#sylph class
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starlit1daydream · 7 months ago
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Introduction to my Classpecting Ideas
This felt like a good idea for something to put out before I put my Knight & Page analysis out there, since I plan on making this a 6 part series. (Potentially 7 if demand for a Lord/Muse addendum is high enough).
So, I'll be laying out my most important philosophies on the subject here for future reference.
Classpecting is...
Point A. Classpecting is malleable.
There is not one rigid, set definition for any Class pair, or any Aspect pairing. The freedom of the author is that they may assign any symbolism to a concept that they may like.
What I mean by this is that people often seem to think that manifestations of an Aspect within Homestuck's narrative paint that object or idea as a concept inherently tied to that Aspect.
Example: Pumpkins & Void. You would not believe the amount of people in the early fandom who swore by the idea that pumpkins were inherently just Void constructs because of their role in Homestuck's narrative.
No? Pumpkins symbolise Void in Homestuck itself and Homestuck itself only only due to a running gag inherent to Homestuck itself.
Anything, with enough narrative basis and existing thematic ties, can serve to symbolise an Aspect. Furthermore, two different authors may have different ideas of what Aspect something represents.
Some authors may see alcohol, for example, as a Void-bound concept owing to its obfuscation of fair judgement. Some may see it as a Light-bound concept owing to the idea of 'in vino veritas' and the tendency of drunkenness to induce truthful confessions. Some may see it as a Life-bound concept owing to its associations with hedonism and impulsive behaviour.
With enough narrative consistence, anything is possible. Homestuck's narrative is not as rigid of a point of reference as some people would swear by it being. This is deeply important.
Point B. Classpecting is not the whole of a character.
I can't exactly phrase this in a satisfactory manner, but... a Classpect is not a personality type in of itself. An individual being a Prince of Heart does not instantly make them Dirk Strider. It merely means that their core value is identity & selfhood, and they interact with it by destroying it. It is that simple!
I see, time and time again, Classpecting blogs acting as if a Classpect is indicative of a character's whole personality and giving guides as to the exact behaviours & quirks a character with that Classpect should have.
I am imploring you to explore wider possibilities when it comes to this. Even if it means sharing a title with a canon character! It doesn't mean you have to just rewrite that canon character because that's not how Classpecting works.
I've seen fanventure characters share titles with canon characters. (Sovereignstuck's Annomi Errata & Dynama Zarrow sharing titles with Dirk & Porrim respectively, and Porrim herself is also a player in that narrative, mind you!)
I've seen fanventure characters share titles with eachother. (Vast Error's Dismas Mersiv is a Rogue of Mind. One of my fantrolls is also a Rogue of Mind!)
In every instance, they are fundamentally different people. I cannot put it any simpler than this.
Point C. Classpecting is always applicable.
That is the perfection of the Classpecting system. You can give a title to any character, from anything ever made. It's not even that difficult if you're half-decent at media analysis!
Quite literally all you need to do is ask yourself two questions.
"What's this character's core value?" and "How do they interact with that?" Do that, and you've got yourself a Classpect.
That's the beauty of it! It's obviously not going to be as airtight as a story that has the Classpecting system baked directly into the narrative, but it's still going to work out!
Hell, do it to yourself! Do it to your friends! The world's your oyster. You can do anything you want, forever, for the rest of time. I'm a Seer of Life! My best friend is a Page of Blood! My mother is a Witch of Hope! Go wild.
Post formatting
For my Classpecting posts, I'll aim to give two related definitions for every Class.
Definition A is the narrative function, what the Class says about the person and how they interact with their Aspect as an abstract concept.
Definition B is the practical function, what the Class says about their role in the session and how they interact with their Aspect as a SBURB construct.
Therefore, we get an idea of both the abstract, personal definition of a Classpect, and the functional, game application of a Classpect.
I'll also aim to give about two or three examples for each individual title about how you could write a character with them, since there are always going to be multiple directions you can take with a Classpect.
Conclusion
tl;dr - what I'm trying to say is this. Classpecting is malleable, easily applicable & capable of saying any number of things, and my posts will aim to give two concise definitions of both narrative and practical function for every title.
I'll get the Knight:Page analysis done either today or tomorrow, and the rest of the Class posts will be staggered releases in order of poll results. Thus, the order is going to be:
Knights & Pages, Deficiency and Exploitation.
Mages & Seers, Experience and Comprehension.
Witches & Heirs, Adherence and Manipulation.
Princes & Bards, Instability and Destruction.
Thieves & Rogues, Inundation and Redistribution.
Maids & Sylphs, Maintenance and Generation.
And, potentially...
7. Lords & Muses, Absolution and Dominion.
And then, subsequently, the order for the Aspect posts, which I've decided based on relevance to the canon, roughly speaking anyways...
Space & Time, Genesis and Terminus.
Breath & Blood, Fluidity and Stability.
Light & Void, Potential and Simplicity.
Heart & Mind, Instinct and Dialectics.
Life & Doom, Progress and Stagnation.
Hope & Rage, Conviction and Iconoclasm.
I look forward to the next post. Until then, take care.
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creative-classpect · 1 year ago
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Sylph of Void
The Sylph of Void. One who heals secrecy, darkness, and nothingness while also healing with them.
The cool black abyss. Come in peace and watch your step
Sylph- heal their aspect and heal with it. They bring their aspect to where there is little of it, sowing the seeds for their aspect to grow.
Void- major themes of nothingness, obscurity, and the Void. Minor themes of ignorance, secrecy, darkness and null.
Abilities
Shroud
The Sylph of Void allows shadows, mystery, and secrecy to blossom, bloom, and spread. The Sylph is capable of a sort of sleight of hand and misdirection, allowing little unnoticed changes to become areas of obfuscation and confusion. 
Initially this could manifest as a blackout doctrine, specializing in redacting, deleting, and disconnecting key pieces of information. Carefully editing audio and video, blacking out text in sensitive files, and other similar forms of direct information control. The Sylph is something of a counterintelligence agent, either as minor as someone being a troll or as grand as one of the Men In Black, choosing to carefully and meticulously erase key details.
At lower levels these methods of shrouding would begin to take on a more supernatural lean, able to not simply block out the information in the present, but expand beyond the medium to the information itself. When they begin octuring information it subtly alters other records of the same object or event and can even pass into the minds of anyone witnessing the shroud. Carving a face out of a painting could result in all other portraits of the person in the castle being similarly removed with servants unable to easily remember who the portrait was supposed to be of.
As the Sylph of Void progresses this would move beyond tampering and enter into interfering with reality with less interference. The Sylph would be able to cast their shroud over objects and people, akin to a magic placing a blanket over something they wish to disappear. While cloaked, objects and people would be in a field of stasis, unaware of time and unburdened by things like cause and effect. These people or objects sit in a place of superposition where until the shroud is removed, nothing has occurred yet. The coin at the apex of a toss. All while their gap in the world is felt, reverberating out. This can be used to effectively erase periods of a timeline, to hide things away in the hidden depths of the Incipisphere, and to allow the disappearance of any person or object to invoke inquiry about the mysterious void left behind.
At medium levels, the Sylph of Void can allow these shadows to lengthen, controlling a dimmer to the world itself.  Their shroud would increase in size, allowing for more subjects of greater size, number, and distance to the Sylph to become hidden. As long as they remain shrouded it is like they never even existed or a magic trick yet to meet a resolution, if it ever will. Prolonged time shrouded could result in things being swallowed by the void, never to be seen again. The Sylph could cause these lost things to be forgotten as well.
At higher levels, the Sylph of Void would be able to cloak entire places within their shroud, erasing and neutralizing all details and senses related to the place. Entire airships, armies, castles, moments themselves could simply cease to be. The looming dread of a mysterious threat passing over an army as monsters disappear behind the curtain of reality. The Sylph of Void controls the curtains of the stage, and with it, what stories get told. People, places, and events can be forced to transpire “off-screen” away from anything of importance or note, if the Sylph allows them to transpire at all.
Safe haven
A Sylph of Void renews with void, healing and restoring with nothingness, obscurity, and lack of focus. The Sylph knows how to take the pressure off, allowing time and rest away from the vibrant sights and sounds of the world around them. They can cause things to lose relevance and immediate impact, creating a gentle environment.
While they are more than capable of reducing harm, they might lack the drive necessary to achieve their ends or fully sympathize with the desires of others, a caretaker focused solely on recovery without the end goal of activity in mind. 
At lower levels the Sylph has a cooling, soothing, perhaps even to the point of stifling aura. They are capable of suppressing or even nullifying pain, hunger, and stress, at the cost of all else: initiative, drive, extreme emotions, and clarity of purpose. They could refresh and restore stamina and endurance and in more extreme cases, allow for their allies to simply shrug off harm and keep standing or even alive through the Sylph alone.
As they progress this ability to soothe and nullify would expand into an aura around them, a lack of narrative focus and spotlight allowing them to bring peace and reprieve. Similar to how conflicts in movies tend to slow for a character interaction scene, the Sylph would be able to bide their time. Attacks never seem to make a solid impact, ranged weaponry flying harmlessly past, boss monsters being easily distracted by other threats, etc. The Sylph would particularly excel at evacuations, with those they can maintain focus on simply fading away and disappearing into the background to maneuver and escape. 
At medium levels the Sylph of Void can create their own pocket in reality, a literal safe space beyond the borders of the world around them. This pocket dimension would be a space of deep introspection and quiet peace, where little, if anything, could interfere. Without shape and form, this nebulous area of nothingness is a cool dark abyss, where time is slowed. The Sylph and their allies would have a time to rest, a pause button for the world around them. While in this safe haven things may not occur in their immediate surroundings, but other functions far away may still occur. While the area around the Safe Haven may slow and lose tension, the spotlight must always be directed and for better or worse, it will go elsewhere.
At higher levels this Safe Haven would expand in dimension and ability, evolving from a small protective space to a large area completely outside the bounds of space and time, without cause and effect, without narrative pressure and tension. The Safe Haven is a world unto itself, existing between the threads of reality, the space between pages, where all lost and forgotten things dwell. Even should this kingdom of darkness manage to be breached, swirling protective shadows and horrorterror guardians are able to protect the Sylph of Void.
Passives
Something from nothing- you never require tools to fix an object or heal a creature, seemingly making due with nothing at all
Better without- even when you are not present you are helpful
Whisper network- you can share secretive information regardless of distance or method
- - -
This post was commissioned by @smiteblast442 ! Thank you for being patient <3
If you want to commission me you can find me @ https://ko-fi.com/kesscal
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vyronnes · 9 months ago
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Nrasha High above the clouds, a sylph delights in the wind as it swirls around her Beautiful Nrasha Commission artwork
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ogdegenerate · 6 months ago
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HOMESTUCK CLASSES EXPLAINED… badly
WITCHES: the aspect’s personal bitch until they decide it’s their turn to top
HIERS: the aspect’s poorly disguised self insert with unnecessary amounts to plot armor
MAGES: gets traumatized by their hyper-fixation for plot reasons
SEERS: HOLY SHIT ITS TIRESIAS FROM THE ODYSSEY!!!!
PRINCES: aspect-phobic crusaders with anger issues who makes hating this broad concept their entire personality
BARDS: green aura and flies taken to its most lethal state.
MAIDS: don’t you hate it when you try to put on the fitted sheet on the bed but the corners keep getting loose?
SYLPHS: your fairy god mother who has no sense of personal space and consent
THIEVES: [This description has 8een stolen 8y the thief of light ::::)]
ROUGES: the communist party your government warned you about
KNIGHTS: when you mask so hard it becomes your superpower
PAGES: IM A GOOFY GOOBER ROCK 🎸🎸🎸
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irradiatedpathogen · 8 months ago
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PISTIS FEERHS
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doodle redesign of my oc, they own a racing company, their weapon is probably going to 8e a sickle or whip, their lusus is also still 8eing redesigned
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en8y · 2 months ago
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[IMAGE ID: three horizontal flags with nine stripes. the middle stripe is twice as large as the rest of them, which are equally sized. the first flag has these top three colors: light grey, burnt orange, and black. the second flag has these top three colors: light grey, dull yellow, and black. the third flag has these top three colors: light grey, warm green, and black. each flag has these bottom six stripes: neon yellow-green, off-white, neon yellow-green, bright teal-green, light warm grey, and medium grey. END ID.]
syclasibronze: a gender connected to being a (homestuck class) sylph bronzeblood; this gender is connected to the sylph class, sylph class aesthetics, bronzebloods/umber bloods from homestuck/hiveswap, and animals/communing with animals.
goldsyclasic: a gender connected to being a (homestuck class) sylph goldblood; this gender is connected to the sylph class, sylph class aesthetics, goldbloods/ochre bloods from homestuck/hiveswap, psionic or psychic powers/abilities, and if the user deems it appropriate, technology.
limesyclasic: a gender connected to being a (homestuck class) sylph limeblood; this gender is connected to the sylph class, sylph class aesthetics, limebloods from homestuck/hiveswap, unknown but yet powerful abilities, and if the user deems it appropriate, needing to mask oneself as something else.
@radiomogai @liom-archive @obscurian @libnius @dragonpride17
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emperor-of-blood · 8 months ago
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Next up is Chilchuck!
He's the halfling half-foot representation in our party and takes the role seriously. He's very conscious of the peculiarities of half feet and takes full advantage of his size while expertly sidestepping the shortcomings. Insistent in his role as a non-combatant, Chilchuck makes excellent use of his heightened senses and lightweight frame to both find and disarm traps as well as act as something of a sentry for the party. Or- he doesn't do any guarding so maybe it'd be more apt to call him a watch dog- ... watch.... chihuahua? Yes. He is a watch chihuahua.
His stubbornness and work ethic has earned him quite a reputation on the island. At least some of the other half-feet see him as arrogant and greedy, though the reality of the situation is that he is so strict with the other half feet to protect them. Chilchuck has long since disposed of his naivety, coming to terms with how the other species making up humanity tend to view half-feet.
So, classpect time.
Chilchuck is a....
Sylph Of Life!
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One who restores [Life]/advances [Life]
I think one of the biggest things is that Chilchuck is just very tightly bound to responsibility, one of the key... aspects, I guess, of the Life aspect.
I should start calling these "Sub-aspects" or something.
He's always on Laios' proverbial dick about being a better leader, and it's hard to blame him. Laios has a lot to work on, and that's well known. I don't know if I'd go as far as calling Chil a mentor figure per say, but he is well aware of the situation they're in. I'm not talking about the awareness from his heightened senses either. He's by far the most sensible of any of our heroes. He's pretty much always got something to look out for. Keeping everyone alive, sane, and out of trouble are really his main goals in the story. Not to say that the others don't also want these things, but Chilchuck shows few desires outside of that. I think he's really the only party member that consistently gets on people's cases about being reckless. He has good cause for being like this, nearly being a sacrificial lamb for his first party. With that sort of intro, it's hard to keep your innocence.
Another manifestation of the responsibility sub-aspect is his commitment to being a non-combatant.
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It isn't in his contract, but it's important to note that he isn't unwilling to help in these sorts of situations. It isn't his job to charge into battle. He still helps wherever he can tho! And at the end of the day, he will take up that responsibility. He throws the knife into the dragon's eye, he guides Senshi's blade to the dryads, and he deals with the mimic.
See you next time!
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prince-of-time-pt · 1 year ago
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Anyways, I would like to bring attention to the simple fact of: if you are having trouble classpecting yourself there is a 100% chance you are not a Prince, Thief, or Seer.
There IS a good chance you are a Page, Rogue, or Sylph.
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Sylph Result Class Description
Let's be honest. You've probably been called the "Mom Friend" on occasion, hm? Maybe not Mom, but rather Dad or simply the Parental Friend. Either way, you can't seem to stop yourself from stepping in and trying to help fix stuff whenever the chance arises. Heck, you might even try to fix stuff that isn't broken yet or is nowhere near being broken. Something just doesn't sit right with you, so you try to make it better.
You tell yourself that what you do is hard work, most likely thankless, too, but it's honest work. Someone has to do it, or else it won't get done at all, right? Especially when it comes to your Aspect, you probably have a tendency to try and Create more of it, or Heal it. When you feel that your Aspect is waning, you might be the quickest to try and alleviate it. Especially if one of your companions is lacking in that regard, you'll likely step in to try and help them out of that pitfall. However, how often is it that you do this of your own volition versus someone asking you to do this?
It's not your fault if the answer to that is the former over the latter. Sylphs are those who simply want to try and make the lives of those around them better. They tend to feel a sense of necessity in helping those around them. Chances are that you're someone who likes to dedicate themself to a singular person or cause and work to try and right the wrongs centered around it. While that is a noble deed to do, the way you go about it might not be the healthiest way.
Sylphs are notorious for neglecting their own needs for the sake of others, and then getting upset when they don't get anything good in return.
Specifically, Sylphs are those who tend to stretch themself and their Aspect far too thin. Many people can try to warn the Sylph that they're going to snap, but the Sylph carries on. Someone has to fix things around here.
Burnout is one of the biggest struggles that a Sylph faces. However, it's also one of the major turning points for their journey towards greatness.
A more well-rounded Sylph can become one of the greatest healers in a party. They're a therapy friend, but with the added benefit of knowing their boundaries and setting them. That, and they may even gain the power to Create or Heal through their Aspect, rather than simply conjuring it into existence.
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heir-of-light-shenanigans · 26 days ago
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I made a Google Sheets of every meaning I have for Classpects if anyone wants it cause I love Typology :)
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asyathefoileater · 1 year ago
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starlit1daydream · 5 months ago
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Maids & Sylphs: Maintenance & Generation
There's no need to justify the meaningless destruction~...
Yeah, I love that song.
This is a little bit of a contentious one, since there's an extant debate about the Class pairings with these two; but Maid:Sylph works best for me, so that's what I'm going for.
The Maid:Sylph class dichotomy embodies maintenance, generation and responsibility. They operate alongside their Aspect to ensure it functions correctly, a caretaker for it; being able to both generate it freely and keep it from going awry after their arc is done.
They're also defined by quite an interesting and consistent character arc in two parts - that I'll go over in the narrative section. It involves a lot of denial of their Aspect.
Canonical Maid players are Jane Crocker (Maid of Life), Aradia Megido (Maid of Time) and Porrim Maryam (Maid of Space).
Canonical Sylph players are Kanaya Maryam (Sylph of Space) and Aranea Serket (Sylph of Light).
So, let's get to Point A - the Maid's narrative function.
The Maid is defined by an overworking at the hands of their Aspect; they are, simply put, made to use it and work with it tirelessly without ever being able to have it.
Their relationship with it is exclusively defined by others, with no opportunities being given for them to forge their own stance on their Aspect; it's alien to them, all they know of it is what they're made to use it for.
Jane Crocker, the Maid of Life, indoctrinated and kept in the dark thanks to an oppressive regime that would see her stripped of agency; her life under constant threat of assassination as she denies any and all conspiracies under her nose.
Aradia Megido, the Maid of Time, puppeteered by the deceased and the forces of death themselves, tossed around throughout states of mortality whilst forced to shelve her own intrigue in archaeology. No interest in the past is granted on her own merits.
Porrim Maryam, the Maid of Space, denied an intuitive chance to make her own way with femininity because of Beforus' oppressive patriarchy; her opinions left unheard as she slaves away in the jadeblood caverns. Her own gender and curation of the Space around her, inaccessible.
This is followed by a stage of personal growth wherein the Maid sheds the shackles and works with their Aspect independently. They awaken into a new power with their Aspect as their steward and responsibility; and now they work for it because they want to.
Jane Crocker ends the story having inherited control of her own Life; she's CEO of CrockerCorp and has no oppression left to control her and regulate her agency.
Aradia Megido ends the story having become a caretaker of the afterlife, Maid of Time taking responsibility to keep the deceased in check and fondly regard extermination.
Porrim Maryam ends her story having become a garrulous and opinionated advocate whose sexual freedom and comfort in her own gender identity goes hand in hand with her views on feminism and patriarchy. (she's also trans, but you didn't hear that from me)
Point B - the practical function of the Maid.
This one's fairly simple, given we have two whole examples to work with and they both have their own moments of badassery.
Jane can create Life. Though she expresses that, uh... questionably, with her rather clear-cut wishes towards Jake in Trickster Mode; she also expresses it literally. The overload of her Life powers leads her to turn the desolate and barren LOCAH into a thriving wilderness, teeming with Life. What's more, she can give Life to those who have lost it.
Aradia can create Time. We see her freeze Jack Noir in temporal stasis, using her Aspect and generating Time for her cohorts both literally and metaphorically after the fact.
Porrim, speculatively, could create Space. Think Jade, but less overpowered.
The creation of their Aspect leads directly to their maintenance of it, one does not just make something new and then leave it to rot; you have to take care of it, allow it to grow and keep to the right path.
Point C, the narrative function of the Sylph.
Like most other passive Classes, we're flipping the active counterpart on its head for this one.
Whereas a Maid is defined by a working relationship with an Aspect they never get to know, the Sylph is an opposite. They hold such a breadth of knowledge and desire to help with their Aspect, but nobody lets them.
Kanaya is desperate to curate the Space around her and meddle with it, through her fashion expression to her interest in gardening, and keeping her friends in check, but nobody allows her to. She's shunned merely as the auspistic 'vvillage twwo wwheel devvice' and decried as a meddler 'til she starts putting her foot down and sawing incels in half.
Aranea is desperate to be seen, to be given Light; she merely wants attention and acknowledgement from her friends - because she literally just fucking wants to talk about the things that interest her for more than five minutes. She keeps repositories of knowledge, adores giving exposition, and is pushed into ignorance and oblivion 'til she resorts to throwing planets with her brain.
This is not to say that the Sylphs are... completely justified; because their growth comes in the form of acknowledging that their Aspect needn't always be meddled with. The Maid allows their Aspect to grow on its own, but the Sylph is compelled to interfere and change it because 'they know best'.
Kanaya meddles even when it's condescending, unaware of her own shortcomings in that regard; making glaring errors in her curation of Space that lead to the termination of relationships (Vriska) that she refuses to even give an explanation for.
Aranea heals Light even when she shouldn't, intruding on personal boundaries and consent through her Aspect. She freely shares information about her cohorts that really should be left in the shadows, sometimes, and breaches both Jake & Terezi's wishes by 'fixing' their disabilities, per se.
...She was totally justified in throwing planets, though.
Point D, therein, is the practical function!
This is interesting, because Homestuck equates passive creation with healing. The Sylph less actively generates their Aspect and moreso fixes it, making them a sort of Anti-Prince in a sense.
Kanaya, we have less material to work with given her lack of a God Tier status; but it sounds to me like healing Space seems inherently tied to her awakening as a rainbow drinker (repairing her own role in the narrative after her death) and the curation of Space through removing things that could harm it.
Aranea, however, is clear-cut. She heals Light by healing any disabilities that would impair someone's desire to see or understand truth; Terezi's blindness leaves her unable to see, and Jake's brain injuries leave him unable to understand; in Aranea's eyes, anyways. (I'd argue she's a very reductive and possibly passively ableist viewpoint, but I digress).
It's a form of creation, for sure; but it's directed towards others just as a Passive player does. I find them really interesting, especially just because of the limited material we've got; I would've loved to see a God-Tiered Kanaya. Alas...
Anyway, by now, I'm sure you all know what's coming for you next week. I'll be on schedule this Time, so clear out some Space in your schedule.
(Oh, Lord, that was cheap. At least it was probably aMuseing to a few of you, hell if I know).
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What's the difference between a mage, sylph, muse, and knight of void?
Mage knows how to screw in a lightbulb but won’t tell you.
Sylph goes around unscrewing lightbulbs humming to themself.
Muse preaches about the value of darkness but doesn’t actually unscrew anything.
Knight slingshots every lightbulb in the house.
None of them can change a lightbulb.
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rubyharleylalonde · 20 days ago
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Heya! I was wondering if I could get a Suitor of Rot (Witch+Heir and Life+Doom), a Prophet of Fury (Mage+Seer and Hope+Rage), a Annihilator of Bonds (Bard+Prince of Blood+Breath), a Pilferer of Soul (Rogue+Thief of Heart+Mind), a Chancellor of Stagnancy (Knight+Page of Light+Void), and a Artist of Paradox (Maid+Sylph of Time+Space)? I've been brewing up some ocs with these classpect combos :3
here are these, and superxstarzz did pilferer of soul here!
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suitor of rot (witch+heir of life+doom)
prophet of fury (mage+seer of hope+rage)
annihilator of bonds (bard+prince of blood+breath)
chancellor of stagnancy (knight+page of light+void)
artist of paradox (maid+sylph of time+space)
all designed by @/superxstarzz!
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ballsalsda · 2 years ago
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Grimdark sylph of rage!! Im a sylph of rage so i made this
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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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