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So was like anyone going to tell me Homestuck^2 came out months ago or...?
Hey everyone! I know there hasn’t been a lot of activity here since I got bored of this and coronavirus shutting down my campus (let’s just say college at home is a lot harder than college at college). However, I bring good news!
We have a new mod! ...or well...new isn’t the best word for it.
I’ll still be a part of this in some diminished form...I’ll definitely keep track of the statistics and survey! (30 people responded btw, which isn’t the best response rate but I’m thinking I want to revamp it a little bit and post it in a place with more outreach like the homestuck subreddit or something. I’ll make a post here when I decide what I want to do! In the mean time, give me more data here!)
]>>Maso<<[
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Hello, everyone! I’m closing the ask box and requesting that someone else takes over because I’m not feeling up to this right now and I don’t know when I would be. If you’re interested, send a submission explaining why you’d be a good candidate for a mod position.
In the mean time I might queue up asks that I do feel motivated to answer at the present moment.
]>>Maso<<[
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Hi! I wanted to ask if you could do a session between a seer of space, sylph of void, mage of blood, maid of life, heir of time, knight of breath, thief of light, prince of light, rogue of heart and page of hope? Its 10 players which is pretty big so i understand if you dont feel up to it, either thanks in advance! :)
Here you go! The way this story unfolds is really interesting, so I wish you the best of luck!
Seer of Space
Personality: Seers are exceedingly intelligent, bright, and calculating. They are the people who seem to be wise beyond their years, though they are often afflicted with hubris. As a Space player, they would come off as a dispassionate observer with an uncanny awareness of things happening around them, as well as someone with a phenomenal artistic and creative sense. They very much are the tortured artist, and I can envision them struggling with creative block.
Abilities: The Seer of Space would get visions of other locations.
Session Contribution: This player basically knows everything that’s happening at any given time. The Space player’s quest calls them to breed the Genesis Frog, and knowing where it is will definitely be a big advantage!Sylph of Void
Personality: Sylphs are people who have a great sense of someone’s potential, and they tend to be driven to help in any way possible. This can make them seem to be incredibly nosy and a little annoying, but they have nothing but good intentions. As a Void player, they would be a living representation of “ignorance is bliss.” They solve problems through distraction and comfort, never really addressing the heart of the issue at hand. Is it healthy? Not really. Is it effective? Kinda. A Sylph’s biggest weakness is that they can’t seem to grasp when something is a lost cause.
Abilities: The Sylph of Void would be able to literally erase injuries by making them disappear, as well as induce amnesia.
Session Contribution: This is somehow a very good healing class.Mage of Blood
Personality: Mages tend to be very intelligent and bright, but also tend to be jaded and cynical. However, they gain their knowledge through experiences, often painful ones. As a Blood player, the Mage will likely have a lot of experience with relationships and teamwork, thus making them a strong leader. However, the Mage has experienced some extreme betrayal or manipulative relationship, causing them to be distrusting and bitter. Alternatively, they might have grown up in a society hostile to them, and they had to learn how to conform to it or suffer forever. Either way, the Mage of Blood learns from the darker side of humanity and uses that for their own benefit.
Abilities: The Mage of Blood would be able to use their knowledge of interpersonal connections to bring people together, and they will perhaps be able to use those bonds to their advantage. Maybe they can forge a bond between two people magically, like some form of second degree glamour.
Session Contribution: The Mage of Blood isn’t a commander and leader...they’ve worked their ass off to achieve the level of ability they have.Maid of Life
Personality: Maids often feel a great deal of responsibility that was pushed onto them without their consent. They feel that it is their job to ensure that everything is working properly, even when they are not recognized for their efforts. As a Life player, their personality may manifest as a manic go-getter, possibly a manager or a ruler of some form. Maids also tend to rely on others to feel valuable, so please make sure she knows they are perfect just the way they are.
Abilities: The Maid of Life would be able to resurrect the dead and perhaps give life to inanimate creatures.
Session Contribution: Hello healer my old friend.Heir of Time
Personality: Heirs tend to come off as very dumb, but a more accurate term would be happy-go-lucky. They are very much a representation of “ignorance is bliss,” for they tend to grow up very sheltered and secure, especially under by aspect. As a Time player, their source of security would, ironically, be change and moving forward. This Heir would value personal growth very heavily, and difficulty appears once they form a more stable sense of self and life becomes stagnant.
Abilities: The Heir of Time would avoid danger through time travel, though it would take a while to be able to use this ability on a non-incidental level.
Session Contribution: The Heir of Time’s time travel can be very helpful in avoiding doomed timelines, and I can also see this as an offensive player.Knight of Breath
Personality: Knights are a very insecure lot, typically using their aspect to attempt to create a facade that makes them seem more impressive. As a Breath player, the Knight would pretend to be overly easy going. However, they aren’t easy going at all. They tend to instead be scared of commitment, or afraid of conforming to society. They can’t be held down, because if they are, then they’ll suffocate. To develop as a person, they should learn to trust others and lower their walls.
Abilities: The Knight of Breath wields the wind, as well as freedom. They would be able to bring people to think for themselves.
Session Contribution: Knights are called to sessions that don't have enough of their aspect for them to win, and in this case, that means that the players are probably too conforming and not at all individualistic. Perhaps the Mage of Blood is doing their job too well?Thief of Light
Personality: Thieves are extremely ambitious and tend to appear to be very selfish and overly self-confident, but their confidence is an act of false bravado. What makes a Thief a Thief is their overwhelming sense of envy toward others, especially when it comes to their aspect. As a Light player, the Thief would be jealous of the luck, success, intelligence, and/or attention of others. This makes them an attention whore. Thieves need to learn how to be happy for other people and allow them to prosper, while finding and accepting their own worth.
Abilities: The Thief of Light would be able to steal knowledge and/or luck.
Session Contribution: They are gonna mess your shit up. Make them feel important and smart.Prince of Light
Personality: Princes have fairly destructive personalities and resent others, mostly because they strongly resent themselves. Their self-hatred often leads to them harming others, either intentionally or unintentionally. As a Light player, the Prince will likely feel too smart and dumb themself down, or always get attention and hates it. They would also be the kind of person who attacks smart people and believe that it’s impossible to know. Princes need to learn how to accept accountability for their actions and accept themselves for who they truly are.
Abilities: The Prince of Light would be able to induce amnesia, shoot lasers, and perhaps bypass a person’s luckiness.
Session Contribution: Princes are called to sessions with an obstructive surplus of their aspect, so this Prince’s presence implies that your enemies know too much, or perhaps your players might know too much. Perhaps something to do with your observation classes? Whatever it is, it is up to your Prince to prevent this from harming the session.Rogue of Heart
Personality: Rogues are very selfless people, as they share a worldview with Robin Hood. Their strong sense of justice and equality makes them easy to talk to, as they are very respectful. They are also very spunky and ready to do what’s right! As a Heart player, they tend to be empathetic. Sometimes, the Rogue puts themself into danger to right a wrong, so make sure they understand that it’s okay that life isn’t always fair.
Abilities: Allocating a person’s emotions and identity can have countless implications, but a late-stage power they can likely harness is body-swapping. Empathy is also a likely ability.
Session Contribution: This player is important in creating mutual understanding and respect among the teammates.Page of Hope
Personality: Pages are known to be very weak and impressionable. Like the knight, they are very insecure about their weaknesses, but instead of acting impressive, they display their weakness in hope that someone will help. As a Hope player, the Page would likely be very open-minded and trusting of others. This naivety causes them to be taken advantage of very easily. They can only grow once they learn who they should trust.
Abilities: The Page of Hope would be able to provide hope to your team and eventually use Hope to bring about their fantasies.
Session Contribution: Eventually, the Page of Hope may be your saving grace.
Interpersonal Dynamics
The Sylph and the Prince are gonna be really close buddies, and I would stay away from them.
I believe the Prince and the Knight are heralding the Mage of Blood going mad with power.
The Rogue and the Knight are best friends, because they are the only people who understand the other.
The Thief and the Page need to be kept apart. Please. The Page will suffer.
The Maid and the Mage will work together to advance their vision.
The Seer would be kinda friends with the Knight and Rogue, but they tend to distance themself from everyone.
The Heir will be close with the Rogue and the Sylph. Heir/Sylph actually has a pretty good synergy here.
Session Overview
Too Bright!: Your Prince of Light is more important than your Thief of Light. The Prince has a job to do, and the Thief has a job of making everything about them.
Leader: The Mage of Blood will be the official leader, but the Prince of Light and the Knight of Breath tells me that they will start a dictatorship with their powers. The Knight of Breath is probably the more compassionate leader.
Offense: Prince, Thief, Knight, and maybe Mage and Rogue are more than good enough.
Survival: The Sylph of Void isn’t the best Sylph, but the Maid of Life definitely makes up for that. Also, your Heir of Time will be fine.
Foresight: The Heir of Time probably isn’t that good at predicting things that will happen, but the Seer of Space would know anything that’s happening around them. Also, the Mage of Blood would also know a lot about the players, so they could probably predict how people would behave.
Loyalty: The Thief has to go, man. Also, the Mage is gonna stage a coup, but at least everyone is going to work together until the Knight and the Prince deal with it.
Breeding: The Seer of Space would know where the necessary frogs are, and I suggest the Rogue and/or the Knight for help.
Overall: Your team is very fragmented (when the Mage isn’t doing bullshit). If your Mage is a good person, you don’t really have anything to worry about...your players are strong and they will work together in a way that works. If not, then everyone is going to fall apart and maybe everyone gets killed.
]>>Maso<<[
#homestuck#session analysis#seer#space#seer of space#sylph#void#sylph of void#mage#blood#mage of blood#maid#life#maid of life#heir#time#heir of time#knight#breath#knight of breath#thief#light#thief of light#prince#prince of light#rogue#heart#rogue of heart#page#hope
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Hi everyone! The next couple of days are going to be a small hiatus...we should be back up and running on Sunday or Monday!
]>>Maso<<[
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ok this session is a little unorthodox, it's actually two different sessions that end up having to work together. players of the first session are knight of space, heir of time, witch of breath, seer of doom, Prince of mind, rogue of light. second session is maid of void, sylph of hope, thief of rage, bard of heart, mage of life, page of blood. also, these players don't really have any relationship prior to the game; this isn't an Alpha kids and Beta kids situation. thanks in advance!
This was a doozy, and one that was done three hours before being posted on this blog. This is a really interesting session, and I would definitely read this one! Here it is:
SESSION ONE
Knight of Space
Personality: Knights are a very insecure lot, typically using their aspect to attempt to create a facade that makes them seem more impressive. As a Space player, they would try to manifest the “tortured artist” persona, and will very likely distance themself from others. To develop as a person, they should learn to trust others and lower their walls.
Abilities: As a wielder of Space, they would be a teleportation master, being able to teleport themself or others or weapons in a fight.
Session Contribution: The Space player’s duty is to breed the Genesis Frog, and this Knight will be able to do it very effectively on their own! The Knight is called to a session with a lack of their aspect, in this case, Space, so either they must efficiently utilize the little creativity or physical space given.Heir of Time
Personality: Heirs tend to come off as very dumb, but a more accurate term would be happy-go-lucky. They are very much a representation of “ignorance is bliss,” for they tend to grow up very sheltered and secure, especially under by aspect. As a Time player, their source of security would, ironically, be change and moving forward. This Heir would value personal growth very heavily, and difficulty appears once they form a more stable sense of self and life becomes stagnant.
Abilities: The Heir of Time would avoid danger through time travel, though it would take a while to be able to use this ability on a non-incidental level.
Session Contribution: The Heir of Time’s time travel can be very helpful in avoiding doomed timelines, and I can also see this as an offensive player.Witch of Breath
Personality: Witches tend to find themselves in societies or situations where they are dissatisfied, which makes them strong revolutionaries and visionaries. Their rebellious nature causes them to change their aspect in ways inconceivable to others. As a Breath player, the Witch sees people acting in their own sake and transforms that into unified motion and motivation. Witches are only satisfied when their vision is realized, which is not always possible.
Abilities: The Witch of Breath would be a master of motivation, especially toward a common goal. They would also have very powerful wind powers.
Session Contribution: The Witch would be an ideal leader and revolutionary. You can be sure that your session will be going places!Seer of Doom
Personality: Seers are exceedingly intelligent, bright, and calculating. They are the people who seem to be wise beyond their years, though they are often afflicted with hubris. As a Doom player, this person will likely become filled with despair and misery, especially as they will regularly see their loved ones die.
Abilities: The Seer of Doom will have visions of death and the futility of their session.
Session Contribution: Seers are meant to guide players, so this player will be very helpful in avoiding timelines where people die.Prince of Mind
Personality: Princes have fairly destructive personalities and resent others, mostly because they strongly resent themselves. Their self-hatred often lead to them harming others, either intentionally or unintentionally. As a Mind player, this Prince will be very perceptive, but feel responsible for other people’s problems. Because of this, he will avoid responsibility by avoiding difficult choices, which will ironically harm others. They are very much the kind of person who feels that life would be simpler if one person had control over everyone else. Princes need to learn how to accept accountability for their actions and accept themselves for who they truly are.
Abilities: The Prince of Mind would be able to destroy free will, being able to control other people’s choices.
Session Contribution: He will be either very useful to your session, or very dangerous. He is also extremely offensively focused. Also, Princes are called to sessions that have a large abundance of their aspect, and they are called to destroy that before it destroys the session. As a Prince of Mind, I can see this manifesting as a surplus of consequence and decisions. It is up to your Prince to prevent your players from making too many wrong choices, and preventing those consequences from being too significant.Rogue of Light
Personality: Rogues are very selfless people, as they share a worldview with Robin Hood. Their strong sense of justice and equality makes them easy to talk to, as they are very respectful. They are also very spunky and ready to do what’s right! As a Light player, they would be especially concerned with free education for all and financial equality. Also, I can definitely see this player being a huge ham. Sometimes, the Rogue puts themself into danger to right a wrong, so make sure they understand that it’s okay that life isn’t always fair.
Abilities: The Rogue of Light would be able to take luck, knowledge, and attention from their enemy and redirect it to their team.
Session Contribution: The Rogue of Light would be very helpful to your Seer, as well as to your team during battles.
Session Overview
Leader: The Witch of Breath for obvious reasons.
Offense: Everyone is going to be helpful to the team in some way in this respect, except maybe the Seer.
Survival: You don’t have any healers in this half, but your Heir is pretty well protected.
Foresight: Your Seer is very good at seeing what you need to avoid to survive.
Loyalty: You need to watch the Prince, and the Witch might be an issue if they’re not aligned with the team.
SESSION TWO
Maid of Void
Personality: Maids often feel a great deal of responsibility that was pushed onto them without their consent. They feel that it is their job to ensure that everything is working properly, even when they are not recognized for their efforts. As a Void player, the Maid would be especially unrecognized for their efforts, but they likely wouldn’t mind that much. They like to see themself as someone who works behind the scenes, like the stage crew for life. Maybe they might feel responsible for keeping something behind the scenes, or for keeping lies and/or secrets straight. Maids also tend to rely on others to feel valuable, so please make sure they know they are perfect just the way they are.
Abilities: The Maid of Void would be able to induce amnesia, and perhaps have some form of conjuration powers? Unlikely, though.
Session Contribution: Be careful around them. They’ll be your go-to when it comes to keeping your opponents in the dark, but I can envision them going rogue if treated poorly.Sylph of Hope
Personality: Sylphs are people who have a great sense of someone’s potential, and they tend to be driven to help in any way possible. This can make them seem to be incredibly nosy and a little annoying, but they have nothing but good intentions. As a Hope player, they’re the kind of person who sees the good in people even when there is none there, and push/support them in their strive to reach their potential! Their biggest weakness is that they can’t seem to grasp when something is a lost cause.
Abilities: They would be able to heal others by believing hard enough, as well as restore the optimism the other players have lost in growing up.
Session Contribution: They will be an amazing morale support, as well as a great healer!Thief of Rage
Personality: Thieves are extremely ambitious and tend to appear to be very selfish and overly self-confident, but their confidence is an act of false bravado. What makes a Thief a Thief is their overwhelming sense of envy toward others, especially when it comes to their aspect. As a Rage player, the Thief would be jealous of other people’s passion and ability to feel strongly about things, and this causes them to one-up them by being very over-reactive, even though they typically feel next to nothing. Thieves need to learn how to be happy for other people and allow them to prosper, while finding and accepting their own worth.
Abilities: The Thief of Rage would be able to take away people’s negative emotions and confusion and channel that themself.
Session Contribution: This player can get very heated very easily, but ironically they are a calming presence. They might go rogue very easily, but they can prevent other players from betraying the team.Bard of Heart
Personality: Bards tend to be extremely fixated on their aspect to the point of worship, or at least obsession, and they are only happy when they are able to share the wonders of their aspect with others. They are so fixated with this positive image of their aspect, whatever that image is, that if someone were to break it, their entire life would change. As a Heart player, they might possess a strong sense of identity that is likely inaccurate. I can also see them unquestioningly following their intuition, even when it is wrong. Their break would result when they discover that they don’t understand themself quite as well as they thought they did.
Abilities: The Bard of Heart might have some variation of Dirk’s ability to destroy souls, but they will more likely be able to manipulate emotions or identity in a way that invites destruction. This may manifest as Rory (from Modfic)’s ability to convert the imps into allies, though that may be more of a Blood ability.
Session Contribution: The Bard of Heart can cause a lot of damage to your session’s team, or they can do great work in destroying your enemies. It really depends on your Bard’s allegiance, so make sure to be gentle with them.Mage of Life
Personality: Mages tend to be very intelligent and bright, but also tend to be jaded and cynical. However, they gain their knowledge through experiences, often painful ones. As a Life player, this Mage would likely be forced to grow up at a very young age, likely to raise a sibling, save a life, or something of that nature. Though this will have lasting psychological effects, this will give the Mage the experience needed to use their powers.
Abilities: They’d have a great sense of what is needed to protect their teammates, manifesting as healing powers. They might also have some low level form of phytokinesis.
Session Contribution: This player is the closest thing you have to a healer. They are very important to your survival, as they will also be good at keeping people alive independent of their powers.Page of Blood
Personality: Pages are known to be very weak and impressionable. Like the knight, they are very insecure about their weaknesses, but instead of acting impressive, they display their weakness in hope that someone will help. As a Blood player, they would be very awkward and distant. They can only grow once they become confident in their interpersonal relationships.
Abilities: The Page of Blood would eventually be able to bring people together with bonds of steel.
Session Contribution: This player will be the source of much of the team’s cohesion in the late game.
Session Overview
Leader: If the Page matures before the sessions combine, then they will be this session’s leader. Until then, I think your Mage and Sylph would be good co-leaders.
Offense: Your Bard of Heart is honestly all you need for a good offensive build.
Survival: You have both a Mage of Life and a Sylph of Hope, so I think this session is pretty well-covered.
Foresight: The Mage will know what strings need to be pulled to keep everyone alive, but not as effectively as the Seer in the other half.
Loyalty: The Page needs to mature, but even if they don't, the Thief would be able to handle any issues in this department.
COMBINED SESSION INTERPERSONAL DYNAMICS
Usually I start off with “keep your Thief and Page separated” but to be honest, they can actually form a beneficial relationship with one another. I always thought that was impossible.
The Mage would also be very good with the Page.
The Prince and the Bard will be issues to one another. They won’t get along.
The Seer and the Mage are similarly dissonant, though I can see them working together to expand their worldview.
The Maid and the Knight would understand one another and provide emotional support.
The Rogue and the Maid would be super close. The Rogue would shower the Maid with the attention they deserve, and the Maid would help the Rogue with whatever they need.
The Heir and the Seer would be friendly, though they don’t quite understand one another.
The Sylph would be friends with everyone.
The Page is intimidated by the Witch, but they can be good friends and help one another if they can get past that.
COMBINED SESSION OVERVIEW
Leader: The Page of Blood if they mature enough, and if not, the Witch of Breath.
Offense: Both sessions are strong independently, and combined they are a powerhouse.
Survival: The healers in S2 covers the lack of healers in S1, and the Heir is still very resilient.
Foresight: The Seer and the Mage can cover each other very well, and the Rogue is only going to help them.
Loyalty: The Page would be able to bring everyone together, the Witch will sooner, but not as effectively, and the Thief can calm down any disputes players may have. Keep an eye on the Prince, the Bard, the Thief, and the Witch, because those players tend to have very strong egoistic tendencies.
Breeding: The Knight got it covered, but they can definitely get help from the Rogue, the Maid, the Heir, and/or the Mage.
Overall: Apart you had a good chance, but combined you have an even better chance. However, I can see that many players are rather redundant after the combination. Your success is going to be a question of teamwork, which makes your Page’s self-actualization of paramount importance.
]>>Maso<<[
#homestuck#session analysis#knight#space#knight of space#heir#time#heir of time#witch#breath#witch of breath#seer#doom#seer of doom#prince#mind#prince of mind#rogue#light#rogue of light#maid#void#maid of void#sylph#hope#sylph of hope#thief#rage#thief of rage#bard
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What do you think of a matespriteship between a Sylph of Hope and Knight of Rage?
Before I answer this, let me just remind you all that this is based on two 2-D characters based on their classpects. If these godtiers represent anyone’s IRL relationship, please do not take this as actual advice. Unless your relationship is actually like this, in which case please do take this as actual advice.
Sylph of Hope
Personality: Sylphs are people who have a great sense of someone’s potential, and they tend to be driven to help in any way possible. This can make them seem to be incredibly nosy and a little annoying, but they have nothing but good intentions. As a Hope player, they’re the kind of person who sees the good in people even when there is none there, and push/support them in their strive to reach their potential! Their biggest weakness is that they can’t seem to grasp when something is a lost cause. Knight of Rage
Personality: Knights are a very insecure lot, typically using their aspect to attempt to create a facade that makes them seem more impressive. As a Rage player, they may feel pressured to appear to be a passionate and dangerous person, possibly fitting in the antisocial punk archetype. They act this way to show the world that they have everything figured out, but in reality, they really don’t. They’re confused and angry with the world, and very likely struggles with their emotions. To develop as a person, they should learn to trust others and lower their walls.
Sylph of Hope <3 Knight of Rage
I can see them getting along; the Sylph would give the Knight a chance and probably will get past their walls. But as a matespritship? I dunno, this dynamic is pretty imbalanced.
You know that typical relationship that involves someone who’s “damaged” and someone who’s trying to “fix” them, even though that’s rather egotistical to think that you can change someone into something that you think is better for them? And also this is pretty toxic because this is a relationship fed by obligation to make someone better, and not true love? And most of the time, the damaged doesn’t even want to change, especially since if they do, the relationship would lose its purpose?
It’s that.
Granted, the Knight would love the Sylph and will do whatever they can to make the Sylph happy, but the issue here is that the Sylph has most of the power in this dynamic. If that’s what they want, then I suppose it’s a good relationship. However, I don’t think it will last, and they may be hurt.
]>>Maso<<[
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Hello! Could you do a session analysis for a seer of time, Knight of void, rogue of space, prince of doom, sylph of rage, and mage of mind, please?
Is this what motivation feels like? I just did like four asks in a row!
Oh, and also this session is cursed.
Seer of Time
Personality: Seers are exceedingly intelligent, bright, and calculating. They are the people who seem to be wise beyond their years, though they are often afflicted with hubris. As a Time player, they would be perfectionistic beyond belief, and regularly feel that they aren’t doing enough even when they are the most productive member of the team. They would also feel significantly hopeless, as the future does not change easily in SBURB.
Abilities: The Seer of Time will be able to see visions of the future regularly.
Session Contribution: It is the Seer’s job to warn the team of any dangers up ahead.Knight of Void
Personality: Knights are a very insecure lot, typically using their aspect to attempt to create a facade that makes them seem more impressive. As a Void player, they would likely want to be seen as stupid, deceptive, or insignificant, if they even want to be seen at all. They do this to cover their true insecurities, and that is that they are unwanted or unneeded by their friends. Their philosophy is “You can’t forget about me if I cut myself out of your life.” To develop as a person, they must learn to trust others and lower their walls.
Abilities: A Knight of Void would be able to wield the Void, which I’d like to think means that they can delete objects from existence and turn invisible.
Session Contribution: Knights are called to sessions that dangerously lack their aspect, and in this case, I think it makes most sense to interpret this as discretion. Your enemies will know way too much about your session, and it’s up to the Knight to hide what’s important to hide.Rogue of Space
Personality: Rogues are very selfless people, as they share a worldview with Robin Hood. Their strong sense of justice and equality makes them easy to talk to, as they are very respectful. They are also very spunky and ready to do what’s right! As a Space player, they would be a very creative person who likes to share and show off what they’ve made. They would also be very good at giving people space when they need it. Sometimes, the Rogue puts themself into danger to right a wrong, so make sure they understand that it’s okay that life isn’t always fair.
Abilities: The Rogue of Space would be able to swap two players’ positions. They’re also able to teleport to some degree, but that is in no way their main ability.
Session Contribution: The Space player’s quest is to breed the Genesis frog, and I suppose this is an okay class to do it. They’re able to swap the wrong frog with the right one.Prince of Doom
Personality: Princes have fairly destructive personalities and resent others, mostly because they strongly resent themselves. Their self-hatred often leads to them harming others, either intentionally or unintentionally. As a Doom player, the Prince would likely experience severe depression and/or loss, and they are in denial of it. Because of this, their issues tend to boil over the pot as they burden others with their own burdens. To avoid their depression, they tend to wear their problems as a badge of honor, which leads them to talking about their problems a lot. Princes need to learn how to accept accountability for their actions and accept themselves for who they truly are.
Abilities: The Prince of Doom would be killing machines, but they would also be able to resurrect the dead and/or remove the doomed status.
Session Contribution: Princes are called to sessions with a large surplus of their aspect, which is noooot a good sign for a Prince of Doom. A lot of people are going to die, and it’s the Prince’s job to resurrect the key players.Sylph of Rage
Personality: Sylphs are people who have a great sense of someone’s potential, and they tend to be driven to help in any way possible. This can make them seem to be incredibly nosy and a little annoying, but they have nothing but good intentions. As a Rage player, they are proficient in making people feel better about themselves by getting them pissed off at others. For example, if someone just got out of an abusive relationship and feels bad about it, the Sylph would help them realize that their ex was abusive and hurt them, allowing them to get over it easier and redirect their energy toward hating them. Their biggest weakness is that they can’t seem to grasp when something is a lost cause.
Abilities: The Sylph of Rage has a grating way of bringing about happiness through anger, and this will likely manifest as healing powers triggered by pissing people off.
Session Contribution: Healer~ though they might hurt your loyalty stat. I can also see them as a great fighter.Mage of Mind
Personality: Mages tend to be very intelligent and bright, but also tend to be jaded and cynical. This is because they gain their knowledge through experiences, often painful ones. As a Mind player, they would be very good at forming plans and be very (possibly overly) conscientious. They formed this ability because they have been hurt several times, either because they have followed their heart, or because they have made a grave mistake in the past. The Mage of Mind is different from other Mages because they are always hurt by their own doing.
Abilities: The Mage of Mind would be able to understand peoples’ intentions, as well as understand how their actions will affect the world. They can effectively read minds.
Session Contribution: The Mage of Mind is a phenomenal strategist, and their abilities can provide a lot of support in the battlefield.
Interpersonal Dynamics
Holy Fuck the Sylph and the Prince should not interact. The Sylph will trigger the Prince going into a killing spree.
The Mage was probably hurt by the Prince in the past.
Another poor interaction is the Knight and the Rogue, since the Rogue can only enable the Knight’s facade.
The Seer and the Rogue would probably get on each other’s nerves. I daresay maybe a kismesissitude?
The Seer and the Mage are definitely close, though, because they think very similarly. These two are the session’s parental figures.
Yeah no these players do not mesh well at all.
Session Overview
Leader: The Mage of Mind is your team’s only hope for getting anything resembling an organized entity.
Offense: The Prince and the Knight, and even the Sylph, are great fighters. Nothing to worry about here.
Survival: The Prince of Doom can revive players and the Seer of Time can see the death coming. The Sylph isn’t really healing focused, but I’m sure they would still have some form of healing powers.
Foresight: Seer of Time makes this irrelevant. The Mage of Time is still pretty helpful here, though.
Loyalty: Keep an eye on the Prince and the Sylph, and even the Knight if they are driven enough to get themself out of your players’ lives. There’s no real way to stop betrayal from happening.
Breeding: The Rogue of Space and the Seer of Time would be the ideal pair here. Maybe include the Mage as well, to make sure everything is being taken seriously.
Overall: This would be an extremely bumpy ride, I’ll tell you what.
]>>Maso<<[
#homestuck#session analysis#seer#time#seer of time#knight#void#knight of void#rogue#space#rogue of space#prince#doom#prince of doom#sylph#rage#sylph of rage#mage#mind#mage of mind
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I'm wondering if you could check out my theory here: jungianclasspecting(.)tumblr(.)com/ego Since you're a psych major, I wonder if what I made makes any sense and I'm curious to see your thoughts! I also made a test if you'd like to see how it works!
I looked over the theory and took the test when this was submitted to me 2/7/20 (they dated it in a subsequent ask) and I honestly love your theory! I’ve actually been using it a bit to help with asks, especially classpects I haven’t thought of before and I don’t have a good vision of right off the bat.
However, my inner psychologist still really doesn’t like the Altruism and Optimism tests. Most personality assessments are dubiously accepted in the psych community, especially the MBTI, but those two tests just felt really biased toward their respective positive personality trait as I was taking them. That being said, I really like your inclusion of Optimism and Altruism as dimensions to measure classpects, but those tests don’t do those constructs justice.
However, I do feel like the results were pretty accurate for me:Page of Breath(I promise I’m not Tavros kin)
I’ve been flipflopping between Page of Breath or Page of Blood as my most accurate classpect, so it’s cool that this test was able to capture that!
]>>Maso<<[
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How would a session with a Knight of Time(f), Knight of Life(nbm), Seer of Heart(gf), & Sylph of Hope(f) go? February 4 2020 (Gender fluid)
I struggled with interpreting your parentheses. Like…how can a date be genderfluid? What does NBM mean? Is girlfriend a gender? Edit: GF is probably genderfluid.
In all seriousness though, before you read below the cut, I think I should probably tell you that this session isn’t going to necessarily win without a Space player. Let’s see how your eternal home is like!
Knight of Time (Female)
Personality: Knights are a very insecure lot, typically using their aspect to attempt to create a facade that makes them seem more impressive. As a Time player, she would try to appear cool and uncaring, like the hand of time, but in reality she is perfectionistic and compassionate. To develop as a person, she should learn to trust others and lower her walls.
Abilities: As the exploiter of Time, she has the ability of time travel, and that ability is very strong, rivaled only by the Witch of Time.
Session Contribution: Knights are called to sessions with a lack of their aspect, so their very presence suggests that there is no time to effectively win. However, her purpose is to make the most of it, so let’s hope!Knight of Life (I’ll be honest, idk what nbm means. It either means Non-Binary Male, which I’ve never heard before, or it’s a typo and it’s Non-Binary. Don’t be afraid to let me know!)
Personality: Knights are a very insecure lot, typically using their aspect to attempt to create a facade that makes them seem more impressive. As a Life player, they would try to appear energetic and fun to be around, so that people would want her around, but in reality, they are deeply compassionate and is afraid of getting taken advantage of. To develop as a person, they must learn to trust others and lower their walls.
Abilities: As a wielder of life, they would be likely be able to temporarily extend their health in order to outlast their opponents. They may also eventually learn to temporarily summon fighters to assist them in battle.
Session Contribution: I’m hesitant to call this a healer, but damn if they wouldn’t be one hell of a fighter. Knights are called to sessions that lack their aspect, which makes sense, since you only have four players. You might need some additional help.Seer of Heart (Genderfluid)
Personality: Seers are exceedingly intelligent, bright, and calculating. They are the people who seem to be wise beyond their years, though they are often afflicted with hubris. As a Heart player, they would be able to intuitively understand other people, but they would find it difficult to use that knowledge themself.
Abilities: As a Seer of Heart, they would be able to see the soul, including their intentions, emotions, and identity. They can read people exceptionally well.
Session Contribution: They are going to be very helpful in preventing betrayal, as well as a very good support class to analyze the enemies!Sylph of Hope (Female)
Personality: Sylphs are people who have a great sense of someone’s potential, and they tend to be driven to help in any way possible. This can make them seem to be incredibly nosy and a little annoying, but they have nothing but good intentions. As a Hope player, she’s the kind of person who sees the good in people even when there is none there, and push/support them in their strive to reach their potential! Her biggest weakness is that they can’t seem to grasp when something is a lost cause.
Abilities: She would be able to heal others by believing hard enough, as well as restore the optimism the other players have lost in growing up.
Session Contribution: She will be an amazing morale support, as well as a great healer!
Interpersonal Dynamics
The two Knights are very lucky that they are in a session with both a Sylph of Hope and a Seer of Heart. They both are very emotionally supportive and can function to bring the knights out of their self-imposed prisons. The opposite is also true, as Knights are very commonly selfless and will make sure they aren’t taking the others’ good will for granted.
The Knights do not mesh well at first, but their friendship can blossom after they get their heads out of their asses and just be themselves.
The Seer and the Sylph, on the other hand, was and always will be best friends.
Session Overview
Our Favorite Game, Pick a Knight: There are way too many knights in our world. However, I don’t think that’s much of a problem, because this blog runs under the assumption that winning the game is what triggers the doom state on repeating class/aspects. Since you can’t win anyway, they’re both probably fine.
Leader: One of the Knights would be a good fit here, though every player has their own strengths when it comes to leadership.
Offense: The two Knights work very well as offense.
Survival: The Sylph is an amazing healer, and your Knight of Life may have their own healing abilities.
Foresight: Your Seer is great at reading people, especially your opponents, so that will help a lot. Also, your Knight of Time and her time travel will save you a lot of heart-ache.
Loyalty: These players combine well into a cohesive unit, I see no reason to worry (especially with a Seer of Heart).
Breeding: No Space Player, so you lose.
Overall: If surviving is your end goal, you can do pretty well for yourself. You picked some good people to be stuck with for eternity.
]>>Maso<<[
#homestuck#session analysis#knight#time#knight of time#life#knight of life#seer#heart#seer of heart#sylph#hope#sylph of hope
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May I have a Land and Quest for a Thief of Hope please and thank! (dated 02/02/20, hahaha, that's a lot of 2's and 0's)
Did you know that 02/02/2020 was a palindrome date? I read that somewhere and apparently we’re not getting any others any time soon. But anyway, here’s a Thief of Hope land and quest! I’m rather proud of this one.
Thief of Hope
Personality: Thieves are extremely ambitious and tend to appear to be very selfish and overly self-confident, but their confidence is an act of false bravado. What makes a Thief a Thief is their overwhelming sense of envy toward others, especially when it comes to their aspect. As a Hope player, the Thief would be naturally jealous of others’ success and ability to assume the best about the world, as they tend to not have this themselves. They knock others down to feel better about themself. Thieves need to learn how to be happy for other people and allow them to prosper, while finding and accepting their own worth.
Abilities: The Thief of Hope would be able to steal trust and generally positive feelings from people, take someone else’s success as their own, and open their mind with other people’s ideas and beliefs. They may also be able to steal a person’s innocence and use that as a pure hope attack.
Land and Quest
Your name is Anonymous, and as the Thief of Hope, you find yourself on the Land of Roller Coasters and Flight. This planet is entirely covered with the largest carnival you have ever seen, with booths for rigged carnival games, thrilling rides, and a lot of blinking lights everywhere...enough to give a sane person a headache. The main method of transportation in this world is riding roller coasters that literally fly off their tracks, like miniature planes. In speaking of flying, your consorts are tall and humanoid birds who are very friendly and trusting. They want to be your friend. However, they are being taken advantage of by their leader and denizen, Icarus. It is up to you to recognize the consorts’ pleas and accept your potential as someone who can make a positive change in the world, not to be successful and prove that you are kind, but out of the true kindness in your heart.
]>>Maso<<[
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This is, hopefully, not too big of a session, or at least an ideal size. But how would a session go with a Page of Breath, Thief of Mind, Mage of Space, Muse of Heart, Sylph of Blood, and Heir of Hope? (i think this is what you meant by dating things so - Feb. 2, 2020)
That’s exactly what I meant by dating things! This session was a little daunting, but it really wasn’t that bad once I sat down to do it.
Page of Breath
Personality: Pages are known to be very weak and impressionable. Like the knight, they are very insecure about their weaknesses, but instead of acting impressive, they display their weakness in hope that someone will help. As a Breath player, they would be very self conscious about their freedom or their motivation, either being overly dependent on others, or being generally ambivalent. Tavros. They can only grow once they become confident in their abilities.
Abilities: The Page of Breath will be able to do the Windy Thing and stuff. A lot of John’s abilities, definitely, but more powerful.
Session Contribution: At their highest point, they will be your leader.Thief of Mind
Personality: Thieves are extremely ambitious and tend to appear to be very selfish and overly self-confident, but their confidence is an act of false bravado. What makes a Thief a Thief is their overwhelming sense of envy toward others, especially when it comes to their aspect. As a Mind player, the Thief would be jealous of other’s responsibility, and they would try to one-up others by accepting more duties. Thieves need to learn how to be happy for other people and allow them to prosper, while finding and accepting their own worth.
Abilities: The Thief of Mind would be able to mind-control other people, and they might be able to read minds as well.
Session Contribution: They’ll get shit done, but make sure they’re getting the right shit done. Prone to betrayal.Mage of Space
Personality: Mages tend to be very intelligent and bright, but also tend to be jaded and cynical. However, they gain their knowledge through experiences, often painful ones. As a Space player, this may manifest as someone who has been harmed by their own creation, someone who finds themself in the wrong place at the wrong time often, or something else. A good example of this is Les Mis’s Fantine, whose motherhood of Cosette eventually ends in her demise. This will give the Mage the experience needed to use their powers.
Abilities: The Mage of Space would likely be able to conjure objects, teleport, and/or gain information on locations, perhaps as contemporary visions in other places.
Session Contribution: The quest of the Space player is to breed the Genesis Frog, and the Mage of Space would be amazing at this. With their visionary prowess and their meticulousness, the frog will definitely be done with care.Muse of Heart
Personality: There was only one Muse in Homestuck lore, and it was Calliope. It’s widely believed that Muses tend to be very soft-spoken and talented, specifically when it pertains to their aspect. Despite their reservation, Muses tend to be very influential, leaving a deep mark on the world. The Muse of Heart would likely be a very emotional sacrifice, possibly a martyr, inspiring others to change their ways. The Muse needs to learn to take charge of their own life and tell their own story.
Abilities: The Muse of Heart would be able to inspire change in people. They may be able to change people’s classpects!
Session Contribution: The Muse is a very powerful, though passive, class, and they may be able to play a very significant role in your session, especially in loyalty.Sylph of Blood
Personality: Sylphs are people who have a great sense of someone’s potential, and they tend to be driven to help in any way possible. This can make them seem to be incredibly nosy and a little annoying, but they have nothing but good intentions. As a Blood player, the Sylph would be very concerned with who’s in what relationship with whom. They would also likely be extremely extraverted, because they view other people as a source of healing and relaxation. Their biggest weakness is that they can’t seem to grasp when something is a lost cause.
Abilities: The Sylph of Blood would be able to bring people back together after a betrayal, as well as heal others.
Session Contribution: The Sylph of Blood is a very strong player to have for both loyalty and survivability, though the latter one less so than typical for Sylphs.Heir of Hope
Personality: Heirs tend to come off as very dumb, but a more accurate term would be happy-go-lucky. They are very much a representation of “ignorance is bliss,” for they tend to grow up very sheltered and secure, especially under by aspect. As a Hope player, this player would be so optimistic that they would have no concept of danger or distrust. That makes them one of the most powerful Heirs possible. Heirs tend to struggle with change, as they tend to get comfortable with where they are.
Abilities: If they don’t believe they can die, then they won’t die. Heirs manipulate the world based on their instinct, and as a Hope player, they are able to manipulate the world based on what they believe it is or should be.
Session Contribution: There is only one Heir that surpases this one in survivability, and it is the Heir of Light. They are extremely powerful and will be one of your biggest assets.
Interpersonal Dynamics
Keep the Thief far far away from the Page. Actually, the Sylph will probably handle it.
I can imagine the Mage helping out the Thief with their intelligence, the Thief stabbing the Mage in the back.
The Heir and the Muse will be very close friends.
Session Overview
Leader: There would be three eras of leadership: The Thief, the Page, then the Muse.
Offense: Very weak. Your Thief is the only real fighter you have, and the Mage is a maybe.
Survival: Your Heir will never die, and the Sylph is a pretty good healer, but not the best.
Foresight: Weak. Your Mage is your only observation class, and you have no Time player.
Loyalty: Your Thief needs to be watched, but your Sylph should be able to handle it, and your Page can come in later to direct everyone toward a common goal.
Breeding: Mage of Space good shit. The Sylph is probably the best helper.
Overall: It doesn’t look good, but if the Muse is able to change people’s classpects, you might be able to turn this into something?
]>>Maso<<[
#homestuck#session analysis#page#breath#page of breath#thief#mind#thief of mind#mage#space#mage of space#muse#heart#muse of heart#sylph#blood#sylph of blood#heir#hope#heir of hope
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The survey link is broken for me too; it goes to a Tumblr "There's nothing here," page. I tried it on desktop and mobile. The problem seems to be the redirect link itself, as I managed to take the survey just fine by typing out the original google forms link based on the redirect link.
Oh if that’s the problem, try this!
https://docs.google.com/forms/d/1ThjvNWFF1zy1SnTKWFj5jMjhojBsXmFzTalrBPlfM0c/edit#response=ACYDBNjia7tcdQ8-3wj2xzJcp9y4eAfPLMaUd_zegadrS9xJt8JIRvIt3AXJ7XnT39sZtUY
Copy/paste this.
]>>Maso<<[
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Hi! Just wanted to know how well a session with knight of hope, heir of rage, seer of time, slyph of blood, mage of space and maid of void will do. Friends and I gonna play this session next month so there is no rush to. (02/02/2020)
Hi! I’d like to think this post came like 22 days early, and not 1 day late. :)
Knight of Hope
Personality: Knights are a very insecure lot, typically using their aspect to attempt to create a facade that makes them seem more impressive. As a Hope player, they would try to appear to be someone who is highly optimistic and trusting. In reality, the Knight of Hope is someone who is fully aware of the problems around them, but has faith that they can fix them. To develop as a person, they should learn to trust others and lower their walls.
Abilities: The Knight of Hope would be able to wield beliefs and hope, so I can very easily see them being like a wizard, shooting rays of holy light.
Session Contribution: Knight are called to sessions with a lack of their aspect, so a Knight of Hope would be...oh...cringe emoji. Your session lacks any hope of success. You can also/alternatively interpret it as lacking trust or imagination. Your Knight better put in some work...Heir of Rage
Personality: Heirs tend to come off as very dumb, but a more accurate term would be happy-go-lucky. They are very much a representation of “ignorance is bliss,” for they tend to grow up very sheltered and secure, especially under by aspect. As a Rage player, the Heir is mostly protected by their negative emotions, fears, and close-mindedness. This most naturally manifests as a cowardly personality, avoiding risks and staying safe, but it can also manifest as a reckless Heir who subconsciously infuriates or stupefies others to prevent negative consequences. Heirs tend to struggle with change, as they tend to get comfortable with where they are.
Abilities: Heirs are manipulated by their aspect, as well as instinctually manipulate their aspect. The Heir of Rage can act like a Bard in their enraged state, though their main ability is to protect themselves using Rage.
Session Contribution: This is the tank of your session, though they may also sow quite a bit of chaos.Seer of Time
Personality: Seers are exceedingly intelligent, bright, and calculating. They are the people who seem to be wise beyond their years, though they are often afflicted with hubris. As a Time player, they would be perfectionistic beyond belief, and regularly feel that they aren’t doing enough even when they are the most productive member of the team. They would also feel significantly hopeless, as the future does not change easily in SBURB.
Abilities: The Seer of Time will be able to see visions of the future regularly.
Session Contribution: It is the Seer’s job to warn the team of any dangers up ahead.Sylph of Blood
Personality: Sylphs are people who have a great sense of someone’s potential, and they tend to be driven to help in any way possible. This can make them seem to be incredibly nosy and a little annoying, but they have nothing but good intentions. As a Blood player, the Sylph would be very concerned with who’s in what relationship with whom. They would also likely be extremely extraverted, because they view other people as a source of healing and relaxation. Their biggest weakness is that they can’t seem to grasp when something is a lost cause.
Abilities: The Sylph of Blood would be able to bring people back together after a betrayal, as well as heal others.
Session Contribution: The Sylph of Blood is a very strong player to have for both loyalty and survivability, though the latter one less so than typical for Sylphs.Mage of Space
Personality: Mages tend to be very intelligent and bright, but also tend to be jaded and cynical. However, they gain their knowledge through experiences, often painful ones. As a Space player, this may manifest as someone who has been harmed by their own creation, someone who finds themself in the wrong place at the wrong time often, or something else. A good example of this is Les Mis’s Fantine, whose motherhood of Cosette eventually ends in her demise. This will give the Mage the experience needed to use their powers.
Abilities: The Mage of Space would likely be able to conjure objects, teleport, and/or gain information on locations, perhaps as contemporary visions in other places.
Session Contribution: The quest of the Space player is to breed the Genesis Frog, and the Mage of Space would be amazing at this. With their visionary prowess and their meticulous, the frog will definitely be done with care.Maid of Void
Personality: Maids often feel a great deal of responsibility that was pushed onto them without their consent. They feel that it is their job to ensure that everything is working properly, even when they are not recognized for their efforts. As a Void player, the Maid would be especially unrecognized for their efforts, but they likely wouldn’t mind that much. They like to see themself as someone who works behind the scenes, like the stage crew for life. Maybe they might feel responsible for keeping something behind the scenes, or for keeping lies and/or secrets straight. Maids also tend to rely on others to feel valuable, so please make sure they know they are perfect just the way they are.
Abilities: The Maid of Void would be able to induce amnesia, and perhaps have some form of conjuration powers? Unlikely, though.
Session Contribution: Be careful around them. They’ll be your go-to when it comes to keeping your opponents in the dark, but I can envision them going rogue if treated poorly.
Interpersonal Dynamics
The Sylph of Blood can come off as a little annoying, but they are likely the single thing holding everyone together.
The Mage and the Seer are extremely similar in personality, and they are very very very close.
The Heir and the Maid are also close friends, though they can be very scary together.
The Knight is the only person with a someone positive attitude, and I can see this being the reason why they feel the need to be overly optimistic.
Session Overview
Leader: Sylph of Blood. Next?
Offense: Heir and Knight, but not by much. You’re a little weak here.
Survival: Your Sylph is pretty good, and your Seer will likely prevent many a death from happening.
Foresight: Seer of Time and Mage of Space are able to see most things in spacetime. I think you’re pretty well-covered.
Loyalty: Your Maid and Heir are two people who need to be watched closely, but your Sylph is able to bring them back if they go astray.
Breeding: Mage of Space is a wonderful breeder, and a Knight of Hope and a Seer of Time would both be very helpful.
Overall: Just work on getting strong, and you’ll do fine!
]>>Maso<<[
#knight#hope#knight of hope#heir#rage#heir of rage#seer#time#seer of time#sylph#blood#sylph of blood#mage#space#mage of space#maid#void#maid of void
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I was wanting to ask if the classpect test link thing is broken as I saw it and do it to help out (especially since you asked for any heroes of light which is my aspect) but the link wouldn't work (on desktop, didnt try mobile) so im not sure if its just me or maybe something to look into fixing if it is messed up? (todays date is 2/10/20)
That’s odd, it seems to be working on my end. I did it in an incognito tab on desktop and it allowed me to fill out the form, and my response saved. Can you describe what exactly is broken for you? Can you get into the test? Are you able to answer the questions? Did it give you an error when you submitted it? Can you not get to the next page of questions after completing the first page? Is anyone else experiencing this problem? ]>>Maso<<[
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How long does it take you on average to analyze 12-player sessions? I was thinking about sending one in, but wasn't sure if it would be too much for you.
I always answer asks FIFO style (first in, first out), so if you submit it right now, you’ll likely get it in about 17ish days. If it’ll be too much for me is another question entirely, and it depends on asks that come in after yours, as well as how many of the classpects I’ve already done before since I took over. The reason there was no post today is because I was busy with college stuff. That being said, it isn’t really that much of an issue if you want a twelve player session! Thanks for asking!
Edit: I meant to answer this privately but for some reason I can’t find that option, so I guess everyone will see this.
tl;dr If you send a 12 player session ask, I will answer it. But only do it if you really really want to, because I will suffer because of it.
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Okay but you don’t need to apologise for not putting out daily content you’re valid and we love you
<3
]>>Maso<<[
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Hello everybody! I’m sorry, but there isn’t going to be a post today in all likelihood. I got really busy suddenly and the queue was cleaned out by the cruel hand of time. I’ll work hard to make sure this won’t happen again!
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