This is a weird one, but how overpowered can a Page of Time be, and how fucked up is a person with Trickster Mode + God Tier'd?
Power speculation for the Page of Time:
It is my opinion that all classpects possess the same amount of potential and/or "power level". This is because all god tiers represent someone's best self. That being said, the level of ability they possess at different times in their lives can differ. Where classpects are equal is in the overall power they have throughout their lives. Also, classes like the Lord can appear to have a higher level of strength, but it will come with greater drawbacks. For example, Caliborn's drawbacks were that he was a shallow and unintelligent person who lacked meaningful connections with others.
Let's go back to the concept that god tiers possess different levels of ability at different times in their lives. Pages are unique in that they go through most of their lives unrealized in their potential and lacking in agency. However, much like the character of King Arthur, when they finally come into their own they are powerful beyond a doubt. A realized Page could potentially be as capable as the Lord class.
This means that an older, realized Page of Time could possess as much power as a Lord of Time. Where a Page differs is that they utilize their aspect; a Lord masters their aspect by being a combination of each active class. So a realized Page of Time would be able to expertly utilize endings and destruction for the sake of others or through others. This classpect could be a weapon of massive destruction when pointed at their enemies, or an inspiring commander of armies for their allies.
Specific Powers by bardkind:
"The Page will always be in the alpha timeline. If they move from one timeline to another, the new timeline they are in will become the alpha timeline. This only applies to the Page from the Alpha timeline. Any timeline with a Page in it that is not from the Alpha timeline will not be able to become Doomed. Pages also heal timelines with their mere presence. For example, if a Lord of time was destroying parts of time, the presence of a Page would stop it, if not rewind the damage."
Find the full document here.
Trickster mode and God Tiers:
Every character, whether in Homestuck or not, goes on a personal journey from unrealized, to struggle, to realized. Another way to look at this journey is undeveloped, crisis, character development. God tiers symbolize this journey; completing their planet quests and working to become what their god tier symbolizes will help a character "develop" faster.
Dying on a quest bed and ascending to a god tier, with new powers and an outfit, is another matter entirely. Sburb is set up so that if you follow your planet quest the way it is designed, you should reach character development by the time you die on your quest bed and ascend to god tier status. That isn't always the case, however. Dying on a quest bed and achieving your powers does not fundamentally change you as a person. If an undeveloped character skips their quests and dies on their quest bed, they will still be undeveloped when they ascend. Unfortunately, this means they will be much less prepared to wield the powers they've been granted.
Trickster mode unleashes a character's hidden thoughts and feelings, allowing them to be truly free in who they are. It also comes at the expense of reason. Becoming trickstered is the same as getting shitfaced drunk; it's fun! You won't be a stable, rational person while you're under the influence though.
Because of this, I would say a god tiered character in trickster mode is much the same as a god tiered undeveloped character. It would work about as well as giving a baby a loaded gun. Prepare for Witches of Hope forcing people into laughing fits and Rogues of Space teleporting your friends to the moon. It's a great party! Best be prepared for the aftermath.
Hope this helps!
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Powerset for a Sylph of Light
one who enchants and creates clarity, relevance, and risk
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Basic Light powers: Wealth of knowledge - this may include book smarts, technical skills, memory of important events, and anything you could reasonably hyper-analyze. This knowledge has a way of coming in handy during the session - Light players are lucky like that.
Sylph special: When you are facing imminent death, you immediately recall any information that'd help you stay alive, and can incorporate it into a plan on the spot. Once per game, any parts of this plan that hinge on luck will inexplicably succeed. (You may also use this for a gambit to self-resurrect.)
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Enchantment Skills
You can weave Light into equipment and objects, as easily as a fey casts a spell. If someone wears the equipment, or spends time near the object, they enjoy enchanted effects. Pick 1 enchantment skill you know at the start of the game. You can unlock and master more as your session progresses.
Steeped in Certainty: Draw or engrave an intricate solar symbol on an object, and charge it in Skaia's light for 12 hours, to turn it into a Good Luck Charm - with the faint glitter of gold. Equipment enchanted this way gives the wearer +7% crit chance, +3% dodge chance, and +25% crit damage. If you turn a non-equipment object into a Good Luck Charm, plot-important people and events will tend to cluster around it, but the effect drastically decreases the more objects you enchant this way.
Steeped in Knowledge: Draw or engrave an intricate flame symbol on an object, charge it in Skaia's light for 7 minutes, and speak or type as much information as you can convey on a single topic in that time, to turn it into a Mystic Codex - redolent of vanilla and warm to the touch. Anyone who touches the Mystic Codex gains the knowledge you'd conveyed while preparing the enchantment; they "remember" you explaining it, even if they weren't actually there to hear. If someone wears the Mystic Codex as equipment, they gain the same effect, plus a hit of confidence any time they try to put this knowledge into action.
Steeped in Splendor: Draw or engrave an intricate sparkle symbol on an object, attach a colored gem or ribbon, and charge it in Skaia's light for 12 minutes, to turn it into a Dazzling Beacon - glowing and sparkling. The Dazzling Beacon shines like a lantern, in the same color as the gem or ribbon you attached, for 12 hours. If someone picks it up, the light makes them look especially gorgeous, mesmerizing, or menacing. Equipment enchanted in this way gives the wearer immunity to Blindness; this effect persists after the shining effect ends.
Steeped in Relevance: Draw or engrave an intricate star symbol on a piece of equipment, and charge it in Skaia's light for a minimum of 7 days, to turn it into a Plot Device - beautiful, blazing, and golden as sunlight. Whoever wears the Plot Device will use it to take an action that inexplicably shifts the session's relevance to them, before the time used to charge it has elapsed. When you prepare this enchantment, there is no maximum charge time, and longer charge times afford greater relevance. For example, if you charge a tumbled stone for 7 days before you turn it into a Plot Device, the user might throw it and smash a window that distracts someone at a critical moment, within the week they put it on. If you charge it for two months, they might crack someone's skull with it, incite a riot in Derse's streets, and force the Black King to split his time preparing his army and silencing dissenters.
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Healing Skills
You can mend bodies and more with the power of Light. Pick 1 Healing Skill.
Sensory Salvage: Lay your hand on someone's injured eye, ear, or other damaged sensory organ. Fiery orange light will bathe the person being healed, and when it clears, their injury will be healed and their lost sensory perception will be restored.
Return to Brilliance: Draw the seal of the sun on what you want to restore - perhaps on the door of a library afflicted by censors, or around someone who lost their memory, or around the ashes of a burnt book. After 7 hours and 7 minutes, the lost knowledge will be restored - the books appearing where they belong, the memories returned, and more. Brighter, attention-grabbing seals will offer more clarity, and perhaps richer information than there originally was; experiment with colorful paint, glowing enchantments, and alchemy.
Flourishing Fortune: Shine a bright light, magical or otherwise, on yourself or an allied player in crisis. Their eyes and fingertips flash a sunlit orange, as they undergo the effects of your Sylph special (see above). This skill only works on each player once per game.
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Which Aspect is the strongest?
Hello everyone, today I'm going to take a look at Homestuck's Aspects and determine which one is the most powerful.
Specifically, I'm looking at which Aspect has the most pure unaided power behind it. Not which is the most desirable or most useful in a session. This is purely from a strength standpoint, whether physical or otherwise. I'll be using the term "Hax" frequently. This term refers to abilities not necessarily related to physical power, but instead offer more "special" boons, such as Time players having some level of Time control, or Light players being able to tip the odds into their favor.
It's also worth noting that this ranking will be highly speculative and will have little to nothing to do with an actual Sburb session. This is based purely on combat.
With all that said, I'm going to rank each Aspect from #12-#1 based on it's power, whether based on physical strength, or "Hax".
#12: Blood
I feel that this placement isn't going to surprise many people. Out of all the Aspects, Blood is the only one that requires the support of allies to have any sort of power. Blood is absolutely a vital and incredibly useful Aspect for a session, but when it comes to straight up power, it has very little. The only form of Hax this Aspect has is maybe the ability to dissuade an enemy from harming you, possibly giving you an edge in combat.
Overall, very little if any power on its own. Good in a session, but easily the weakest when it comes to power.
#11: Heart
In the realm of strength, Heart has basically no physical power going for it. What Heart does have, however, is Hax.
Heart's focus on Emotions and Irrationality can be decently useful to disrupt an enemy's strategy. Imagine Blood's idea of dissuading an enemy from attacking, but to an even further extent. This is a bit more dependent on which Class it's paired with, but is a useful ability regardless. Where Heart gets really strong, however, is in it's ties to the Inner Self, or one's own "Soul".
Let's take a look at Canon for a second. Brain Ghost Dirk Strider, the Prince of Heart, was able to rip the soul out of Aranea Serket's body. He did so under the effect's of Jake English's Hope field, but was able to do it nonetheless, only being stopped by literally ceasing to exist. This can be seen as Dirk destroying Heart.
Take that example and imagine how other Classes could use that. Could a Maid of Heart create another version of their own soul? Could that soul be used in combat? What about a Thief of Heart? Could they take the soul out of somebody's body, much like Dirk tried to do? There are many possibilities with this concept. I'm on the fence about whether this should place at #10 or #11, but due to it's lack of physical power, I'm going to err on the lower end and place it here.
#10: Mind
Mind has essentially no physical power to speak of. However, it does have tons of use in the way of Hax.
Mind's focus on Logic, Rationality and Decision-making can be greatly useful as a benefit to one's own abilities as well as a detriment to an enemy, if used correctly. A Prince of Mind could remove the agency or skill from an opponent by destroying Mind in them, giving a significant edge in combat and helping to prevent the proper use of more powerful abilities that foes may have. A Mind player may also use Logic and Decision-making to enhance their own combat prowess greatly, by making the best possible decisions in any given situation. Mind is also going to be useful with any Class, given that it's abilities are not significantly affected by any Class's given function.
However, at the end of the day, Mind is only as strong as one's own physical capabilities. Without powerful tools, Mind will feel underwhelming. The most skillful fighter using their fists will still have trouble against the least skillful fighter using a gun. Under the right circumstances, however, Mind can be incredibly powerful. It simply falls this low due to other Aspects being more consistently strong.
#9: Life
Life is fairly Class-dependent as far as Aspects go. The strength of Life can vary wildly from being very high in terms of strength, or being one of the weakest. It gets a lower-end position overall, but absolutely has it's moments.
Paired with the right Class, Life can be a force to be reckoned with. A Prince or Bard of Life would literally be "One who destroys Life". This would be, very literally, a killing machine. A warrior whom is adept in ending Life. A Thief or Rogue of Life would likely have similar strength.
A Maid of Life may seem weak at first when it comes to power, but just use a little creativity and they have astonishingly deadly Hax at their disposal. A Maid of Life could create cancer cells in your body. They could grow masses of vestigial organic matter in your body. They could create antibodies that target your body's own functions to destroy you from the inside. This is all on top of having incredible self-healing abilities.
A Witch of Life could manipulate your body in order to do all of the same things as a Maid of Life, but could also straight up control you, Bloodbending style.
Outside of these examples, there isn't much to speak of. A Sylph of Life or fully realized Page of Life could possibly do some of the same things as a Maid of Life, but that's about it. Knowing a lot about Life?
Using Life as a weapon? Neither seem very useful, power-wise. These abilties are also not particularly versatile, nor do they help much with mobility.
It's purely from a matter of consistency that other Aspects place higher than Life. However, by no means is Life weak and it can be used in horrifying ways with a little imagination.
#8: Space
Space is an Aspect I honestly expected to put higher, and you could argue it should be. Space's focus on the physical world gives its users incredible physical power and control over the battlefield.
A Space player will, almost regardless of Class, have control over the size, velocity and movement of physical objects. Why almost any Class? Because Space also deals with the empty Space in between objects. A Maid of Space could increase the size of an object, creating Space. They could also increase the empty Space around an object, reducing the object's size, by creating Space. The inverse would apply to a Prince or Bard of Space.
Space gives it's players incredible physical power as well as versatile movement and battlefield control. In the way of the purely physical, Space is incredibly strong. Space, however, lacks any sort of mental or metaphysical Hax, beyond controlling empty Space. I'm very much on the fence of placing this Aspect at #7 or #8. It really could be either.
I am, however, going to give the edge to:
#7: Breath
Breath's main draw in the way of physical strength is in it's ability to control The Breeze. The Breeze refers to air which can be controlled by Breath players, such as John Egbert, the Heir of Breath, doing "The Windy Thing". High speed wind is no joke, and comes with very little risk, seeing as you don't need to physically touch or even get near an enemy to use it against them.
In the way of Hax, Breath players may use The Breeze to fly, giving them incredible mobility. Breath also has connections to Freedom, Direction and Confidence. This means that it may be significantly more difficult to get in the head of a Breath player and throw them off their game.
Breath is, by all means, an incredibly strong and versatile Aspect. The only thing holding it back is the immense power creep when it comes to Hax over the next few Aspects. Breath is strong in it's own right, but doesn't quite stand up to the god-like powers of the remaining 6.
Speaking of:
#6: Rage
Starting off the top 6, we have Rage.
Rage players are the most outright physically powerful out of all players. One of Rage's components is brute strength and it does not play around.
Rage players have very little in the way of metaphysical Hax, but this fact is made up for by their sheer strength. In a fight against a Rage player, one good hit is likely all they'll need to end the fight right there and then. This can be even further pushed by the use of throwing weapons or objects from the environment.
Rage's focus on Truth, Skepticism and Realism means that Rage players are unlikely to be fooled or mislead. They're near impervious to deception. These abilities are not universally useful, but come in particularly handy against one particular Aspect.
That Aspect would be Hope. Rage's ruthless skepticism and focus on hard truths is the antithesis of Hope. This dichotomy means that Rage players would likely be uniquely gifted against Hope players, likely suppressing or completely subduing Hope powers. This is only useful against Hope players, but as you'll see, that alone is enough to make it one of the strongest.
#5: Time
I was honestly expecting to place Time higher, but certain things hold it back.
The first major drawback of Time is it's lack of physical power. It doesn't affect physical power directly.
This, however, is more than made up for in it's metaphysical Hax.
This is self explanatory. Having any level of control over Time is obviously incredibly powerful and will be good with any Class. However, there are certain limits we can see in Canon, such as Dave Strider, the Knight of Time, needing his "Time loops" to be stable and internally consistent. This likely means Time paradoxes and other such things have their limits and aren't necessarily easy solutions in any given fight.
Lastly, as powerful as Time hax can be, it simply doesn't hold up against the remaining 4 Aspects, which are even more extreme in power.
#4: Light
Light, much like Time, has little to no physical power to speak of. It's true power, however, lies in Hax.
Light deals in several incredibly useful components, making it incredibly versatile and useful on every single Class. Let's go over them.
Information and Knowledge are the least outright powerful parts of a Light player's arsenal, but are far from useless. They say that knowing is half the battle, right? Knowing your enemy's strengths or weaknesses, your own limits, the battlefield, anything you can think of is going to be easier to deal with the more informed you are about it and Light players are the most informed there are.
Luck has got to be one of the most contrived powers I can think of. The ability to control the odds, whether to benefit yourself or to the detriment of others, is absurdly powerful. You're about to take a hit? Oops, suddenly an earthquake hits just in time to save you. Oh, and look. The earthquake caused a fissure which your opponent just fell into. Isn't that lucky? There are also several things that are technically possible, but are astronomically unlikely to happen, such as touching an object and having every single atom in your body miss the atoms in the object, therefore, you phasing right through it. Imagine being able to tip the odds into your favor on that one.
The only drawback to this power is the potential
for a Doom player to suppress it. However, this isn't necessarily a 100% working solution for Doom players, due to:
Relevance. The power to control Relevance is something I don't think everybody picks up on. In Canon, Aranea Serket, the Sylph of Light, planned to heal the Relevance of a doomed timeline in order to make it the new Alpha timeline. This would have completely destroyed Lord English. However, her plans were halted before she could put them properly into motion, so we don't know if it would've worked. However, conceptually, there's no reason why it wouldn't.
That's a bit of an extreme example, but you can imagine how that might be useful particularly against a Doom player, no?
Overall, Light has some insane Hax and is incredibly versatile. Absolutely a force to be reckoned with, but has little in the way of mental Hax or physical power.
#3: Doom
Doom is the most powerful Aspect in it's own right, especially under optimal conditions. However, it loses the top spot for 1 very specific reason.
Similarly to Life, Doom's physical power can vary wildly. A Seer of Doom would have very little physical power, while a Witch of Doom might be able to literally kill someone with a single touch. This inconsistency means Doom is very Class dependent, in terms of physical power.
When it comes to Hax, Doom is absolutely ridiculous. Imagine a player with the power to control their own fate. Imagine losing a fight from the very beginning, because it was destined to happen. That's Doom. Again, this varies wildly based on Class, but is still absolutely insane regardless. This ability can also be somewhat hampered by Light players.
You might think the reason Doom isn't #1 is because of it's Class dependency, right? Well, no. It's because despite Doom having the most powerful specific effect, the top 2 Aspects are broken in a way that not even Doom can stand up to.
#2: Hope
Many would place Hope at #1 and it's easy to see why. It has one of the most broken powers I can possibly think of.
Hope has little to no physical power. At least, not at first. Hope gets it's strength from Hax, and as you'll see, it gets physical power from the Hax itself.
Hope players are able to fulfill their role by wishing. Literally. A Hope player can make things happen by believing hard enough that they will. A Prince of Hope could destroy something by believing that it will be destroyed. You can see this in Canon when Eridan Ampora, the Prince of Hope, is able to use a regular stick to shoot beams of energy in order to destroy things and kill people. Imagine taking that even further. Imagine you don't even need a wand. Imagine just believing that your opponent will instantly die on the spot and they do, and that's just Prince. Imagine a Witch of Hope, who could manipulate things by wishing for that to happen. There is essentially no limit to this power. At least, against most Aspects.
Against certain Aspects, mental Hax may be particularly effective, given how mental Hope's powers are. As I went over in the Rage section, Rage players would likely be a Hope player's worst nightmare, being able to pull Hope players' figurative heads out of the clouds and weakening or outright disabling their powers.
Overall, absolutely insane abilities, but may be challenged or outright beaten by certain other Aspects.
However, there is one Aspect remaining. One with not only incredible, near limitless power, but unlike Hope, has no clear weakness.
I am of course referring to:
#1: Void
Void is the Aspect of possibilities. It's a blank page. Wherever you want the story to go, Void will take you there.
The concept of absolutely nothing, or nonexistence, is so unbelievably powerful that I can't possibly understand why so many consider it weak. We get the most obvious example of Void's power from Canon. Roxy Lalonde, the Rogue of Void, was able to steal Void from objects which do not exist, therefore, making them "not nonexistent". Thus, existing. Literally manifesting things into reality. This is just a sample of what Void can offer. How would a Prince of Void operate? They would destroy with Void, right? That doesn't necessarily mean "destroy with nothing", that means "destroy with nonexistence" or "destroy with what doesn't exist". There are so many possibilities within those ideas. Remember how a Prince of Hope could wish for somebody to die and they would? Imagine a Prince of Void making somebody cease to exist. Imagine them destroying someone with a power neither they nor anyone else thought was possible or could even comprehend. That's the power of Void.
If all the other Aspects are different swords, then Void is a crucible of molten metal, waiting to be cast. There's basically no limit to Void besides your own imagination. This is to not even mention Void's connection to Obscurity, which is still incredibly useful in battle, but pales in comparison to everything else the Aspect can offer.
In summary, Void sweeps.
Conclusion
I hope you enjoyed my analysis of the Aspects' strength and rankings! If you disagree with my placements, please tell me why! I would love to hear other angles and see where I might've gotten something wrong.
Until next time,
-Crowe
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