

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    If only I could've foreseen Homestuck's lackluster ending.
     
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  18. then perish

    then perish it really do be like that sometimes

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    man, am i really the only one who actually liked the ending?
    i mean i totally get why people disliked it and there's very valid reasons, i just only ever see people who disliked it and never anyone who actually did like it
     
  19. Aradia Megido

    Aradia Megido Famous Adventurer HERO

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    I, too, enjoyed the ending.
     
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  20. Nepeta Leijon

    Nepeta Leijon Rogue of Heart ♌ Leittarius CHAMPION

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    I concur with both.
     
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