Classpect - Tumblr Posts - Page 3

clubs deuce as a sylph of hope (prospit dreamer)
he is most excited about the dress

diamonds droog, seer of doom (derse dreamer)
this classpect was one of the tougher calls to make, but very basically i imagine him as a guy who loves his plans (seer/derse) and wants to know exactly what is bound to happen without any extra bullshit (doom)

giving dd a red tie because its better and im better. oh also hes doing the american psycho pose yeah
i wasn't ever sure on my classpect and trying 'rogue of space' on for size i wasn't that sure about that one
then i spotted two posts assigning that same title to rose tyler and veronica sawyer and that's what made it click for me
because god damn. that's a set of 'literally me' characters if i've ever fucking seen one
i have to say this is REAL interesting
i've never seen some of these class pairings before - heir / page and maid / knight?
it's always fun to see different perspectives on this type of thing, 10/10.
CLASSES - a comprehensive guide
The first thing that needs to be said is that there is no such thing as a "bad" class. All of them have the potential to be a great detriment OR great boon to the rest of the team, depending on how far along the journey of self-actualization a party member is. Some may have steeper challenges, but this corresponds with greater rewards.
The second thing that needs to be said is that all players are part of a team, and all personal journeys and playstyles are interlinked. No class is truly "solo." Even the smallest viable session is still two people, and even the most suitable classes for solo play are stronger when they're in a party.
The last thing that needs to be said is that the game wants you to succeed. The game, inherently, wants every player to reach godhood, wants every player to self-actualize, wants every player to win. It respects free will and free choice, so it will allow for failures (and, indeed, doomed timelines are vital to the alpha one existing), but Skaia is ultimately optimistic, and tries at every turn to ensure that a golden ending is possible.
Because, after all, SBURB/SGRUB - and Homestuck itself - are about children growing up, maturing, and learning compassion for each other. About fixing their flaws and rejecting the negative aspects of the society they came from. It's about how it is our duty, our responsibility, to become kind, mature people who care about one another, because we will one day be responsible for creating a new society.
And so, without further ado:
ACTIVE (-) Classes and PASSIVE (+) Classes are described with the dichotomy of "powers working for the self" vs. "powers working for others," but I believe this to be an oversimplification of what the active and passive split is. Both active AND passive classes benefit from being in a party; however, an active class will gain fewer party benefits in exchange for being more suited for solo play, while a passive class will be less suited for solo play, but confer much greater benefits to party play.
This is reflected in their personal quests: while active classes and passive classes will both require intervention, empathy, and guidance from their teammates, the struggle of an active class is usually one of grappling with internal flaws, and the struggle of a passive class is one of grappling with interpersonal or societal relations. In other words, the personal quest of an active player will usually involve getting therapized, while the personal quest of a passive player will usually involve addressing a systemic societal issue. Often, both will be required, but whether a class is active or passive will indicate an area of focus.
KNIGHT - / MAID +
PARTY MANAGEMENT
one who wields [aspect] or leads with [aspect] / one who distributes [aspect] or manages with [aspect]
KNIGHTS (-) are a very flexible and versatile class; "wielding" their aspect does not necessarily mean they are skilled at DPS. It actually indicates the way a knight interacts with their aspect, a very straightforward relationship of tradesperson and tool, or soldier and weapon. Similarly, while a knight does not always take up the "leader" position in the party, they will be the "spearhead," a point behind which the other players rally, a beating heart keeping the party together.
This straightforward relationship between a knight and their aspect leads to knights finding little difficulty mastering their aspect once they've begun. Many knights are, in fact, instinctively drawn toward utilizing their aspect, in the same way that they are naturally drawn toward roles of importance or heroism.
Knights often struggle with their perceived place in society, as well as with their innate sense of self and self-worth, seeing themselves as outcasts, resenting the responsibility placed on their shoulders, and fearing vulnerability. Unaddressed, these issues will lead to knights who actively become a detriment to party success. For example, they can dismiss valid concerns, shirk their duties, and in the worst case scenario, actively lead the party down the wrong path, invoking their natural ability to lead for ill.
Therefore, a knight's journey is one of accepting themselves and accepting their duty to better the world. It is about coming to terms with their own insecurities and learning to rely on others. It is about learning to take responsibility, and accepting the banner of a just and glorious cause.
A fully realized knight will be the center of every charge, the guiding star behind which the other players rally. They can provide clarity and guidance to those still on their journeys, and peace and comfort to those who are struggling or in pain. Where the knight goes, the party will follow, as a unified and united front.
MAIDS (+), meanwhile, tend to be on the backlines. If the knight is the forward march, then the maid is the supply line, an incredibly vital role whose absence is disastrous, even if its presence is nearly invisible. Maids have a nearly infinite well of their aspect to distribute, and are uniquely talented at managerial duties - keeping players on task, patching up the holes in a plan, sourcing and supplying resources, so on and so forth.
This is not to say that maids are relegated to support roles - a maid is usually capable of holding their own in combat just fine, especially if they've been endowed with a more combat-suited aspect. Both knights and maids are extremely versatile. That being said, maids truly shine when they're able to take on these backline roles, and many maids are more noticeable by the devastating effects of their absence rather than the invisible touch of their presence.
However, they are the class that most often starts in subservient conditions - low status, strict duties enforced upon them, so on - and their personal journey is a constant struggle against the control of others. Maids whose parties fail to grapple with and undo these shackling forces will find their maids succumbing to the influence or control of malicious entities; in the worst-case scenario, a maid can become an actively hostile enemy or saboteur, invisibly pulling the party's strings and setting them up for failure.
Therefore, a maid's journey is about rejecting societal oppression and throwing off the chains that bind them. A successful maid rises to become the head of the household - nothing occurs within the game that does not first pass the maid's inspection, and their touch ensures that there is a place for everything, and everything is in its place.
A free maid, who belongs to themselves, incomparably increases a party's efficiency. Every communication line is clear, every distribution route is clean, every mystery is solvable, and every plan is airtight. A maid guarantees that nothing can ever go too wrong.
PAGE - / HEIR +
TEAM BONDING
one who must earn [aspect] or inherits the mantle of [aspect] / one who is beloved by [aspect] or awakens to [aspect]
PAGES (-) start the game with the fewest benefits from their aspects, but the greatest potential for growth. Theirs is a constant battle with the self; they are often cowardly and naive. They possess sensitive souls, and while it is incredibly easy to hurt a page, it's much more difficult to build them up. Because of the difficulty of raising this class, it's practically defined by its journey - a constant struggle against the self - rather than its destination, and the powers the class confers.
Pages, like heirs, are classes of inheritance. A page is promoted by trials and tribulations and comes to inherit a greater power than they begin with; in the same way, the class will one day come to embody its aspect, although the road will always be turbulent and long. Moreover, it is a journey without end; pages, being as sensitive as they are, are the most prone to backwards progress, even after reaching their peak.
They prone to staying weak throughout the entire game, never self-actualizing past being the party joke. They attract the obsession and ridicule of stronger-willed players, and their mistreatment can become extremely divisive. A page can easily become a party's albatross, the epicenter of massive interpersonal conflicts, which can tank an entire session.
Therefore, a page's journey is one of the most difficult of all - that of teaching others how to care about other people. Pages rely on great patience, kindness, and understanding. Their sensitive souls must be carefully nurtured and propagated with love and attention. In the same way that a page can tear a team apart, they can bring a team together, all in the name of compassion and empathy. A fully-realized page is the symbol of a party that has linked hands with one another.
Self-actualized pages, as a result of the difficulty inherent to the class, are incredibly powerful and versatile when fully realized. Inheriting the mantle of their aspect, they become pure embodiments of their aspect, capable of achieving impossible feats of raw, unfiltered power, and inspiring all those who gaze upon them.
HEIRS (+) begin the game very strong, but have a difficult time becoming stronger. This is because their usage of their aspect is very instinctual to them, even at times being entirely beyond their control, hence, "beloved by" in the class description. However, because of how naturally their aspect comes to them, it makes taking further command of their powers difficult.
An heir "awakens to" their aspect because their natural, intuitive control often renders them too comfortable to grasp the greater implications of their class. As an inheritance class, heirs can come to embody their aspect, transforming entirely into it. Their challenge lies in breaking out of their comfortable shell and learning how to utilize their powers in more active, intentional ways.
This is reflected in their personal quests. They are often set to inherit great privilege or wealth prior to entering the game, and are thus naive to the realities of the suffering and pain of others. Without a supportive party willing to challenge their views, heirs can perpetuate that pain by submitting to their place in the world, becoming a divisive force within the party, or, in the worst case, losing themselves to their inheritance, and submitting so wholly to their aspect that they become lost to the rest of the team.
Thus, an heir's journey is to question the stratification of the society they belong to, so that they can recognize and address its flaws. They must learn to interrogate their inheritance, separate it from themselves, and reconcile with it. Theirs is an arc of examination and understanding, descending from their position of privilege and peace to learn about the suffering of others, and deciding that they wish to do something about it.
With full command over their aspect, and a clear vision for how it ought to be distributed, the party gains a new and powerful ally - the aspect itself, which will come to embrace the entire party as family. A fully-realized heir connects the privileged and underprivileged, spreading their inheritance to all.
MAGE - / SEER +
GUIDANCE
one who invokes [aspect] or is drawn to [aspect] / one who comprehends [aspect] or is guided by [aspect]
MAGES (-) are a class of prophets, although saying they "see the future" is misleading. Rather, mages "invoke" the future, collapsing causality to align to their desires. Most mages remain unaware that they are doing so until well into their journey. While all players weigh on the scale of causality, affecting both past and future events, and which sequence of events is the "alpha" sequence, mages have the most direct effect.
Because of this ability to invoke future events, mages possess powerful buffing/debuffing abilities. Furthermore, as one of the two knowledge classes, a mage usually has a very deep understanding of their aspect, and an intuitive knowledge of how the flow of time and causality function. They are "drawn to" their aspects in this way, instinctively searching out points where their influence can affect the flow of events.
However, with great power comes great cost; the mage class is usually assigned to those who are stricken by tragedies and prone to negativity and self-loathing. Mages often begin the game as a detriment to the party, "prophesying" future events that leave the party - including themselves - at a disadvantage. In the worst case scenario, a mage can invoke certain doom for their party or themselves.
Therefore, it is vital that a mage address their tragedies and be given a chance to heal and grow. The ones most struck by tragedy, theirs is a journey of reclaiming lost joy and rediscovering lost hope. However, the transformation is powerful once completed - as the one who suffers tragedy and loss most intimately, a mage can also come to be one of the most empathetic and compassionate members of the team.
If a mage is uplifted, and capable of believing in a kinder and gentler world, then their ability to invoke the future - and the aspects of their aspect that they are drawn to - become kinder, as well. Pain and suffering still have their place, but the ending will be a happy one. With a fully empowered mage, the future will always be better than what came before.
SEERS (+) see multiple branching paths. A mage determines where a road will be built, but a seer tells you where a road CAN be built. They are also often gifted with knowledge of the game and its mechanics, and are especially uniquely gifted with understanding of their own abilities. In this way, they "comprehend" their aspect.
Seers themselves are not particularly gifted in combat through their classpect alone; however, in exchange, they often play a vital role in steering the party. They are the game's built-in guides, with an intuitive knowledge of the game's victory conditions, as well as an instinctive desire to lead others along their paths. Seers are, therefore, one of the most important classes in the game, when one is present.
However, the ability to see is a burden as well as a gift. Seers find themselves paralyzed by choice, and often doubt their own abilities to choose "correctly." They are prone to becoming mired in what-ifs, and struggle with political or ethical debates with no clear answers. In the worst-case scenario, a seer may feel so cursed by their sight that they self-destruct, and deliberately choose poor or incomprehensible answers, in an attempt to free themselves of their sight.
Thus, a seer's quest is, ironically, to see the world beyond the purview of their aspect. They must come to have a more comprehensive understanding of the world they live in, and what purpose they are trying to achieve, so that they can feel confident in the choices they make. A seer is often blind - their journey, therefore, is that of regaining their vision, by connecting with the world outside their inner sight.
A seer with a clear vision for the future will always know exactly which path to choose. A party with such a seer in it will never be stuck and never be lost. If there exists a path to self-actualization, the seer will know it. And if there exists a path to a breathless and perfect victory, a fully-realized seer will light the way.
THIEF - / ROGUE +
UTILITY
one who steals [aspect] from others or steals with [aspect] / one who steals [aspect] for others or steals from [aspect]
THIEVES (-) are a very difficult class to play. They start out with almost no passive abilities regarding their aspect, and their ability to actively use their aspect is contingent on their ability to first "steal" it from someone else. Thus, they are always playing a game of resource management, and there is always a chance for them to be left helpless after a heist gone wrong.
However, their gimmicky nature allows them to overtake other classes even in that class's specialty, if they can set up the exact right circumstances and manage their resources well. This makes them incredibly versatile, especially when a thief is working together with a party, and thus able to count their party among their potential resources. It takes great cunning to play the thief class well.
However, this also makes the thief a potentially dangerous element to the rest of the party. Thieves are often egotistical and self-serving, willing to see enemies and allies alike as resources and tools. Unaddressed, their reckless, selfish natures will earn their teammates' distrust and enmity. In the worst case scenario, a thief running rampant can severely harm the party, or earn so much ire that the party turns against them.
Thus, their journey is that of realizing that their selfishness and ego are flaws - the classic parable of "money doesn't bring happiness." Beneath their uncaring surface lurks genuine emotional distress; a thief must come to realize that their greed and selfishness is an active detriment not only to the people around them, but their own selves. Only then can they heal from their injured souls.
A thief that has undertaken this journey is one who has realized that they are stronger when they are working with others. Their versatility, creativity, and cunning are incredible assets once harnessed toward the will of the party. No situation will ever be inescapable, no safe uncrackable, and no problem unsolvable - not if the thief has anything to say about it.
ROGUES (+) are similarly difficult to play. Unlike the thieves, rogues do see passive benefits from their aspects. However, their active abilities are much less straightforward, and rogues often struggle with understanding them. A rogue's role is to redistribute wealth - thus, "stealing for the sake of others."
A rogue, being able to steal directly from their aspect, truly shines when given enough time to prepare. If a thief must fly by the seat of their pants, then a rogue is a heist planner - they have an infinite box of tools to pull from, if only they know what tools they'll need for the job. This makes them incomparably versatile, even if not necessarily in the heat of combat.
Rogues take on the mantle of challenging the status quo. They usually begin the game already in opposition to their society, seeking out better alternatives and considering unorthodox options. However, not every party is ready for a rogue's radical ideology, and not every rogue has considered the full consequences of their belief in change; in the worst case scenario, the rogue can become outcasted and disregarded, or cause an upheaval that proves disastrous, rioting for the sake of rioting.
It often requires the help of others for a rogue to understand how to use their powers. In the same way, it requires the party's honest communication and exchange of ideas to help a rogue grasp exactly what form their rebellion ought to take. A rogue knows instinctively that something must change; their journey is learning how they ought to go about it.
Once they do, a rogue - given enough time to prepare and plan - is the ultimate utility player, having the right tool for every possible situation. Their abilities are only magnified in a party setting, as their teammates become variables that unlock new possibilities. A party with a fully-prepped rogue always has a perfect plan, a way to solve any problem that they might face.
WITCH - / SYLPH +
AREA CONTROL
one who manipulates [aspect] or achieves dominion through [aspect] / one who nurtures [aspect] or creates a land of [aspect]
WITCHES (-) carry with them the winds of change. A witch manipulates, changing properties of their aspect and their aspect's effect on others, creating a "territory" over which they rule. They see few passive benefits of their aspects, in exchange for their active abilities being so all-encompassing and overwhelming.
Once their territory has been established, witches make the rules. Their changes can be permanent, temporary, massive, and miniscule. However, a witch "achieves dominion" with their aspect - this means that they must first struggle to create this domain, and it's difficult for their abilities to manifest until they do, often leaving younger witches weak and vulnerable.
Witches have strong feelings for how things should and should not be, but not necessarily grounded ideas for how to implement them, often due to some "outsider" status in society. Unfocused witches become dangerous for the party, as they are easily manipulated; in the worst-case scenario, they can fall in with malicious forces, who can sway a witch's turbulent heart and utilize them as a force for negative change, rather than good.
Thus, a witch's journey is that of interrogating right and wrong. A witch must struggle with morality and ethics, and come to clarify their own beliefs; only then can they know what sort of domain they wish to establish, and what sort of rules they wish to enforce. Once they know their own hearts, they can shake off the insidious whispers of malicious external influence.
As if a reward for their struggles for autonomy and independence, the witch is the one whose will is most imposed on the world that comes after them. Just as an evil witch putrefies the world around them, a fully-realized witch who has decided to use their influence for good can create a near-utopia.
SYLPHS (+) call to mind the images of fey folk who sprout plants where they walk. That is how a sylph "creates a land" of their aspect - merely by existing, the world around them becomes suffused by it. A sylph's mere presence nurtures, grows, and heals their aspect; unlike witches, who manipulate what is already there, sylphs can create something from nothing.
The establishment of their domain comes naturally to them. Those caught within it are on the receiving end of their aspect, whether they want to be or not. In exchange for such powerful passive abilities, a sylph's active abilities are weaker, and usually unsuited for solo combat, generally being of healing, buffing, or debuffing nature.
A sylph is prone to selfishness - to luxuriating within their own land, their own aspect, their own mind. They often have difficulty connecting with others and understanding why their own personal world may not be to the liking of the world outside of themselves. Often, they are aloof. An unrealized sylph can cause great harm to the world around them, their domain choking out and smothering their party; in the worst case, they can mire their party within it, leaving their party unable to proceed.
Thus, it often requires the outside world to breach their safe haven in order for a sylph to grow. They must be made uncomfortable, and then made to accept that uncomfortable things are also important - maybe even more important than comfort, at times. Growth often requires pruning; a sylph's journey is to come to understand that good intentions may lead to harm, and, vice versa, that harm can often lead to true growth.
Sylphs can provide the greatest compassion and emotional comfort within a party, encouraging - if not enabling - their teammates' growth in their personal journeys. Once a sylph understands when it is appropriate to encourage, and when it is appropriate to pull back, there is no refuge safer for the party than the sylph's domain.
PRINCE - / BARD +
OBSTACLE REMOVAL
one who destroys [aspect] or destroys with [aspect] / one who allows the destruction of [aspect] or allows destruction through [aspect]
PRINCES (-) possess the ability to annihilate, a destructive class not limited to physical or tangible objects. Princes also enjoy auxiliary benefits as befits their royal titles - many princes start the game with great talents, great status and wealth, or both. They are also endowed with royal presence; their very existence provokes strong emotions from those around them, for good or for ill.
One of the more straightforward classes in the game, a prince's ability to destroy most commonly manifests as DPS. However, their abilities encompass a greater scope than mere damage - the prince's ability to annihilate figurative or metaphysical concepts makes them capable of directly removing any obstacles that stand in their way. As if hungry to consume their aspect, they are naturally drawn towards where it congregates.
However, with great power comes great responsibility: princes are often the most psychologically maligned within the party, and their destructive talents can very easily become self-destructive instead. Usually the result of societal pressure, trauma, and suffering, a prince is prone to embodying the lack of their aspect, rather than its presence. In the worst-case scenario, a prince spreads this misfortune to the rest of their party, destroying the presence of their aspect from their session altogether, often taking themselves along with it.
A prince must be shown compassion. Though they are often viscerally unpleasant to engage with, turning a blind eye to foolishness, loneliness, and suffering - which a prince embodies - is one of the worst things that a party can do. Though the effort at times seems undeserved, to heal a prince requires a staunch belief that there is good to be gained if we are kind to each other. This kindness will be returned; once you are counted among a prince's "people," they will do anything to keep harm from befalling you.
A prince, once shown this grace, is incomparably powerful. To destroy their aspect or with their aspect is the ability to destroy nearly anything, including concepts such as despair, death, and doom. As if proclaiming a royal decree, a fully-realized prince can banish misfortune and ill tidings altogether, leaving nothing standing in the party's way.
BARDS (+) are a wildcard of a class, often responsible for a party's improbable victory, abject defeat, or both. Their abilities are not very well-understood, even by the bard themselves, and they often utilize both passive and active abilities intuitively, unaware that they are doing so. The morale of the party is deeply tied to the bard's own, and it's unclear which side is cause and which is effect.
The ability to allow the destruction of their aspect, or invite it through their aspect, is actually something of a debuff rather than DPS - the bard's ability is to break unbreakable shields, tear down unclimbable walls, and nullify unstoppable forces. Rather than dealing damage themselves, they allow for damage to be dealt that would otherwise have no effect - in other words, by nature, they make the impossible possible. This is the true source of their ability to evoke "miraculous" situations.
Bards are inextricably tied to society - after all, their tales only hold as much value as their relevance to the audience. This means those with the bard class are invariably molded by the worst aspects of the society they come from. They serve as living embodiments of the most unpleasant aspects of society, and living reminders that leaving these elements to fester only means they will multiply in severity. If these beliefs are allowed to go unexamined, bards will always steer a party towards ruin.
Therefore, a party must engage with the bard earnestly, compassionately, and openly, and help them see the errors of the past. A bard must be led, with gentle guidance and genuine openness, to discard their harmful beliefs, and sing a new, more beautiful tune.
A bard that has been brought back into the fold is a worker of miracles. When every other possible option has been exhausted - the knight and maid in disarray, the page and heir unable to keep the party together, the mage and seer blinded, the thief and rogue out of action, the witch and sylph with their territory lost, the prince no longer able to function - this is where a bard will step in, transmuting abject defeat into a perfect and breathless victory.
so i finally did it: flowey the flower's classpect & asriel dreemurr
obligatory disclaimer that this post will include massive spoilers for undertale and undertale yellow.
let's get the obvious out of the way first - what is flowey's ASPECT? this is something that i feel is pretty obvious, he's a very clear-cut doom player.
he deals with inevitability and predestination, has a very nihilistic and cynical worldview based on his soulless perception of the world and the repetitions he's gone through, and he's associated a lot with some very morbid and edgy imagery. in particular, i think it's his manipulations with fate and inevitability that solidify him as a player of doom (save states and such). it's for this same reason that i believe sans is a doom player, but that's for another essay.
what's his class? well, let's get into how flowey experiences doom.
flowey's existence, from the very moment of his creation, has been defined by doom. an inability to die or cessate his own existence that leads to a plethora of lives full to the brim with death, experiments with predestination and a general morbid curiosity. flowey does things until he's exhausted every single possible outcome of the situation, and then he moves on to the next until he's sucked all novelty and nuance out of it, effortlessly manipulating doom and making it bend to his whim.
a lot of people would be quick to place him as a witch because of this, but personally i think that flowey's absolute will and dominion places him at an even higher tier.
flowey isn't a witch, he is a lord of doom. he holds absolute control over the aspect of doom, exhibiting full control over inevitability and decay in every facet.
let's just look at some of the things flowey does. he subjects clover to countless resets and deaths at his hand for his own amusement, sets up the denizens of the underground like little dolls for him to play with until they break apart, all the while plotting to grasp more control and seize true dominion. he's a textbook lord, endlessly determined and power-hungry as he lets nothing stand in the way of his goal (acquisition of the SOULs). much in the same way, we see caliborn's quest for power leaving similar destruction in its wake and he holds the same determination, hell, they're even associated with the same laugh soundbyte! the similarities are all there, and the stunted mental development definitely shows for both of them given they're a kid who never properly got the chance to grow up.
in fact, it's the link to caliborn that brings me to my next point. what of asriel?
simple. in the same way the caliborn has his calliope, the muse of space, flowey has his asriel, the muse of life. this may sound contradictory to the asriel we see in the finale of undertale, but i propose that this is an asriel still under the throes of the inversion that brings flowey his classpect.
their true classpect has always been the muse of life, it's merely that flowey's soulless state brings about an inversion that is only 'fixed', if you will, after asriel is brought back to normality.
the real asriel is much like a muse. he is tender, emotional, caring, perhaps a little weak-willed or timid at times. he is the narrative's driving force but in a wholly passive manner. throughout the whole game asriel is the inspiration that hangs over the plot (throughout BOTH games in fact, his role in deltarune very much cements his role as a muse) but we never see him until the final hour. much like a muse, he has become his aspect for the sake of the narrative. life, of course, represents growth, affluence, the natural energy of all things, and uses both baking and plant-life as symbolism. consider what asriel and chara used for their plot, and what flowey is now, and those two symbols make a lot more sense.
so, though asriel and flowey have two separate classpects by technicality, they are still the same person and it's a inversion similar to that people say rose underwent during her descent into 'grimdarkness', going from a seer of light to a witch of void.
now, this is a controversial statement to make because a lot of homestuck fans question the validity of the 'inversion' argument, saying that it's never explicitly stated in canon and to that i say that homestuck is quite possibly the poster child for 'death of the author'. i want you to bear in mind this is my personal view on the subject and homestuck's fanbase has never been one to agree on any concrete interpretations of the classpect system.
that's all from me. until next time, tumblr.
MARBLE HORNETS EXTENDED ZODIAC SIGNS
NOTE: the only character with a canon birthday is Alex (and he's an Aries) so I'm just going off general vibes for the rest of them
JAY MERRICK: TAURPIO, Sign of the Student

TIM WRIGHT: SCORO, Sign of the Wondrous

ALEX KRALIE: ARITTARIUS, Sign of the Astronaut

BRIAN THOMAS: AQUAZA, Sign of the Politic

JESSICA LOCKE: LEUS, Sign of the Flexible

CLASSPECTING YELLOW GUY: DHMIS and the aspect of Light
Well, Yellow won the poll I put out a few days ago, and I have a very clear idea of what I see in him (fitting, given his title) so I'll detail my thoughts down below. This is all my personal analysis, you're free to come to any different conclusion, Classpecting is subjective even if some answers are clearer than others.
Yellow Guy. David, Doi, Manny, whatever debatably official/completely unofficial name you want to refer to him by, he's arguably the most important character to Don't Hug Me I'm Scared. Some may argue that Red Guy takes on the role of protagonist in the sense that he moves forward the narrative, but Yellow is the one it centres around. The whole show is, from an in-universe perspective, built around him.
This is going to go over mostly his role in the TV series, but include some aspects from the web series.
I think Yellow is a Page of Light.
He begins as a simpleton, struggling to grasp the most basic knowledge and very much filling the role of the team idiot. Despite this, however, he's always filled with this inherent curiosity and desire to learn things. He's the integral student, seeking to understand Light even though he so fundamentally lacks it.
This is, of course, a dead ringer for a Page of Light. Yellow is incredibly deficient with his Aspect, but nonetheless it's still an integral part of his life and how he leads it - like Tavros with Breath, Jake with Hope and Horuss with Void.
Naturally, the Page holds great potential to understand their Aspect and share it out and lead through it once they fully comprehend how to use it. Yellow's moment of understanding, that 'lightbulb' moment if you will is when his batteries are restored.
Suddenly, he's unlocked that potential with Light. It's... equivalent to God Tiering, let's say. But he's not a master. The Page has a far longer road to walk than that. He's merely beginning to comprehend Light, his relationship with it and his search for it. Not only that, he's willing to share it; he ends up schooling one of the teachers, after all!
Naturally, the world has it out for him. The Page, to put it bluntly, is the narrative joke. Hussie did not like any of the characters he made Pages. Tavros is portrayed as a softie, a crybaby and the punchline of some very ableist jokes by the fandom, Jake is called 'jape' or 'joke' more than his actual name by Vriska, and Horuss is a thinly veiled and very tasteless parody of therians and systems.
Naturally, Yellow follows this pattern of being fucked around by the narrative, just in a way that makes more sense in-universe beyond 'the author's being a dick'. Yellow is the narrative plaything. Knowledge is constantly distorted or withheld from him, he's surrounded by Void given to him by other people (Roy is most definitely a player of Void) and thus those brief sparks of Light, those points of data and precise moments that makes up the aspect, they're very few and far between.
The house's upper floors represent his quest for knowledge and relevance. He steps closer and closer to the truth, every higher floor is another tier of knowledge reached. He's growing to understand that Aspect, confronted with false understandings of Light and pushing them away. Like any Light-bound, he wants the truth, he wants that linear point of data that gives him clarity.
But, as the Page, the narrative plaything, Lesley and Roy's toy to torture and play with as they see fit... he doesn't get it. He has the answers held in front of his face, and then all of that development is reversed. Amusingly, this seems to mirror certain arcs at the end of Homestuck, but I digress.
Yellow fails his quest, but not of his own volition, and we'll see if the TV series drops a new season (9 days away, people!) whether or not we'll see him ever fully realise the truth.
Next up, Red Guy as a Breath-bound and Duck as a Doom-bound.
CLASSPECTING RED GUY: DHMIS and the aspect of Breath
So, Red was technically tied for first with Yellow in the poll I made, but given that I had more clear ideas for Yellow I elected to make this first. Now I've taken some time to think over Red's classpect, I think I'm confident about my answer.
Red's characterisation hinges on two key factors, I think.
Factor one: Red Guy is disaffected, apathetic and bored. He seems to enjoy doing nothing, to the point where he gets frustrated when his plans of doing nothing are scarpered. Red Guy is lazy.
Factor two: Red Guy always seems to want to leave wherever it is he is. He never belongs. Consistently, throughout both series, Red Guy has the urge to depart the most frequently.
With this, it's pretty clear what Aspect he's bound to? Red Guy furthers the narrative, is in constant pursuit of freedom, and remains avoidant and detached throughout it all. He's a very clear Breath-bound, and I'm irritated it took me this long to realise it.
Red Guy's desire for escapism and refusal to fit into boxes comes into play particularly during the Family episode, which serves as a little mini-arc for him, I feel. He seems to like the idea of family, connection and 'belonging' (a very Blood-coded idea), but finds very quickly that he's not cut out for it and is rejected outright by the people he seems to think he belongs with. It happens again in the Dreams episode of the TV show. Red's among those whom by all accounts he should conform with. They're quite literally carbon copies of him... but he doesn't connect.
So, what Class does this place him as? What do you give to a player who has quite literally been rejected by their opposing Aspect? I'm going to pin him as a Seer of Breath. He has the stubbornness, argumentative nature and self-destructive nature that most Seers have, for sure, particularly Rose. Much like Rose, he begins without his Aspect and disregards it (lacking in freedom, adhering to Blood rather than Breath) and his quest begins once he starts searching for it. Once he has his eyes on the Aspect, he is relentless in his thirst for knowledge of it. Red, like Rose, rejects the role given to him by the higher powers (Roy & SBURB) in the name of something greater and desires to destroy what's been laid out in front of him. And, as you can see in Transport, that's what he does.
Ultimately, Red's motivated wholly by desire to understand Breath in the name of others, working tirelessly to free himself and his friends from the chains they're bound by. And, of course, in the web series narrative he grants them that freedom.
There's an alternative reading for sure that Red is a Thief of Blood - not understanding the value of Blood whilst continuing to crave it and obsessively hoard it, but Thieves aren't really known for ghosting their opposite and he doesn't really strike me as being selfish or callous enough to be a Thief. Plus, the Breath in his characterisation outweighs the Blood significantly.
Finally, I'll be going over Duck Guy for June 19th, as a player of Doom. Don't miss it.
CLASSPECTING DUCK GUY: DHMIS and the aspect of Doom
Saving the best 'til last, of course. I'm not at all biased.
I love Duck Guy. I think this crusty old son of a bitch is the best character in the show and I think he's a very interesting one to analyse.
His Aspect is, of course, very simple to pin down. Duck dies all the time. He dies so much they have backups to make sure he can come back. There's an entire episode revolving around him dying. Duck is an obvious Doom player.
His relationship with the Aspect, though, goes far deeper than just 'he dies a lot'. When you expand Doom to cover rules, regulations, acceptance & compliance, you realise just how well he fits into the box. Duck is the only one of the guys never to reach self-awareness. His attempts at rebellion end in his mutilation and destruction. He's the only one with the wool pulled over his eyes, obedient to the system that controls them.
This, of course, makes him sound more like a Hope player, but... Doom has more facets than people give it credit for. Duck is 'fate's chosen sufferer', to use the EZ's description, for sure. Plus, who better to represent the aspect of rules and compliance than the guy very much portrayed as a right-wing bootlicker? ('Memories of him telling me about the military, digital currency, etc'...)
The Class is where things get interesting. Duck is a narrative joke, just in a different way to Yellow. Duck is the chewtoy, the plaything, when somebody needs to get hurt, he's the one there. He's an arrogant jackass to boot, and, here's the kicker - Duck passively influences the other characters to gain awareness. He destroys their suffering and limitations, he's just unaware of it. Episode Five, anyone?
That's why he's the Bard of Doom. Sure, he doesn't exactly fit the pattern of the Bard's journey (ghosting their opposing Aspect 'til a dire crisis pushes them into their own), but he's definitely got the traumatic incident that gives him an influx of his Aspect covered. Episode Five, anybody?
Duck's a tragedy, made to suffer over and over again, existing to demonstrate the limitations of their universe and ultimately showing the dangers of falling into compliance. But in his mere presence, his actions erode the limitations and regulations that bring suffering to those around him, his rebellion and irascibility leading to their liberation.
Plus, a series like DHMIS could sure use somebody to represent the aspect of predestination and acceptance. One could argue Duck destroys that too - his death is the straw that breaks the camel's back and leads the other two on to fight against the cycle.
Tomorrow, I might be giving another little insight into two of the show's most prominent figures...
Curious about what people's classpects are.
I'm a Rogue of Breath myself; Dersite sway.
And, yes, sharing a title with Rufioh Nitram is just as painful as it sounds.
every additional detail i learn about classpecting only makes my previous assignments more valid, it seems.
seers seek their aspect through its opposite? red guy, the seer of breath, seeking freedom through family and connection.
bards signify an instability in their aspect within the session? duck, the bard of doom, within a world that most definitely has an instability in regulation, order, rules, terminality & suffering.
i now need to research pages in more detail, i fear.
beginning to realise the inherent genius of mind-bound heather duke actually. i'm too exhausted and too afflicted with first-day-of-college-itis to elaborate right now but. yeah. i see it.
My potential Classpects:
Creation Aspects: Mage of Space (Lega)
Mental Aspects: Prince of Mind (Leza)
Social Aspects: Knight of Blood (Lecen)
Belief Aspects: Heir of Rage (Leiborn)
Relevance Aspects: Witch of Void (Leittarius)
Fate Aspects: Rogue of Life (Lesces)
Please use this to figure out who I am, because I'm struggling over here
Upon revisiting this post, I only covered half this post. Seers aren't terrible at combat, but they are Passive. Think about how Terezi had to write out the plan for John to fix the timeline, When she gave the very long plan to get Dave, all of the money (all of it).
Seers are planners, who, if they can get people to listen, can chart the course to where they need to go, however, they themselves lack the power needed for the plan (Terezi needed John's Retcon and Dave's Time Travel), thus cannot do it themselves and must tell their plan to another (Could be seen as the Seer's Prophecy)






i want everyone who writes classpect guides that insist seers are passive and not any good at combat to check this shit out
bullshit 3
more under cut













im just gonna ignore all animations im trying to work on to just make all this bullshit yeah that's definitely the move to make mhm nothing wrong with that (FUCK)
![Isallos Godtier!! + CHARACTER INFO YIPPEEEEE- [Some Parts Used Are From Farragofiction ^^]](https://64.media.tumblr.com/777ce212df50926b5dff4981d475845c/a2f3b6fea7838648-52/s500x750/ddfdba76d84fc247bb4002c5e21221fdd190335c.jpg)
Isallo’s Godtier!! + CHARACTER INFO YIPPEEEEE- [Some parts used are from Farragofiction ^^]
![Isallos Godtier!! + CHARACTER INFO YIPPEEEEE- [Some Parts Used Are From Farragofiction ^^]](https://64.media.tumblr.com/e72c5f0ac6f0301353833ca3b4acaf09/a2f3b6fea7838648-06/s500x750/8ac412c7499d8eb7e2aba7dff41539725aa23139.png)
9 sweeps
Rain/Rainself Neo-pronouns
Witch of Rage
Derse dreamer
6’0
Teal blood
Voice claim: Adagio Dazzle from Equestria Girls Rainbow Rocks [Kazumi Evans]
Your name is ISALLO ATMOSP, and you are a METEOROLOGIST. Your interests include CLASSIC NOVELS/MUSIC, WRITING, SPECIMEN COLLECTING, NATURE, and sometimes HERBALISM. You are a callous, manipulative, and intelligent TEAL BLOOD that has a wounded past. All of that is hidden behind a cracked mask of harsh integrity, independence, and slyness. Your real self had died long ago, the only thing “she” left was the mental scars, the emotional scars, and the forcefully drowned out memories of your ANCESTOR. You keep all of your problems hidden inside of your cold stone heart, you push everyone away and under the bus for your own knowledgeable gain, but also because you fully believe that everybody will eventually backstab you, no matter if they be your kismesis, or even your direct sibling, you simply do not believe in trust or companionship. You really are just a ticking time bomb. You keep your explosive tendencies behind a steel barrier, slowly erupting underneath with every passing day. Until, your barrier is nothing but ash, along with those who were unfortunate enough to be around you. Your Trolltag is LayeredTempest, and you ☁︎꒷꒦Type with dinky little emoticons, while also using direct speech. You occasionally use weather puns but only the obvious ones. I’m not into meteorology like this cloud bitch is.꒦꒷☁︎

a prospit dreaming heir of light and a derse dreaming mage of void (ill give my explanations to why i classpected them this way eventually)
while this is another sketch for a future project, this is also the last contribution to this years oct-ober for some time ONLY bc i have school starting tomorrow and, as a result, i wont be drawing as much if at all... and ive been also feeling like crap a lot recently and ive been only doing these october art prompts out of obligation, also i skipped yesterdays prompt bc i didnt know what to do
(prompt list from @pmc360)