Poser https://www.instagram.com/p/CYkJ4YnrjOU/?utm_medium=tumblr
8/6/21 - Edgy Pac-man
Conditions:
Frisk from Undertale. John Egbert from Homestuck. Pacifist Route Frisk at Max Determination and God-Tier John are being used. Feats specific to Homestuck^2 and Pesterquest are ignored. Fight takes place in the Judgement Hall.
Scenario:
Knight of Time Dave Strider realizes that something is messing with the timeline and that the anomaly is coming from Mt. Ebott. He asks his friend, John Egbert to check it out for him. Inside the mountain, John meets Frisk, who explains that they've been LOADing and SAVEing at different points in time throughout their journey through the Underground. John tells them to stop because it's destabilizing the timeline, but Frisk refuses, as they have yet to find a way free their new friends from the Underground. John decides to force the issue.
Long ago there lived two races, monsters and humans. The two races coexisted peacefully, for a time, until war inevitably broke out. The humans overpowered the monsters and sealed them away within Mt. Ebott.
Years later, a smile child would fall into Mt. Ebott, swiftly finding themselves trapped within the caverns of the Underground. Miraculous, despite the hostility and mistrust that the monsters showed towards them, the fallen child chose peace. Over time, they would befriend the Denizens of the Underground, eventually finding a way to break the barrier and peacefully reunite humans and monsters. This child's name... was Frisk.
Of course, Frisk did not accomplish this feat alone. Next to their compassion, their most powerful asset was undoubtedly their DETERMINATION. This emotion is, in fact, a supernatural substance largely unique to humankind. With the immense amounts Frisk has their disposal, they are able to utilize supernatural powers and perform blatantly superhuman feats.
Frisk's most prominent ability is their power to SAVE and LOAD. By filling themselves with DETERMINATION, Frisk can SAVE all the progress they've made on their journey thus far, allowing them to later LOAD back to that point at will. This ability activates automatically upon death and can even allow Frisk to come back from having their soul destroyed. There is a common misconception about it though.
SAVEing and LOADing does not create multiple timelines. Yes, Sans refers to timelines in the plural when discussing Frisk's abilities, but he does not mean that in the sense of there being a multiverse. What he means is that every time you reset or LOAD, you're effectively erasing the timeline up until the point you reset at. Sort of like rewinding time. The timeline that was just erased is seperate from the timeline you're now in, but they do not co-exist. This is consistent with how SAVE and LOAD is discussed throughout the rest of the game. As such, no reality desroying feats in Undertale are multiversal in scale, but more on that later.
Regardless, Frisk's DETERMINATION is still so immense that they can outright override the powers of other DETERMINATION users, such as Flowey, and their own SAVE and LOAD powers require multiple human souls to be overridden themselves. Frisk is also shown to be have their memories remain unaffected by the timeline alterations of both themselves and others, even with their SAVE and LOAD powers otherwise being overridden.
Their DETERMINATION has even been shown to grant them superhuman strength, speed, and durability, which, within the shown limits of their powers, scales proportionally to whoever they are fighting. Even at their most basic level, Frisk is capable of surviving some pretty intense things. They can walk around in Hotland unaffected, despite it being hot enough to completely vaporize a paper cup, can survive Undyne's over exploding in their face unharmed, completely no-sold an electric shock that visibly hurt Papyrus, and walked through the CORE unaffected despite it being filled with Ozone, among others. These feats do scale to their attack potency, as they can contend evenly with monsters who can hurt them even without any killing intent.
Furthermore, Frisk's durability also scales to their soul, as monsters attack on both a physical and spiritual level. This is backed up by the fact that armors that increase the durability of Frisk's soul are items logically wouldn't increase their physical durability in any way, such as ribbons, bandanas, and aprons.
What's move impressive about Frisk however, is what they can do when their DETERMINATION is pushed to its absolute limits. When at their peak, Frisk can contend with universe busting god-like beings, such as Omega Flowey and Asriel Dreemurr. Omega Flowey opens their fight by destroying the entire timeline/save file and Asriel openly boasts that he intends to destroy the world once he starts actually getting serious. (This is backed up by the fight descriptor saying "the world is ending" during the Asriel fight, as well as Asriel having infinite stats under the Check menu.) Furthermore, Frisk can continue to fight and move even after Flowey destroys the timeline, despite the fact that all that's truly left is a timeless abyss. This means that Frisk's speed is functionally immeasurable, as they can move just fine even when there is no time around with which to measure their speed. Frisk is even capable of harming Omega Flowey, albiet barely. It definitely appears that Frisk is not as strong as they are durable in this mode, as despite tanking attacks from Asriel, they cannot harm him.
In this amplified state, Frisk gains few more useful abilities. At this point, they are capable of willing their soul back together upon its destruction, simply refusing to die. Furthermore, they can interact with the souls that Omega Flowey and Asriel have absorbed, turning them against their masters. They can even turn their own hopes and dreams into physical objects which they can absorb to heal themselves.
Having said all of that, Frisk's options are incredibly limited without DETERMINATION. They do carry a variety of weapons on them, yes, but those are widly an assortment of sticks and knives, weapons with pitiful range for the tier they're in. The best they have is the empty gun (which they can will into firing actual bullets) and the earpiece provided by Alphys, which can turn into a jetpack and allow them to shoot small lasers from their soul. The fact that they can simply RESET to try as many times as they have too also puts many of their greatest skill feats into question. Yes, they can outlast Undyne and Papyrus and Toriel, and even beat Asgore without any killing intent, but they had infinite tries to do so.
Their compassion is also a double edged sword. Integral to their greatest achievements, yes, but it also means that they will not fight unless it is absolutely necessary. The only times they ever threw a punch was when Asgore and Omega Flowey outright forced them to do so. Frisk is lucky, then, that they are such a gifted diplomat, able to reverse monsterkind's negative view on humans over the span of seemingly no longer than a day (though we are never given an actual timeframe for Undertale's events).
Frisk isn't a fighter, but their unending DETERMINATION ensures that they will overcome virtually any challenge that comes their way.
The date 4/13 means nothing to the average man, but to one specific boy, it meant everything. It was his birthday. It was the day he was given his name. It was the name his world ended. It was the day his father died. And it was the day that he became a God. This boy's name is John Egbert, and he had the feeling he was going to have a very long day.
John Egbert was a seemingly insignificant child living a fairly normal life, cared for solely by his doting, if strange, single father. That all changed in his thirteenth birthday when he attempted to play a popularity new video game with his friends online. From there, his ordinary world was completely destroyed, as he discovered that he was retroactively responsible for his own creation and that he and his friends were predestined to either become the gods of the new universe... or die trying.
John was forced to become a powerful and effective combatant in a very short amount of time in order to survive. This resulted in John developing a wide array of skills and powers over the course of a single day.
First off are the powers that everyone in Homestuck has been shown to have. Namely, the specibus and echeladder. The specibus functions as an rpg inventory, allowing John to store away a wide variety of objects and weapons on his person even if they're much too big to hide anyware on his person. In layman's terms, it's a hammerspace inventory. Though this one does have a few weird rules to it that made it unweidly for John to use, at least initially. First off, it stacked items on top of each other. Meaning John could only pull out the item that was on top of his stack, which was the most recent item he picked up. Secondly, if the specibus ran out of room, whatever was at the bottom of the stack would get launched out at high speeds, allowing John to create improvised projectiles out of any junk that's lying around. John also possesses his Dad's wallet, a more advanced form of specibus that can store objects as big as the moon sized bomb in the core of the battlefield.
Secondly, he has his echeladder, or his rpg leveling system. As expected, the more he levels up, the higher his stats get. Speed, strength, all that jazz. Though, there is a special twist. John gain steadily gain experience even by doing completely random and ordinary things. Even something as simple as opening the fridge door can slightly boost him up his echeladder, ensuring that he's almost always growing in power.
Then come the abilities that are unique to SBURB players, namely, his ectobiology. See, John is directly responsible for his own existence, having created himself and his friends in a laboratory out of Paradox Slime. In other words, John and all of his friends are all effectively living paradoxes responsible for their own creation. As such, standard temporal paradoxes would likely not effect them, though any paradox significant enough to create a doomed timeline (IE. erase that timeline from existence) most certainly would.
Second on the list of powers common to all known SBURB players is John's Pendant. With this, he can summon his Sprite, a nigh-omniscient guide designed to give him vague advice and aid him in overcoming SBURB's trials. John's sprite is Nannasprite, a Sprite created from his dead grandmother. She has demonstrated attack potency comperable to his own and possesses unique powers, including selective Intangibility, limitless flight, can create energy constructs from great distances away, and can heal John from a distance.
Throughout his journey, John becomes a proficient master of alchemy, using his coding knowledge to successfully figure out its mechanics and create a bunch of different weapons for himself. Most notable among these are Fear No Anvil, a hammer that can freeze an opponent in time on each hit for a brief period of time, the Remote Ghost Gauntlets, gloves that can create disembodied hands that he can use to lift heavy objects from a distance, as well as wield weapons too heavy for him normally, and the Pop-a-matic Vrillyhoo, a hammer alchemized with Vriska's dice. As such, this hammer should be capable of randomly inflicting any opponent it hits with any effect that Vriska's dice can cause, which can be anything from the opponent being beheaded with a guillotine to them being given a really stupid hat. On top of that, John also has a jetpack with which he can fly.
John is also tied to the Aspect of Breath. Being the Heir of Breath, John can summon and control the wind. Even as a mere mortal, John's winds were strong enough to not only send him flying but they could dispel the fires generated by a First Guardian, nigh omniscient gods who draw energy directly from the multiverse spanning Green Sun itself. However, John could initially barely control this power, only able to summon these winds when put under immense stress. It is only as a God that John fully mastered this power.
Upon dying on his quest bed, John ascended to his God-Tier form, unlocking his full potential as the Heir of Breath. John's powers increased exponentially and he unlocked a huge slew of new abilities. Firstly, John has fully masted his Breath abilities, as he can now effortlessly summon tornados powerful enough to drill through planets, as well as turn intangible by turning himself into wind. In fact, his very essance is tied to the wind. This means that any sort of enhanced sense of smell would be completely unable to track him, as his scent would seem to be all around the user at once.
John can suuround himself with barriers of wind to deflect attacks and manipulate the air as a form of pseudo telekinesis. He can now fly under his own power and unlocked further levels on his echeladder. These new levels grant him badges as he levels up, each one allowing him to bypass one of the rules of Paradox Space. Currently, we only know of John possessing one of these badges, which allows him to converse with and be understood by anyone regardless of species or language barrier, though it's likely he'll develop more powers over time.
Furthermore, John is now immortal. Unless he dies a Heroic or Just death (IE. Dies while attempting to do something good or evil) his body will just resurrect and regenerate. The only thing shown to negate this ability is Lord English's Double Death power, which kills his enemies on the conceptual level.
John's most devastating powers, however, are his Retcon Powers.
With John's Retcon Powers, he exists outside the laws of Paradox Space entirely. This means that immutable laws of fate, causality, and even the plot itself just... don't. He can blow away glitches in the fabric or reality, change the forces of fate, and "change stuff that isn't supposed to be changed". He can create paradoxes which otherwise erase entire timelines with absolutely no consequences and outright will himself to anywhere in the multiverse. He can travel inside of fictional stories and enter and remember timelines which have been erased from existence entirely.
What's more, Retcon Powers make him completely immune to the plot itself. Take, for example, Caliborn. Lord English himself. The Lord of Time has repeatedly been stated to have the ability to bend the laws of Paradox Space to his will. Fate, Causality, and even the Plot itself passively bend to his favor, to the point that even the author of the story he's in is helpless against him and can be killed by him. Any action taken anywhere will somehow serve to aid him, even if the events have no connection to him or gave to be altered retroactively to suit his needs.
And John beat Caliborn within in an inch of his life completely unaffected by any of that nonsense.
Retcon Powers are busted.
John's raw power is quite literally God-like. As a God, he has shown to contend evenly with Bec Noir. Bec, being fused with a First Guardian, should be comparable if not superior to fellow First Guardian Doc Scratch, whose corpse was able to tank two entire universes sandwiching it before exploding.
He also knocked Aranea out with one punch three years later, who was able to threaten the HIC. Her Imperious Condescension was shown to be capable of fighting four other God-tiers simultaneously and John has shown to be able to contend with her as well. And then there's the whole "beating Caliborn within an inch of his life" thing mentioned above, who, being a Lord, should logically be well above nearly all other God-Tiers. All of this goes to prove that John is one of the strongest characters in Homestuck.
Speed wise, John can keep pace with Bec Noir, who could travel freely in the Outer Ring, a place where time is non-linear. This would grant John the same level of immeasurable speed, as his speed simply cannot be mathematically calculated due to it being unaffected by any passage of time.
However, John does have one key weakness. The death of his father, the destruction of his home planet, and the deaths of his friends have left severe scars on the boy's psyche, causing him to lose interest in things he once loved and occasionally causing him to snap at the mere mention of his dad. It's clear he still has long lasting scars in his psyche that will likely take years to fully fade.
John Egbert has truly ascended to godhood in every sense of the word, having bested the most powerful threats in Paradox Space and then some. John Egbert is one the most powerful players SBURB has ever seen and ranks among the strongest gods in the multiverse.
Fight theme:
This... is probably the most one sided fight so far.
In Frisk's defense, John cannot kill them directly. They are more than durable enough to endure a beating from him and their regeneration allows them to survive any beating John can give them. And, while the cannot hurt John thanks to their attack potency not matching their durability, as well as the fact that John is likely stronger than even Asriel, they do have a win condition here, which is in line with their character. Negotiation.
Short of someone who truly pisses him off, like Bec Noir and Caliborn, John's fairly socia8in a fight. If Frisk starts a conversation, he'd respond in kind. It's entirely possible that Frisk talks John out of fighting them.
The problem is that that's their only win condition, because they can't do shit about Retcon Powers.
As mentioned above, John is stronger than Asriel. John scales to people who tank two universes exploding while the highest feats in Undertale only involve the destruction of one, and that gap is going to get larger. John can increase his Echeladder by doing literally anything and while Frisk can increase their strength immensely with DETERMINATION, we've seen the hard limits of this in Undertale, wheras we haven't seen just how powerful John may yet become.
This is compounded by John being absolutely unaffected by resets. If glitches in the fabric of Paradox Space couldn't affect his memory, LOADing ain't gonna cut it and using time manipulation against the guy who stomped the Lord of Time is just not gonna pan out. Double that with the fact that time manipulation being a common power in Homestuck, and John's gonna quickly figure out what just happened whenever Frisk LOADs.
Upon realizing that he can't kill Frisk, nothing stops John from either teleporting Frisk to the Furthest Ring or just traveling back in time to prevent Frisk from entering the Underground in the first place, thereby circumventing the entire fight. Unlike John, Frisk has not shown the ability to completely no sell large scale changes to the timeline like that, as Asriel was able to make them forget about the timeline little by little, and John more than outstrips Azzy in terms of timeline alterations. And if Frisk is thrown into the Furthest Ring, they're stuck there. LOADing in a place where time behaves non linearly is a good way to get yourself hopelessly lost.
While Frisk in an intelligent and capable diplomat more than capable of coming to an understanding with John, reasoning with someone takes time. And time is something that one simply does not have against John Egbert.
I'm trying to prove something.
Magic weapons
AAAAAAAAAAAAAAAA
WHAT
I HAVE A CLASSPECT ASK
*Le ded X|*
Welp, it’s my first classpect ask, congrats to @tsuki-no-miyako 🏆
(also sorry if it’s a little lackluster, I’ve never done this before)
Anyway, let’s get into it!
***
Rogue
• Passive Steal class
• Active counterpart: Thief
• Inverts to: Knight
Light
• Inverts to: Void
• Associated with: literal light, fortune/luck, knowledge, openness, Skaia (in a sense)
Rogue of Light: One who redistributes (through) Light.
You are the Rogue of Light. Your inversion is the Knight of Void. You do not share your title or inversion with a character in canon. As with all Rogues and/or Heroes of Light (̶R̶e̶a̶d̶:̶ ̶a̶n̶y̶o̶n̶e̶ ̶I̶'̶v̶e̶ ̶e̶v̶e̶r̶ ̶t̶a̶l̶k̶e̶d̶ ̶t̶o̶)̶, you are a smol bean.
Description
As the Rogue of Light, you are able to move Light from point A to point B. Now, this can mean anything from moving literal light to redistributing luck and knowledge throughout your session. You’re kind of like Robin Hood, as all Rogues are, taking from the rich to give to the poor. In this case, poor in Light. Because you are a Rogue, this means that your session will have uneven amounts of Light in various places in your session, and your job will be to even out everything.
The universe operates in a state of equilibrium. Ever heard of entropy? It is a state of chaos and inconsistency. Right now, in your session, this is the state that Light is in right now. This may not seem bad, but it is (slight exaggeration). There will be uneven amounts of luck spread across the Incipisphere, which could be both good and bad.
Good scenario: Light, which represents luck and knowledge, is spread so it is easily accessible to you and your fellow players, but not so much to the enemy. Your lands, no matter how dark and gloomy (looking at you, my fellow Heroes of Void >;]), will be either shrouded in light or will at least have small light sources, such as crystals or flowers. If you die a Heroic or Just death as a god tier (or get absolutely rekt by your denizen), you’ll have a much higher chance of catching a lucky br8k. This will make it easy for you to gather as much information and resources as possible, though you still need to get rid of Light’s entropic state. The universe, despite it being less useful to you, must always be in an equilibrium state (or at least most of the time).
Even though every universe will eventually be destroyed in the end, but let’s not dwell on that.
Bad scenario (and, if I’m being honest, what will most likely happen): Luck and knowledge will have turned their eyes from you. Your planets will look like they were just pulled from the Furthest Ring (my sympathies to your Void player if you have one, they’re not gonna see shit). Your enemies will, in the beginning, have an edge over you in battle and strategy, as they will have a great deal more knowledge and luck than you (no, they won’t have AAAAAAAALL of it :::;P). Your mission (not your quest, that only pertains to your land and personal growth) will be to restore order to the entropy, and I imagine you will be able to do this once you have Ascended. And no, there will be no coming back from a Heroic or Just death when you’ve Ascended if you still don’t have aaaaaaaall the luck (or even a little). Them’s the br8ks ::::/
I think that’s pretty much it, but good god did that take forever. I hope this was good, and thanks for requesting this! I actually had fun writing this. Which really isn’t saying much since I typically HATE writing, but whatever. Thanks again!
Also, sorry I deleted the actual ask, I tried to shenanigan my way through the mess and it didn’t work :/
I need some help identifying these characters. Do these two look familiar? My family used to have this weird art book that I think I mistook as a children's book and these were the two main characters. I think their names were John and Yoko but I can't be sure. here's some details about the book of that helps.
This took a while, but here are my (brief) thoughts on each Class. For this post I decided to outline the personal quests for the Classes, they’re pretty barebones but I hope you get the gist! Also, I paired up Witch with Sylph and Maid with Heir, I won’t explain why here but I promise it makes sense!
Creation/Healing vs Destruction
Witch:
Witches want to make things better, and they know exactly how to do it! …or maybe not. Witches start off very confident in their actions and beliefs until they reach a point where they have to confront contradictory evidence. Their challenge is to accept that their way of fixing things may not be the best and to adapt their ways to actually accomplish their goals.
Sylph:
A Sylph will, at first, find themselves filling a necessary role that may often go overlooked. They may feel very passionate about this role and its importance, despite what others think. However, they may come to the realization that how they’ve been going about their role was all wrong, and maybe what they were doing was never actually helping in the first place, just keeping up the status quo. From there their challenge is to fix their role to get what they want done done.
Prince:
A Prince will start off vehemently rejecting their Aspect, even if they hold an intense interest in it. As such, it would look as if they were a player of the opposite Aspect. This rejection can be caused by many things, such as insecurity, confusion, societal pressure, etc. A Prince’s challenge would be to accept themselves and their Aspect, fighting with it instead of against it.
Bard:
Bards reject their Aspect as well, but they do so more through avoidance due to fear. In this avoidance they cling to the opposite Aspect for reassurance, even while it may be destroying a very important part of their lives. Soon they will reach a point where they can’t avoid whatever it is they’re avoiding, whether through the loss of what they’re using to hide or some kind of intervention. The Bard’s challenge to confront the part of themselves and their Aspect they fear and use it to their advantage.
Becoming vs Knowing
Maid:
In the beginning, a typical Maid might feel as though they are stuck on a set path. Their circumstances may be out of their control or their abilities are being used in a way that makes them unhappy. Eventually they will reach a breaking point, lashing out and rejecting everything they were being used for. A Maid’s challenge is to reclaim their Aspect and use it in a way that finally benefits them.
Heir:
Like a Maid, Heirs are extremely influenced by their Aspect. They may not question at all why they think the way they do or act the way they do, content to be what they’re told to be. Of course, this gets them into trouble, at which point their challenge is to recognize how they are being influenced and how to use that influence to their advantage.
Mage:
A Mage is very familiar with their Aspect right from the beginning, usually from ongoing negative experience. As such they may feel resigned to their life as it is and only ever see their Aspect in a negative light. They may also feel that their knowledge or experience isn’t worth very much, since it isn’t very helpful. But there will come a time when it is extremely useful and they will have to get to know the positive parts of their Aspect to continue to grow.
Seer:
Seers begin very self assured in themselves and their knowledge. They like to believe that they have a strong grasp on their Aspect and rarely question this. However, something may come along that breaks their confidence, that makes them question everything they thought they knew. From here they must find a way to resist falling into despair and learn how to trust themselves and their knowledge again.
Stealing vs Protection
Thief:
Thieves are ambitious and confident people, they get what they want and they feel justified in doing so. They aren’t bad people, they just become so focused on what they want that they may end up hurting the people around them. The challenge for a Thief is to realize how they can hurt people and the importance of letting something go. After all, not all ends justify the means.
Rogue:
At their core, Rogues like to do things for the benefit of the people around them. They always give what they can, but it never feels like enough. They may try to put up a front to hide this insecurity but they feel it all the same. The challenge of the Rogue is to help others without neglecting themselves. A big part of that is knowing their own limits and gaining the ability to say no.
Knight:
Knights can be characterized by the abundance and skill they have with their aspect while also holding a deep insecurity about their prowess. They typically hide this insecurity behind a mask, by emphasizing a certain part of their personality or portraying a type of character. After what they consider to be a major failure they may give up anything to do with their Aspect. Their challenge then is to recognize their skills, take off their mask, and stop being so hard on themselves.
Page:
Pages are very confident in their mastery of their Aspect! They have no doubts about this, how could they, considering how devoted they are to their own understanding of it? But, what if they’re wrong? What if everything they’ve based their life and goals on was a complete misunderstanding of the entire concept? That would be pretty upsetting! After learning this truth, a Page’s goal is to reflect on their Aspect and how it interacts with their life. From there the Page will be able to fully wield their Aspect with true mastery!
Like always, please let me know if you have any thoughts!! Next post will be what I’ll generally be doing on this blog, so look forward to that!
Let's make an oc! (putting this here too because 👉👈)
Hello! I’ve uploaded the Rook before, but this is the most recent and up to date version of it! As a Rook, you are able to conjure forth defenses out of thin air to protects your allies and control the battlefield! Hope you enjoy!
[PDF]
I know it’s not hard to point out reactionaries hypocrisy when it comes to like safe spaces or hug boxes or whatever but genuinely how much of an echo chamber do you have to exist in for you to think this is a reasonable thing to say
This is kinda relaxed blog where I retweet cool stuff, make some posts about Homestuck Classpect stuff that I think about and post art that I either am working on or finished. If your interested in classpect questions or art commissions then drop an ask, soon I’ll get a Patreon opened up when things become official and until then feel free to make free request.
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