Homestuck God Tier Interpretation

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February 2015

If you have enough Time, could you please do the Maid of Hope, that is, if you both aren't too busy. Thanks anyway!

Anonymous said to fancygodtierpowers:
Um, if you aren’t too busy, then could you please do Maid of Hope. That is, if you don’t mind. Thanks!

No problem.

Powers: CA

The Maid and the Sylph are the active-passive pair for the Creating classes, both of which hypothesized to be female-exclusive classes, but in a webcomic where a giant snake-like denizen looks like phallic imagery to a green girl, anything goes. Where the Sylph creates their Aspect in relation to others, Maids use their Aspect to give themselves, such as giving themselves more Time in a certain red-blooded troll’s case. Maids are made to freely create their Aspect for whatever reason they deem fit, but fortunately, most of them have the sense to not do this too much.
Hope is potentially the most potent of all Aspects. It is the Aspect of belief, of faith, of optimism, of energy. It is as powerful as its wielder, and the Maid of Hope’s ability to create Hope freely is very, VERY powerful. Beyond simply fostering other’s faith in them, the Maid would be able to foster belief in whatever they viewed as worth having faith in. They could inspire faith in their team’s ability to succeed, to defeat the Black King, or in each team member’s abilities to complete their own individual quests. They could inspire faith in just about anything, really, all it needs is for the Maid to believe in it, too, for it to work. The Maid might even possibly be capable of creating that which there is Hope placed in….That was worded very awkwardly, let me try to explain again: the Maid could create whatever gods or forces people believe in at the time. Illusory? Most likely. More bark than bite? Most definitely. But not entirely powerless. I mean, if you saw whatever or whomever you placed a shit-ton of faith in fighting against you on the battlefield, you’d probably want to give up, or, at the very least, stop fighting until you figure out why they’re there. The Maid of Hope in general would be able to create whatever is needed to make faith once they have completely come about understanding their powers. If to win a battle, their friends thought they needed an army, a fully-fledged Maid of Hope could create that army.
Furthermore, the Maid of Hope would be able to create Hope as pure energy. This could potentially make them a very destructive force, despite their nature as a Creating class, as this energy could basically take any form the Maid wanted: a force field, a laser beam, a shield, a sword, a light source, a spirit bomb, whatever. Anything the Maid of Hope wants that energy to form, it’ll form, and (hopefully) complete its purpose.
The Maid of Hope would be very helpful on the front lines of battle. Their ability to create weapons from the pure energy of their Aspect means they will never be unarmed, even if they should happen to lose their own weapon, and their ability to pump up their allies and confuse their enemies with their own hopes and objects of faith make them a force to be reckoned with, and that’s not even counting their weapons.


Weapons: TC

Well, for once… the Maid part of the title doesn’t really matter, since the Hope part is quite specific.  All Hope players revealed thus far have wielded a gun of some sort, with Eridan and Cronus wielding Ahab’s Crosshairs and Jake wielding his dual pistols.  Whereas usually the Maid wields a weapon pertaining to their interests, that would be restricted now to helping you decide the sort of gun that you/your character would use.  Here are the types of gun specibi available.

  • Automatickind: Shoot enough bullets until you hit something.  That’s the American way!
  • Flamethrowerkind: Now, when Captain America gets here, what we’ll do is use these flamethrower hands to trap him in a fence of fire.
  • Laserkind: For all of you people who have ever wanted a Death Star.
  • Pistolkind: Shoot to thrill…
  • Riflekind: Play to kill
  • Shotgunkind: No, this is not what calling shotgun means!


Land and Quest: TC and CA

Here’s a word list to help you if you’re having trouble in coming up with a good Aspect word for your Hope land. Disclaimer over. Let’s talk about lands.
Well, we had talked about this before, but sadly, we only have information from one land. Eridan Ampora, the Prince of Hope, and his land, The Land of Wrath and Angels. Where Jake English was the Page of Hope, his session was a Void session, thereby making his land inherently different from that of a normal session.
Eridan’s land is fairly easy to dissect. Angels is more than obviously the Aspect word because Wrath is more of a Rage word anyway. Where we don’t know which is the quest and which is the aesthetic, I would hazard a guess that Wrath is the quest word, and that Angels is the aesthetic word, given how the angels were apparently fairly peaceful before Eridan started shooting them, meaning that Eridan’s planet wasn’t inherently wrathful, so that’s not the aesthetic. As a side note, this might mean that Eridan knew a lot more about his planet than he was letting on, and that he knew that Wrath might have been necessary for him to finish his quest.
So: the Maid’s quest obviously wouldn’t be quite as destructive as the Prince of Hope’s, and not quite as impersonal as the Sylph of Hope’s, either, as the Maid’s powers themselves aren’t quite as impersonal, either. The Maid of Hope’s land would have consorts who have themselves two things: a deity they love quite dearly (or perhaps multiple deities, they can look however you want- hell, one of them could even be the Maid, provided the consorts seem unable to recognize their similarities) and quite a large problem. A huge monster running rampant in their land, a disaster like a fire or a flood, or some sort of famine that has a solution the Maid can understand and begin to implement, anything, really. These consorts have no way of helping themselves from this calamity, save for the lot of effort they just can’t seem to muster for some reason. It’s probably hopeless anyway, right (I’m not subtle at dropping hints).
The Maid’s quest is to restore Hope to the land by blessing it as some sort of figure of Hope. Take Christianity (gods know no one else will): the deity is God, the messiah is Jesus, and the  celestial heralds are angels. The Maid could be either (one of) the deity(ies) returned to the planet to solve their problem, the messiah, or some other sort of important figure, like an angel. The Maid will help the consorts solve their problem by creating Hope for them as their religious figure, and by being such a figure of power, the Maid can therefore help them solve all their own problems (although, admittedly, the larger one might need the Maid themselves to intervene). How does one go about motivating these consorts who have been lazily relying on their deities for generations? I don’t know. Impart some Uncle Iroh-esque proverbs on them, make them ingest some caffeine, just make sure they can do it without you in the end. As far as Hope can bring you, no one can manage on it alone.

Feb 10, 2015 9 notes
#troublesomeCharlatan #compulsiveAuthor #ask #Maid #Hope #Maid of Hope #powers #weapon #land #quest
What strife specubus would an heir of breath have???

Weapons: TC

Well, I guess this one’s all on me, then.  The Heir of Breath, as you most likely know, is the God Tier title possessed by John Egbert, whose strife specibus of choice is Hammerkind.  While this definitely is a wonderful example for an Heir of Breath’s strife specibus, it most certainly is not the only option available.  The pattern for the Heir weapons is quite simple.  As the Heir class “inherits” their aspect in a sense, wielding it to protect themselves, this is true of their weapons as well.  They practically inherit their aspect to use as a weapon for self-defense.  The best example of this can be found in Equius Zahhak, the Heir of Void, who fought with his bare hands, literally wielding nothing.  The other Heir whose weapon is known to us is John.  An Heir’s weapons, if not a total visual representation of the Heir’s aspect, at the very least follows the pattern set by the other weapons wielded by players of the aspect.
Heroes of Breath tend to use mid-range weapons with a reach, like John’s hammer and Tavros’s and Rufioh’s lances.  These weapons also tend to have the capability of being thrown, allowing throwing knives and other weapons of the sort to fit into this pattern as well.
Putting these two together, fitting weapons for an Heir of Breath are as follows:

  • Whipkind: If a problem comes along, well… you know what to do.
  • Aerosolkind: Nothing quite signifies Breath quite like a faceful of… whatever you’re spraying them with.
  • Axekind: Completely useless against rings, I’m afraid.
  • Boomerangkind: First lesson of speaking Australian: Foster’s=beer
  • Cardkind: Is THIS your card?
  • Fankind: Perfect for dealing with traitors and scoundrels.
  • Flagkind: Remember, it’s fifty points if you hit a drum major, and nothing if you hit another color guard member.
  • Hammerkind: Because nothing beats the classics.
  • Knifekind: I only threw the first one so you’d turn around.
  • Soundkind: We just did a sound check, and the acoustics in here are a-MA-zing!
Feb 5, 2015 6 notes
#troublesomeCharlatan #Heir #Breath #Heir of Breath #weapon
Hello I've just started scrolling through your bloggity and I was wondering if you could do Page of Breath and Heir of Light???

bliggity bliggity, bloggity, bloggity.
Heh. Bloggity.

Page of Breath


Powers: CA

The Page and the Knight are the passive-active pair for the Exploit class. Both use their Aspect as weapons, but in different ways, as where the Knight keeps the sword they have been given by their Aspect, the Page hands it out, makes themselves an army. Similarly, where the Knight reaches their full potential as an army by themselves, the Page learns what they can from their teammates and allies. Jake English, as the Page of Hope, equipped thought-Dirk with his beliefs that the manifestation of his knowledge of Dirk existed, and he was essentially just wished into existence by those beliefs, having received Aranea’s gift of his full potential. And while Pages’ abilities take a while to come into effect, due to their full potential being a long road to reach the end of, at least they don’t have to deal with the pesky side effect of their session lacking their Aspect.
So, if Pages make their allies Knights of whatever Aspect they are, the Page of Breath would, by definition, therefore be able to equip others with Breath, making their allies Knights of Breath. As far as equipping others with Breath directly goes, it means that those equipped would be at least as free as the Page is. As a backlash, though, this might mean that the Page takes the equipped allies’ place in a lack of freedom, and if physical freedom is in dispute here, this could be by means of literal place swapping via some sort of teleportation, but in a team full of Knights of Breath, the Page probably shouldn’t be too concerned about a newfound lack of freedom.
When their teammates are given the Knight of Breath’s abilities, side effects should include things such as being able to control the air around them, essentially being able to airbend as a result,  and possibly being able to fly or teleport. They would be able to fight just as long as they are free, and whether that which binds them is physical, emotional, or mental, with the Page able to equip their teammates with the freedom they need to fight, making the Page, once fully recognized, an easy choice for the team’s therapist. By loading their worries, their troubles, onto the Page, they would be able to fight to their fullest abilities, and being the feelings dump is something the Page of Breath isn’t entirely unready for. I mean, just look at Tavros. When he isn’t being walked all over, Tavros is a very good listener, able to understand people’s feelings. That soft spot of his is exactly what landed him in so much trouble with Vriska in the first place.
The only concern I have with the Page is that they shouldn’t be too keen on erasing their allies’ emotional and mental bonds. While being the go-between for all conflicts all the time seems like a nice idea given how it would aid all members of the team to not have to worry about little fights that turned into something bigger, by getting rid of every little emotional tie between their team’s members, good or bad, runs the risk of inverting the Page to a Thief of Blood. The Page will likely be able to figure out when they’re coming close to crossing the boundaries of their abilities, but someone might want to keep an eye out just in case.


Weapons: TC

Well, the obvious answer would be a lance, wouldn’t it?
Pages lean towards more traditional weapons.  Examples of this include Jake’s pistols, Horuss’s supposed bow, and yes, Tavros’s lance.  Breath weapons are generally melee weapons, but with more reach, which can be manifested in two ways: the capability for being thrown or a longer handle.  Examples of Breath weapons include the lance again, wielded by both Tavros and Rufioh, and John’s hammer.
So, a Page of Breath who isn’t Tavros would still have Lancekind as a viable option, but some alternative options are as follows:

  • Axekind: Tomahawk chop is my deathblow.
  • Boomerangkind: What goes around comes around… YOU MOTHERF-
  • Knifekind: Looks like you brought a knife to a gunfight.
  • Shieldkind: When Captain America throws his mighty shield…
  • Spearkind: Look, I’m sure another pun is unnecessary.  By now, you get the point.
  • Whipkind: Good for attacking foes and for preparing cream toppings.


Land and Quest: TC and CA

Alright, another Breath land! Sweet. And as per usual, let us say this in our great big disclaimer voice. Ahem. “TC and I suggest the use of this word list to aid you if you are having trouble coming up with the Aspect word for your land.”
Alright, now that that’s done, let’s get to work. To sum up the discoveries TC and I had made as far as Breath lands in describing the Sylph of Breath’s land, we had figured out by comparing Tavros’ land, the Land of Zephyr and Sand, and John’s land, the Land of Wind and Shade, that it likely doesn’t much matter what the land looks like. I mean, between Tavros’ bright, undeveloped, empty land, and John’s dark, developed, lively land, there seems to be this whole spectrum of possibilities for Breath lands. The one thing that I can imagine joining them, though, would be that the quest for Breath lands involves wind. This doesn’t mean that the quest word itself has to be the Aspect word, just that the quest has to, in some way, involve wind. John’s quest was to use wind to blow away the clouds and free the fireflies, the quest we had described for a Sylph of Breath involves creating wind for their land by creating freedom for captured wind spirits, so on and so forth.
So, that being said, what would the quest be for a Page of Breath? Well, the Page would have to learn to arm others with the freedom they already know how to use. And while this freedom can take multiple forms (physical, mental, emotional, etc.), it would likely be easiest for the Page to deal with a form of the latter two, as quests are often meant to occur before the player in question has reached god tier. So imagine the consorts for their land are snakes. Like, those really cool flying snakes from Southeast Asia. So they can fly. Even some ancient ruins or whatever depict the snakes flying. Except this generation of snakes you’ve found spent their entire life on land and have no idea that they can fly.
A certain catastrophe occurred on their land, maybe a drought, maybe a famine, whatever, but the point is, they’ve lost a vital resource they need to survive. Good news is, there’s resources nearby. Bad news? They’re on the other side of a deep, deep ravine just about splitting the entire land in two. Good news, again, though, this ravine’s producing a constant updraft. These snakes are built for flying, so they could easily cross it, except they don’t know that they can glide around like that. They think they’d fall the moment they go too far off the ledge. This mental and emotional bond to the land is dangerous, as if they don’t cross the ravine soon, they’ll likely die.
The Page’s quest is to provide their consorts with the freedom they need from the land around them to cross the ravine and save their life in that way. By freeing their allies just the right amount from their fears and doubts, the Page can allow them to achieve great things. Just a push in the right direction.


Heir of Light

Powers: CA

The Heir and the Witch are the passive and active pair that fall under the category of Manipulating Classes. The Manipulating classes are easily the most complex classes to understand, as where other classes’ abilities generally exist as an independent variable from their Aspect, the Manipulator classes’ abilities are intrinsically linked to their Aspect and how they interact with it. To the Witch or the Heir, their Aspect is almost like another person. To the Heir, their Aspect molds them as a parent would a child, provides them with protection and sudden bursts of their Aspect, as though giving them a gift (which may or may not be a good thing, depending on the Heir’s Aspect). Their Aspect will bind the Heir with rules to help them learn to not hurt themselves or others in using, but once the Heir has learned the rules and begin to take them to heart, the rules will be gone, allowing a metaphorical bird to leave the nest.
So, the Heir of Light would be essentially the child of Light. What this means is that the Heir would be molded by luck, they would understand it, as thought they were intrinsically shaped by it for their entire life, and they may very well have been. The Heir would know that luck has its rules, its limits, and, in manipulating Light, would know just how short they would have to stop to not upset their Aspect’s balance. You know how, mathematically defining luck, while there could potentially be long stretches of success, there would have to be long stretches of failures to return to the true value of how often an event occurs? Well, the Heir would know just how many successes they would have until a long period of failure would have to occur to set the scales right. The Heir has the ability to choose the placement of someone’s lucky streak, and change how long it will last, and will be able to manipulate knowledge in both themselves and in other people within the borders Light sets.
Another things the Heir gets is little “gifts,” from their Aspect. The Heir would be granted long enough stretches of luck to mean something, but short enough that they don’t have to suffer the consequences of it. Light would also, on occasion, bestow sudden leaps of knowledge to the Heir along with streaks of luck, giving them the chance to use the knowledge they have inherited.
And as far as manipulating a more literal interpretation of Light, the rules would still apply to them. They would have to use available light to manipulate it, and, in being protected by light, they might even be able to become the intangible energy itself so as to remain unharmed by any attacks.
Heirs, at least to me, are the most confusing class of all, as they are altered by their Aspect, rather than the other way around, and for someone who isn’t quite so linked to their Aspect as, say, an Heir of Space, it doesn’t entirely make sense. But hey, you do you.


Weapons: TC

Heir of Light weapons are rather straightforward, since Light players tend to use unorthodox weapons with magical properties, like Rose’s needles and Vriska’s dice.  Heirs tend to use weapons that are symbolic of their aspect, as if they are wielding their aspect itself to defend themselves with, like John’s hammer and, more importantly, Equius’s fists, along with his bow, which kept breaking, symbolizing that Equius had nothing to defend himself with, being the Heir of Void.
As such, an Heir of Light would use magical items, perhaps with a luck/fortune motif to further symbolize Light.  The following would easily suffice.

  • Batonkind: Is the band ready?
  • Bookkind: Back off, I’ve got literature!
  • Broomkind: It’s gonna take a superman to sweep me off my feet…
  • Cardkind: You’ve got magic cards… and magic fingers.
  • Coinkind: Heads, I win, tails, you lose.
  • Dicekind: Ow!  That barely hurt!
  • Needlekind: Alright, everyone.  Back to your knitting.
  • Staffkind: There are some that call me… Tim.
  • Wandkind: Cue magical girl transformation!


Land and Quest: TC and CA

Alright. As per usual, TC and I recommend that you use this word list to help you if you’re having trouble coming up with an Aspect word for your land.
So there have been three Light players shown in all of Homestuck: Rose Lalonde, the Seer of Light, Vriska Serket the Thief of Light, and Aranea Serket the Sylph of Light. Of those three we have only seen two of their lands, but thankfully, those two have played in (arguably) normal sessions, and therefore those lands can be used as examples. Rose’s land as a Light player, being the easier of the two to dissect, will be the first one we do. The Land of Light and Rain was Rose’s land, and where Light is obviously the Aspect word, the quest and aesthetic word is Rain. Rose’s job on LOLAR was to learn to play the rain, but we don’t know to what end given how Rose never actually completed her quest in the Alpha timeline.
The other planet, Vriska’s, was the Land of Maps and Treasure. The sky of her land is covered by glowing compasses and landforms, exuding the image of an old map, which gives us the impression that Maps is the aesthetic word. This leaves the word Treasure to be the Aspect word of Vriska’s land. And given how we never saw much of that world in the first place, there isn’t much data we have been given as far as what the quest for Vriska’s world was. Or much about her world in general, really.
So of the two Light lands, the patterns that can be drawn between the two worlds are that they are relatively bright, and while the decorations between the two worlds vary, one thing I’ve noticed is that it looks like the sun is always in some degree of out-ness. In Rose’s world, it looked like it was at noon, but in Vriska’s it was at sunset, perhaps a symbol, of sorts.
So that’s what it looks like, but what about what the Heir is supposed to do there? Well, the Heir of Light needs to learn how far they can stretch Light as an Aspect, and this could have multiple connotations. Of all the Aspects in SBURB, Light is possibly the most multifaceted between its links to luck, knowledge, and light itself, so the Heir could potentially have a quest related to any of the three parts of the Light Aspect, how far luck can carry you above skill, how much knowledge can carry you above instinct, how far light can carry you above knowing where you’re going. So why not make use of a combination of any two of the three, or all? Picture this:
A maze exists in the Heir’s world, and deep within lies a treasure, a resource, something the consorts of the Heir’s world want of need, and the maze was deemed such a confusing mess that once you enter, you will not come out. The Heir’s quest is to enter and find what their consorts need or want or whatever. Now, how would they find their way around? Well, among the option of mapping out the maze and potentially running out of room, I’m certain you recall a certain Theseus finding his way around the maze with the aid of a ball of string to know where he was coming from and where he was going. The moment the string runs out, though, if at all, the Heir relies on luck, getting to the goal quickly and then they rely on knowing where they’re going to get back to their guide out, the string. It’s a matter of balance between luck and knowledge and skill and the strength to carry back what their consorts need. The Heir will learn all of the above and more from their Aspect.

Feb 5, 2015 15 notes
#troublesomeCharlatan #compulsiveAuthor #ask #Page #Breath #Page of Breath #Heir #Light #Heir of Light #powers #weapon #land #quest #pineytrees
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