#doomplayer
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eexmmv · 6 years ago
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Here’s a fullbody of my gal, Yashvi! She’s one of my favorite characters I’ve made, like, ever, even though I was originally very reluctant to play her! She’s an Heir of Doom
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rina-lagartija · 6 years ago
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Doom player loading screen yaaay!!
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idealclasspects · 8 years ago
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Muse of Doom
    Muses are one of two master classes, typically achievable only in small sessions and/or in people who are extremely in tune with their aspect. Muses use their aspect to protect others even at their own expense. They are glass cannons of a session, as they can cause incredible damage to enemies or guarantee defeat, but this may ultimately be at their own expense. Muses also have a strong sense of justice and what is morally right. Not much is known about Muses, as there is only one canon Muse - Calliope, the Muse of Space.
    Doom is an aspect that relates to endings, death, decay, and rules. Doomplayers tend to be cynical. They can tell when a session is or isn’t doomed, and they are not essentially inclined to try to resolve their own timeline when it takes a turn for the worst. However, because of this, they also have a good sense of what to do to keep the timeline on track. If a Doomplayer is focused, they can prevent having an abundance of doomed timelines.
The quest of a Doomplayer is typically to stop being so passive about their own life and the lives of others, and to begin taking a stand instead of deciding that everyone is going to die anyway, so why should it matter? The two canon Doomplayers are Sollux Captor, Mage of Doom, and Mituna Captor, Heir of Doom.
Given that Muses have a strong sense of justice and Doom has to do with rules, a Muse of Doom is very in tune to what is right both morally and by the law. They are very likely to function by a personal code that typically aligns with the law. If you know about D&D alignments, consider these characters to be any end of the Lawful spectrum.
Muses of Doom have very little respect in regards to their own life and are willing to die if it is means to an end, even seeing death as a beautiful thing. They are people who are prone to Heroic deaths, as they will use their aspect - their death - to protect friends. They are self-sacrificing.
The moves of a Muse of Doom may perhaps be more extreme than any other classpect. To kill their main enemy, they may instead unleash powers that will begin to kill everybody, so that it has to get to the enemy eventually. These players can be volatile, and a Muse of Doom you especially have to be careful with lest they use their extreme power to take matters into their own hands. If you start a session with a Muse of Doom, you may not have them by the time the end of the session comes.
While this all sounds very grim, Muses of Doom are some of the most trustworthy and loyal friends you can have. They will protect you through thick and thin and refuse to leave good people behind. They may be able to rescue doomed or dead players, or even assemble them, allowing the doomed to have a second chance and even make it to the new universe in a session. If you have a Muse of Doom by your side, you have somebody who you should never take for granted. They can and will give you everything they have. While Muses of Doom may seem all dark and bad news, they are actually very kindhearted people who just want the best for everyone that they meet and are willing to do what they have to to help those people.
Now, let’s talk about powers. Muses are, as I stated, a master class. This means that they are much more powerful than any classpect other than other Muses or Lords. A Muse of Doom may have the power to write runes or even change the laws of the world around them and how things work. At god tier, Muses of Doom may be able to get to the point where they can create invisible barriers and change basic things like how gravity affects certain objects. Basically, the Final Pam of classpects.
They can kill enemies using Doom, perhaps even too easily. At god tier, they may be able to summon dead selves to protect allies - using their own Doom as a form of protection. However, this also means that Muses of Doom would have to die in many timelines to aid the alpha timeline. This makes a Doomplayer being able to prevent doomed timelines a bit of a moot point.
The scariest part of being on the wrong side of a Muse of Doom is that these players do not struggle to god tier. They are very in tune with the fact that they must die to reach their full potential and do not have a problem with dying. They can ascend and reach incredible power without a problem. This said, it is best to make sure a Muse of Doom has a moirail, lest they go off the handle with all the power that they have been granted.
Overall, Muses of Doom are lawful, mysterious yet kindhearted, self-sacrificial, and may view death like an art. They are not naturally leaders, but they are strong players who jump to the front lines when needed. They do best with a moirail after ascending to stop them from going mad with power. This classpect is extremely rare, and perhaps it is for the best. It may only be found in people who are very in tune to the Doom aspect and/or in small sessions.
- John
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eexmmv · 6 years ago
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idealclasspects · 8 years ago
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Mage of Doom
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Mages are a knowing class that actively use their knowledge to change or influence events. They are tuned into their aspect and have a great amount of knowledge about it. Mages learn best from experience and have great intuition regarding their aspect. However, because of this, Mages are also subject to the worse parts of their aspects. This is especially a problem with aspects that are more tuned in towards pessimism, such as Doom and Rage, which we’ll be exploring today.
Doom is an aspect that relates to death and decay before everything else. Doomed timelines are the domain of both this aspect and the Time aspect. It also encompasses rules and order. Doom may also be representative of anxiety. Doomplayers are typically hard to motivate and tend to be pieces in a bigger picture. They will often sacrifice themselves for others, and are sometimes depressive or very anxious. Every Mage pictured in canon has lost a sense, and every Doomplayer pictured in canon has undergone some sacrifice for the sake of their friends. This means that Mages of Doom are especially susceptible to losing a part of themselves and/or dying.
Mage of Doom is also Sollux Captor’s canon god tier. Other examples of Mages include Meulin Leijon, the Mage of Heart. Another example of a Doomplayer is Mituna Captor, the Heir of Doom. Even though this classpect is shared with Sollux, not everyone with this classpect will be a formulaic copy of him, though there may be similarities.
Mages of Doom are generally pessimistic people. They are the people who you expect to have experienced loss or to have grown up in a strict household. While these players may experience the harshness of rules including the rule that everything must eventually come to an end, this also means that these players have a great understanding of other rules. They are extremely good at creating loopholes or realizing the flaw in something. These are people you expect to see in a courtroom or in some sort of legal position. Even more lighthearted jobs like a referee or a programmer fall perfectly into the hands of the Mage of Doom, who understands most things.
They can be a bit avoidant and poor at interacting due to their tendency to fall into extremes. Mages of Doom are people who often don’t see the morally grey. An action is either right or wrong, and they are not prone to cutting any slack.
That said, they also understand what must be done. The Mage of Doom can occasionally be an oxymoron. While a Mage is prone to personally changing events, a Doomplayer is generally there to watch everything crumble and show up when it’s necessary. This said, a Mage of Doom can cause doomed timelines to spring up due to their resolve to fix things and personally serve revenge on those who have done heinous actions. A part of their quest sometimes can, ironically, be to act more like a Seer. A Mage of Doom has to often accept the results of a necessary sacrifice and learn how to be satisfied with their lot.
While it make seem that Mages of Doom are all of their aspect plus some gloom, it is not always so. They can be very good at giving advice to friends. They tend to be an underappreciated companion who everyone cares about, but doesn’t quite know how to vocalize it. They may become older sibling characters, sarcastic and witty but will help you as much as they can and would fall for you any day.
Let’s discuss the powers of a Mage of Doom. They may understand the rules of SBURB more thoroughly than anybody else, and be able to advise other players whenever anybody is off track or lost. The Mage of Doom can oversee frog breeding on the side and generally aid an otherwise lost Spaceplayer. This is especially important if you have a Mage of Doom in a session with no Knight.
They may also know who will die and all the details of it. In this way, if a Mage of Doom doesn’t make rash decisions, they can reduce doomed timelines. A Mage of Doom is a double-edged sword, and what really depends is keeping them stable. This could be the cause of a Mage of Doom’s sacrifice, though, as they may attempt to be a hero and save a player which could lead to death or injury.
Fortunately, these players understand what is necessary and may believe that the end justifies the means. They do not struggle to god tier. In fact, a Mage of Doom may even be among the first to god tier as they understand the requirements to do so and could even advise their party on what actions to take regarding god tier.
The Mage of Doom is overall an unsung hero and a fairly balanced class. While they require support, after a Mage of Doom has ascended, they may begin to start supporting their team instead of vice versa. The experience the worst parts of what may be one of the hardest aspects to master, but will only come back stronger from it.
- John
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idealclasspects · 8 years ago
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Interactions for a 12-Player Session with all Aspects and Classes
Whoa! This is possibly one of the longest things I’ve ever written. It’s a labour of love. Here’s five pages of interactions between a Knight of Time, Seer of Space, Mage of Light, Prince of Void, Sylph of Hope, Bard of Rage, Heir of Heart, Witch of Mind, Rogue of Breath, Thief of Blood, Page of Life, and Maid of Doom.
- Mod John
The Knight of Time and Seer of Space are generally amiable. This is fortunate, because these are the two players that will be breeding the frog together. With a Seer of Space’s ability to know what frogs to choose and the Knight of Time’s obvious time powers, that part of the session is locked and loaded. I can foresee these two possibly being in a pale quadrant, or just being close regular friends. The Seer of Space may also help the Knight of Time to let their guard down and stop protecting themself with a facade, while the Knight of Time can help the Seer of Space to make decisions with certainty.
The Knight of Time, Mage of Light, and Maid of Doom also seem like they would be very close friends. The Mage of Light sees what will happen, and the Knight of Time lives it. The Doomplayer and Timeplayer both have a very intricate understanding of death, so they are likely to get along, while the Lightplayer and Doomplayer both understand who will die. Overall, they’re kind of a group of tragedy friends who bond over knowing too much.
That noted, the Mage of Light also gets along with the Prince of Void, but mostly on a superficial level. The Prince of Void literally destroys the unknown, which allows the Mage of Light more knowledge. These two are likely to conspire on any number of things together.
The Knight of Time and Prince of Void may not get along very well. The Prince destroys Void, which forces the Knight to come to terms with every event that may come their way, including several deaths in the name of eventual progress. The Prince of Void may also put a strain on the Knight of Time and Mage of Light’s friendship, which could lead to arguments between the Lightplayer and Voidplayer and even the Doomplayer attempting to mediate.
If the Knight of Time and Page of Life interact a lot, they could hinder each other’s progress. The Knight could be kept from meddling with timelines or using time powers a lot in the name of not letting many people die. On the other hand, the Lifeplayer could be hindered by hearing about Time-related plights that often end in death.
The Sylph of Hope and Knight of Time get along very well, and may even do well in a red quadrant. The Timeplayer keeps the Hopeplayer on the ground, while the Sylph of Hope makes sure that the Knight of Time stays stable throughout arduous journeys. They complement each other perfectly.
On the other hand, the Knight of Time and Bard of Rage are not prone to getting along. We have canon examples of this in interactions between Dave and Gamzee. A Knight has a facade that usually finds everything blasé, and these players tend to be immune to Rageplayers. This can lead to an annoyed Rageplayer, which is nothing anybody wants to see. This can eventually lead to the Bard inviting destruction through Rage.
The Sylph of Hope could likely rein down the Rageplayer and calm them, thus healing with Hope and bringing the Bard back to a sustainable state where they are not as aggressive. The Witch of Mind could also accomplish this. Witches break the rules of their aspect using the opposite one. In this case, the Witch could use Heart to discuss emotions and calm the Rageplayer down rather than simply repressing it. This is a successful example of a Witch of Mind using Heart to bring somebody peace of mind.
The Knight and Time and Heir of Heart might quarrel a lot. Knights are prone to hiding behind masks, while the Heir of Heart resembles the truest form of somebody - their soul. This could lead to discomfort in the Knight and exasperation in the Heartplayer.
However, the Witch of Mind might get to the Knight of Time a little better. The Witch of Mind stands out and has a lot of interests, which makes it easy for the Knight of Time to just listen while the Witch of Mind is able to give them an outlet without purposely making it all about feelings.
A Knight of Time and Thief of Blood are likely to get off on the wrong foot. The Knight might find it weird that the Bloodplayer is so interested in relationships and pokes around so much, and especially might start off weirded out in how the Bloodplayer seems to just worm their way into everything. Still, after talking a lot, understanding may eventually be struck to where these two act a bit playful with each other. Probably best in a black or pale quadrant.
Finally, the Knight of Time and Rogue of Breath will get along with ease, if only because they understand each other so easily. The Knight of Time forms a mask with their opposite aspect to protect themself from others. While the Rogue does the opposite, forming a mask that accentuates their aspect to protect others from themself, who they see as being harmful or unhelpful at first. They are both very low maintenance friends, which means they are able to keep a passive friendship going consistently.
The Mage of Light and Seer of Space get along well as they both are wells of knowledge, though at first the Seer of Space may find the Mage to be too pushy. Still, the Mage of Light is a valuable force in helping the Seer of Space learn how to make decisions with conviction. Not always the right ones, but to at the very least have confidence.
The Seer of Space and Prince of Void I don’t foresee getting along, mostly because their aspects are an antithesis to each other. It’s the Seer’s purpose to thrive on the unpredictable and advise the team, but the Prince of Void destroys the unknown, which makes the Seer’s role less relevant.
The Seer of Space, Witch of Mind, and Heir of Heart will get along well and may be another group of three. The Witch of Mind is able to help the Heir of Heart to truly grow into their Heart powers, and to calm down the Seer of Space should they become overwhelmed by their responsibilities. The Heir of Heart can also help the Seer of Space to stop focusing only on the session and success and to actually give themself a break for once. These three get along perfectly. I could see possible moirallegiance or matespritship here.
The Sylph of Hope, especially with their expected closeness to the Knight of Time, would get along well with the Seer of Space. I could see them even tagging along for frog breeding against the typical rules of the game to keep everyone in high hopes and to ensure that it gets done. However, the Sylph of Hope may also be too busy placating the Bard of Rage to work in frog breeding.
That mentioned, I just realized that the Sylph of Hope would be a great auspistice between the Rageplayer and the Knight.
The Bard of Rage is likely to aggravate the Seer of Space and distract them from their duties, filling their role by inviting destruction through Rage. This is a place where having the Witch of Mind or Heir of Heart as a moirail or matesprit would be especially helpful to the Spaceplayer.
The Seer of Space and Page of Life would get along very well! This is another spot for matesprit potential. Both have to grow into their roles in different ways. The Seer can see what the Page needs to grow, while the Lifeplayer can simply keep the Seer in high spirits.
The Maid of Doom and Seer of Space are also a good pair of friends. The Seer of Space sees what is unexpected to everyone else, and likely will see the sacrifices the Maid of Doom will have to make. This will likely lead the Seer of Space to attempt to befriend the Maid of Doom so that they know they’re appreciated by everyone in the session. It is likely similar between the Mage of Light and Maid of Doom, or perhaps even the Prince of Void too.
That noted, most Maid of Doom interactions can be put aside as being similar. The Maid is generally kind to everyone. They are sometimes stepped on and pushed around by a session that doesn’t understand their value. The Maid of Doom, quite literally “made” of Doom, cares for everyone deeply as they can’t afford to waste time not caring about people they will likely die for. They may be a little bit bossy, as Doom constitutes rules, but overall tends to be a bit of a maternal character. The Maid of Doom is likely to guide everyone’s path from the background as they understand the rules of the game in a way nobody else does. Everybody’s relationship with the Maid of Doom is generally positive.
The Thief of Blood may have a tendency to meddle in relationships and inexplicably take the place of other people in quadrants without it being pinned on them. This is likely to annoy the Seer of Space. They require a lot of help to breed the frog and advise the session, so having a Thief of Blood causing what they see as distractions can be an annoyance. These two may end up in a kismesis, ironically.
Finishing up relations with the Seer of Space is the Rogue of Breath. The Rogue of Breath is likely to act like a bit of a jerkass at times, overconfident and drifting from friend group to friend group within the session. They are not prone to getting connected to other people. The Rogue of Breath grows into the role of having real confidence and learning what ties to keep and which ones to cut off instead of not making any at all. The Seer of Space can perfectly see through the unpredictable actions of the Breathplayer and offer advice that will often lead the Breathplayer onto the best path of growth.
Next is the Mage of Light. The Mage of Light and Heir of Heart may start off awkward, but will eventually become friends. The Mage is prone to acting as if they know everything and are the picture of knowledge, which may hide actual fears when it comes to matters of the future or blaming themselves when something goes wrong. The Heir of Heart helps the Mage to open up about their feelings and to stop feeling responsible for the entire session, while the Mage of Light may allow the Heir of Heart a chance to start controlling their feelings instead of vice-versa.
The Mage of Light also has difficulty understanding the Witch of Mind. They may struggle to understand how somebody who’s a well of knowledge can still manage to be upbeat and lighthearted. This could even lead to jealousy, while the Witch of Mind is unaware. These two may or may not eventually resolve their differences.
They also may have similar thoughts towards the Sylph of Hope. The Mage of Light has trouble understanding how somebody can be optimistic and want that for others without having some sort of hidden motive or inner conflict, but the Mage of Light may eventually open up and realize that some people are just goodnatured.
The Mage of Light may unintentionally harbour resentment towards the Bard of Rage. They foresee outcomes where the Bard invites destruction through Rage and every timeline where they are a volatile or unhealthy player, which leads to opinions formulated only on potentials. Still, the Mage of Light may eventually become less hesitant around the Bard of Rage, but still is always ready to manipulate the session. In fact, a lot of the Mage of Light’s nature can be described as being cautious in interactions with others because they see how their words and advice could change events for better or for worse.
The Lightplayer is very likely to help the Page on their path towards growth. That’s about all there is to say. They may act a bit like a patron within a session towards the Page, and even by extent the Seer.
The Mage and Thief will get along, but are also prone to shenanigans. The Thief of Blood believes they know best about how the party is connected, while the Mage foresees outcomes, typically favorable ones. They are likely to get into schemes together. I could see the Prince of Void getting in on this as well, by extent befriending the Thief of Blood.
Lastly, the Rogue of Breath and Mage of Light may be a little distant. They’re very much the “I won’t bother you if you don’t bother me” type. The Rogue of Breath gives other people breathing room and the ability to think of themselves first in a relationship, which means connecting to them can be kind of difficult, especially when the Mage of Light seems to be so busy all of the time.
A Prince of Void and Heir of Heart are likely to be amiable. Our canon Prince and Heir combinations (Dirk and John, Eridan and Equius, Kurloz and Mituna) seem to get along well with the tendency for one to be more stoic while the other lightens them up, excluding of course the Eridan/Equius combination. Void and Heart combinations also do historically well (Roxy and Dirk, Equius and Nepeta, Horuss and Meulin), with all of them being close friends or moirail pairing. As such, the Prince of Void and Heir of Heart are nearly predestined to be moirails. The Prince destroys the unknown, which aids the Heartplayer in unlocking their true self and the true selves of other people around them. This pair may be the emotional center of the team.
A Prince of Void destroys that which is unknown, while the Witch of Mind breaks the rules of knowledge with emotion. They may teach each other new things and be friends that get along mostly with mutually beneficial mentorship.
To settle everything with the Sylph of Hope at this point. they are prone to getting along well with everyone. The Sylph of Hope meddles in the optimism of others and is like a ray of sunshine. I can’t think of a single person on this team that wouldn’t mix well with the Sylph of Hope. Since the Maid of Doom and Sylph of Hope are similar in this fashion, though, I could foresee them getting along especially well in a way other team members don’t.
A Prince of Void could be another reason that the Bard of Rage’s attachment to Hope breaks, leading them into their aspect. The more the Prince of Void destroys their aspect, the more they are able to sweep faith aside. While the Sylph of Hope can prevent this or alleviate the aftereffects, it doesn’t change the fact that the Bard of Rage may grow to resent the Prince while the Prince finds the whole subject to be blasé.
The Prince of Void may become awkward around the Page of Life, and the Page of Life is prone to jealousy. They don’t see the Prince’s self-destruction at first, only seeing a powerful player who isn’t going through nearly as much trouble as they are. When the Page grows, they begin to see the Life around them. The Prince may have aided them the whole time despite the Page’s resentment in the name of putting more knowledge out there. Once the Page grows into their aspect, they realize the Prince’s self-resentment and need to put duty before themself. They will then begin to help the Prince. In a way, the Prince helps the Page and then has that paid forward.
The Prince of Void and Rogue of Breath may have trouble getting along. The Breathplayer manages to avoid the Prince of Void effortlessly and tends not to have rumours following them around - if anything can be known about them at all. Their nature of spreading Breath to others may also end up perplexing the Prince of Void and lead to complications.
Heirs and Bards as well as Rageplayers and Heartplayers tend to have relationships that range from being unhealthy to being literal, actual murder. I can foresee the Heir of Heart trying to placate the Bard of Rage, only to make the problem worse and end up being killed or nearly killed.
An Heir of Heart helps the Page of Life to grow emotionally, which can lead the Page being more lively and more willing to continue down their quests. If being god tier is like being as high as possible on the swings, the Heir of Heart is that first push off of the ground. Every other quest and help with information on what to do is extra momentum.
The Thief of Blood and Rogue of Breath will be very awkward, especially with the latter towards the former. The Bloodplayer will try to engage the Breathplayer into relationships and getting tangled up into all that goes with it, while the Breathplayer won’t have any of it. Seeing as how the Thief steals Blood and the Rogue distributes Breath, I can see a lack of Blood in this session - meaning that some relationships will be a lot more superficial than others.
The Bloodplayer and Heartplayer are pretty much determined to play matchmaker as a team, and that’s really all there is to say on the matter.
The Thief of Blood will often find an abundance of their aspect around them and can be consumed by cockiness or by believing nothing involving their aspect can go wrong, leading to unfortunate series of events. However, the Witch of Mind can use the emotions that the Thief of Blood has and utilize them to create peace of mind and allow the Thief to not go flying off the handle halfway into the session and causing some (if not many) deaths.
The relationship between the Thief of Blood and Page of Life isn’t very notable, though Thieves have a tendency to push around or disregard Pages thanks to their lack of power at the beginning of the game.
    The same can be said about the Thief of Blood and Bard of Rage. Nothing special there.
    The Heir of Heart can help the Rogue of Breath to be less distant and to stop acting uncaring for the sake of not getting hurt, allowing the Rogue to break out of their facade and ascend. On the same hand, the Rogue of Breath can give the Heir of Heart space in how they feel the need to help everyone on their emotional paths.
    The Witch of Mind and Rogue of Breath are nothing special. They’re acquaintances and friends based on proximity at best. The Witch of Mind doesn’t have the patience to watch the Rogue of Breath grow into being less cold and distant in the way that the Heir of Heart does. It’s a similar story with the Page of Life.
    Pages and Rogues tend to get along, so I can see the Page of Life and Rogue of Breath getting along. They might share a lot of small talk, but they share similar paths of growth and may find themselves to be especially close at the end of a session.
    The Rogue of Breath isn’t likely to get caught up with the Bard of Rage, though may be able to give a volatile player like the Bard of Rage a chance to distance themself from their emotions and chill the fuck out.
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