#for the record robin is a mage of void
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ms-all-sunday · 2 months ago
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straw hat crew classpects?
i love you anon. (i will only do the first 5 because if i do the rest this post will get really long and it makes sense to divide them in half, and i dont have the others as solidly classpected but ill think about it and either answer an ask for them or rb this post later)
Luffy - Heir of Blood (explained this one already)
Zoro - Prince of Breath
If you dont think zoro is a prince you can leave forever i am so sorry <3 he is my princely little guy. i LOVE princes and i recognized him as one immediately as soon as i watched op. princes think that their aspect is too dangerous for everybody else to have and try to protect everybody by remaining the person in sole control of their aspect. this is zoro. it's a very masculine class to have (which is why its classified as male only, but people generally ignore that) He feels that he is the only one who should have true freedom from the group, recognizing that the team is important to the *others* but he can disconnect from them as needed to keep them safe. ultimately driven by freedom. (ghosting blood and being a breath player)
Nami - Witch of Light
I actually have a really hard time not giving Nami a canon classpect, specifically Thief of Life/Light. I don't think she's a rogue, as thieves believe they're the only one deserving of their aspect and her actions overlap somewhat into prince territory, and a rogue would not do that. she has never felt like she is undeserving of wealth, and rogues struggle with pushing their aspect away before embracing it fully based on a fear of failure. but i'm trying Not to give her a canon classpect. Witch makes sense for her- as witches are rule breakers, and their character arc focuses on using their powers in a morally conscious way. and Light players are selfish, they manipulate people. they use preexisting systems of knowledge to their advantage regardless of the problems with those systems. I think Nami is a Witch of Light.
Usopp - Knight of Hope
do i need to explain this. Knights talk big shit based on their perceived failure with their classpect but actually embody their classpect no matter what they do even if they try to deny it usopp is obviously a hope player he is all about belief. i love you usopp. (knights are my favourite along with princes <3)
Sanji - Maid of Heart
maids rely on/are controlled by other people for their aspect until they come into their own and embody it. sanji is a heart player he loves individual people as opposed to the team (which would make him a blood player)
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read-me-loud-and-queer · 5 years ago
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I thought about the classpects of the mh characters because im Double Trash™
Jay - Knight of Light Light represents luck, insight, and information. Knight is an exploiter class (like how we see dave exploit time for everything from money laundering to combat). Jay exploits what information (like tim’s medical records wtf jay) and luck he has until it runs out lol rip me and jay and, like most knights, is prone to self-destruction at the hands of his own aspect (dave dying in doomed timeline after doomed timeline until he stopped fucking with time, karkat undone by his relationships and loyalty even when it was foolish in [s] game over) - it was knowledge he previously didn’t have that undid him and caused his luck to run out. light players also seem to have an affinity for explaining and story-telling (as we see in both aranea and rose) and jay is determined to get to the bottom of things and explain and give commentary throughout the series
Alex - Prince of Blood Blood is the aspect of loyalty, interpersonal relationships, and who you are tied to. Prince is a destroyer class (for example: we see eridan, the prince of hope, destroy the hope of his team). when faced with that which he doesn’t understand or doesn’t know how to handle, Alex’s first instinct is to push everyone away - and when pushing them away didn’t solve the problem, he betrays his friends and starts removing those he’s tied to by the events of Marble Hornets by horse - by killing Sarah (?) (and Seth??), trying to kill Brian and Tim, driving Jay out of his life, switching schools, burning bridges. And when his ties to the Operator finally catch up with Amy, he kills her, too. he destroys not only his own ties, but attempts to destroy the others’ as well - like trying to keep jay from getting into contact with jessica.
Brian - Mage? Page? of Void? Mind? Heart? rage? - page of mind? mage of
TTA - Seer of Void? Doom? Mind? Heart?  We don’t know who the third is for sure, but we know a bit about them like how they’re an extra ho with a thing for water and the color red lol. Seer is a very passive class, and it’s all about understanding - they see shit, they inform others what they see, hopefully to the benefit of their team. tta’s a little shit, but does use their insight to try to guide the others - jay, tim, hoodie - to accomplishing their (mostly shared) goal (kill alex)
TTA is definitely a Seer of some sort. while the identity of the third is isn't confirmed (personally i'm on board with the seth theory, but lately i've been toying with the idea of jessica being the third) we know a bit about them (like how they’re an extra ho with a thing for water and the color red lol). seer is a very passive class, and it’s all about understanding - they see shit, they inform others what they see, hopefully to the benefit of their team. tta’s a little shit, but does use their insight to try to guide the others - jay, tim, hoodie - to accomplishing their (mostly shared) goal (kill alex). the question then, comes down to aspect. i'm torn on whether that would be mind - associated with logic, reasoning, and consequences, which makes sense for what tta is trying to do (give insight to the consequences of fucking up, of being too slow, of ignoring their problems, of not killing alex). however, heart could also work here - since it's associated with the soul and who you are as a person, and tta is big on reminding our boys who they are, and encouraging them to realize that who they pretend to be, or who they think they are, might not be who they truly are.
Tim - Heir of Doom? Void? rogue of doom?
i flip flop a lot on tim's classpect - i feel like he's an heir of either doom or void. i lean to void because of it's association with missing/obscured/destroyed knowledge, and emptiness, while i lean to doom because of its association with destruction and sacrifice. tim’s life is plagued by both of these themes - they’re what he’s got and what he’s accepted he’s become. they’re what he’s inherited. but, at the same time, i’d also consider rogue of doom a possibility - rogue is a passive sponge of its aspect, and doom follows tim like stink on a skunk. rogue is also described as a the ‘robin hood’ class - take from one, give to another, but it’s hard to say if we actually saw tim take doom from one person and put it on another (unless you want to swing the argument of him taking jessica’s potential destruction and putting it on jay)
(and/or himself, arguably. if he hadn't taken jessica out of the picture, it's unknown if jay would have reached out to tim again. season 3 would be fundamentally altered, and it would probably be jay and jessica searching for clues together, rather than jay and tim)
Jessica - of Breath? mage of breath? maid of breath?
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Hey could you please analyze this session for me? Knight of Time, Rogue of Heart, Mage of Breath, Page of Mind, Seer of Doom, Slyth of Life, Maid of Light, Witch of Hope, Thief of Space, Prince of Void, Bard of Blood and Heir of Rage. Thanks!
This is the first of nine Forgotten Asks!  This was the deepest in our inbox, and since Tumblr doesn’t timestamp things for some ungodly reason, I have no idea how long this poor person has been waiting for this.  Well, here it is!  Right under this Keep Reading…
Knight of Time
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, they would try to appear cool and uncaring, like the hand of time, but in reality they are perfectionistic and compassionate.  To develop as a person, they should learn to trust others and lower their walls.
Abilities: As the exploiters of Time, they have 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.  This doesn’t combine well with the fact that this is a twelve player session.  However, their purpose is to make the most of it, so let’s hope!
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.  Spoilers for later in this post, but this is a better Blood player than the Blood player.
Mage of Breath
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 Breath player, I can imagine the Mage as someone who struggles with motivation, and they must learn to become driven before their ambivalence can hurt them more than it already has.
Abilities: Mages use their knowledge of their aspect for their own benefit, so once they master their aspect, they can likely use wind abilities, but starting out, they would likely have an easy time influencing others.
Session Contribution: This player will eventually become the team’s source of drive and inspiration.
Page of Mind
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 Mind player, they would be very indecisive, afraid that whatever choice they make would be the wrong one.  They can only grow once they become confident in their actions.
Abilities: The Page of Mind’s chief ability is to invite the exploitation of Mind, so they would be able to make others more wary of the consequences to their actions.
Session Contribution: Once their powers are properly actualized (keep away from players who are manipulative or toxic), they will become a very important assist to your observation classes.
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.
Sylph of Life
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.  The Sylph of Life will express these traits concerning physical health and personal growth.  Their biggest weakness is that they can’t seem to grasp when something is a lost cause.
Abilities: The Sylph of Life is the healer to end all healers.
Session Contribution: Want people to live?  You’re welcome.
Maid of Light
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 Light player, they are like a librarian, or a record keeper.  When they learn something, they make sure that everyone else knows it, and as such is very transparent with others.  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: Maids of Light create and maintain Light, which in this case I feel makes more sense to represent knowledge.  They are very good at being Seers.
Session Contribution: Keep them with your Mage and your Seer.  This player will greatly augment their abilities.
Witch of Hope
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 Hope player, the Witch sees blind optimism and transforms it into what is required to succeed.  Witches are only satisfied when their vision is realized, which is not always possible.
Abilities: Their strong sense of will and unconventionality allows them to wield their aspect masterfully, even beyond the capabilities of the Knight.  The Witch of Hope will be able to take something doomed and give it new possibilities.
Session Contribution: In addition to saving a possibly doomed session with a macguffin, they will also be a very helpful morale boost!
Thief of Space
Personality: Thieves 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 Space player, this person will be jealous of other people’s creativity, so they will steal their original ideas to have a sense of inspiration.  Thieves need to learn how to be happy for other people’s strengths and allow them to prosper, while finding and accepting their own worth.
Abilities: The Thief of Space, at full power, will be able to master teleportation of objects to themself that they need.
Session Contribution: Space players breed the Genesis Frog, and teleportation will be very helpful with that.  
Prince of Void
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 Void player, they would be ashamed of how irrelevant they are, or how quiet they are, which would cause them to try to be more outspoken at the expense of others.  They would also despise ignorance, causing them to clear things up, even when they are better left unsaid or unknown.  Princes need to learn how to accept accountability for their actions and accept themselves for who they truly are.
Abilities: Princes of Void, at peak power, can both destroy ignorance, allowing for immediate knowledge of something, and also destroy Void, allowing to conjure items at will.  Very overpowered.
Session Contribution: Princes tend to be called to session with a great surplus of their aspect, and they are called to destroy it before it destroys the session.  In this case, this means that a lot of things are happening that your team doesn’t know about.  Their job is to prevent that from stopping you.  Also, a Prince of Void, a Maid of Light, and a Page of Mind are absolutely broken when combined with your observation classes.
Bard of Blood
Personality: Bards are also very destructive, but for entirely different reasons.  They 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, they would go crazy.  This is why Bards are exceptional berserker fighters.  As a Blood player, this may manifest as an obsession with another player, perhaps either the Witch of Hope or the Rogue of Heart, and when they recognize their feelings aren’t reciprocated…
Abilities: Bards of Blood invite destruction through relationships, so they would excel at setting up toxic relationships or taking advantage of a flawed society (blood also represents society but the personality section was getting pretty big…), but their main “ability” is their berserk mode.
Session Contribution: They will be a very helpful DPS player in a session full of support, but this player can also very well be a liability.  If you want this player to not go crazy and kill everyone, I highly recommend helping them get over any emotional baggage they have.
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 manifest as a cowardly personality, avoiding risks and staying safe, but it can also manifest as a reckless Heir 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.
Player Interpersonal Dynamics
The Sylph of Life and the Bard of Blood will not mix well.  The Sylph will feel it is their responsibility to deal with the Bard’s baggage, which will fuel the Bard’s appreciation and potential obsession of the Sylph.  They continue to play off of and enable one another until one of them gets hurt.
The Prince of Void and the Heir of Rage interacting will do wonders for the Heir, but it might just break the Prince.
Thieves and Pages must always be kept miles apart by default.
The Witch of Hope and the Page of Mind will be a great combination, likely becoming great friends.
The Thief of Space and the Knight of Time will likely respect one another greatly, and once they let down their defenses and show their true selves, they make a fantastic team.
The Sylph of Life and the Seer of Doom may have an exhausting relationship, but they need to work together to save as many lives as possible.
The Rogue of Heart can befriend a rock, but the person they will probably be the closest with is the Mage of Breath, who really needs a shoulder to cry on and is willing to support the Rogue’s more chaotic nature.
The Rogue of Heart and Heir of Rage could be an immensely powerful combo.
The Maid of Light and the Prince of Void share a brain cell 90% of the time.
Maid of Light, Prince of Void, and Page of Mind should help the Seer of Doom and Mage of Breath.
Session Overview
Leader: Mage of Breath.  Mages and Breath Players are great leaders independently, combined is magnifique.
Offense: You have a bajillion support players and like two or three offensive players.  You won’t die, but god damn it will be slow.
Planning: You have a whole ass team on this front.  If anything happens that you don’t expect, then what are you guys even doing?
Survival: Seer of Doom/Sylph of Life is OP, and that’s not including the Witch of Hope, the Knight of Time, and the team of players ready to help the Seer gain knowledge.
Frog Breeding: Amazing, Knight of Time can very effectively use time travel, and Thief of Space can bring anything they desire to them, so any frog needed across spacetime is up for grabs.
Loyalty: There are countless players with strong individualistic motivations, as well as people who are extremely dangerous.  Your best bet at good team relations is your Rogue and Mage pulling strings.
Overall: If everyone can pull together, there is no chance to lose.  Players of immense importance are the Sylph, the Witch, and the Knight.
]>>Maso<<[
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