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#space aspect
alicesoinions · 8 months
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Aspects
My views on Homestuck's Aspects. Part of this analysis is the idea that Aspects have relationships to each other, each bringing the other about.
I will use my own custom Aspect symbols throughout, but the analysis itself is based on canon.
Space
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Space is the Aspect of beginnings, of new things. Space experiments and improvises. Space cares about what is possible now, and cares more about the discoveries made in a journey than about a specific endpoint. Space is infinite discovery and potential.
Space is represented by art, fashion, atoms, and frogs.
Space is the color of the night sky, empty beyond human perception, endless and unfathomable but not featureless. Inky darkness, dotted by stars. Space has no color at all, which sometimes results in it using Sburb’s default texture.
Space is opposed to the Aspect of Time.
Space is the fundamental force of creation that gives rise to the duality of Life and Doom well as the unknown mysteries of Void.
Void
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Void is the Aspect of the unknown. Of hidden, ill-defined things impossible for us to know or give names to. Void is the Aspect of true reality, of things on a spectrum, of quantum and biology.
Void is represented by water, darkness, and pumpkins.
Void is the color of deep waters, hiding what lies within; its color somewhere on a gradient, but impossible for humans to pinpoint or define no matter how long they stare; Void is the shifting hues of the color of the sky.
Void is opposed to the Aspect of Light.
The unexplored unknowns of the Void hide the untapped potential that is Space, leading to new creation.
Life
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Life is the Aspect of agency and self-direction. Life is self-directed and idealistic; Life concerns itself primarily with what Life wants to do, not caring for obstacles or drawbacks. Life sees an infinitude of options, and picks the one it desires.
Life is represented by plants, food, coins, and wealth.
Life is opposed to the Aspect of Doom.
The ultimate freedom to do whatever one wants eventually leads to the ennui of Breath. The interplay of Life and Doom leads to defining one's self in Heart or hiding in Mind.
Doom
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Doom is the Aspect of fate and constraint. Doom has burdens and limitations; Doom concerns itself with practical issues instead of lofty ideals. Doom sees no escape or negotiation, going with what others demand of you.
Doom is represented by skulls, death, and fire.
Doom is opposed to the Aspect of Life.
The practical matters and the knowledge of our limits leads to the endless toil of Blood. The interplay of Life and Doom leads defining one's self in Heart or hiding in Mind.
Breath
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Breath is the Aspect of detachment. Breath goes with the flow, not caring about anything or anyone in particular; Breath does whatever feels right in the moment, not worrying about much.
Breath is represented by wind, leaves, and rivers.
Breath is opposed to the Aspect of Blood.
The freedom of exploration of and detachment of goals leads to the compromise and negotiation of Hope and to exploration of the self in Heart.
Blood
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Blood is the Aspect of effort. Blood has lofty expectations, from both itself and others, and runs itself ragged to accomplish all of them. Blood cares intensely about what it does, without rest or thought.
Blood is represented by blood, sweat, stone, and iron.
Blood is opposed to the Aspect of Breath.
The exertion and toil of Blood eventually lead either to hiding in Mind or to the revolution of Rage.
Heart
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Heart is the Aspect of self and emotion. Heart is a person's identity and definition, their emotions and their friendships and their biases. Heart goes with its gut. Heart cares about what its heart directs it to.
Heart is represented by music, hats, and horses.
Heart is opposed to the Aspect of Mind.
Heart’s loyalty and instinct lead to the upheaval of Rage and Heart’s caring nature leads to Blood.
Mind
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Mind is the Aspect of thought and masking. Mind coldly adapts itself to circumstance, hiding the true self in order to blend in with what's acceptable. Mind is impartial. Mind weighs all the options, and picks the one most suited to the situation.
Mind is represented by masks, blindfolds, and scales.
Mind is opposed to the Aspect of Heart.
Mind’s bottling of emotions leads to the real detachment of Breath; and Mind’s adaptive nature leads to Hope.
Rage
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Rage is the Aspect of rebellion. Rage is skeptical of what society presents as true, and fights tooth and nail for what it stands for. Rage riots and fights back; Rage would sooner bring revenge than healing. Rage fights for sudden change.
Rage is represented by fangs, beasts, and waves.
Rage is opposed to the Aspect of Hope.
In fighting against their shackles, one gains the newfound options of Life. Rage’s sudden changes forms half of the past events of Time.
Hope
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Hope is the Aspect of diplomacy. Hope believes everyone is good at heart, and that everything could be solved if only everyone talked things out. Hope has blind faith and will sooner comfort a friend than hurt an enemy. Hope solves things slowly and steadily.
Hope is represented by religion, ribbons, and blankets.
Hope is opposed to the Aspect of Rage.
Hope’s compromises and negotiations lead to new shackles in the form of Doom. Hope’s slow changes form half the past events of Time.
Time
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Time is the Aspect of the past. Time is concerned with traditions, patterns, and the inevitability of what came before. Time brings the authority of established rules and governance. Time looks to what was to decide what will come about.
Time is associated with gears, crowns, sand, and clocks.
Time is the color of a gear turning to rust, of blood leaving a vein, of a game timer running out. Time powers shine in all colors at once before they settle on one.
Time is opposed to the Aspect of Space.
The knowledge of the established patterns of Time leads to the knowledge and definition of Light.
Light
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Light is the Aspect of definition. Light has clear rules, clear definitions, and clear answers. Light creates frameworks of understanding and puts things in black and white, right and wrong, relevant and irrelevant, which can sometimes lead to ignoring the gray areas between. Light is the Aspect of human knowledge of the world, our ideas, stories, and sciences.
Light is represented by the sun, fire, and compasses.
Light is the blazing color of the sun, impossible to look at for long, but shining its light everywhere, a white light that returns as a myriad of colors.
Light is opposed to the Aspect of Void.
The sharp delineations of Light ignore the gray areas outside definition, creating Void.
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peachyclown · 4 months
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Okay so I died— I am back- I bring my Muse of Space as a peace offering, their name is Urania
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Seeing all the Adventurine/Dr Ratio and Kaveh/Alhaitham parallels make me chuckle a lil bit because they share aspects with each other
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nintendont2502 · 2 years
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These are so stupid holy shit
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starlit1daydream · 23 days
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some thoughts on UTY aspects
clover is a mind player (mind's association with justice, right/wrong, logic, the superego, morality, etc. mostly basing this assumption on terezi since we don't have many other mind players to draw from)
dalv is a space player (associated with isolation and creation, the "reclusive artist" archetype is 100% space-coded plus the corn he grows accounts for the association space has with nature and gardening)
martlet is either a breath player (scatter-brained, air-headed bird girl who is a self-admitted freeloader and struggles to hold down anything stable or concrete) or maybe a hope/rage player? (something about her faith being shaken in every route you play, in neutral her belief in clover's goodness being wrecked by flowey, in genocide her belief in humanity as a whole being crushed by clover and in pacifist her faith in the royal guard & judicial system being destroyed after everything she sees on her journey to the point she resigns)
starlo is 100% a heart player (his entire character arc revolves around him being lost in a persona he creates for himself, clear-cut heir of heart tbh)
ceroba is a blood player (does this even need an explanation? the woman whose entire story arc is based around continuing her family's legacy, saving her daughter and depending on route avenging her best friend? yeah okay)
axis is somewhere in the heart-mind dichotomy (he's an "emotionless" robot whose entire characterisation revolves around him being very emotional and aggravated, you literally win his boss fight by turning him on for fuck's sake)
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el-is-away · 1 year
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seer of space
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nebularious · 7 days
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I'm finally done with this! It took 36 hours but I'm so proud of it!!!
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astronomicaltaxon · 7 months
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back from the dead w a new pfp
ALSO I will b doing rosemary month but not everyday
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relaxxattack · 2 years
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“those bound to the aspect of space are, as the name suggests, concerned with the big picture.”
x x x / x x x / x x x
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alicesoinions · 7 months
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The Color of Space (and of Time)
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Space is black-and-white and Time is red. Right?
[Some flashing colors under the cut]
The Space Aspect isn't black.
The Space Aspect is the color you see when you look up at the night sky — not the color of something that's black, but the color of endless nothing, punctuated by stars and nebulae. Not the black of absence, but the black of the infinite vastness of space.
This is the color of Space:
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Space is, of course, also Green. Jade, Kanaya, Calliope; all green. Just like the empty black of space, this is the empty green of Sburb. The green that Sburb uses in the absence of texture.
And Time, of course, is Red. Just like Dave, Aradia, or Caliborn.
The red of an iron gear rusting away with time. The red of blood leaving a vein as someone's pulse dims. The red the little timer turns in Mario when you're taking too long on a stage.
That is the color of time.
But it's not the only one; Time has all of the colors.
Before a single result — a single timeline — is decided on, Time is every color at once, seemingly shifting before our eyes. Multiple colors, multiple options, converging into one.
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Time is Red, but also every color at once.
Space is Green, but also black and white.
Do you like the color of the sky?
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paleborza · 1 year
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His brightest Moon
Unfortunately, Sellan failed his godtiering quest and become a rainbowdrinker. That’s why Afelis decided to be a god for them both. Sellan is his most beloved moon in a whole universe.
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badlydrawnrose · 6 months
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Polished Calliopossessed Rose!
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brospit · 18 days
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Homestuck Aspect Favicon
BS: Here's some Favicons! Mostly images I just shrinked, haven't posted anything like this on here before, so here.
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classpect-crew · 9 months
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Space, Mind, and Void: Getting to Know Your Neighbors
Let's talk more about Space for a moment. (Can you tell I'm a little fixated on this Aspect right now?) Space is not just the Aspect of creation, visual arts, and literal space. It's also represented by the classical element of Water. (There are people out there who will tell you that Space is actually Earth, and Blood is Water. These people are wrong.) Space is "concerned with the big picture," sure, but what does that really mean? Strap in, because we're going to get a little bit ~conceptual.~ This Aspect is vast, essentially containing everything that is.
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If we look at its neighbors, Mind and Void, we can understand Space as their intersection. The universe is not a "conscious" entity in a way we as humans can relate to. After all, it is a frog. If you take the instinct of self-propagation and expand it out into a literal universe-sized organism, its methods of attaining that feat would look a lot like conscious choices from someone on our level of complexity, wouldn't they? Ask yourself this: does a person consciously tell their bodies to produce new cells? What about the reproductive cells responsible for new life? There are forces within the universe that have their own desires—and the players themselves are invaluable, as their cooperation and success provide the only way that a universe can propagate—but the Genesis Frog simply is.
The Genesis Frog "contains every single instance of the universe that is within him," which naturally includes every choice one could make. Unlike Mind, however, Space itself is largely unconcerned with causality. It is merely the stage upon which the play is set. So, Space and Mind aren't the same thing. Why, then, are they neighbors? Put simply, the domain of Mind is not restricted to the choices one makes. Mind is what allows us to conceive. It's what allows me to find patterns and relationships in Homestuck's cosmology and Classpect system, just as it allows you to come up with your own interpretations of the same. Concepts, ideas, philosophies—these belong to Mind. The intersection of Space and Mind is, quite literally, the galaxy brain meme. Space provides the backdrop, but Mind invites you to imagine, to engage with possibilities as limitless as the universe itself. Mind brings you to a million crossroads and asks one simple question:
What will you do?
Let's take a look at our neighbor on the other side: Void. This Aspect is also characterized by its breadth. Much like a dark and impenetrable ocean, those who flirt with the Void without a proper appreciation for its nature may find themselves sinking helplessly below the surface. A Hero of Space may have difficulty teasing out their purpose in the game, chewing on the grand mythology their Land offers them free of charge. Nevertheless, the writing is often already on the wall. A Hero of Void, however, will find that their purpose has been translated through dozens of foreign tongues, with plenty of key information lost to time—or purposefully redacted. The result is a riddle wrapped in a mystery inside an enigma, pocked with uncertainty and doubt. Whereas Mind encourages its players to parse through a vast array of known options to find a way forward, Void demands that its players conceive the inconceivable, creating something from nothing through methods best described as arcane.
There are two kinds of people in this world.
1. Those who can extrapolate from incomplete data
Space and Void both share a profound connection to Water, and they both possess a certain vastness that can only be truly understood through experience. These are both true of Mind as well, though Mind's connection to Water is much more abstract. (Appropriate, considering Mind sits above the Aspect Wheel's horizon, in the World of Ideas, while Void sits below, in the World of Matter.) Yet, they all deal with a theme I've mentioned several times now: conception. Birth. The new replacing the old. Space and Void both conjure up a sense of creation that's almost miraculous in nature. To create a whole universe, even for the most powerful Space player, is still incredibly impressive. To create something from nothing—whether that "something" is a physical object, an idea, or a secret third thing—is no less astonishing. A Mind player can synthesize information, make inferences based on what they know, and use that understanding to chart causality. All of this, however, requires prior information to work from. A Void player is capable of seeing the unseen, understanding what cannot be understood, and acting based upon that. They flirt with paradox and fuck the ineffable. Our familiar celestial bodies are the source of much inspiration, and we pay homage to them in so much of our art. Yet, like silence to a song, Space is defined not just by the stars themselves, but by the void between stars, and it is in these dark waters that Space and Void become one.
Come, friends. Let us bask in the now, in what is. Let what must be remain in the fiery bosom of Time. Breathe, and feel the universe breathe with you. Allow your conception of yourself, of your planet, of each cell in your body to shrink as you inhale, to expand as you exhale, until the microcosm and the macrocosm are utterly in sync. Visualize every physical and conceptual boundary you can think of, and allow them to dissolve. Do the same with those you can't. Allow me to ask you one simple question:
Have you ever rotated a tesseract in your mind?
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morphinemilkshake · 10 months
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About two years ago, I made a set of leprechauns for a Lord of Space. I'm not very happy with how it turned out back then, so I redesigned them :-} Info about them under the cut:
LOONIE ABILITY: Whenever LOONIE would receive any bodily harm, he instead teleports away unharmed, the distance being proportional to the damage he would have taken. For instance, teleporting away from a slap to the face will place him somewhere else in the same room, whereas an attempt to punch him in the gut would displace him somewhere in the same house or general area. Teleporting away from fatal damage, for example a bullet to the head, will place him extremely far away, potentially even on a different continent. CONCEPT: A “LOONIE” is a slang term for a 1$ Canadian coin depicting a common loon.
SWAN ABILITY: SWAN can instantly swap places with any other being. This ability has no limit to the distance it can be performed over. CONCEPT: The number 2 looks like a SWAN, and the word “SWAN” is very close to the word “swap”.
MOUSTACHE ABILITY: MOUSTACHE is an excellent housemaid, performing tasks efficiently and quickly. He is also tied to a JUJU: a silver bell which can be used to instantly summon MOUSTACHE to any location in space. He must at the very least attempt whatever he is tasked with when the JUJU is used. CONCEPT: The number 3 looks like a MOUSTACHE. The sort of butler-ey aesthetic comes bundled in with it.
MANNY ABILITY: MANNY can multiply the amount of himself by two, creating an exponentially growing army of clones. These clones commune through a shared subconscious, and their memories are absorbed by other living instances when one dies. MANNY can also divide the amount of himself by two, manually absorbing other instances of himself. CONCEPT: 4 is the smallest squared prime number, which is thematically appropriate because of MANNY’s ability to endlessly multiply.
MARSHALL ABILITY: MARSHALL can ATTRACT and REPEL things, kind of like a more limited telekinesis. This allows him to nab objects from a distance, pull foes towards him or, inversely, away from him, and even force bullets to stop in the air before they reach him. CONCEPT: Stars, especially five-pointed ones, are often used in military ranks. Stars, the actual celestial bodies, have strong gravitational properties.
RUBIK ABILITY: RUBIK can create PERFECTLY GENERIC OBJECTS. CONCEPT: A cube has six faces, and one of the most famous cubes is the RUBIK’s cube.
SUNDAY ABILITY: SUNDAY has passive reality-bending properties, which mostly manifest as an extension of his general disinterest and laziness. Hallways become shorter as he passes through them, bullets curve away because he can’t be bothered to duck in time, items appear in his pockets because he doesn’t want to look for them, and so on. CONCEPT: SUNDAY is the 7th day of the week. People don’t usually work or want to work on Sundays.
CYCLES ABILITY: Some catastrophic event keeps CYCLES trapped in an infinite Groundhog Day loop. This unknown terminus sends CYCLES back again and again to iterate in doomed offshoots over and over, stuck trying to understand its nature and find a solution to overcome it. This predicament has allowed him to accumulate an immense amount of prescient knowledge through first-hand experience, so much so that he is almost never caught off-guard. CONCEPT: The number 8 can be turned sideways to form the symbol of infinity.
GARRY ABILITY: GARRY is in possession of a powerful and mysterious JUJU called the ARCHITECH CALIBER. Using the ARCHITECH CALIBER one may WELD THINGS TOGETHER, PAINT OBJECTS, DELETE OBJECTS or even CREATE BALLOONS and ROPE out of NOTHING. Naturally, the creative use of this JUJU could have disastrous consequences. That is why only GARRY is allowed to have it, as he is yet to demonstrate the capacity for creative thought. CONCEPT: The number 9 looks like the letter g. The JUJU is the toolgun from Garry’s Mod, obviously. You’ll never guess why the guy is named Garry.
PIXIE ABILITY: PIXIE can grow and shrink at will. He can also do a lot of other inconsequential magical bullshit, like summoning forest critters and changing the color of objects, among other things. His elvish magics are governed by incomprehensible rules he refuses to share with anybody. CONCEPT: Dixie is the slang term for a Canadian 10$ bill, and it sounds very close to PIXIE. His nature is a reference to Fae-folk, of which pixies are a member.
POLES ABILITY: POLES wears a suspiciously POLES-shaped JUJU that looks like a spacesuit. It allows POLES to control how gravity affects him. He can reduce the pull he experiences to jump higher and descend slower, levitate in zero-gravity, or even change the direction of gravity for himself, walking on walls and ceilings. CONCEPT: Apollo 11 was perhaps the most famous space mission; it was during it that man first took steps on the surface of the moon. Poles’ aesthetic references that. 11 also looks like two poles next to each other.
LOADER ABILITY: LOADER can shrink and un-shrink things for easier, compact storage. He is also pretty strong, able to lift things most others can’t. CONCEPT: Loaders unload crates and boxes; cuboids have 12 edges. He unloads stuff, also.
FANGS ABILITY: FANGS can enter THE FOURTH DIMENSION. As it is extraneous to three-dimensional normal-Space, he is not only untouchable within it, but can also cover great distances and reach normally unreachable areas before re-emerging into normal-Space. Using this ability, FANGS can travel faster and more efficiently, as well as stalk victims, waiting for the perfect time to ambush them. The limitation to emerging in and out of THE FOURTH DIMENSION is that FANGS has to enter and exit it unseen, as he is quantum-locked in normal-Space when observed. CONCEPT: Ophiuchus, the snake bearer constellation to which Caliborn owes his symbol, is the unofficial 13th constellation. FANGS has elements stylized after the cherubs, like his swirly cheeks, and has general snake-like characteristics. His behavior as an ambush predator is also snake-like.
CASTLE ABILITIES: CASTLE contains a POCKET DIMENSION inside of himself: a 14x14x14 green room. He can transform his body into a gateway leading inside this POCKET DIMENSION, allowing himself to become a portable source of storage or protection. If CASTLE so chooses, the gateway can violently suck in everything in front of him. Everything caught within the POCKET DIMENSION will be trapped there, until CASTLE opens the gateway to it. CONCEPT: A fortnight is a period of fourteen days. Forts and castles are both fortified structures.
COMMODORE ABILITY: COMMODORE, or just ‘DORE for short, can PUNCH THROUGH TOPOLOGY creating temporary holes in the fabric of Space itself. These can connect impossibly vast distances as two-way portals, but heal over time and cannot exceed the boundaries of a Universe. Punching through the exterior of a Universe would be pretty irresponsible. CONCEPT: COMMODORE is a cockney term for a 15-pounder bill. It is also a navy title, in reference to which COMMODORE dons his sailor hat. ‘DORE also sounds like “door”, which references his ability to create temporary gateways a little bit.
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windmills123 · 2 years
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deltarune characters' sburb player profiles! feel free to ask about the classpects
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