Homestuck Aspect Headcanons
*Updated 1/13/14 - Redefined and expanded some descriptions. Added bolded manifestation of Aspect. Rewrote description of Light/Void vacillation on the grid.
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Aspects of the World
Those aspects that exist beyond the body and affect the universe. These two Aspects are necessary for a proper game to be played, as their Lands contain the Scratch Construct, the Frog Temple, and the Forge. Any session without one of each will always fail.
Time is concerned with the flow of time, the sequence of events, and the workings of stable time loops and paradoxes within Paradox Space. Pretty obvious stuff. Time players are closely associated with Music and as such tend to have the most powerful Fraymotifs.
Space is concerned with the size and position of physical objects in physical space as well as a deeper understanding of the layout of Paradox Space. Again, pretty basic stuff. The nature of Space Players and how they utilize their abilities varies greatly by Class, due to the widespread nature of their Aspect. All Space players, however, are on Frog duty.
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Aspects of the Body
Those aspects that exist within the body and deal with the living form. They act as the heart of the session and keep the team together. In most sessions, at least one player of the Body will be present and will take on the duty of Ectobiology. Aspects of the Body also tend to associate with the Four Classical Elements.
Life deals with (of course) life, bodily health, and overall well-being. Life Players tend to be care-givers by nature, but can be violent as well, with a sense of being able to control the life and death of others. They tend to act as Healers, making Sylphs of Life rather redundant. Life is commonly associated with Water.
Doom deals with death, destruction, and failure. Generally pessimistic, they understand futility and certainty of death. However, they can also be the rock of a team, as they accept their eventual losses immediately and keep going anyway. Their job on the team is generally to keep the party away from failure by knowing where it will occur. Doom is sometimes associated with Fire with Hellish looking Lands.
Blood is concerned with survival, the continuation of life. Blood players are endowed with a grand sense of unity and responsibility in order to ensure the survival of their fellow players. They are generally grounded and focused on the goals of the Game. Due to this, Blood is sometimes associated with Earth.
Breath is about freedom, movement, and independence. Unlike Blood Players, they believe in a life worth living rather than life for life’s sake. They can be the spirit of the team, but also the first to rush headfirst into danger. They tend to give or change direction of the lives and actions of those around them. Breath is almost always associated with The Breeze, a near-sentient Wind worshiped by Consorts.
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Aspects of the Head
Those aspects that exist abstractly, affecting the realm of knowledge. While not necessary to a functional session, it tends to be Players of the Head who play the biggest role in determining the fate of their session.
Rage refers to base instincts and primitive emotions. Fear, anger (bloodthirst), and lust are encompassed in it. In the case of trolls, highblood mania is also included. It revolves around Fight vs. Flight, manipulating them in others to give Rage Players the advantage. And its not always about making enemies run in fear or blinded in anger - taking away their primal instincts can make a hostile foe a calm acquaintance. When in danger, they can ramp up the Fight of their FvF and go into a Berserk state.
Hope refers to belief, passion, and bonds. It is generally a supportive role, backing the other players, providing confidence and help. In contrast to Rage, it concerns higher emotions, beliefs in the imaginary and metaphysical, and optimism - qualities that guide higher intellectuals rather than beasts. It can manifest itself as White Energy (
Mind refers to logic and problem-solving, as well as a knowledge of the thought processes of others. Mind players tend to have the most puzzles to solve on their respective worlds. Due to understanding how others think, they tend to swing between being a helpful, unifying force, or a destructive, divisive part of the party. Mind, like its counterpart Heart, has no true physical manifestation; actions performed through it tend to be accompanied by Green Electricity, however.
Heart deals with the sense of self (personality, identity, ego) and the soul (the connection between the body and identity). By understanding people’s true natures, Heart Players tend to be great matchmakers and conciliators. They tend to understand themselves better than any other, though this isn’t always the greatest advantage. Heart, like its counterpart Mind, has no true physical manifestation; actions performed through it tend to be accompanied by Red Electricity, however.
Light translates to “sight.” This can be literal sight, knowledge, or foresight - the ability to see and alter fortune/chance. Light has many different interpretations and uses, so is perhaps the most versatile Aspect. Literal bursts of Light, similar to Hope’s White
Magic Science can be summoned when the need for combat arises.
Void refers to that which is unseen, unknown, or unreal - intangibility that counters to real world seen by Light. Considered to be the hardest Aspect to understand for non-Void players, it allows Heroes to manipulate what does not exist, hide from view and detection, create “Black Spots" in Spacetime, and negotiate void rifts that are dangerous for others to enter without direction.
As you can see, Light and Void are fluctuating in the grid. I have had suggestions from friends that they ought to be Aspects of the World, due to their association with Light and Darkness, Real and Unreal, as well as to create the sense of balance that is often seen in Homestuck (4 in each category). However, I personally see them as Aspects of the Head, due to their association with Knowledge and Ignorance, as well as how I interpret the purpose of each category - Aspects of the World being necessary parts of the game, Aspects of the Body facilitating ectobiology and unifying the group, Aspects of the Head being sort of game-changers. While Light and Void are unnecessary for S___b to be played, they greatly alter the outcome of each game.
The Aspects in the grid are arranged by category in rows, and in the list are paired up (Time/Space, Life/Doom, Blood/Breath, Rage/Hope, Mind/Heart, Light/Void). The line down the middle of the grid represents the division of the Red and Blue teams in the Hivebent Sgrub session. If you only look at Aspects as pairings, then 4 pairs are split between the groups while 2 remain on the same team. However, the categories are evenly divided - and I didn’t even plan that when I was making the categories, I checked afterward - so I think that it gives some fine credence to the theory.