I Have Found The Original HD Size Of The Extended Aspects From 4archive

I Have Found The Original HD Size Of The Extended Aspects From 4archive

I have found the original HD size of the extended aspects from 4archive

this is a repost, I only reposted this because I think the original creator has deactivated their Tumblr. If by some chance the original creator messages me, I will take this post down.

Since I do not trust Tumblr to not destroy the image quality I will post this on Imgur. here

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More Posts from Classpect-reblogs and Others

3 years ago

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

3 years ago
Classpect Fanmix Collection
Classpect Fanmix Collection
Classpect Fanmix Collection
Classpect Fanmix Collection
Classpect Fanmix Collection
Classpect Fanmix Collection

Classpect Fanmix Collection

“But Momo!” says no one, loudly and in the hypothetical; “I want to reblog your bullshit mixes, but six posts is TOO MANY!” Well, I agree! At your convenience, this is the final release of the collection of aspect mixes in one handy place, one handy post. Featuring a new bonus track on each mix. That’s 54 songs in total!

On 8tracks, in order; Blood & Breath, Light & Void, Life & Doom, Space & Time, Heart & Mind, Hope & Rage.

For lyrics & tracklists, check the classpect mix tag!


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3 years ago

Very good analysis I like it a lot

Split Interpretations Theory:

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(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.

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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.

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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?”

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3 years ago

Root Spells

Base spells with one core objective that may be modified or specified for certain functions. Some classes have a focus on certain root spells, while some root spells are class-locked. This is not to say that a class can only use magic derived from one root spell, but that their magic is tailored better for certain functions. They are able to use other root spells but often to lesser effectivity if it is not compatible with their class. Some classes, however, are fully unable to access certain root spells due to the innate nature of their magic. This does not mean, however, that they will be unable to fulfill certain goals, as magic should always be seen as a tool to achieve a means.

ROOT SPELLS (VOLUME ONE)

ENCHANTMENT

The act of imbuing a target with one’s own magic. This target can either be an object, a person, or a make-spell (objects or creatures that can created from magic). Proficient enchanters are also able to do self-enchants, which is the act of enchanting oneself to achieve specific functions. Enchantments allow power sharing, grant power ups, or create enchanted items for other people to use. This is most useful when aiding non-combat classes.

MANIFESTATION

The ability to take existing abstract concepts, ideas or emotions and make them a reality, either by the caster’s magic manipulating circumstance to achieve the nearest possible match to the concept being manifested, or by amplifying certain traits of an object, person or aspect. This differs from Creation due to the fact that it solely relies on concepts, ideas and emotions being present - either from the caster or the people around them - alongside the caster’s magic as those are the things that will be exploited, while Creation only needs to rely on the caster.

KINETICS

Ability to consume the magical output of another caster / another object and transform it energy into one’s own magic. This is set apart from Heist and Distribution due to the fact that it does not forcibly take magic from a target but rather catches magic from a target, and the energy is not redistributable as it is subsumed into the caster’s magic. destruction classes can destroy consumed magic as they take it, while other classes can take the magic and blast it back towards the opponent.

CREATION

The ability to create objects or entities out of one’s own magic or an object that is governed by one’s aspect. This is categorized as a separate root spell from Protection due to Protection’s nature to take already-existing objects or circumstances and use it to manifest a caster’s spell, while Creation’s mode is solely the caster’s magic given physical form.

MANIPULATION / TRANSFIGURATION

The ability to shape, manipulate and customize a certain aspect and all that is governed by it to one’s wishes. Depending on the class, this is not locked to only physical things or concepts, but applies to the aspect as a whole entirely.

INHERITOR

The ability to become certain aspects or certain things that are governed by certain aspects. This is an Heir specialty.

GENERATION

The ambient, innate ability to be made out of or to generate certain aspects. This is a Maid and Heir specialty.

DESTRUCTION

The ability to destroy the very make-up of magic, or the ability to destroy a certain target. While most classes’ offensive spells are destruction-aligned, in terms of raw firepower, this is a Destruction class specialty.

PROTECTION

The ability to give one’s magic physical form to protect oneself or a certain target. The magic may or may not have specific modes of manifestation in order to achieve this form of protection. This is a Knight class specialty.

SCRY

The ability to forcibly see into the timestream of the universe, or see into other universes within the same infinity set. Scrying is often an ambient ability, but can be honed with practice and time. This is a Seer class specialty.

HEIST

The ability to forcibly take magic from an enemy, or a portion of an aspect from the universe, and add it to one’s arsenal, either to restore one’s magic or to use the opponent’s own magic against them, proficiency in spells included. This is a Thief class specialty.

DISTRIBUTION

The ability to forcibly take magic from an enemy, or a portion of an aspect from the universe and redistribute it to certain targets. This is a Rogue class specialty.

RESTORATION

The ability to restore lacking aspects or heal injuries. This ability is sadly in accessible to Destruction classes.

CONNECTION

The ability to connect with people or objects, or create connections between people or objects. Hope players are known to display this ability in ambience, often attracting people to them.

TERRITORY

The ability to mark a certain area as a surefire target of one’s magic. Territory magic locks onto certain coordinates as fixed points and release magic onto the area at the caster’s whim; this is a root spell that never misses. Space players achieve easier proficiency of this root spell due to the nature of their aspect.

INFESTATION

The ability to invade another target with your magic. This is differentiated from Connection and Destruction due to Connection simply being a bridge while Infestation burrows into a target’s being, and differentiated from Destruction due to Infestation not being destructive on its own. 


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3 years ago

Musing on Rogues and Knights

While the Thief is inspired to take what’s around them for themselves, the rogue is inspired to share themselves with others. This selflessness affords them a veneer of morality and care from others, no doubt. I mean, who doesn’t love Roxy? Or Nepeta?  Of the two “stealer” classes the Rogue appears to be the most well adjusted. Yet, like their counterpart they are infected by a feeling of incompleteness. As though their aspect is an unrequited lover they are constantly pursuing in the form of the people around them. Nepeta desires the pure heart of Karkat, but her feelings are largely ignored. Roxy idealizes the physical reality of Dirk and his “manliness”, but his identity prevents him from being in a relationship with her. it as though the rogue is invisible to their own aspect at times. This is the fatal flaw of the Rogue. Like the thief they have locked their powers outside of themselves. Except, their power is not just outside of themselves but inside the hearts of others in the form of ideals. And so they relentlessly attempt to pick the locks of the hearts of those around them. They are in a constant battle with their greed for love which results in them doing amoral things in the pursuit of it. Whether that be enabling a facist dictator to rise to power, or unwanted romantic advances. However, this is balanced by their innate sense of empathy and responsibility to those they love. Transgressions lead to guilt and their guilt ultimately leads to them growing as a person and doing the right thing. The Knight, like the page, is complete in and of themselves. They perceive a lack in themselves because society tells them that their uniqueness, their eccentricities, their empathy (the part of their aspect which humanizes them) makes them deeply flawed. Seeking comfort in others they remove the parts of their aspect that are ridiculed and criticized at worst and obscure them at best. Of course this is false knowledge acquired by being caught up in the lies (void) of society. Dave’s empathy and giving nature is not any more of a weakness than Karkat’s ability to deeply connect with those around him. But this feels like reality to them. Karkat and Dave both ignore the empathetic components of their own aspects in favor of the “powerful” elements. They see themselves as tools that need to be refined. Beings somehow broken. And so the Knight pursues an ideal just as the Rogue does and live in a perpetual state of dissatisfaction until they learn that they are whole and it is society that is incomplete. Like the thief, they are pushed for more, but rather than acquiring more they seek to become more than what they are. 

3 years ago

this is gonna sound stupid but Doc Scratch is a dirk splinter?

yep!

This Is Gonna Sound Stupid But Doc Scratch Is A Dirk Splinter?
3 years ago

Breath and Blood: Hands in Spirit and Flesh

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(p. 6094)

John’s retcon arm event toward the end of Homestuck is often compared to MS Paint Adventures’ recurring “retrieve arms” gag, but it also forms part of a repeating pattern surrounding John Egbert and the concept of ghostly hands.

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Out of sympathy for John’s perceived lack of arms, you pick up the CAKE for him and put it on his BED.

Page 6 is an oft-talked about example of this phenomenon, largely because it doesn’t seem to really have any place in the rest of the story. Despite frequent claims that the fourth wall is being broken, the “YOU as READER” character essentially does not interact with the story ever again after this.

Notice the cyan-and-blue colour scheme the cake takes on while being carried by the “reader’s” hand.

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You make a LEFT HANDED REMOTE GHOST GAUNTLET to complete the pair.

An uncannily similar concept crops up over a thousand pages later with the ghost gauntlets, which John alchemises from slime left over by Nannasprite. This explains their colour scheme, but it’s important still to take note of the similarities to John’s iconic god tier colour scheme that appears a whole lot later, as well as to the colour scheme of the cake picked up back on page 6.

Also take note of this line used to describe the ghost gauntlets’ power:

The GHOST GAUNTLET appears to have a considerably higher lift capacity than your own puny arms.

This is because all of these ‘ghostly arms’ around John are actually manifestations of his powers as a Hero of Breath, if not literally - though we know alchemised items often do literally channel a player’s internal powers - then symbolically.

The Breath aspect is one of freedom and separation from that which binds. In the heavily Gnostic context of Homestuck, this especially relates to the soul breaking free from the chains of the flesh. As such, the Breath aspect is one that connects heavily to the spirit. Consider the biblical story in which God breathes live into the clay Adam through his mouth (which also ties into John’s role as the a creator father figure, and the association between ghosts and fatherhood).

When the comic says that the ghostly arms John uses as an extension of his physical form are stronger than his flesh arms, this is a comment on his powers as the Hero of Breath and that his soul will always be stronger than his body.

Breath And Blood: Hands In Spirit And Flesh

(p. 2303)

Compare this to the Blood aspect’s association with hands. Jack’s offered “blood pact” with Karkat on page 2303 is often considered a precursor to the Blood symbol, and importantly takes place in the joining of two hands. The Blood aspect is not concerned with separating the spirit hand from the hand of flesh, but rather by making the flesh stronger through bonds.

Take note of another phenomenon that frequently befalls Jack Noir; almost every iteration of him loses one of his physical arms. This is another occurrence often connected to the “retrieve arms” gag, but we can also contrast it with the ghostly “removal” of one of John’s arms.

Vriska’s connection to this phenomenon could be read in two ways. It acts as a symbol of her connection to the Blood aspect when she antagonises Tavros, a Hero of Breath; but it also connects her with a “blood fued” shared with her “blood” ancestor Mindfang as well as Jack Noir himself.


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3 years ago
ʜᴏᴍᴇꜱᴛᴜᴄᴋ: ᴛʜᴇ ᴛᴡᴇʟᴠᴇ ᴀꜱᴘᴇᴄᴛꜱ
ʜᴏᴍᴇꜱᴛᴜᴄᴋ: ᴛʜᴇ ᴛᴡᴇʟᴠᴇ ᴀꜱᴘᴇᴄᴛꜱ
ʜᴏᴍᴇꜱᴛᴜᴄᴋ: ᴛʜᴇ ᴛᴡᴇʟᴠᴇ ᴀꜱᴘᴇᴄᴛꜱ
ʜᴏᴍᴇꜱᴛᴜᴄᴋ: ᴛʜᴇ ᴛᴡᴇʟᴠᴇ ᴀꜱᴘᴇᴄᴛꜱ
ʜᴏᴍᴇꜱᴛᴜᴄᴋ: ᴛʜᴇ ᴛᴡᴇʟᴠᴇ ᴀꜱᴘᴇᴄᴛꜱ
ʜᴏᴍᴇꜱᴛᴜᴄᴋ: ᴛʜᴇ ᴛᴡᴇʟᴠᴇ ᴀꜱᴘᴇᴄᴛꜱ

ʜᴏᴍᴇꜱᴛᴜᴄᴋ: ᴛʜᴇ ᴛᴡᴇʟᴠᴇ ᴀꜱᴘᴇᴄᴛꜱ

1 / 2 / 3

HD: Imgur Album

3 years ago

i think that all stories are about consumption, performance, and/or narrative, and the best combine elements of all three

3 years ago

Either I need more sleep, or "patching your transhuman RPG’s mechanics by positing the existence of an immortal soul is rather missing the point" is some Zen koan shit, because it gave me a goddamn brainblast: of course a tabletop RPG is going to posit an immortal soul, it's in your hands at the table, it's the goddamn character sheet.

It's an object that the (metatextual) gods can mold and rewrite, but there's guaranteed continuity of "the character I play as is the one written on this particular piece of paper." It's only natural that porting that concept back into the universe it's used to describe fixes at least some of the ludonarrative dissonance.

I don't know if any of that's news to you, but if you want to totally deny the concept of soul in your erstwhile magical girl RPG, I think you need to throw out the character sheet, or at least transform it beyond what could be recognized as such. Which would be t h e m a t i c.

(With reference to this post here.)

If you've been following my recent projects, it shouldn't surprise you to learn that considering the character sheet as a form of user interface for the underlying mechanics is a particular area of interest of mine. Useful points of reference for this particular design conundrum might include Danger Patrol's two-part character sheets, Ironsworn's asset cards, Fireborn's stats-as-resource-pools conceit, and whatever the fuck Mythender thinks it's doing.

(I'd also like to make a small but significant correction to your wording there: "denying the concept of [the] soul" is not identical with merely avoiding game mechanics which explicitly posit the existence of an immutable foundation of identity that's separate from a player character's body and mind. You'd make very different game design decisions if your goal was the former rather than the latter!)

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classpect-reblogs - class and aspect meta
class and aspect meta

companion blog to musingsonprinces-blog, this is where I gather interesting classpect posts

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