This blog aims to ask the question; if your character played the game SBURB from Homestuck, what would their god tier class and aspect and lunar sway be?
Submit your character in an ask and MAKE SURE to include the name of both the character and the work they're from or the ask will be deleted (e.g. Evan Buckley from 911 not just Evan Buckley or just 911)
No real people (which is where rule 1 ties to this as I can tell if a fictionalized version of a real person is a fictionalized version if you add what they're from)
Add propaganda if you wish
Each character will have three polls done for them, one for their Aspect, one for their Class and one for their Lunar Sway
No getting cute and submitting a character from Homestuck or similar media who already has a canon god tier, not even on April Fool's Day. If I ever do an event about what they'd be if they weren't what they are, I will let you know
So What Do All The Terms Mean?
Well obviously they are all part of Homestuck's hyperflexible mythology/sorting system but in terms of what they mean for a character from another work (other than just determining what powers they'd have when they achieved god tier and what moon they'd dream on in a Homestuck AU) they're a way of describing their relationship to and role within the narrative. And yeah I didn't copy-paste anyone's descriptions these are kind of a fusion of several I found in my own words.
Aspects are fundamental forces of both reality and stories that characters have a connection to (and that in the Homestuck universe determines what kind of powers they'd have)
Time: represents literal time, destiny/fate and action over acceptance and is also associated with the colors red and white, music, machinery (timekeeping-or-otherwise) and death. In terms of personality traits, a defining characteristic of heroes of Time is that they seem incapable of accepting the status quo as is without fighting for their goals and against what stands in their way. At their best this makes them amazing problem-solvers at the worst this gives them tunnel vision.
Space: represents literal space, the setting of a story, creativity, isolation, patience and ambiguity and is also associated with the colors green and white, femininity/motherhood, nature, animals (especially frogs) and visual art and fashion. In terms of personality traits, heroes of Space are patient creative big-picture-thinkers but all the "wait and see" does not make them pushovers, it simply means they know when to pick their battles to avoid proverbially banging their head against the wall. They also commonly are the "mom friend" archetype of their groups even if they don't identify as female though it varies if a given hero of Space has enough executive function to succeed in that role.
Heart: represents passion/emotions, romance, the soul and identity/inner-self and is also associated with hats/hoods/headgear and kisses and other romance signifiers. In terms of personality traits, heroes of Heart are the most "aggressively themselves" and while that doesn't preclude them from being able to wear various metaphorical masks for different environments and occasions, parts of their true self always leak into whoever else they become and that true personality of heroes of Heart is often kind, idealistic and loyal at best but stubborn and overbearing at worst.
Mind: represents justice, logic, balance, personal truths, memories and the self you present to the world and is also associated with puzzles, disguises, brains/neurons, coins and electricity. In terms of personality traits, heroes of Mind are every bit as rational and intellectual as you'd expect with the Mind aspect being the way it is or at least they want to present themselves in a way emphasizing that to hide the anxiety they feel from the information overload. But often they get so focused on the logical smart side of themselves they don't have a clear idea of who they are beyond that.
Hope: represents literal hope, passion and the strength of one's convictions but also blind faith and naivete and is also associated with the colors white and yellow, both religion/religious imagery and science, and sexuality. In terms of personality traits, heroes of Hope have a strong vision of what they see as a better world (even if others might not see it that way) and a fervent desire to make that vision come true by any means necessary and to fight for justice against what they perceive as bad guys.
Rage: represents literal rage, strength-of-beliefs-that-things-are-wrong, negativity and chaos (but none of those necessarily have to be bad things) and is also associated with the colors black and purple, cults, puppets/dolls, and face paint/masks. In terms of personality traits, heroes of Rage have a philosophy that can be best described as "the authentic truth is better than a comforting lie" and while some often get generalized as/accused of being anarchists the heroes of Rage that have those impulses only do so because they're so fearlessly dedicated to iconoclasm and a fight against authority that it extends to the whole of civilization or at least the social system they live under getting lumped in as "authority".
Light: represents literal light, both knowledge and someone's faith in their own knowledge, clarity, relevance and luck/fortune and is also associated with eyes, luck-based things (like rolling dice) and devices that can be used to gain knowledge. In terms of personality traits, heroes of Light have such a love of knowledge and the search for it that they treat rules that stand in their way as either suggestions or puzzles-of-how-to-find-the-loophole and people that stand in their way with either cold disinterest or a desire to correct whatever they see as that person's problems/mistakes. Basically, while not every autistic person is a hero of Light or vice versa, if you think of someone that fits the typical media image of a low-support/what-used-to-be-called-high-functioning autistic person there's a good chance they'd probably be a hero of Light.
Void: represents darkness, secrets, infinite possibility, obscurity/irrelevance, mystery, indifference and doubt and is also associated with water/the ocean, pumpkins, and things that can be used to obscure/hide information. In terms of personality traits, heroes of Void love mystery/the unexplained to the point where they'd rather not have all the answers because the many things something could be when you don't know for sure is more fun and instead of actively pursuing knowledge, they're more inclined to challenge the truth of what others think they know.
Breath: represents change, freedom, flexibility, independence and individuality and is also associated with wind, wings/flight, pranks/tricks, mail and magic (the stage kind not the occultist kind). In terms of personality traits, heroes of Breath are flexible, carefree and sometimes naive but can make very good leaders when they get over their self-doubt and out of their own way. It's just that often they don't realize they're leading by example as they're just doing their own thing. Y'know, a hero of Breath metaphorically dances to the beat of their own drummer but gets so lost in the moment of the dancing that they don't realize how many people are dancing along behind them.
Blood: represents bonds/relationships, duty, inflexibility, promises, self sacrifice and is also associated with literal blood, flags, chains/shackles/metal and signifiers of agreements and commitments that range from handshakes to rings. In terms of personality traits, heroes of Blood are also great leaders but more in an inspirational/motivational sense. However, though they at their best are caring and empathetic enough to help a lot of people often even in the social change sense, they're often held back by the somewhat-hypocritical-to-the-chagrin-of-many-heroes-of-Blood's-sense-of-morality tendency to not take their own advice.
Life: represents healing, growth, authority, positivity and recklessness and is also associated with wealth, nature and food (especially desserts especially cake). In terms of personality traits, heroes of Life are deeply compassionate and empathetic and concerned with both literal and figurative healing of those around them however their kind of medicine really needs the metaphorical spoonful of sugar with it that they're sometimes a bit too pushy to provide. But the one person heroes of Life have a difficult time healing-in-any-sense is themselves but don't you ever tell them that.
Doom: represents inevitability, wisdom, control, rules and regulations, acceptance of negative circumstances and sacrifice and is also associated with the colors black and white, technology, fire (especially in the sense of bombs and explosions), skulls and decay. In terms of personality traits, heroes of Doom have often led hard lives for whatever reasons often either because of and/or leading to self-hatred or self-sabotage. But all that they've been through also gives them at their best a high capacity for wisdom and empathy and a great listening ear for when other people need to vent. But they are far from noble martyrs often having a bitter/anxious/irritable side too.
If your aspect is the fundamental force that best guides your narrative, your class represents how it manifests/how you deal (and in Homestuck's RPG-esque milieu if aspect is powers, class is how they manifest and also provides the nature of your quest). These will be shorter blurbs.
Maids often go overlooked and are treated as unimportant which leads to a rejection of their role (which can still apply to non-Homestuck characters as the role of Maid can manifest figuratively through other roles they might be assigned by society) perhaps because they dislike the fact that they have to take this kind of abuse. They also tend to initially rely on others in their life for some manifestation of their aspect and must learn to be able to provide it for themselves so they can have the independence to support others with it and get the recognition they deserve.
Pages start out with so much of a deficit in their aspect it's almost a liability. However they really want to be good at their aspect so badly that they try to make themselves come off as more adept with it than they are. Even when that class is applied to non-Homestuck characters and doesn't represent actual magical power Pages will eventually grow to be better at their aspect than anyone could have expected if not better than anyone around them who shares that aspect. They just need to learn that they will only get to that level eventually if they admit they need help right now.
Mages have had a life full of both the positives and negatives of their aspect (contrary to the assumption of it being a class who only suffers from it) but with never enough negative to make them walk away from the positive and that's made them develop their own practical understanding of their aspect. But they have to not only use that to help others but learn that that's not the only way to see their aspect.
Knights have some sort of insecurity around their aspect in addition to (if those things aren't one and the same) some sort of impossible standard related to it that the world expects of them so they cover all that up with a cooler facade that emphasizes what they think are the best traits of a hero of their aspect. They need to learn that it's okay to drop their guard and not be some sort of perfect exemplar of using their aspect well just to be good at it.
Rogues as best as I can put it basically use their aspect as an unhealthy coping skill. They overindulge in it themselves but the guilt makes them inclined to overindulge giving it to others as well as they think they don't deserve it. They need to learn to not just make better decisions about the use of their aspect but to trust their own judgement about said decisions.
Sylphs even if they're more than just the healer class are still basically the fixer/"mom friend [gender neutral]" class working in the background/sidelines to make sure their aspect is fixed/in good working order for those in their life. However all this busting their bottom for others can lead to either burnout and/or a desire to take the spotlight/have others take care of them for once at a Sylph's worst. So they need to essentially learn healthy self-advocacy/self-care and that looking out for yourself isn't selfish and wanting appreciation doesn't make you a narcissist.
Seers despite the assumption that they'd know a lot about their aspect actually start off with kind of a knowledge blindspot in some area of it. They cover that up by superficially pursuing the opposite aspect and often seeking help from outside sources related to that aspect but they need to learn that their actual aspect or at least whatever is the equal-and-opposite facet of it to the one of the opposite aspect they were trying to find was what they actually needed to learn/master all along.
Thieves desire (and literally-or-figuratively steal if they can get away with it) as much of their aspect as they can as they think they're the only ones who can handle it the best and that they're actually doing the people they steal from a favor by taking it away from them (when usually the Thief is just compensating for some kind of insecurity in themselves related to it). They need to learn how to let others be able to be free to use [that aspect] how they want to.
Heirs even in the figurative sense outside of Homestuck's literalness of it draw their aspect to them and can shape the [aspect] around them without meaning to and sometimes even without realizing they're doing what they're doing. They need to learn to not let the fact that they're surrounded by their aspect make them get complacent and not just realize when it needs to change but be able to change with it.
Bards (like the Princes right below them in this list) also might look like heroes of their opposite aspect but their facade is through more of a gradual pull-away from their aspect than a conscious avoidance and the destruction of and through their aspect they cause is more like a metaphorical cloud surrounding them messing around with their aspect wherever they happen to be. So not only do Bards need to learn to use their destruction for good, they also need to learn how to seize control of their aspect for themselves first.
Princes might look like a hero of their opposite aspect at first glance but they resemble that only superficially because they had negative enough experiences with their actual aspect that they tried to basically repress it and compensate with a facade of the opposite aspect. They need to learn to accept their aspect and the side of themselves it represents and to know to aim their destruction at the proper targets.
Witches grow up in an environment full of their aspect and usually (even if they aren't either supernaturally-so and/or a parental figure) have a mentor-figure in their life whose life has also been shaped by the same aspect. As Witches tend to be inclined towards rule-breaking and loophole-finding their challenge is essentially "with great power comes great responsibility" (but that doesn't necessarily mean that's Spiderman's class) as being so good at their aspect the temptation is to basically use it as a crutch.
While it's hard to explain what Prospit or Derse lunar sway means for those who don't know in comic context without that snowballing into infodumping the whole plot, in terms of it being a part of the personality-typing it's more a look at your vibe/outlook on the world.
Prospit dreamers at their best are flexible, adaptable, creative, intuitive and aggressively their true selves. Prospit dreamers at their worst are impulsive, reactive, trusting to a fault, and too worried about what other people think of them (even despite appearing like they don't care).
Derse dreamers at their best are rebellious, intelligent, analytical, proactive and reliable. Derse dreamers at their worst are inflexible, pessimistic, self-deprecating and masking-insecurities.
I would like to shout out the blogs that inspired me to make this (who you should follow too)
@whichgreathousewouldtheybepartof