Anonymous Asked
QuestionWhat kind of powers would a witch of hope have? Answer
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Powers: CA

Well, the Witch and the Heir are the active-passive pair for the Manipulator classes. While the name may imply the Witch class being female-exclusive, there has been no indication of such a thing in the canon. These classes tend to have a more familial bond to their Aspects, the Witch having a more parental bond as compared to the Heir’s filial one. The Witch manipulates their Aspect to conform to them, to do what they desire. They teach it, and with this potential, comes a tendency for the Witch to deviate from their responsibilities by inverting. Jade Harley and Damara Megido (as the Witches of Space and Time, respectively) both inverted, although the former was by natural passivity, and Damara’s was more of a sudden shock. Anyway, both ended up inverting, denying their responsibility to act…well, I would say selfishly, but that’s not quite right…they acted in a way they were predisposed to, Damara immaturely, and Jade as more of a planner than someone to jump right into things.
So, the Witch of Hope, what can they do? Well, the Aspect they would be manipulating is Hope, and Hope is the Aspect of energy and faith. This means that, while the Witch would be unable to create faith in themselves, they could alter the allocation of people’s faith, like how people distribute existing experience points and the like when starting up a tabletop roleplay, or an RPG. While their actions after the fact might inspire more faith in them, they cannot directly make themselves an object of faith. While this might not seem horribly helpful, let me tell you now that faith is a very powerful thing, and a change in faith results in a change of actions. The Witch of Hope will always be defended by people’s intrinsic faith in them, something that, while they cannot understand, they do not have the will or desire to not trust.
In addition to the power of hope and faith and the like, the Witch of Hope would be able to manipulate the pure energy of Hope, teach that energy to weaponize itself, to defend them naturally. Its eyes would extend further than the Witch’s, and when it is finally taught to defend the Witch, it will do so easily and nearly without fail, shooting lasers to get rid of enemies, bringing up shields in response to people’s attacks. This immunity to most attacks will be like an involuntary muscular response in its being the responsibility of something else, but it requires a very skilled Witch, though, so practice, practice, practice. In the meantime, though, shooting people with lasers of pure Hope energy is pretty cool.
This Witch would originally have inverted themselves into the Seer of Rage. They would originally be more passive, able to see why people among their friends are angry. They would intrinsically know if people are angry and why, which they would then tell their friends in the hope of it being fixed. Once they get into the game, though, they stop noticing problems among their friends and start fixing them.
In any case, the natural faith that is placed in the Witch of Hope and their skill on the battlefield and inclination to fixing problems would make them an optimal choice for leader…except Witches don’t do responsibility. They would be a soldier, not the king. Skilled, incredibly so, but they wouldn’t want to go anywhere near the head position of the team, and given their newfound insensitivity to their friend’s anger, that may be all the better for the team.

Anonymous Asked
QuestionWitch of Light? (Also, your interpretations of god tiers are ABSOLUTELY AMAZING I CAN'T EVEN AHHhhHHhHaaH <333 *Intense hug of happiness*) Answer

You would not even begin to believe how happy this made us to read.

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Powers: CA

The Witch and the Heir are the active-passive pair for the classes known as the Manipulators. Where an Heir would be shaped by their Aspect, the Witch would instead be the manipulator— like a parent molds their child into a fitting young disciple to learn to do something that they enjoy, the Witch manipulates their Aspect to conform to them. This might not be so obvious at first: it may be possible that Witches have a tendency to deviate from their responsibilities by inverting. Jade guided her friends around pre-session like a true Seer of Time, and she’s the only Witch we have really seen in action for the most part, although Damara’s actions could be counted as Seeing in her seeking out that which she could do to mess up as many timelines as possible and still end up scratching the Alpha timeline and its session. She inverted with the great shock of learning about her matesprit cheating on her. Obviously cheating is a bad idea.
But, relationship status aside, what would the Witch of Light be able to do? Well, as we mentioned in the Page of Light post (which is how we assume you found us), the Witch of Light would have powers very, VERY similar to the Marvel superhero, the Scarlet Witch. What Scarlet Witch is able to do is manipulate probability. This could mean that whatever the odds were of something happening, the Witch of Light would be able to change those. If there was literally no chance that their team would be able to get out of a battle alive, a very (VERY) powerful Witch of Light would be able to change that with little to no work. The Aspect of Light is something they could teach to do what they want. This could create a few problems if the Witch isn’t careful. First off, if the Witch of Light were to teach Light to create bad things, Light would never stop making bad things. The Witch wants to win a battle? Well, if they taught Light to only do bad things, to mess with their teammates and their enemies, then Light would likely make it so the Witch would be the only surviving member of their team after the fact. And then, on the flip side, even if our dear Witch of Light taught Light to follow orders specifically, they would have to learn to control for everything, every sort of variability. They could rework the rules of Light, change them, but there is always going to be a cost, even if they can’t quite manage to see it. Hopefully, this Witch has a good Time player to help them out, otherwise things could end up very strange very quick.
Knowledge, too, a Witch of Light could manipulate, although, knowledge is a bit tricky. It is black and white, and not transmutable between shades of grey, which is what the Witch excels at. The Witch of Light couldn’t give people information, or create it in their minds, as those two belong to the Page and the Sylph. They wouldn’t be able to destroy it, either, as that is more a Bard of Light’s area of expertise. What they could do though, is manipulate whether or not people think the information they have is true or not. It’s a bit of a stretch, but trust in information will alter whether people keep it or forget it, and that is the shades of grey Witches thrive in as far as rules.
As for Light in its more literal sense, the Witch of Light would be able to manipulate it, too. They would have to use an existing light source, but they could make light stretch further, bounce off things that aren’t mirrors like a mirror, change the rules as they see fit. Again, things happen, but at least light isn’t really something that’s quite so monumental as luck.
In any case, a well-trained, well-taught Witch of Light should place themselves on the front lines, causing as much havoc for their enemy as possible, making sure they slip on as many banana peels as possible, while their teammates are able to pull off marvelous feats of accuracy, strength, and endurance. They could, to the enemy, make their teammates fight like an army, and gods know how useful that would be.


Weapons: TC

Well, well, well.  What have we here?  Witch of Light, huh?  Ooh, I’m really scared!  Okay, Nightmare Before Christmas references aside, a Witch of Light would simply be a witch in the traditional sense of the word in terms of what weapon she would use.  Similarly to their actual god tier abilities, Witches tend to throw patterns and rules for weapons out the window, so it would be up to their aspect to provide a decent template in terms of a weapon.  Heroes of Light tend to use weapons with extraordinary magical properties, such as Vriska’s dice and Rose’s needles.  When all is said and done, the only thing that we can say for sure about a Witch of Light’s weapon is that it would be some sort of magical… thing.  The following would suffice.

  • Ballkind: Bluh bluh.  Huge witch.  (Specifically crystal balls.)
  • Batonkind: Nice try, Mickey Mouse.  I don’t see any dancing brooms!
  • Broomkind: Oh… s**t.
  • Cardkind: The cards, the cards, the cards will tell.  Your past and your present and your future as well.
  • Staffkind: Nice staff.  Compensating for something?
  • Wandkind: Expelliarmus???  Seriously??? You know better spells than that!


Land and Quest: TC and CA

Alright, a Light land. TC and I will once again tell you that if you can’t seem to find a good Aspect word for your land, then thepageofhopes has a nifty word list to help you out. Ready? Let’s do this.
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 with that image in mind of our land, what can we do? Well, the Witch’s power to manipulate Light as luck is something that’s generally unlocked more at the actual god tier stages of god tier-ness, so manipulating luck is kind of out. But light, well, that’s another story.
There is a set of ruins just beyond where our Witch’s consorts live. This ruins is left by a civilization just about overly-fond of puzzles and had a knowledge of a powerful being set to arrive…well, when was it you entered the game?
Yes, okay, I couldn’t hide it, this powerful being is you, the Witch of Light. You are absolutely fucking awesome.
Not like anyone else can recognize you, though. It’s not like you have that awesome costume on, and those cool striped socks.
But that’s okay, because this Oracle person, someone who knew you’d be coming, set up a puzzle for you to solve. They locked away a treasure, a book of records of the past, and the only way to open it is a horribly complex puzzle involving light and mirrors and the Sun to open this huge-ass stone door depicting you dressed in a fancy costume using light to open the door, and I don’t really know. It’s a matter of figuring out when and how, and, if you’re lucky, getting it on the first try.
Hopefully you’re lucky. It may never be night here, but it still takes a while for the Sun to get back into its proper place.
A Time player would be very useful for helping with this task. Just a little hint. Now, get that book and get it back to your consorts.