Homestuck’s Classpect System

The Basics

Homestuck’s system of titles for characters is commonly known as Classpect, because each title is composed of a Class and an Aspect. There are 14 Classes (12 regular and 2 Master Classes) and 12 Aspects. The Classpect system could be described as a way of describing someone’s effect upon reality, with the Aspect describing which area of reality they affect and the Class describing the character’s method of affecting that reality. Any Class can be paired with any Aspect, meaning 168 possible titles. Titles are structured as “[Class] of [Aspect],” with some canonical titles being Rogue of Breath and Prince of Heart. Not all of the information contained here is explicitly laid out in the comic, but fans have devoted no small measure of time to filling in the blanks based on implications from the characters in the story.

Class

Classes are defined primarily by the idea of activity versus passivity. More passive Classes tend to be less powerful but more morally reliable, and tend to take a less direct role in bringing about effects with their Aspect. Each active Class has a passive pair with the same function. For instance, Prince is the active destroying Class, while Bard is the passive destroying Class. It could be summarized as “A Prince destroys, while a Bard allows destruction.” It is also generally accepted that each function has an opposed function—opposed to the two destroying Classes are the two creating Classes, Maid and Sylph. The other opposed functions are manipulation/understanding and allocation/exploitation. The two Master Classes, Lord and Muse, are exempt from this structure. (There are also gendered elements to some of the Classes, but I’m not gonna get into that here because I find it to be a bad and unnecessary part of the system.)

Witch: Witch is the active manipulation Class. Witches are very powerful and bring about broad changes in their Aspect, but have issues respecting boundaries and the free choice of others. They also tend to be very energetic people, though not necessarily in a nice or pleasant way. A Witch’s character arc is often about learning to use their influence in a morally responsible way.

Heir: Heir is the passive manipulation Class. Heirs are powerful like Witches, but often are far less creative with that power. An Heir can be very intelligent, but generally doesn’t like to branch out from their comfort zone, whose nature has to do with their Aspect. The Heir’s character arc has to do with moving past their Aspect and learning to embrace parts of reality that don’t line up with it.

Mage: Mage is the active understanding Class. The Mage tends to fit the archetype of a “tortured genius,” one who knows a lot but suffers from that knowledge. Mages go through all sorts of hardship related to their Aspect, but the hardship gives them a full and intimate familiarity with that Aspect.

Seer: Seer is the passive understanding Class. Seers typically have information about their Aspect given to them from outside sources, and their quest has to do with determining which sources can be trusted and finding certainty about their Aspect. Personality-wise, Seers tend to be kind of off-putting in one way or another, with feelings that are hard to read.

Prince: Prince is the active destruction Class. Princes tend to be pessimists, and are often rather violent. They both destroy their Aspect and use their Aspect as a tool of destruction, and their journey could be described as a movement from the former to the latter.

Bard: Bard is the passive destruction Class. Bards are volatile and unpredictable, often undergoing massive personality shifts through their journey. They can make or break the team they’re part of.

Maid: Maid is the active creation Class. Maids tend to be sheepish and submissive at first, but as part of their character arc, they rise to self-reliance and independence. They create their Aspect for themselves, often on massive levels that affect the world.

Sylph: Sylph is the passive creation Class. Sylphs tend to be opinionated and savvy, but often prefer to take a backseat when it comes to actually acting on those opinions. They also serve as the de facto “healer” class, supplying their Aspect where it is lacking.

Thief: Thief is the active allocation Class. Thieves take their Aspect from others for their own benefit. They are extremely powerful, capable individuals, but are unreliable and will often look out for their own interests above all others.

Rogue: Rogue is the passive allocation Class. Rogues give their Aspect to others; when they do steal, it’s for someone else’s benefit. They are generous, but often lack confidence and assertiveness, and have to learn to take things for themselves sometimes.

Knight: Knight is the active exploitation Class. Knights are skilled fighters who use their Aspect as a weapon. They are generally formidable and competent, but insecure about their worth compared to others. A Knight’s journey is to find their niche in the world and excel in it.

Page: Page is the passive exploitation Class. Pages generally start off as bumbling and weak, but they have the most potential of any of the regular classes, and can eventually grow to become extremely powerful. A Page’s journey is to endure through the learning curve of their Aspect until they can use it to great effect.

Lord: Lord, one of the two Master Classes, is the most active of all Classes and represents the idea of domination. Lords, typically evil, become the master of every part of their Aspect through trickery and violence.

Muse: Muse, the other Master Class, is the most passive of all Classes and represents the idea of inspiration. Muses, typically good, take no significant actions of their own, but their very presence moves mountains and reshapes their Aspect.

Aspects

Aspects are just that—aspects of existence that define what the Classes deal with. While their names offer some indication of what they mean as Aspects, I’ve added supplemental words that form a more full picture of each, as well as symbols associated with each. Aspects have no inter-structure other than opposed pairs—each Aspect is one half of a duality, and each here is listed next to its opposite.

Space: Randomness. Beginnings. Creation. Mutation.

Symbols: Frogs, galaxies, visual art

Time: Predestination. Endings. Destruction. Repetition.

Symbols: Music, gears

Hope: Possibility. Open-minded. Faith. Optimism. Yes.

Symbols: Angels, unstoppable force

Rage: Impossibility. Closed-minded. Skepticism. Pessimism. No.

Symbols: Demons, immovable object

Life: Rebellion. Growth. Rejection. Domination.

Symbols: Plants, food

Doom: Submission. Decay. Acceptance. Sacrifice.

Symbols: Fire, bombs, skulls

Breath: Independence. Freedom. Individuality. Apathy. Movement.

Symbols: Wind, flight

Blood: Interdependence. Binding. Society. Care. Stillness.

Symbols: Chains, flesh

Mind: Choice. Logic. Persona. Constructed.

Symbols: Glasses, synapses

Heart: Instinct. Passion. Self. Inherent.

Symbols: Hats, the “soul”

Void: Secrecy. Irrelevance. Blindness. Nonexistence. Nothing.

Symbols: liquid, darkness, pumpkins

Light: Information. Significance. Knowledge. Reality. Everything.

Symbols: Probability, eyes

Examples

Dave Strider is the Knight of Time. Looking at the information for the Knight Class and the Time Aspect, we can ascertain that Dave weaponizes predestination and endings for his own purposes.

Terezi Pyrope is the Seer of Mind. Looking at the information for the Seer Class and the Mind Aspect, we know that Terezi can understand people’s choices and the personas they construct.

I think of Leslie Knope from Parks and Recreation as a Witch of Life. She’s exuberant and energetic, and manipulates rebellion and rejection to make broad changes in the system.

I think of Dipper Pines from Gravity Falls as a Mage of Light. He understands a lot about the world around him and what’s important and significant, but is burdened by that knowledge since no one believes him.