Aspect

An explanation of aspects in the fancomic, Fanstuck.

There are twelve **aspects**, and these aspects are the basic building blocks of everything that exists within paradox space. Anything can be broken down into these basic aspects. It is also an element assigned to a character that dictates a large part of their mythological role and powers. It is one half of the player titles, the other being the class. These two combine to become a players mythological role, also known as their "Classpect" or "Godtier".

## List of Aspects

### Space

> Those bound to the aspect of Space are, as the name suggests, concerned with the big picture. They are patient, masters of the art of 'wait-and-see', and are inclined to take things as they come. That isn't to say that they're pushovers or willing to let injustice lie-they just choose their battles wisely, understanding that sometimes you have to let something burn to the ground in order to build it back better and stronger than before. To this effect, they tend to be innovators, concerned with creation and redemption. Catch them recycling the old to make the new, the fresh, and the beautiful. For the Space-bound, the journey is as, if not more, important than the destination; how they do something is as important as what they do. At their best, they are steady, impartial, and creative. At their worst, they can be detached, apathetic, and vague.
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> The Extended Zodiac

Space is one of two basic fabrics of paradox space, along with Time as its counterpart. It seems that Space has to do with the size of things and their velocity; their position in existence with regards to physics. It also ties in strongly with the aspect of creation (in contrast to Time's association with destruction and decay).

The symbol for Space is very similar to the Borjgali and is symbolic of concepts relating to the roles of heroes of Space. It also resembles a spiral galaxy. Space is a typically passive aspect with great power, falling back and hosting the stage before suddenly in some way showing "who is truly the master" and then collapsing in on itself.

Similar to Time players having a connection to death, Space players seem to have a connection with life.

The Space Aspect gives its players a wide variety of powers. They can have the ability to control and change (depending on what Class they have) three specific things about objects in Space, i.e. almost anything. Those three things are how much space an object currently takes up, how fast the object is moving through space, and where exactly it is within space. They can also have power over the fabric of space itself being able to shift and break it.

Being one of the cardinal Aspects, a Space Player is necessary for a session to bear fruit. Unlike Time Players though which have a more loosely defined job that can change heavily with what Class they are, all Space Players will have one single job they must complete and this acts as their Planet’s quest. They are in charge of gathering and breeding the frogs that will populate their Planet with the end goal of creating the perfect Genesis Frog. A being that will house the new universe they create. Due to this Space Players are the only Players that have part of their Planet name set in stone. It will always include Frogs as the second part of the name.

Known Heroes of Space are Cathy Crewzo, the Heir of Space; Bao Van Nguyen and potentially Phayle Wapera, dubiously both Knights of Space; Fasist Cishet, the Thief of Space; Hanjop Jeypeg, the Bard of Space; and Judy Selbran, the Lord of Space.

### Time

> Those bound to the aspect of Time are fighters, full stop. Their lives are often marked by struggle, not so much because fate has it in for them, but because they are fundamentally incapable of just accepting things as they come. They value action over passive acceptance, even if that may not be the wisest or safest choice. Don't try to tell a Time-bound to sit still and look pretty. They are very goal-focused, and tend to value the destination over the journey, and you won't find them making that journey in any traditional sort of way. To quote cheesy posters found on many a guidance counselor's wall-"impossible is just a word". If you need a miracle, they are who you call. At their best, the Time-bound are empathetic and relentless problem-solvers. At their worst they are ruthless, defensive, and impulsive.
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> The Extended Zodiac

Time is one of the two basic fabrics of paradox space, with its counterpart being Space. It is associated with the Timetables, time travel and exploits, and timeline maintenance in general. In addition, the Time aspect appears to have some sort of connection with death, as seen with the Heroes of Time and also seem to have a loose connection with technology.

The Aspect of Time gives players the ability to control all assets of time. Travelling both forwards and backward through it, slowing it down or speeding it up, as well as stopping it outright. This is all vital skills needed in a session if players hope to succeed. Time in sessions is a very fickle and sensitive thing as everything needs to go as Paradox Space dictates or else doomed timelines will form and that’s not a good time for anyone. It’s part of the Time Player’s job to maintain the Alpha Timeline and limit these doomed off shots or at least find ways to use them to their sessions advantage.

Time Players are seen to be gifted with devices that allow them to time travel freely even before they attain God Tier status.

Known Heroes of Time are Camilla Crewzo, the Muse of Time; Kate Lowery, the Sylph of Time; and Dianna Forlan, the Rogue of Time.

### Mind

> Those bound to the aspect of Mind are-you guessed it-the universe's great thinkers. But don't for a second think that means that they have all the answers. They are very concerned with remaining rational, and they have such a firm hold on the constant conjunction of their thinking that it's easy for them to see the multitudes of the choices laid out before them, which often leaves them frozen and unable to act. That said, when a Mind-bound finally launches into action, they can execute a plan with unbelievable grace and precision. Their identity is fluid-it can change from day-to-day, from thought-to-thought, from interaction-to-interaction. Remaining logical is more important to them than building up a solid foundation of "self." At their best they are great innovators, architects, and creators. At their worst they can be nasty, inflexible, and indecisive
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> The Extended Zodiac

The Mind aspect seems to be related to thoughts and decisions of individuals and the consequences of those decisions. Heroes of the Mind aspect also seem to be able to communicate with the otherwise-undetectable "dream-splinters" that dreaming players create in dream bubbles. Mind seems to be the antithesis of Heart, given that it is associated with logic, reasoning, action, decision-making, in contrast with Heart's association with motivation and emotions.

The Mind aspect may also be associated with the concepts of karma and justice. The concept of Mind in Homestuck might be a reference to a Japanese word for mind, 精神 (seishin), which refers to both mind and spirit. The Mind aspect's ties to spirit are made evident through its ability to resurrect fallen characters.

Mind Players get quite the plethora of powers depending on what Class they get. From being able to create and bring out their own thoughts and weaponize their imagination. Or even controlling the thoughts and minds of others. Influencing what they think and even what they do and say. A Mind Player can control others in absolute with this. Everything they think, every thing they do, everything that makes a person’s mind their own can be controlled by a skilled enough Mind Player.

Manipulating the situation so he did exactly what she needed him to do. That is true mastery over Mind’s abilities. The Mind is what’s presented on the outside. How the world around the player perceives them. Using their powers to change and influence that perception.

Known Heroes of Mind are Lyam Coldwell, the Sylph of Mind; Writna Yeoals, the Heir of Mind; Sessiz Celulm, the Rogue of Mind; Lloron Mierda, the Maid of Mind; Akilah Achyls, the Thief of Mind; and Ray Elrod-Socker, the Seer of Mind.

### Heart

> Those bound to the aspect of Heart are very concerned with their favorite subject: themselves. It wouldn't be a stretch to call them 'self-obsessed', but not necessarily in a negative way. They simply want to understand the one thing we all are stuck with for our entire lives, i.e. our own minds. Forging an identity is extremely important to the Heart-bound, and every decision and action goes toward building a coherent narrative of their own story. That isn't to say Heart-bound don't care deeply for their friends and allies; they just have a tendency to assume that everyone is as concerned with identity as they are. They are excellent at putting on and taking off masks as the situation calls for them. At their best, they are competent, imaginative, and steady. At their worst they can be overbearing, inflexible, and cold.
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> The Extended Zodiac

The Heart aspect is comparable to "Soul", or essence of being.

Heart is associated with emotions and intuition, and may also be associated with motivations and inclinations to do things. This contrasts with Mind's association with action, and Heart has been speculated to be the antithesis of Mind. Furthering this, Heart may also have something to do with feelings, including feelings of attraction.

Heart grants its players a very devastating power. Power over the soul. And that’s not some form of metaphor. Heart Players can literally control the very fabric of what a person is. What keeps them alive and makes them what they are. This could range from manipulating the soul and controlling people’s very essence. To ripping it right out of them and moving it somewhere else. Switching their soul with someone else or sticking it in some inanimate object. The Heart Player could even just destroy the soul outright. Completely wiping someone’s very essence from existence.

Heart Players can even control their own soul. Moving their soul into other people and objects at their own command. Or splitting their soul up so they can be multiple places at once. The player’s true feelings and emotions. Their powers are about expressing what they feel and controlling their own self.

Known Heroes of Heart are Ma, the Maid of Heart; Axel Springs and Night-Maiden, both Bards of Heart; Kitzu Ozomi, the Page of Heart; Eeften Skokia, the Rogue of Heart; Weiner Hatter, the Seer of Heart, and Vickie Coldwell, the Knight of Heart.

### Hope

> Those bound to the aspect of Hope are driven first and foremost by their convictions. They do right for right's sake, and are quick to come to the aid of anyone they deem to be experiencing injustice. That said, their views of the world can be quite black and white, so what they see as the "right" thing may not always be the universally accepted view. They put great value in the power of the imagination, the ability to dream up a better and more beautiful future. If anyone could dream a better world into existence, it would be one of the Hope-bound. They may sound like all sunshine and rainbows, but they aren't adverse to a little destruction, especially if they think they can replace it with something better and more just. At their best, Hope-bound are positive, caring, and warm. At their worst they can be narrow-minded and selfish.
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> The Extended Zodiac

Hope seems to embody both its literal meaning and certain holy powers and there is a connection of white science and Hope powers.

An alternative theory is that Hope is the power of belief and that if you believe in something hard enough it just may come true. Continuing this, Hope may mean believing in many possibilities. This is in contrast to Rage's connotation of belief in only one possibility. It also represents positive emotions to contrast Rage's negative emotions. This makes sense, as science and religion are classically opposed concepts.

Hope is one of the weirder and harder to define Aspects. Just in the fact it’s hard to say exactly what kind of powers Hope will give to its players. White magic could be something Hope Players have the ability to conjure and control. Along with that they would have the power to affect the hopes of other directly. Being able to control (to what degree depends on the Class) people’s hopes and faith.

Known Heroes of Hope are Uncle Morgan, the Thief of Hope; and Nova Moenie, the Page of Hope.

### Rage

> Those bound to the aspect of Rage are bringers of chaos. They possess great contempt for lies or false ideas, including the stability that false ideas can impart. To them, the true is far more important than the good; they would tear down a system just to destabilize it if, by their reckoning, it is built on faulty premises. Often the Rage-bound prefer anarchy to any of the alternate forms of civilization, which they believe to be riddled with lies and foolishness and obedient masses. They are bringers of confusion and doubt, and they can be frustratingly difficult to convince otherwise when they have attached themselves to an idea. If they sound dangerous, they are. The Rage-bound tend to be most volatile and unpredictable of the aspects. At their best they are original, revolutionary, and fearless. At their worst they are cruel, uncompromising, and vicious.
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> The Extended Zodiac

The Rage aspect is an antithesis of Hope, tied to negative emotions and rage. While Hope is tied to "aura" attacks, this aspect may have an effect on brute strength as well as sanity or madness.

The Aspect of Rage give’s its players power over all negative aspects of emotion. From sadness, to depression, to anger (especially anger). They can control these parts of their own emotions as well as those of others. This can lead to some pretty dangerous abilities depending on what Class the Rage Player has. Being able to mess with people emotions, especially the negative parts of it, can be risky business. One common power that appears in a lot of Rage Players is the power to send themselves into a fever pitch of anger. Pretty much letting them hulk out in a raging rampage of pure rage.

Rage Player’s do need to be careful with their powers though as to not let it consume them. Rage is heavily tied to self-destruction.

Known Heroes of Rage are Jane Moenie, the Page of Rage; Juro Kangas, the Heir of Rage; Anya Astraea and Ivjysk Sytrkh, both Witches of Rage; Dove Worrell, the Mage of Rage; Halo Casimir, the Knight of Rage; and Ourano, the Bard of Rage;

### Breath

> Those bound to the aspect of Breath are, above all, expansive. Flexible and driven, they leave an impact wherever they go. Like the breeze itself, they are able to sweep others up to carry along in their wake, but also like the breeze, they can be difficult to catch hold of or tie down. Although Breath-bound do make very good leaders, breath tends to be a very personal aspect. Often, heroism comes along as an offshoot of them pursuing their own personal stories. They lead by example, and will routinely be surprised that others look up to or feel inspired by them. They have a tendency to underestimate themselves, and not always out of poor self-esteem. They were just doing their own thing. At their best Breath-bound are motivated, adaptable, and forward thinking, but at their worst they can be volatile, avoidant, and gullible.
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> The Extended Zodiac

The Breath aspect has a relationship to power over The Breeze. Breath also has connections to direction, freedom, detachment and confidence, in addition it being tied to changes.

The Aspect of Breath is one of the more straight forward Aspects. It grants its player the ability to control wind and all things associated with it. From gust to tornadoes and the air people breath, in other words their breath. Breath is much more traditional in the powers it grants compared to some of the more outlandish powers of other Aspect. In addition Breath also represents freedom and Breath Players can have control over said freedom. Both their own and others. Usually in ways of making people more free. Breath at its core is the will to advance forward and do what you want in life.

Known Heroes of Breath are Corvin Forest, the Rogue of Breath; and Leidyg Ahhgua, the Thief of Breath.

### Blood

> Those bound to the aspect of Blood draw their strength from bonds, from the trust and camaraderie that blooms among a group of people who all share a single vision. Blood-bound are absolutely leaders, but they inhabit more of an inspirational role than a commanding one. They are prophets, rather than generals, giving others the strength and motivation to keep fighting. The Blood-bound can dispense excellent advice even when their own lives and interpersonal relationships are disasters. They can be very "do as I say, not as I do" types. A Blood-bound can often be found on a sinking ship, forcing an endeavor forward with sheer stubborn force of will. No matter how bad things go, a Blood-bound can always count on friends and allies. At their best, they are charismatic, uplifting, and magnetic. At their worst they can be sullen, unkind, and set-in-their-ways.
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> The Extended Zodiac

Blood is a more abstract aspect, linked to relationships including friendship, unity, attachment and obligation, such as the word is used in "blood brothers". The aspect may indeed have a wider utility, as the official description of other aspects lack some relevant information present in the comic.

The Aspect of Blood is an interesting two-for power. First it offers exactly what it says on the tin, the ability to control blood itself. Depending on what Class the player has they can find ways to turn both the blood in their body and the blood of others into great weapons or even methods of healing. The second power granted is control over the bonds people form between other people. Things like friendship, relationships, or even just acquaintance. Blood Players can find ways to control and even change these bonds both they and others experience. And once again depending on the Class the results can be interesting.

Unlike Breath which is more about doing what one wants for themselves Blood is more about looking at the bigger picture. How your actions and the actions of others will effect whole group. Blood is more routed in doing what needs to be done not what wants to be done. Possibly limiting the options and all around the freedom for the player to insure the advancement of the group or bond.

Known Heroes of Blood include Roccomedius Theodoropoulos, the Seer of Blood; Hope Thomas, the Maid of Blood; Casidy Adelio, the Prince of Blood; Nebula Eirini and Hahaha Moitel, both Witches of Blood; Creon Mc'Stader, the Heir of Blood; Lolnox Cruman and Chryslr Impyrl, both Sylphs of Blood; and Tennis Styrkh, the Thief of Blood.

### Life

> Those bound to the aspect of Life are the universe's healers. They are concerned with the betterment of themselves and those around them, as well as the onward march of positive progress. Deeply empathetic, they have an intuitive understanding of other's suffering and the best way of righting those wrongs. If you're poisoned, chances are the Life-bound have something for what ails ya. This applies to both physical and mental suffering, though it might not be a cure you'll like. They also have the tendency to put other's needs before their own, which never ends well for anyone, because the Life-bound can grow bitter if they feel their own self-care has had to be shunted aside. At their best, they are great listeners, caretakers, and nurturers. At their worst, the Life-bound are passive aggressive, and pushy-they're certain they know best.
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> The Extended Zodiac

The Life aspect is some kind of innate "life force" of living beings. Life players displayed the ability to heal teammates by repairing greivous wound, and even resurecting themselves. The Life aspect also extends to a player's capability to exert their will over reality. It is the aspect of "Powers.".

The Aspect of Life grants power over life itself. Being able to both create, heal, and even take away life. Due to this Life Players tend to being healers for their team. Being able to restore life energy to their teammates. Either in just simply healing them of simple wounds or bringing them back to life entirely. Though revival abilities do seem to be limited in use, and can only bring people back from the dead once with her powers. Meaning Life Players can’t grant people infinite lives. It’s a one and done ability so they have to use it wisely.

Life Players aren’t simply limited to healing roles though. They can also be quite a deadly force when paired with the right Class. Like the Destruction or Stealing Classes. Having the power to outright destroy and take life away. Being able to just simply kill people with a wave of the hand. Making them have similar powers to their Doom Player counterparts in some cases.

Known Heroes of Life are Dick Socker and Moggie, both Princes of Life; Cozzie Ieslee, the Rogue of Life; and Mila Mooney, the Muse of Life.

### Doom

> Those bound to the aspect of Doom are fate's chosen sufferers. It may not sound like an overly pleasant aspect to be aligned with, but it does come along with great wisdom and empathy. The Doom-bound understand that misery loves company, and they are ready and willing to provide said company. The Doom-bound won't fix you; they aren't healers. They are commiserators, aware that sometimes the only thing you can do for a person is let them know that they are not alone in their suffering. They are not the advice friend-they're the friend you go to when you need to vent about a rough day at work. They are not necessarily noble martyrs, either-the Doom-bound can become quite irate about their lot. At their best they are wise, kind, and non-judgemental. At their worst, bitter, resentful, and fatalistic.
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> The Extended Zodiac

Doom is related to futility, rules, restrictions, fate and it is the antithesis to Life. Continuing its connotation of death and fate, Doom can also mean sacrifice.As the original definition of the word, Doom is slightly related to judgement and rules that apply to things.

Doom is the Aspect of death. Granting its players power over death itself. From controlling it, changing it, and even creating it. With the right Class a Doom Player can cause mass amounts of wanton destruction. Some even being able to even just cast instant death upon their foes. Striking them down with a wave of the hand. Or even levelling and entire area in one simply motion.  There’s few Classpects that can usher in such raw destructive force as a full powered Doom Player.

On the flip side though a Doom Player can do just as much to prevent death as they can to cause it. From either foreseeing/predicting and warning of it to outright preventing and destroying it. Just as a Life Player can create destruction with their powers and easily take life away a Doom Player can just as easily take death away and become a great healer themselves. Hell what sounds like and can be one of the most destructive Classpects, the Prince of Doom, has the power to completely heal people of their own death like a Life Player could.Destroying the Doom they’ve faced entirely.

Known Heroes of Doom are Finn Worrell, Randell Nikee, and Brasil Coldwell, all Witches of Doom; Sueva Magnaa, the Maid of Doom; Sols Preston, the Sylph of Doom; Peepaa Weewaa, the Prince of Doom; Abiwea Kahrig, the Mage of Doom; and Zelier Alinac, the Seer of Doom.

### Light

> Those bound to the aspect of Light are the universe's knowledge-seekers. They are, above all, driven to learn and understand. They are great alchemists, able to take multiple sources of information and synthesize them into something useful. They are scholars and researchers, absolutely dedicated to knowledge for knowledge's sake. They are the ultimate students, and although that might conjure up the image of people sitting around peacefully waiting for knowledge to be brought to them, that couldn't be further from the truth. The Light-bound will go after knowledge with a fierce intensity that others may find distasteful. They aren't overly concerned with laws or norms, either. They often take rules as simple suggestions, instead searching for loopholes or work-arounds. At their best, the Light-bound are resourceful and driven. At their worst they can be fussy, pedantic, and insensitive.
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> The Extended Zodiac

The Light aspect is equivalent to "fortune", and involves power over luck and fortuitous outcomes. One heroes of Light have been able to see into a magic cue ball, this hero being Jessel Abelle. This may also mean that Light could mean "knowledge", in the way that it contrasts with the Void aspect. It could be knowledge, not as in information, but more so awareness, the opposite of Voids obfuscation.

Alternatively, Light players may possess some degree of control over light itself, or at the very least, an enhanced detection of bouncing light rays. Another relation to Light seems to be that Light players are easier to sense from a great distance throughout paradox space. Light players have also shared a fascination with history and discovery. At least two enjoy telling long-winded stories about what they've learned, forcing their audience to listen no matter what. This behavior properly parallels the Void aspect obscuring information and being ignored. It is possible that most planets from Light players are aquatic, as Rose and Vriska's denizen lived inside an ocean and liquids are a Light/Void thematic. In Greek myth a Cetus was an enormous, fish-like sea monster.

Known Heroes of Light are Luis Selbran and Hecate Alinac, both Mages of Light; Jessel Abelle, the Seer of Light; Jodele Gryvvm, the Heir of Light; Barbel Gentoo, the Sylph of Light; Ethan Selbran, the Prince of Light; and Neril Lee, the Maid of Light.

### Void

> Those bound to the aspect of Void are the universe's secret-keepers. The unknown doesn't scare them-where others might see emptiness, they see potential. A blank page, an empty canvas, that's what the Void-bound live for. They value mystery and the unexplained, and are not particularly bothered by not having all the answers. Where others might be compelled to go out and seek answers, the Void-bound lean more toward casting doubt on what is already considered fully understood. They don't take much on faith and would rather live in a state of confusion than believe something that might be untrue or bow to intellectual authority. After all, in order for something new to be built, the old, rotting foundation must often be razed. At their best, Void-bound are wise, intuitive, and vibrant. At their worst they can be dismissive, indecisive, and apathetic.
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> The Extended Zodiac

Void is associated with "the essence of lacking, or nothingness" and "the obfuscation of knowledge", or its "outright destruction". Void players have the ability to stay hidden Light player has the opposite effect.

The Void symbol is described as a hollowed out Space symbol. All known Void players have created a "void" around themselves to distance themselves from the world. The Void aspect may be related to the Furthest Ring, which has been referred to as "the void".

The Aspect of Void is the most abstract of the Aspect. Its power can sound very unclear as it’s technically the power of nothing. But that’s exactly it. The power take hold of literal nothing to control and create the absence of things. To harness what isn’t there or will never be. This power can take many forms. Control over literal darkness or shadows. Using it as energy or a mass to attack things. Simply removing objects, people or even the player themselves from existence. Both permanently and temporarily. It’s also the power of lies and deceit. To control what people don’t know and to hide things from them.

Void is also heavily tied to the Furthest Ring and the Horror Terrors themselves. It’s unseen in canon yet but it might be possible for certain Void Players to impart their powers on the Furthest Ring itself and maybe even the Horror Terrors. Significantly less horrifying is Void Players control over pumpkins. As they are a construct of Void is the world of Homestuck. Making them a sort of gimme for the Aspect.

Known Heroes of Void are Dani Selbran and Krokaa Zallea, both Heirs of Void; Hurrah Nerozs, the Mage of Void; Guy Coldwell-Darling, the Rogue of Void; and Grayin Salvay, the Bard of Void.

## Credits

* https://classpector.tumblr.com/aspects
* https://mspaintadventures.fandom.com/wiki/Aspect