How would of a team of prince of time, page of life, knight of mind, bard of hope, witch of void, heir of space, and a thief of rage do in a session? Thank you.
Since the big day has finally come around, it’s probably a good idea to put the rules on the actual page for this.
The rules are simple: You will submit asks with title-related prompts. We will choose one prompt. We will then have ten minutes to write a oneshot story based on the chosen prompt. You will vote on which story you like best by liking that story. Then we lather, rinse, and repeat! At the end of an unspecified number of rounds, the person with the most likes wins eternal glory! Until next year, when hopefully we’ll do this again.
The contest will begin at 5:00 EST and go for an unknown amount of time.
Happy 4/13, everyone!
~Anya
Friendly reminder that I’m going to be one of the authors for this!
herooftime asked:
Alright, here we go:
Prince of Time: destroys using time and destroys time itself. From what I can tell, the Prince would be able to use his control over time in a variety of incredibly dangerous methods, such as killing his enemies by aging them (adding 100 years to their life within a second), or placing them into a different point in time completely. He could do the same thing to objects if necessary. He could also potentially use events throughout time as a weapon, such as calling a meteor from the past to strike one of his enemies. However, his true power lies in destroying time itself, which would essentially fracture the majority of reality around him, mixing different time periods around and such. This makes him an incredibly dangerous player, and a potential threat for the team.
Page of Life: Shares life and living things with their friends. The Page would have immense potential in the sphere of life, though at first they would be very weak. Upon going God Tier, though, they would have utterly unparalled Life abilities, being able to bring back anyone or anything from the brink of death, or from absolute death. No one close to the Page would ever suffer from a death or major injury of any kind. On the front of sharing living things with others, I feel the Page of Life would be quite adept at befriending living creatures of all kinds (such as their planet’s consorts, or even the Page’s enemies), and could use these creatures to aid others, using them as warriors of sorts.
Knight of Mind: Protects others using thoughts and decisions as a weapon. The Knight would probably be able to control and change the thoughts of any enemy, as long as they did this for a defensive purpose. If an enemy was about to attack a team member, the Knight could force that enemy to switch sides and attack its former allies. If an enemy knew something that endangered the team, the Knight could wipe the thought from their mind. If there was any major threat at all, the Knight could influence it with his/her mind. Such a player would be very useful, and would probably do a fantastic job of keeping everyone safe. Unfortunately, a Knight’s session usually suffers from a depletion of their aspect. In this case, that would mean that the entire team would suffer from a lack of good thoughts and decisions, leading to a lot of stupid thoughts and decisions. As such, it would be the Knight’s quest to make sure that everyone did the right thing. The Alpha trolls faced this challenge with their session, but, due to Latula’s inability to fulfill her role properly, they ended up having to deal with quite a few bad decisions (Rufioh cheating on Damara, Meenah bullying Damara, Kankri trying to be leader, Damara killing Meenah, etc.). If the Knight of your session fails as Latula did, then this team is in for a lot of trouble.
Bard of Hope: Invites destruction through hope and belief, and allows hope and belief to be destroyed. The Bard would be a very good manipulator, using the enthusiasm and hope of others to cause destruction and death on a grand scale. He would be the kind of player that smiled at the energy of others, assuring them they were doing the right thing as he secretly led them to their deaths. If he decided to use this ability on the group’s enemy, he would be quite useful indeed, wrecking havoc on his opponents simply by encouraging them to hope. If they had hope that they would win a fight, he could use this opportunity to set up a trap, inviting these enemies hope to destroy them. On the other hand, he could allow hope and belief to be destroyed, fulfilling the exact role that Cronus decided to take (as he lost his hope and belief in the fact that he was meant to destroy a great evil wizard). If he followed this path, the Bard would be utterly hopeless, a sad, broken doll who would have nothing to live for. Either way, this is an incredibly dangerous player: he could trick and backstab others with ease, or he could end up destroying all of his enthusiasm and hope. Probably the most tragic player on this team.
Witch of Void: Manipulates and breaks the rules of darkness, secrets, hidden things, and non-existence. Any secret would be hers to manipulate, any shadow would be hers to control. She could hide whatever she wanted to, and probably reveal that thing as well. If something was hidden, she would be able to manipulate it, to control it. She would definitely be interested in secrets, and would probably take some joy in controlling them. But what would really be exciting about this title is the ability of its owner to manipulate and break the rules of non-existence. This would essentially allow the Witch to create something that didn’t exist before, perhaps something that was never meant to exist at all. This, along with her other abilities, would make her extremely powerful, and also a bit too dangerous for my liking.
Heir of Space: Surrounds himself with space, science, and creation, defends himself with space, science, and creation, and can turn into space, science, and creation. The Heir would be a very powerful player. In surrounding himself with his aspect, he would inspire a very creative and productive environment, allowing those around him to have great scientific and creative success. He would also be quite good in combat, using his abilities to teleport, meddle with measurements (size, velocity, mass, etc.), and so on. The majority of his power, however, lies in the last part of his title: becoming Space. If the Heir properly fulfilled this role, he would have the potential to literally become the entire universe, making him perhaps the most powerful player I’ve covered so far. Definitely someone to pay attention to.
Thief of Rage: Steals emotions and passion and uses them for her/his own benefit. A Thief of Rage would be a very interesting player, stealing whatever emotion they wanted. If their enemy was happy, the Thief could make that happiness her/his own. If the enemy was angry, that would become the Thief’s rage. Alternatively, the Thief could steal a negative emotion and give it to an enemy, removing someone else’s sadness and forcing it onto their enemy. This player would be very good at raising and/or lowering morale, adding and taking away all the emotions necessary for a perfect team. If they decide to work with the others, the Thief would be able to make the entire group happy and content, while their enemies would be terribly depressed and upset. Alternatively, if the Thief decided to go rogue, everyone would suffer, and the team would probably suffer from extreme emotional issues.
So, how would these people do all together? Well, they have all the right players for a successful session: a Time player, a Space player, and a Knight. So they have the potential to create a new universe, which is a good starting point. Unfortunately, they also have some very dangerous players. The Prince of Time, the Bard of Hope, the Witch of Void, and the Thief of Rage all have the potential to cause some massive problems. Now, this all depends on who these players actually are as people, but each of them has the potential tear the team apart single-handedly. It doesn’t help that the presence of the Knight of Mind means that everyone will be prone to bad decisions.
My advice? Take advantage of the more stable players. The Page of Life, if used to the full of their potential, could easily prevent any major casualties, so make sure you keep them around. The Knight of Mind will be vital in keeping everyone under control, and may be the one who has to save the entire team. If they can get inside the heads of any traitors, they should be able to shut them down quickly, thus nullifying the problem. The Heir of Space is the most powerful physical player who probably won’t go crazy, so make sure to take advantage of them as well. The Heir could probably take on any of the other players in the team and still have a good chance of success. If you can, it would be a good idea to get the Thief of Rage to work with the Bard of Hope, as the Thief could give the Bard enough positive emotions to ensure that he wouldn’t lose his hope. Try to get the Knight of Mind to keep tabs on the Witch of Void, as well, because the Knight would be able to see into the Witch’s head and determine any possible secret ploys she may have brewing. Also, it would be ideal to have the Heir of Space hang around the Prince of Time, as the two are pretty much the biggest power-players in the session, and the Heir could give the Prince some major trouble if the Prince went rogue.
And that’s about it! Good luck with the session, and I hope I helped!
Anonymous asked: I did the page of hopes test and got maid and im a guy, whats a closely related class thats cannon?
Fair warning that I know little about the page of hope’s test:
The closest class to Maid would probably be Knight, solely because they focus around defending. The Maid defends herself with her aspect, while the Knight defends and protects others with his/her aspect.
As we all know, International Homestuck Month has arrived, and 4/13 is fast approaching! In honor of this historic day, the author of the homestucktitles blog and I have created the first annual Homestuck title oneshot-off!
The rules are simple: You will submit asks with title-related prompts. We will choose one prompt. We will then have ten minutes to write a oneshot story based on the chosen prompt. You will vote on which story you like best by liking that story. Then we lather, rinse, and repeat! At the end of an unspecified number of rounds, the person with the most likes wins eternal glory! Until next year, when hopefully we’ll do this again.
In order to make this whole thing less convoluted, we’ve created a contest page where stories will be posted. Please follow that page, or at least be sure to check it out a week from Saturday!
The contest will begin at 5:00 EST and go for an unknown amount of time.
If you’re interested in the contest, by all means, please spread the word! I’m really excited about it, personally.
And I’m a total publicity whore, so go out and stroke my ego, my minions.Thanks for reading this post, and thanks in advance for participating in our contest!
Yeah, so this is a thing that I will be doing. It’d be great if you guys decided to do us a favour and check it out, as well as following this great blog!
So, there are a few people in my inbox who have questions regarding the Mage of Space, and since: a) I’ve covered this title in tons of group questions, and b) I’m getting kind of sick of talking about it, I thought I’d just make one, final, definitive Mage of Space post.
Mage: Has a deep understanding of their aspect, and acts on this understanding. Mages also have a tendency to be manipulated by their aspect, and are prone to a loss of one of the five sense (Sollux going blind, Meulin being deaf).
Space: The aspect of creation, science (size, volume, velocity, mass, etc.), and space itself.
The Mage of Space would be perhaps the most effective at creating the Genesis Frog, as their knowledge of creation coupled with their tendency to act would allow them to create the perfect Frog for the new universe. The Mage of Space would also be able to understand the measurements of objects and places perfectly, and could act on this knowledge if necessary. If an object needed to made to fit into a specific spot, the Mage would be able to identify exactly how large it would need to be and such. This Mage would also be very talented in creating things, and would probably be the most purely creative of the group, as well as very scientific.
However, as I said, Mages are prone to being manipulated by their aspect. As such, the Mage of Space would probably end up being manipulated by their passion for creation and science, perhaps becoming too swallowed up in those things to focus on what really matters. Alternatively, they could be manipulated by the entirety of space itself, with the entire universe manipulating the Mage for its own ends. This player would probably suffer the most from the inevitability of certain actions and decisions in the main universe, with paradox space playing him like a puppet. Everything he did would be because he had to do it, not because he wanted to. He would be completely and utterly trapped, with no way out at all. Not the cheeriest player.
Anonymous asked: I got a team,but things are not going so well, the Prince of Time (friend) decided he would be the leader,while our Seer of hope (friend) isnt really "hopey" at all, plus me the Page of Mind, cant find what to do, any advice?
Alright, sorry if it’s too late to help, but here’s my advice:
The Seer of Hope doesn’t need to be “hopey”, per se. They just need to understand hope, which doesn’t necessarily entail being hopeful themself. If the Seer understands Hope, they can understand what causes the Hope of others, and then share this knowledge in order for the rest of the team to use it. They can be totally depressed (though I wouldn’t recommend that, for obvious health reasons) and still fulfill their role, believe it or not. They just have to try to figure out Hope.
The Prince of Time probably shouldn’t be the leader, in all honesty. As Princes are often wild cards, it’s a bit dangerous to have one as your leader, at least outside of battle. I would suggest that he step down for a bit, and maybe you could help him with that decision.
See, as the Page of Mind, you have the ability to share thoughts with others, which could potentially allow you to influence your friends to do what you want. If you share your thoughts into their minds, they would probably go along with what you say. Of course, it might be risky to attempt this at the beginning, considering the original weakness of most Pages. I would wait until you’re a bit further into the game, and then try to get your say. It might just work out.
Anonymous asked: Can you tell me about some of the heir titles? I was making a FC, and I'm confused. I want to make Her a Hier, but I'm not sure of what title to put her in. Yes, I'm making the hier female, I know it hasn't been done before, but still. Any Advice?
Sure thing, I’ll give you all the ones I’ve done so far!
Heir of Time: Surrounds himself (I’m going to say him for these because all recorded Heirs so far have been male, but I’m fine with you having a female Heir) with Time, defends himself with Time, and can turn into Time itself. The Heir would be able to fight quite well with time, speeding it up, slowing it down, or freezing it completely in order to suit his needs. Since he would be surrounded by time, those around him would be gifted with extra time (or they would suffer from less, depending on their connection to the Heir). I assume the Heir would also be able to time travel, as it seems to be an important part of the Time aspect (so the player can deal with Doomed Timelines and such). Finally, the Heir would be able to turn into Time itself, though I’m not exactly sure how that ability would manifest itself. Regardless, they would be a powerful time player, and definitely someone you’d want on your side.
Heir of Heart: Surounds himself with souls, love, and self, defends himself with souls, love, and self, and turns into souls, love, and self. Based on this, a Heir of Heart would surround themself with splinters, other versions of them (per the path of self, which Dirk has demonstrated), and he would also find himself surrounded by the souls of others (and perhaps love, though I’m not sure about that). He would be able to use his splinter selves to defend and fight, summoning an army composed solely of himself (think Aradia’s doomed timeline selves), and would also fight using the souls of others, or his own soul. And, if in the right situation, I believe he could turn into an actual soul, temporarily shedding his human form. He would certainly be powerful, perhaps the biggest hitter in his entire team.
Heir of Mind: Surrounds themself with thoughts and decisions, defends themself with thoughts and decisions, and turns into thoughts and decisions. The Heir would constantly be the center of the action, where all the major thoughts and decisions were taking place. As such, I can easily imagine them becoming the leader of the group, making sure everything happened near them so they could keep it all under control. As for defending themself with personal thoughts and decisions, the Heir would probably be able to make others have certain thoughts and/or decisions that would lead them to defend the Heir, such as forcing a thought of friendship upon what would normally be an enemy. On the other hand, the Heir could defend themself by destroying their attacker’s aggressive thoughts completely, rendering them utterly passive and friendly. As for turning into thoughts and decisions, it’s possible that the Heir would be able to actually become a person’s thoughts and decisions, forcing them to do whatever the Heir wants them to do. If anyone’s going to keep dangerous players in check, there’s a high chance it’ll be the Heir of Mind.
Heir of Light: surrounds himself with luck and knowledge, uses luck and knowledge to defend himself, and turns into some manifestation of light (I’m thinking they may turn into literal light, as that would be the most practical option). Anyone near the Heir would suffer from either extremely good or extremely bad luck, depending on their relationship to the Heir, and they would also probably gain a good amount of knowledge. As for defending, the Heir would use their knowledge and luck abilities to stop most attacks (using knowledge of how to block attacks while using luck to make their enemy trip, or something along those lines). And if the Heir were able to turn into pure light, they would quite handy on the battlefield.
Personality-wise, a Heir of Light would probably be very intelligent and knowledgeable, and would be quite interested in games of chance (per the luck part of Light) and such. I imagine he would be fairly light-hearted, taking great joy in little plays with luck, but he would be able to become serious if the need arose.
Heir of Life: surrounds himself with life and living things, defends himself with life and living things, and turns into life. The Heir’s planet would probably be full of living things, such as wildlife, and he may have the ability to simply restore life to any dying things he encounters, limiting his team’s casualties significantly. The Heir of Life may also be able to defend himself with Life, which would probably entail using living things (such as animals and plants) to defend him. Finally, he would be able to turn into pure Life itself, which would enable him to do a great many things.
Heir of Hope: surrounds himself with Hope, uses Hope to defend himself, and has the power to literally become Hope. It is believed that Hope is the aspect of belief and holy things, so, in theory, when the Heir uses Hope to defend myself, he would be using whatever he believed in (as Eridan used white science, which he believed in). There’s a theory circulating that all combative Hope players can use Eridan’s white light, though that has yet to be confirmed. By surrounding himself with Hope, the Heir would be able to keep everyone cheery and optimistic, and would probably be quite upbeat himself.
I hope that helped!
Anonymous asked: hello!! could you please explain prince of blood to me? UwU also, your blog is really great and you are great too ( ´ ▽ ` )
Aw, thanks! I’d love to explain Prince of Blood!
Prince: Uses his aspect to destroy, and/or destroys his aspect itself.
Blood: The aspect of unity, bonds, and relationships.
A Prince of Blood would destroy using unity, bonds, and relationships, or would destroy unity, bonds, and relationships themselves. This makes him incredibly powerful, and a bit of a wild card.
The way I see it, there are two ways this could go: the Prince uses unity, bonds, and relationships to destroy, calling all of his friends together for a massive, destructive attack against their enemies, as well as ensuring the success of the group’s various romantic relationships and such. This would make him a very useful player for the team, making him their inspirational leader.
On the other hand, the Prince could destroy unity, bonds, and relationships. This would make him the group’s troublemaker, a master manipulator who tore people about wherever he went. He’d be destroying friendships and relationships, stopping everyone from working together, and so on.
Now, to be fair, this could also go the other way: the Prince could use unity, relationships, and bonds to destroy his own team, uniting their enemies instead. Or, he could destroy the unity, relationships, and bonds of the team’s enemies, tearing them apart as he united his own friends.
Really, this is a very divisive, almost bipolar, title. It has the potential to do great things, or horrible ones, all from a non-physical perspective.
I hope that helped!
Anonymous asked: Seer Of Hope and Witch Of Heart?C:
Um, I’m not sure if you’re asking for what each title would do separately or what they would be like as a team, so I’ll give you both.
Witch of Heart: Manipulates souls, love, and sense of self to reach their goal.
As such, a Witch of Heart would manipulate the souls, love, and senses of self of others. This would allow her to control a person’s very being (through their soul and sense of self), changing and using who they are on a very deep level. The Witch would also be able to control the love of others, perhaps changing who they love or in what way they love them (moving romance from one quadrant to another, etc.). This kind of player would be incredibly dangerous, and would be very prone to turn against others. As is commonly said “power corrupts”, and a Witch of Heart would have a lot of power over others.
Seer of Hope: Understands hope, belief, and faith, and shares this understanding with others.
The Seer would understand what kept all the members of the team going, what they believed in, and would discuss these things to make sure they weren’t diminished. It would be the Seer’s job to make sure no one lost their faith in the team, and that no one started to lose their hope. The Seer would be in charge of keeping the morale up, making sure everyone was still feeling good enough to keep going, and they would deliver at least one motivational speech. At the same time, he/she would be able to understand what kept their enemies going, and would tell the combative members of the team how to use this as a weapon. If they were good enough at their job, the Seer would be keeping their team hopeful and happy, while their enemies were depressed and hopeless. They could be quite an effective player.
Together, the two of them would have quite an interesting dynamic. The Witch would the power player, manipulating and using others with ease, while the Seer would be working to destroy the hope of those being controlled. They would a very powerful team, taking others over and crushing their will completely.
I hope that helped!
(and yes, I’m finally back. Sorry for the short hiatus, everyone)