#so like (active/passive) witch/heir (manipulate) maid/sylph (create) knight/page (exploit) mage/seer (understand)
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all classpect interpretations are equally canon- and this is why:
sburb/sgrub/sname is many things, but the first of those things we see is a computer game. said game's source code can be found in carvings in the frog temple, which comes from a Reckoning meteor; so each sthing version's code comes specifically from itself!
and considering every session we've seen has had an unique frog temple (beta kids: 4 land spires; beta trolls: two separate temples with 6 land spires each; alpha kids: 8 land spires, alpha trolls: at least one temple (with 12 land spires??), possibly located on beforus' moon), there's no reason to assume each and every temple's carvings are exactly the same…
therefore, two swhatever instances can have drastically different classpect definitions because they're running different versions of the game! for example, my own mirrorbent's sgame was compiled in a way where i won't have to go into too many specifics from their own, separate, 12 land spires temple (as opposed to being widely distributed like the beta kids' sburb), and classwise features active knights and passive pages, to pick an example that was recentlyish polled about.
of course, this mini theory thingy would be most applicable to fanventures, while most classpecting theory revolves about homestuck proper for obvious reasons. luckily, i've got some Key Insights about the canon classpects, just beyond this readmore:
get mutie'd lmao!!!!
413 zillion kitys attack!!!!
#no jumpscares or anything below the readmore- just two gifs#homestuck#homestuck413#classpect#classpecting#fanventures#homestuck fanventure#fwiw my own classpect interpretations would be something like. retro plus#as in i developed most of them All The Way Back When but ofc ive absorbed New and Cool things that have been popping up#and of course same goes for Mirrored Bench my most of blorbos. like especially so.#so like (active/passive) witch/heir (manipulate) maid/sylph (create) knight/page (exploit) mage/seer (understand)#but no 'mages get screwed over forever by their aspect' as Actual Class Definition And Requisite#and ofc no gendered classes#But Also yes inversion theory (arc flavor) because im already going to have to rewrite Enough Shit without jettisoning an entire act orz#and also a few custom aspect palettes (earlier tealer fanon mind; richer less gray life; void with. more than like 3 shades)#also also Every godtier has super deep and convenient pockets. All of them. Pockets for Days.#And more things i'm probably forgetting.
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This is my classpect master post for Danganronpa 2! It's been a while since my post for the first game, mostly because I was stuck on a few characters (it was much harder overall for some reason), but I'm finally done, god bless. I’m hoping to start and finish V3 soon to work on the next classpect post
Hinata Hajime- Page of Hope
-actively exploits and is served possibilities and positivity. Hope was easy for Hajime, because even though he's more of a "realist" than our other hope players, he's a fantastic beacon of encouragement to the people around him. Somehow he just knows the right things to say in order to lift people's spirits. He definitely didn't start out with much hope himself though. He was bitter and futureless, attending the Hope's Peak reserve course as more of a conciliatory prize than anything. But Chiaki bumped into him and gave him the belief that he's not any worse by not having a talent. And later, he was given a huge opportunity to take part in the "hope cultivation plan". There's a lot of self-denial going on with him, trying not to admit to others that he's only in the reserve course and trying to convince himself that he doesn't care that much, which runs rampant in pages and knights.
Kamukura Izuru - Muse of Hope
-passively embodies possibilities and beliefs. On my previous classpect post with the DR1 characters, I said I didn't do the master classes but I've changed my mind. I'm not going to go back and edit my post but I'm definitely sorting Junko as a lord and Izuru as a muse. There's nothing else he could be. Extreme passivity and preoccupation with personal belief and possibilities (what is interesting, what is boring, is there anything I can't do?). He *is* possibilities in that he has so many talents, he can do nearly anything. Also, this just goes to show that no class, aspect, or title is inherently good or bad. Some might be more inclined to, uh, moral confusion, but we all make our own choices.
Owari Akane- Mage of Life
-actively understands and guides energy and growth. Life seems a pretty solid fit for her, as she's basically grown up overcoming obstacles, metaphorically and literally as she does parkour and gymnastics. Her relationship with food is all about energy and not about quality (... she eats crushed flowers after Hiyoko tells her you get more protein when you crush the food). What really sold me on mage though, was her intuition. She's really noted for her accurate gut feelings; she can tell when someone is strong even when they don't look it and I learned after reading her wiki that in the "ultimate talent development plan" she could sense Mukuro and Maki weren't who they appeared to be.
Komaeda Nagito- Bard of Light
-passively destroys information and fortune. A lot of people say he's hope but while that could fit, light fits so much better. His cycle of good luck & bad luck makes sense as he's drawn to luck as a light player but then destroys it as a bard. Most importantly though, the way he wields information like a weapon to confuse and undermine people really solidifies it for me. Somehow, someway, he always knows (or acts like he knows) much more than everyone around him. His dialogue is endless exposition and self-centered but all his information is given to manipulate people and tear them down.
Pekoyama Peko- Knight of Doom
-passively serves systems, restrictions, and suffering. She serves the system she's always known. She is a tool to be wielded by Fuyuhiko and nothing more. Her feelings and desires are pushed down because there's no point in expressing them. She's very good at what she does though, she definitely exploits the rules she adheres by enough to be called an Ultimate. And even though she doesn't express her emotions, it's clear that her suffering has made her empathetic, as she's respectful and one of the few people who holds basic decency towards Nagito.
Kuzuryu Fuyuhiko- Prince of Blood
-actively destroys through relationships and bonds. He's destructive and he acts like it; heir was the only other class I was considering but he's very active and more into intentional destruction than unintentional changes. Obviously he destroys nearly any chance of close relationships with his classmates, but as a yakuza his job is to use his connections to lead, which often involves tearing down other gangs and ties. And finally, he destroys his only real relationship after Peko is executed after he orders her to kill Mahiro.
Hanamura Teruteru- Maid of Rage
-actively creates rage and limitations. I think maid fits well from the start, as he's a cook and that's all about creation. He definitely inspires rage in people, and the doubt and disbelief of rage is very evident in his constant denial of his surroundings. He created a lot of fear and negativity in himself because he wouldn't settle on believing or refusing what was going on- he needed to know the truth and that drove him to acting out. His insistence on being called "chef" and that he's from the city both fuel a sort of self-delusion that seems to be common with rage.
Nanami Chiaki- Rogue of Blood
-passively steals and relocates relationships and bonds. She is very focused on interpersonal relationships, and not just those centered on herself. To some extent, she's able to connect with everyone including reserve course Hajime, and black sheep Nagito. In the game, she's *really* good at redirecting people. If they're focused on arguing with someone, she manages to turn it around for the better, like with Hiyoko's shrine to Mahiru. She also fits the rogue archetype well, as in the anime she was an outcast in the beginning, and- this might just be my opinion- honestly I don't think anyone ever seriously got close to her as well as they did with some of the others.
Tanaka Gundham- Witch of Hope
-actively changes beliefs and possibilities. Honestly, I could see a bit of everything in him. I think witch fits very well with his aesthetic, but it also fits his choices. Witches are highly active but often off doing their own thing instead of cooperating with everyone; he spent more time looking for his earring than investigating for the first trial. Hope very clearly fits the zany belief system he has, but it also fits in other ways. It's not obvious because of his vernacular, but he has a crazy amount of optimism; he gets regular remarks ranging from "politely shunning" to "outright hurtful" and they never seem to seriously bother him. I view his act in chapter 4 as a grand example of changing his classmates' hope.
Sonia Nevermind- Knight of Breath
-passively exploits and serves through freedom and direction. While she is a princess, she definitely does not act like a prince. Instead she considers her title to essentially be a servant to her people. She isn't above them in anything but position, and she needs to direct them to a better future. She is cooperative and helpful to the rest of the class but not in the healer way a sylph would be, more in the useful motivator kind of way. She serves the team by keeping a composed head and encouraging everyone to stay calm and work towards the goal. She expresses the motivation and direction aspects of breath more so than freedom but it still shows in her detachment from everyone else due to her status. She's never really had close bonds before Hope's Peak.
Saionji Hiyoko- Thief of Time
-actively steals time. I went through several different titles for her in between analyzing other characters. She definitely fits the role of thief with a personality comparable to Vriska and Meenah. Dancing is a time activity as you need perfect timing for a routine, and traditional dancing even more so since it's lasted for centuries. Personally, I think because of her upbringing she is not quite acting as she wants to, and is ghosting the knight of space. She wants to be bold and confident, able to take up the time of others and act meaningfully, but she's hesitating; serving others space to keep them away and is pretending she's more capable than she is. She was kept spoiled and helpless growing up which means she developed the personality and drive of a thief, but not the skills needed for one.
Mioda Ibuki- Sylph of Heart
-passively heals emotions and sense of self. To me she is very clearly a heart player. She's very sure who she is and doesn't mind expressing it, and all of her free time events with Hajime are centered around helping him with his identity. She's friendly and gets along with pretty much everyone in some way, including "Byakuya", Mikan, and Hiyoko; all of which are not so easy to hold friendships with. I think it's interesting how much she likes "Byakuya" considering his constant identity crisis and I wonder if she can sort of sense that. She's loud and she stands out, but she's a pretty passive person concerning her actual actions and mostly helps people individually.
Souda Kazuichi- Page of Space
-actively exploits and is served space. I like space for him; I think the creationistic, physically-oriented, free-flowing structure of space suits his nature well. He's more concerned with the journey rather than getting to the perfect end results, as shown by the examples we have of his machines. One of his inventions automatically draws the lines on a soccer field but it had no stopping mechanism and escaped from the school grounds- it was quite a success to him though! He dreams of creating an incredibly fast bike that he can't even ride and he enjoys every step of the process even though it's taking him a while. He has created an intimidating physical persona for himself by dying his hair and wearing contacts to give him a punk look, but others comment that it doesn't quite match his jumpy, anxious personality. This is on-par for pages, who often feel the need for a mask, because he is now served space by strangers due to his appearance.
Koizumi Mahiru- Seer of Space
-passively guides and understands space. I struggled with her a bit as we really don't know much about her. She's kind of plain compared to the other outlandish personalities and she says she doesn't open up to Hajime as much as she would with a girl. Space is about creation, physicality, location, and enjoying the moment. Her interest in photography satisfied all of those especially with how she views it; she captures pictures of people smiling to create a record of the current moment. She's very level headed and is good at seeing the whole ~picture~ (hehe). She's not a very active person but she's quick to give her opinion and advice if she thinks someone is on the wrong track.
Tsumiki Mikan- Bard of Rage
-passively destroys through negativity and limitations. Rage was easy for her; she's surrounded in negativity and it tends to annoy (and occasionally enrage) those around her. It provides a unique contrast with Nagito, as she subverts the usual motive for killing (hope of getting off the island) and kills only for despair. It is, of course, expected for a bard to flip their lid, but she also acts as a bard before remembering her prior life. She does destroy some of the limitations through the first two trials by providing autopsies when the Monokuma files didn't cut it, and she very clearly represses her own rage at her abusers nearly 24/7. I think it's also worth mentioning that on a fictional level, rage and hope both are often associated with a sort of hand-wavey deus ex machina bullshit which I'd say applies to her ability to retrieve the memories of her past life due to the despair disease, even though it didn't work that way for anyone else.
Nidai Nekomaru- Heir of Mind
-passively changes actions and logic. The English translation of his ability is "team manager", but when he explains his skill, he doesn't focus on teams, he focuses on the athlete themself, so "coach" or "trainer" would be more apt I think. And a trainer is focused on changing your actions, getting you to perform better and better. Despite his loud and boisterous personality, he tends to be pretty level headed. He's able to clearly ascertain what each individual athlete needs to improve and create an orderly regiment for them. It took me a while to decide on heir, but it fits better than any other class I feel, as he does inherit the title from Daisuke, a team manager he shared time in the hospital with who later died, and his personality is similar to the other heirs we know in Homestuck.
Ultimate Imposter- Maid of Void
-actively creates nothingness and secrets. I was originally gonna go with heart because of identity issues, but after reading their wiki because I didn't want to rewatch the anime, most of their issues stem from feeling like they don't exist, feeling like nothing, which is spot on for void. Not to mention they need to keep their secret while impersonating someone, and they have to basically create secrets whenever people ask them personal information about whoever they're portraying at the time. They are made of nothingness, with no name, no background, and they create more of it when providing falsities to their classmates. Even without the pun of "made" and "maid", they're a very kind and helpful person no matter who they're posing as.
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Sorry, I should have said active-passive pairs. Like how Thief and Rogue are a pair, and Steal is their verb
oh!! okay i get what ur saying!!! i wrote out sort of templates for each class so ill put those here
witch/heir: change
witch: a player who actively manipulates [aspect] to match their own ideals*
heir: a player who inherits the very essence of [aspect], thus changing [aspect] as they change
knight/page: exploit
knight: a player who actively uses every part of [aspect] to defend themselves and those around them
page: a player who gradually learns to use every part of [aspect] over an extended period of time
mage/seer: understand
mage: a player who gains thorough understanding of [aspect] through experience, and uses their understanding to progress
seer: a player who gains foresight of [aspect] and its potential to effect them or the ones around them
thief/rogue: allocate
thief: a player who actively takes [aspect] to benefit themselves and/or their circumstances
rogue: a player who allows the redistribution of [aspect] to benefit those around them
prince/bard: destroy
prince: a player who actively causes the destruction of [aspect] or with [aspect]
bard: a player who allows the destruction of [aspect] through [inverse]
maid/sylph: enhance
maid: a player who actively adds an amount of [aspect] to match their own ideals
sylph: a player who encourages the enhancement/addition of [aspect] to benefit those around them
*this may sound a lot like what the maid does, but the maid polishes their aspect and can't manipulate it, whereas the witch bends and breaks their aspect but can't create more of it
#asks#classpects#witch class#seer class#heir class#prince class#bard class#sylph class#maid class#mage class#knight class#page class#rogue class#thief class
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class
okay so covering classes. not decided if this should be read before or after all the aspect posts? but i’m writing this one anyways for the sake of my own mental clarity.
so classes denote function — they are how you affect your environment. the domain that you affect is your aspect, but the way in which you go about affecting things is your class. that means that class heavily affects someone’s outward ‘personality’ – thus once you’re familiar with classpecting, it’s most easy to notice someone’s class because classes can register in easily identifiable behaviours and quirks.
(another way i like to describe class is by ‘character archetype’ – more on that below)
for irl classpecting, the impact of one’s class can most easily be seen/confirmed through one’s effect on their social environment. for example: how do they affect the social energy around them? what role do they play in a group dynamic? how are other people affected or changed by proximity to them? how do they interact with the others in their group?
for fictional characters, their impact may be more directly observed through magical roles, impact on plot, etc, though this is not always the best method to discern a character. especially nowadays where authors like to mix roles around, looking at a character’s magical powers doesn’t always give you a straight answer. nevertheless, looking at how a character chooses to use and approach the powers they have been given is a good way to tell their class.
class impacts are not always easily observed, which is why it is best used as a way of confirming someone’s aspect after an initial theory is already in place based on other observed factors. it’s very easy to impose an interpretation on someone’s effect and draw the wrong conclusion. the ability to pull out the right observations comes from experience.
so unlike aspects, which are divided into pairs according to opposites, classes are divided into pairs along active/passive equivalents. each active/passive pair shares a particular function, but each class would go about it in a different way, and have a different impact.
active classes affect their aspect DIRECTLY. aka, the change to their aspect would happen as a result of direct action. passive classes affect their aspect INDIRECTLY. they influence their aspect through others, through the environment.
(also keep in mind that active/passive class does not directly connect to how ‘active’ or ‘passive’ someone is as a person. there are active classes which tend to have have laid back, ‘passive’ personalities, as well as passive classes who tend to be super high energy. what matters is their impact.)
once again, classes are all equal in value; no one class is better or worse than another, they’re just different and serve different purposes.
more under the cut
so, in passive - active format, the classes and their general purposes:
seer - mage: perceiving, knowing, understanding
heir - witch: change, influence, manipulate
page - knight: exploit, maximise
sylph - maid: create
rogue - thief: steal, appropriate, move around
bard - prince: destroy
the names of classes are taken, like aspects, from literary and artistic sources. the actual names are indicative of the character archetype the class describes (which is another way that i like to describe class). for example, you might think of the noble questing knight Sir Lancelot or Sir Gawain, or the righteous rogue of the people Robin Hood, or the chaotic Bard that jingles miserably across the floor. keep those associations in mind! they are very helpful in establishing your base understanding of these archetypes.
classes most clearly help to sketch out a character’s arc. a class will determine, generally speaking, someone’s approach. so, their approach to emotional situations, their approach to conflict, their approach to relationships, to helping others, to children, to handling anger. each class has their natural strengths and weaknesses, and it’s about recognising them, and pushing yourself to grow to your fullest potential.
but as a classpecter, then, these common approaches lead to very identifiable character dynamics and reactions that are easily learned.
what’s important to note is that class does not determine how you choose to respond to a situation, only your basest, most instinctive reaction to it. for example, there are certain classes which are prone to immediate outbursts as a response to anger. but they are perfectly capable of recognising this, and redirecting their instinctive response so that they do not blow up at people if it’s not productive. however, the instinctive reaction remains and this is what should be taken into account.
the term that the classpect community likes to use in relation to a player’s relationship with the natural tendencies of their class is ‘overembracing’ or ‘underembracing’. overembracing describes when one leans too much into their natural instincts of their class, and thus starts to display the flaws of taking those characteristics to their extreme. underembracing is when one leans away from those instincts, and becomes ineffective in serving their best function as a result. we’ll go more into that with individual class descriptions. but as with aspects, the goal is always to strike the right balance, to maximise your natural strengths while overcoming your weaknesses.
honestly, class is the easier of the two to learn. each class is quite easily identifiable, though often for very different reasons. there are unique characteristics that you will likely easily be able to pinpoint in characters and people around you, and vibespecting class is something that people pick up really quick.
in my own individual class pair posts, i will be covering the strengths, weaknesses, quirks, arcs, and all other observable material about classes. this does include my own biases, since this is MY glossary for ME, but i do ask that if you’re using this as any kind of reference, that you keep in mind that just because people have flaws, does not make them any less worth of respect.
i’ve seen people get bullied in the past because “ahaha pages are babies so we don’t have to take u seriously” and just, what the fuck. okay. i’ll try my best to contextualise every of this kind of stereotype that i bring up, since it’s always interesting to discuss that, but jesus, people. grow the fuck up.
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Classpecting, ver3
“You and all your friends have dispositions affected by your classes and aspects.” -Prologue Page 3
Functions of Classpecting: Homestuck is a story about ‘a story’- authors vs characters. The bottom layer of Homestuck’s DnD board is the “literal” story: characters playing out the parts written for them. The more the characters ‘ascend,’ the closer they get to understanding the limits of their own “metaphorical” existence as story characters.
So: classpecting functions on both a ‘literal,’ and ‘metaphorical’ level of abstraction. A full title is a stamp of intent and promise of the ��author’ to the character of how the character’s expected role in the story, chivvying them towards 'their true calling,’ especially to reach god tier, like a restriction on their function, based on their character so far. The powers the title grant manifest as pun-like superpowers.
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Class: “the same thing, but different.”
There are 14 classes in Homestuck, divided into active/passive pairs. Lord/Muse is a master class, the rest are ‘standard.’ Key: active/passive - “commonality” (bolded = canon)
Mage/Seer* - “knowing class”
Heir/Page* - "gifted class” (inheriting?)
Thief*/Rogue* - “stealing class”
Witch*/Sylph* - “manipulating class” (healing?)
Knight*/Maid - “devoted class” (serving? Guardian? Protect?)
Prince*/Bard* - “destroyer class”
Lord*/Muse* - “bringing the ultimate result”
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Aspect: “opposite ends of the same thing.”
There are 12 aspects in Homestuck, said to be divided into complementary pairs. They make up reality. Key: pair - scale (confirmed)
Time/Space - endings and beginnings
Void/Light - relevance, absence of knowledge and knowledge
Blood/Breath - spirit, bonds and freedom
Rage/Hope - empowerment, disbelief and optimism
Heart/Mind - decisions, emotion and thought
Doom/Life - mortality, death and life
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Classes: “How an aspect manifests/is channeled”
“Passive” and “Active” can act as narrative labels on role than a commentary on a character’s personality, which is always open to exception. A character if they chose could rebel against their class, or role in the story, but succeeding might be a matter of other circumstances entirely. Maybe a Light player with an active class would be able to do something like that, or if many players, with their varying skillsets and classpect titles, worked together. There’s a running theme classes almost strongarm characters into acting certain ways.
*Not much info on Mage.
Active (-): “exploit their aspect to benefit themselves/affect one person,” move the story
Passive (+): “exploit their aspect to benefit others/affect many people,” background in story
(Active/Passive also manifests like this: a passive class wielding Breath, and an active class wielding Blood could produce similar story beat/superpower results.)
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“Manipulation” (creation?)
Active: Witch- manipulates, with aclarity
Passive: Sylph- subtly affected by, moves, heals, lacks clarity, help people use Aspect
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“Knowing, has insight”
Active: Mage- knows, doesn’t understand, acts using the information
Passive: Seer- knows, understands, shares knowledge, can literally see with superhuman senses. [p3833] A Seer would support her allies in battle not with her weapons, but her vision. She would sift through dross of her comrades' poor tactical inclinations and examine the grim consequences. A Seer would not charge into the fray headlong but direct it as a conductor with a baton. She would have the sight to eschew the obvious gambits, and find the path to victory disguised cleverly as setback, or even imminent defeat. She would behold the fortunes of friends and foes in totality, and appraise the contrivance of luck itself. She would know its mines were not to be plundered, but simply explored and charted carefully.
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“Gifted, follows” (passivity?)
Active: Heir- gifted something related to aspect, and skilled in it, moves quickly, creates Aspect, an agent of, inherits
Passive: Page- gifted something after a long while, has large potential, may manifest a great strength eventually (low probability) after a laboriously slow and steady rate of not using aspect to be able to fully use Aspect
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“Stealing”
Active: Thief- steals to other’s detriment
Passive: Rogue- takes to gain for other’s benefit
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“Serving”
Active: Knight- uses Aspect as a weapon, warrior class, protector, uses Aspect in reinvention to make new Aspect
Passive: Maid- uses Aspect in service of maintaining Aspect, take care of, preserver, clean up, keep people out of trouble, discovery of old Aspect
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“Destroys” (villain-bent)
Active: Prince- plans to destroy, does away with, an agent against, causes destruction through Aspect
Passive: Bard- allows Aspect to be destroyed, or invites destruction through Aspect, capriciously and unpredictably, ‘wild card,’ makes a great change. “known for spontaneoUs and dramatic story-altering inflUence on the fate of a party. some of the more remarkable tales involve sUch parties, where the bard is single handedly responsible for their spectacUlar downfall or improbable victory. or both!”
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“Brings an Ultimate Result”
Active: Lord- mastery, control, rules, strict
Passive: Muse- inspires, composes, relaxed rules/creativity
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Aspect: “theme”
Aspects seem to be about the story, or what type of circumstances the story will reliably contrive to put a character in, and what themes the character will be pushed towards to do in response to it, as part of their character arcs. Themes/Rules a character’s life. Is a commentary on character so far as to how the ‘author’ judged their backstory to be set up for in the current story, usually phrased as if it’s being pushed into influencing character’s lives on a meta level. Void players may not amount to big moments (depending on class), Heart players keep running into variations of themself. It is possible for characters can overcome their aspect, but this appears to be harder to fight than acting against their class.
Aspects can be literal, (breath=wind powers, space= teleportation), and also can be weaponized against the constraints of the story. Light/Void aspects especially work well on a metaphorical level. Time/Space are the same thing in quantum physics, and required by every Game session.
I noticed it’s possible they all have vague destruction-death/creation-life aligned themes.
*Not much info on Doom or Rage.
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“Green Sun/Black Hole: Endings and Beginnings/loop”
Time: death, endings, time, always a time traveler. copies of yourself.
Space: propagation, beginnings, distance, breeding, space, always the forge lighter. loneliness.
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“Relevance/Fortune, Absence of Knowledge and Knowledge” (blindness problems)
Void: nothingness, absence of attention, impossible to know, blackout, darkness, irrelevant (like dead ghosts), hard to keep track of or understand “Void is easily the most mysterious aspect, the one which inherently defies rational understanding. This makes it particularly fascinating, and just as frustrating, to light players such as myself. Casting illumination upon nothing itself is futile. For to truly know void is to paradoxically cause it not to 8e! The role of the void player is to somehow em8race nothingness, to 8ecome one with it. And yet in total contradiction with this, to make use of the power it grants and serve a role of relevance, one must find a way to overcome it! To see the limitless potential in the void. To find everything within nothing, and 8ring it into 8eing.” the path of the void player: So resistant is his story to having a relevant 8earing on anything, you didn’t even hear it.
Light: knowledge, fortune, luck, future, auspicious path, light, relevance, lucky
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“Spirit, Bonds and Freedom” (attracting people?)
Blood: connections, bonds, history, family, blood, aggressive, raise rebellion (nonstandard relationships?)
Breath: freedom (to make their own decisions), detachment, forgetting, wind, air, breath, not facing, unaggressive, popular (leadership?)
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"Faith/Empowerment, Disbelief and Optimism” (unpredictable?)
Rage: a loss of belief, emotions, anger, lack of reason, gaining facts that cause a loss of faith (while still believing in something else that’s damagingly fake), knowing something is fake
Hope: belief, creation, faith, actualizing something fake into something real, missing facts, hope, force of unparalleled power (creation)
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“Issues of Mortality”
Doom: mortality, inescapable fate, doom, out of notice
Life: life, preservation, mitosis, growth
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“Decisions/self, Emotion and Thought”
Heart: emotions, soul, romance, partitions of self, identity, nuances of a distributed self
Mind: mind, decisions, reason, ignoring emotion, nuances of decisions of a single mind
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….v3
((Changelog: vocabulary. Next update will be after trawling Homestuck on a reread, later.))
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My Speculations
One of you folk suggested I gather them up, so here are the ones I have! I’ll add on later.
Classes
Princes are destroyers. They are both the destroyers of and the destroyers through their aspect. They are strong and powerful fighters. Princes themselves are devoid of their aspect; it stands to reason that due to their role, they destroy their aspect in themselves. Princes do not destroy for the sake of destruction, they destroy to pave the way for new creation and/or betterment of their aspect.
The Muse’s role is to inspire others to do what they cannot. They are the most passive class. They tend to insert themselves into situations, usually to be helpful. They are kind and seek to aid others rather than harm.
The Rogue, like the Thief, steals their aspect, but not for their own gain. They redistribute their aspect to their teammates, as a passive class. Rogues are the Robin Hoods of the classes. They are kind, and while they take things, it is for the good of others rather then themselves, unlike the Thief who takes for their own gain.
A Knight both uses their aspect as a weapon and uses it to protect their teammates. They are able to expertly manipulate the aspect they are bound to, hence their ability to weaponize it and use it to protect their friends. It could also be said that a Knight is responsible for protecting their aspect and keeping it in check. Knights also use their aspect to improve themselves. However, they tend to conceal their true selves, usually due to a physical imperfection or abnormality. Despite this, they are effective team members and important to their group.
Maids embody their aspect and provide themselves and others with it. They use their aspect to protect themselves as well as their teammates. Maids serve their aspect, protecting it and it protecting them. They also surround others with their aspect, which could lead to negative connotations. Maids give their aspect to others, both teammates and enemies depending on the aspect.
Mages are a class that seeks knowledge of their aspect. They seek to better themselves and benefit themselves with the knowledge they obtain, and they guide others by setting examples with that knowledge. Mages may display a lack of their aspect, possibly because they forfeit it to gain the knowledge about it. They gain knowledge from their aspect, rather than gaining it through their aspect. Mages also create their aspect, such as how a Mage Of Heart is good at making pairings (but not so good at being in them). They manipulate and they are manipulated by their aspect, which gives them the knowledge they so desperately seek to obtain. Mages are often protected from the negative effects their aspect would have, which has been shown effectively. They are also known to use their aspect to benefit others, but to detrimental effect on themselves as a person. Mages are highly intelligent, knowledgeable folk, and are often kind and friendly team members. Mages make good leaders as they do use their knowledge to benefit the others in their team.
The Seer is a class that uses their vast knowledge to coordinate their team. They have a deep comprehensive understanding of their aspect. Seers use their knowledge to keep their party from making terrible mistakes; it is said that they understand the game they play almost as if there is a rules and guidelines book for Sburb in their head. They can gain knowledge from alternate selves from different timelines. Seers, with all of their knowledge, talents, and abilities, make good advisors, teachers, and leaders.
The Sylph class is a class of magic-based healers. They heal through their aspect, benefiting others both psychologically and physically. Sylphs can hold secrets well, though you wouldn’t suspect them at all, do to the kind and cheery demeanor of the player. Contrasting with this is their incredible power. Sylphs unlock their aspect for others, aiding them through it. They are kindly, powerful players and definitely not to be underestimated.
A Thief “steals” their aspect for their own gain, rather than the gain of their friends. They are good at manipulation, including outside of using and taking their aspect. Thieves are often rather “antihero” types, but can still be good and helpful teammates, in that stealing the aspect from the enemy, it benefits everyone because the enemy no longer has it. Although, sometimes, Thieves are hard to get along with, and can be a bit rude and sassy. This doesn’t mean they are evil or unhelpful. Thieves are powerful and dangerous players.
Heirs are protected by their aspect. Their aspect keeps them safe from harm and aids them in their journey. They are consumed by, surrounded by, and become their aspect as well. They are able to transform into a physical representation of their aspect, in a way, as well as being surrounded by one. Heirs can manipulate and change their aspect, and change with their aspect as well. They manipulate their aspect like an elemental would, as it were. They are given their aspect, such as how John, the Heir of Breath, was given “breath” from the continuity of canon. Heirs tend to be polite and curious about a lot. Oftentimes, they learn more about the aspect that is an antithesis of their own before being able to fully master theirs, though they likely aren’t aware of this fact. Heirs, once they’ve mastered their abilities, are powerful allies and they make good friends regardless.
Pages provide others with and create their aspect, though they oftentimes do not realize their own potential for a very long time. Once they do, though, they have exceptional abilities and are expertly able to use their aspect to aid their friends. Similar to this, they begin their session with a deficit in their aspect, which grows smaller as they get closer to realizing their full powers. Think of them as a blank “page,” per say. Though it takes a while, once a page realizes their potential, they are extremely powerful players.
Witches are active class players who manipulate their aspect after a bit of a journey to realizing their true powers. They unlock their aspect. They also break the rules of their aspect, like how a Witch of Life created the dream bubbles as a form of afterlife, and how the Witch of Space has powers that contrast sharply with the laws of physics. Witches also are able to choose “which” part of their aspect they want, which is a sort of pun on their name. Witches have incredible power, because they can manipulate and alter their aspect, the amount/size, and so on, and are incredibly powerful.
Bards allow the destruction of and invite destruction through the aspect they are bound to. They are highly unpredictable and can either help or hurt their team, causing their unlikely victory, harsh downfall, or possibly even both. Even so, they can possibly use their aspect to improve their abilities or those of others, which is a helpful part of being a Bard. They do build up their aspect in others before using it to bring destruction or destroying the aspect in others. They are highly chaotic neutral, as is their nature. Bards are formidable players, whether they choose to be helpful or harmful.
The Lord is the most active and most destructive of all the classes, as it is one of the master classes. Their role is to command others and interfere with events indirectly through their aspect, similar to the Muse, who is the most passive and inspires others. Lords are powerful and strong, able to destroy as much as they want through their aspect. This class is very befitting of one who is very angry and seeks to cause harm for no other reason than to cause harm. Lords are powerful, dangerous, and to be feared.
Aspects
Doom, the antithesis of Life, is the aspect of death, suffering, misery, and sacrifice. Doom is not a pleasant aspect, but the players bound to it are given great wisdom and empathetic ability. They have a deep innate understanding of misery, specifically that misery loves company, and they are ready to serve as that company. As Doom is also the aspect of judgement and rules, Doom players understand the rules and the inner workings of the game they play. They aren’t healers. Doom players instead serve to remind people that they are not alone in suffering and pain and they understand that sometimes this is all that can be done. You can vent to a Doom player, though they are not the one to give advice. Though Doom is tied to sacrifice, those under the aspect aren’t always noble martyrs, often becoming cross with their role. They can be kind, wise, fair, and non-judgemental, or they can be resentful, bitter, and fatalistic.
Time, along with Space, is one of the two basic fabrics of paradox space. It is associated with time travel, exploits, and timeline maintenance. Players bound to this have the Scratch structure on their planet, which initiated the event that will rewind everything and create hopefully more desirable conditions for the game. For a session to be successful, a Time player must be present. Time may be connected to death and destruction, as it symbolizes forward motion and that often leads to those situations. This contrasts with both Life and Space. Players bound to it often are connected to technology in some way. Time players are fighters and warriors. Their lives are marked by struggle because they can’t accept things as they are. They value action, even if it isn’t the wisest choice (or the safest). They are incredibly goal-focused and are more occupied with the destination than the journey. To Time players, impossible is just a word. They’re miracle workers, empathetic and relentless problem solvers, but they’re also ruthless, defensive, and very impulsive.
Hope is a self-explanatory aspect. It is the power of belief and holy power. Those bound to hope are driven by beliefs and convictions, and do right for the sake of doing right, aiding those they see as experiencing injustice. What the see as right may not be right to others. Hope players value imagination and dreams. They are caring and positive, but can be selfish with narrow minds.
Light is the aspect of knowledge, fortune, luck, and light itself. Light players are knowledgeable and intelligent. They are constantly seeking to learn, searching for knowledge for knowledge’s sake. Light players are vastly interested in books and learning as they are scholars and students. They are not confined by laws and rules, taking them merely as suggestions and searching for loopholes. Light embodies fate and destiny, and these players seek to divine it. They tend to be fascinated with history and discovery, telling long stories and forcing others to listen. Light players can be resourceful, driven, and learned, or they can be fussy, pedantic, insensitive, and pushy.
The aspect of Life is tied to the innate life force of all beings. As such, Life players are the healers of their session. They concern themselves with caring for others, helping them improve themselves, as well as aiding the onward movement of positive progress. Life-bound players are very empathetic and have an innate understanding of the suffering of others and how best to aid them, whether the ailment be physical and mental. The solution might not always be to the liking of the one being helped, however. Life players often put the needs of others before their own, and can become cross if they believe their own needs have to be pushed aside. They can be kindly caretakers, nurturing, and excellent listeners, or passive-aggressive, nit-picky, over-protective, and pushy, believing they always know what is best.
Rage is the aspect of chaos. It is tied to negative emotions and true anger. Rage gifts upon those bound to it extreme strength and volatile emotions. Rage also deals with madness and insanity, its players either possessing it or handing it out to others. Rage players hate false ideas and lies, especially the instability such things bring. Truth is more important than good to them. Rage players would dismantle an entire system if they believed it to be built on falsities. Most often, Rage-bounds prefer anarchy to other societal systems, seeing them as full of foolishness, lies, and over-conforming mindless masses. They bring confusion and doubt, and are often steadfast in the ideas they become attached to. Rage players tend to be the most unpredictable as volatile. They can be fearless, revolutionary, and original, or they can be cruel, wicked, vicious, and uncompromising people.
Void is an aspect of mystery, emptiness, and the concealing or destruction of knowledge. Void players are fine with not having all the answers; they like a sense of mystery and the unexplained. Where some see emptiness and a useless nothingness, the Void-bound see a blank page, an empty canvas. Void players tend more towards doubting what is known than seeking out new answers. As such, they are not much for religion or faith, instead choosing to live in tumultuous confusion over believing what may not be true or bowing down to intellectual authority. They have an understanding that for new to be created, the old and rotting foundation must be destroyed. Void-bound can be wise, thoughtful, and vibrant, or they can be dismissive, indecisive, and apathetic.
Breath is the aspect of wind, direction, and freedom. It is also tied to changes, as Breath-bound players tend to bring about massive change, inside or outside of their session. Breath players have at least some control over air and The Breeze, but it varies from class to class exactly what this entails. Breath players are highly flexible and expansive, able to have great effect on many things. They are excellent leaders as they can sweep other people up in their wake and inspire them, but they are also hard to keep hold of and tie down. Wanderlust is deeply embedded in the soul of a Breath player. Their tendency for leadership usually surprises them, as they lead by example and heroism comes from their pursuit of their own tales. Breath players sometimes underestimate themselves, but not always due to low self esteem. They were simply doing their thing, they didn’t expect things to happen this way! Breath-bound players can be motivated, adaptable, forward-moving thinkers, but they can also be volatile, avoidant, and very gullible. Nonetheless, they are useful to any session.
Blood is generally not a literal aspect, instead, it is the aspect of strong bonds, friendship, and trust between companions. It symbolizes unity and relationships in general. The Blood-bound are good at bringing people together, even when a group is separated by their differences. Blood players make good leaders; it runs in their veins, though they are more inspiring than commanding. They are prophets, giving their teammates the strength to keep fighting. They often move forward with a strong force of will, even when a situation is seemingly on its way to failure. Blood players are excellent morale boosters for that. They have a strong spirit, like a warrior, and do not back down when their friends and family are threatened. These players are also good advice givers, even when their own life and relationships are messy. They tend to be “do as I say, not as I do” types, seeking to protect the ones close to them. Blood players always count on their allies, even when things are extremely bad. They can be highly charismatic, inspirational, and uplifting, but they can also be stubborn, sullen, unkind, and immovable.
Mind is the aspect of thought, decisions, consequences, justice, and karma. Mind players are concerned with what is rational, able to see the possibilities that come with every choice. Sometimes, though, this can be overwhelming, freezing them in place and keeping them from acting. When a Mind player does execute a plan, it is done with grace, precision, and ease. Because Mind is tied to justice and the concept of karma, Mind players often are driven to do right and hand punishments to those they deem to be criminals. Justice and logic drive everything a Mind player does, even dictating what relationships they have and what said relationships are like. Logic is more important to them than is a strong foundation of self, and so their identity changes often. Mind players can be creative, innovative, thoughtful, and brilliant, but they may also be harsh, inflexible, and indecisive.
Heart is the aspect of the soul, self, emotions, intuition, and motivation. Heart players seek to understand themselves and their mind, and can come off as a little bit self-obsessed. To them, forging an identity is incredibly important. Every choice and every action goes towards building up a narrative of their personal story. Heart players sill care as deeply for their friends as anyone, but they tend to assume that other people are as concerned with the subject of self and identity as they are. They have masks for every situation and can put them on and take them off as the situation calls for them. Heart may cause splintering in the personality of players bound to it, which could manifest in a number of ways Heart is tied to emotion and motivation and is thus an antithesis of Mind, and its players are often interested in romance and pairings. This also ties into the theme of splintering self. Heart-bounds can sometimes interact with the soul on a physical level as well as dealing with the metaphorical, such as trying to tear it from the body or possibly even projecting it, making Heart players powerful and possibly dangerous. These players can be imaginative, intuitive, and steady, or they can be inflexible, overbearing, and cold.
Space is the aspect of creation. It deals with the bigger picture, as well as the size, velocity, and position in regards to physics. Space players are essential to their session and to a successful one in general because they are responsible for creating the new universe. It is a passive aspect with great power, and is connected to life because of the nature of Space as the creation aspect. The players bound to this aspect are patient, taking things as they come. They aren’t pushovers though-They are simply good at choosing their battles wisely. They understand that sometimes something must be burnt down to be built up better and stronger than before. Because of this, Space players are innovative and concerned with creation and redemption. They recycle what is old and broken down to create something fresh, new, and wonderful. To them, the journey and method is as important as the destination. Space players are steady, impartial, and creative, though they can be detached, apathetic, and vague.
Classpeculations
A Prince of Doom is both a destroyer of Doom and a destroyer through Doom. Being wise and strong, a Prince of Doom would be an incredibly strong opponent and a force to be reckoned with. Because they destroy Doom within themselves, a Prince of Doom would have little trouble and turmoil or uncertainty in their lives, and they’d always be pushing to better themselves and get the things they desire with little issue. They’d also be good at destroying or masking darker emotions and they would be excellent at handling most bad situations. As a destroyer of Doom, a Prince of Doom would be very protective of their friends, always warding off danger effectively. You could trust a Prince of Doom with just about anything, as they’d be sure to stop anything bad from happening. They are the “sacrifice themselves for the greater good” type, though they’d usually find a way to stop the need for death and suffering before it got very far. They would be an enemy to be feared, able to tear you down and destroy you with misery and suffering itself. Despite this, they’re also great mood lifters and therapists, as they can destroy misery. Unlikely, though plausible, a Prince of Doom could be the only possible Doom healer as Doom is likely tied to pain and Princes destroy their aspect. A session with a Prince of Doom is set for success; this player could potentially reroute or save doomed timelines as destroyers of Doom. A Prince of Doom is potentially one of the most important assets in their session.
A Muse Of Hope’s purpose would to be inspire hope in others. They would bear a kind, peaceful, holy aura and would do what they could to make sure their friends were always hopeful and ready to go on. They would be strongly driven by beliefs and difficult to sway from one to another. They have strong and pure convictions, trying to inspire others to do right especially when they cannot. A Muse Of Hope would seem like an angel on Earth.
A Rogue of Light’s role would be to steal fortune and knowledge for their team. They’d be sweet and kind, happy to aid others in learning. They’d be excellent at taking the luck of their opponents and giving it to their team. While they’d be a little pushy, a Rogue of Light would overall be a kindly teacher-type of person. A team with a Rogue of Light would be a highly successful group of players.
A Knight of Life would be extremely defensive of their teammates. As they can weaponize Life itself, they could potentially even shorten the lifespan of their opponent. On the reverse side of this, as a defender of Life and of their teammates, Knights could heal wounded teammates and resurrect those that have fallen. A Knight of Life would be very opposed to unnecessary deaths and would be moved to anger by such acts. These players would be pushy and overprotective of their teammates, even taking hits for them to stop a possible death. A Knight of Life might put up an energetic and excitable facade, while masking emotions and their own suffering from others, possibly becoming slightly distant from others. Despite this, the Knight of Life is generally a great person to be around, and a very useful asset.
A Maid of Doom could have many roles depending on how they are interpreted. They would tend to be very literal and to-the-point, never sugarcoating even the worst of topics. They would have a better understanding of fate than others, and would likely be more opposed to combating something that is set to happen. Being around a Maid of Doom could possibly drag one down, but Maids are protectors, so they could often aid you when you suffer, with their affinity for that type of thing. A Maid of Doom could possibly induce incredible misery and hopelessness in an enemy, twisting the tide of a battle in the favor of their team. As Doom is the aspect of death, a Maid of Doom could even force an enemy to die in order to protect themselves and others. A Maid of Doom would be willing to become a martyr, if it meant their friends would be able to survive. A player like this would be good at handling grief. Someone could come to them and vent about theirs and the Maid of Doom would be able to relate to them and talk to them, being the shoulder to lean on. Such a player would be very kind and sweet to others, but possibly cool and a little distant. A Maid of Doom is a useful and treasured teammate and friend.
A Knight of Hope, as the wielder and defender of Hope and one who uses it to protect their teammates, would literally radiate an optimistic, hopeful aura. They’d fiercely refuse to believe in the bad possibilities, defending the bright side of things. This player would be good at keeping up the morale of the team. A Knight of Hope would be fiercely bound to doing what was right and would have a strict moral code, not accepting anything that goes against it. A player like this would have a strong and steady belief system, whatever it might be, whether religious or not. Because a Knight of Hope can weaponize Hope and its holy and bright light, they would be able to use Hope itself as a weapon to fend off enemies. An aura of holy light or pure blasts of holy energy could be examples of this power. Their bright and hopeful demeanor masks insecurities and some physical affect, but a Knight of Hope is a genuinely good and pure person and extremely useful to their team.
A Knight of Rage would be extremely, terrifyingly strong. Added to this, they could use Rage itself as a weapon, either by forcing madness upon an enemy or using a sort of Rage aura to deal damage. Though a Knight of Rage would be a sheer brute, they hold a special kindness towards their teammates and would rarely ever turn their anger on them. Instead, should something ever happen to someone close to a Knight of Rage, it would drive them into a blind fury and they would likely destroy the offender easily. Even so, as Knights are responsible for keeping their aspect in check, a Knight of Rage would be good at calming anger in themselves and others most of the time. Thus, this player would be a good friend or moirail. A Knight of Rage would use Rage to improve themselves, possibly by training their strength or ability to manage anger. Knights of Rage would be fierce defenders of truth and loyalty, quick to anger when someone lies to them or they perceive something as false. The rough outer demeanor and constant anger towards many things a Knight of Rage has masks a soft inner core and insecurities about something in their life or about their body. It is incredibly difficult to reach that side of a Knight of Rage. Even with this, Knights of Rage are important members of the team they are part of.
A Prince of Void’s role would go be destroy Void and destroy using Void; to destroy nothingness and to use nothingness to destroy. This player would be highly intelligent and possibly quite like a teacher, as they eliminate the lack and concealment of knowledge. Princes of Void would make the enemy secrets or the secrets of the game public. If their session is lacking something highly important, this player could destroy the lack of that thing. Say, for example, the session is missing a Space player. The Prince of Void would destroy the nothingness of the idea of a Space player, similar to how a Rogue of Void steals the nothingness from an idea. A Prince of Void would be able to use the power of Void and nothingness to easily destroy an opponent, combined with excellent fighting abilities. Princes of Void would be fairly open, wearing their heart on their sleeves, as they don’t keep secrets well, not even having their own. Prince and Void make a good combination as Princes destroy to make way for new things and Void players see nothingness as simply a blank canvas and have a deep understanding of how the old must be wiped away to create new things. Thus, the presence of a Prince of Void would raise the chances of a session’s success.
A Mage Of Blood would be an excellent leader for their teammates. They would possibly be kind of preachy and rather like a teacher, but they would often be kind and friendly, good at advising and helping others, especially when they are having trouble with interpersonal relationships. Mages Of Blood are experts on bonds and family/friendship relationships, but they may have trouble in their own life with such things. Being in many good bonds and close companionships reaches Mages Of Blood many important lessons. They are very good at making friends and helping others do the same, and become extremely attached to those they have bonded with. Mages of Blood are protected strongly by their teammates, as they are an extremely valued and loved friend. Though these players are good with bonds and relationships, handling them so often can be quite taxing. Despite this, a Mage Of Blood is a powerful and inspiring leader and could drag their team through even the darkest of times.
A Mage Of Mind would be very intelligent. They would seek out knowledge about anything and everything, especially things like law, criminal justice, and possibilities. A player like this would make an excellent lawyer or judge, for example. Mages of Mind would be good teachers, able to share their knowledge and guide others. This kind of player likes to set examples for others, nudging them towards a just life with a steady moral code. A Mage of Mind could have a degree of control over what choices are made, sort of like mind control, due to their creation. They could also possibly create new outcomes to situations if the ones available aren’t suitable to them. A Mage of Mind might find it difficult to stray from the path of just decisions, even if it is crucial that they break their code for their own survival or that of others. Whatever the case, often negative consequences of decisions Mages of Mind make have little to no effect on them. They often shove them off on other people, especially those they don’t like. The player still uses justice and karma to benefit their teammates, but it weighs down on them in some ways. Someone of this class and aspect pairing would be a creative person, possibly an excellent artist, but with a tendency to be indecisive, pushy, and preachy. Still, a Mage of Mind is highly useful. They could be a good adviser to their crew.
A Seer of Heart would be very good at handling emotional matters and relationships as well, due to their innate understanding of Heart. These players would be good motivators, getting their team moving forward with only a handful of words. Seers of Heart would be among the folk with simultaneous waking selves, most likely. They’d be good at distinguishing when someone was concealing something or part of themselves, and would be better at hiding similar things in themselves. Seers of Heart would be able to tell when someone was hurting, and, with the knowledge they gain from Heart, would be able to heal the emotional pain of others. This player would be able to sense the souls of other beings and could possibly use their own as a sort of aura. Seers of Heart are powerful players.
A Prince of Space would be a destroyer through creation and a destroyer for the purpose of creation. They embody the very principle that the old must be destroyed in order for new to be made or what was to be improved. A Prince, unlike other Space players, has the tendency to become impatient when they are made to wait too long. Because Space usually follows laws of physics, however bent and tested they may be, and because Princes are a destroyer class, a Prince of Space would be able to break the laws of physics in order to build up something new. A Prince of Space would be very strong, able to destroy by creating something new. As such, a Prince bound to Space is not merely a destroyer, even if Princes often lack their aspect. They are a creator, who uses their creations as weapons of destruction. Even so, a Prince of Space would likely be the type to scrap things they made again and again as they are not satisfied. For them, things must be absolutely perfect. This ensures that everything comes out right in the end, making a Prince of Space a useful asset.
A Sylph of Doom heals through Doom or heals by unlocking Doom. This player would be highly empathetic and understanding, ready to be there for someone when they are hurting. They make excellent therapists for that. They are not healers in the traditional sense, rather, dealing more in easing emotional suffering and pain. Though a Sylph is usually passive and uses their aspect to aid others, they have the capability to “unlock Doom,” and therefore impose severe mental pain and misery upon an individual, giving them a terrifying power. Though Sylphs of Doom are bound to an unpleasant aspect, they are useful and valued team members due to their ability to aid others when they are in a time of need.
A Seer of Void seems knowledge about Void to coordinate their team. This is a bit contradictory, seeing as how Void is the aspect of mystery and concealing knowledge. But that doesn’t mean the Seer of Void can’t fulfill their role. This player understands that they can’t know everything, no matter how hard they try. They are fine with a bit of mystery, and possibly have a deep affinity for mystery novels and conspiracies. They themselves are a very mysterious and secretive person. A Seer of Void would be good at finding out the secrets of others, though, and in the case of the game, using them to aid and advance their team. They’re likely to seek to want to know more about what is thought to be already known, possibly undermining false facts that were believed to be true. This would be good in keeping their team from making mistakes and dying before finishing the game. A Seer of Void would probably be able to manipulate nothingness, or seek out things thought not to exist. They could possibly speak to the gods of the Furthest Ring, due to their connection to Void as a Seer. Seers of Void could probably see even the most cloudy outcome of a questionable thing, which is useful in a game like this. They would have a very deep understanding of the game and its mechanics, deeper than any other class or even Seer, understanding even its most mysterious and confusing parts. Thus, a Seer of Void would be useful indeed.
The role of the Knight of Mind is to protect their teammates with, regulate, and use Mind as a weapon. A Knight of Mind would be relatively intelligent with an intuitive sense of right and wrong. Their weapon of choice would be rational thought, and their primary motivator would be dealing out justice(look at Redglare, for example). As Knights of Mind keep Mind in check, they are likely to correct people when they are acting foolishly or are in danger of karmic retribution. These players usually seem very chill with a lot, and they usually know the best decision to make. They can be fiercely defensive of their teammates, and they make a pretty good friend. The cool, upbeat demeanor of a Knight of Mind masks a part of them and is usually a built-up facade, to the surprise of many. However, the Knight of Mind is still a powerful player and kindly friend.
A Knight of Doom weaponizes and defends their friends with Doom. This could be interpreted as them interfering with the enemy, dooming them to failure, or imposing such a sense of misery upon them that they are rendered useless. A Knight of Doom also regulates and keeps Doom in check. They know that sometimes, bad things will happen, and that is fine, and that the occasional bad mood can not be avoided. But they can keep too many bad things from happening, as well as boosting morale when the team truly needs it. A Knight of Doom is glad to listen to a friend spilling their problems, there as sort of someone to rely on and someone who will listen and tell you what you need to hear. They have a quiet, wise, calm demeanor, but it probably covers up many scars, physical and mental. A Knight of Doom has been through a lot of suffering, but it only improves who they are as a person, leading them to improve their friends.
A Thief of Mind steals logic, rational choices, justice, and karma for their own gain. If anyone got in their way, they could even stop them from making good choices, forcing them to fail. Most often, bad karma would not affect them, because they would steal the good karma of another, like a Thief of Light steals fortune. If someone is not suffering a fate that the Thief of Mind desires, they could steal their good karma and make it worse. A Thief of Mind would be rational and intelligent, possibly because they could even steal knowledge from other people. Their displayed personality would change fairly often, and they’d be very adaptable. A Thief of Mind is formidable indeed.
A Thief of Life takes away Life to benefit themselves. This almost makes a player sound evil, when really, they are just aggressive, powerful, smart-alecky, with an experimental mindset (as has been shown). They’re very good at defeating their enemies, which is of course to their own gain as well as that of their friends (albeit not intentionally). The powers attributed to a Thief of Life have the potential to be dangerous; one like this could have a “kiss of death” or something of the sort. This player is a force to be reckoned with indeed.
An Heir of Life is surrounded by, manipulates, becomes, and is given Life. It would be very hard to hurt an Heir of Life due to their ability to heal almost instantly upon being dealt damage. They’d be excellent healers and could resurrect someone when they fell, because they manipulate the forces of life itself. They could lengthen or shorten anyone’s lifespan if they wanted, but this doesn’t mean that they would. They would only use this to aid their friends. An Heir of Life would be kind and motherly/fatherly, caring for their teammates. During their session some horrible danger could’ve befallen them and they should have died, but they were given Life by an outside force. An Heir of Life is a good ally and a nice player to be around.
A Sylph of Heart heals Heart by unlocking it for others. They are kind, sweet, and excellent therapists; you can count on them to hear your emotional problems and offer you the best advice. They’re good matchmakers and relationship counselors too, because they help unlock the love and emotions between a pair. A Sylph of Heart could easily help someone get over heartbreak by showing them that they are better off and things will be okay. A Sylph of Heart seems peaceful and docile, but they are actually incredibly powerful. They could possibly manipulate emotions and tame the volatile ones of others, or manipulate someone’s soul. Though a Sylph Of Heart is a kindly healer, you mustn’t underestimate such a player.
An Heir of Space manipulates, is surrounded by, is given, and becomes Space. This has some interesting connotations. Because an Heir of Space manipulates Space and therefore physical things and their properties, they could probably move planets if they saw fit to it. They might even be able to manipulate the environment around them (or even themselves!) on a large-scale physical level. Heirs change their aspect and change with it, and thus an Heir of Space might be able to change where things/they themselves are in the physical plane due to Space’s connection to the position, size, and velocity of things. They could possibly even teleport. They’d be able to shrink and grow almost anything, they would have supreme terraforming abilities and excellent universe-manipulating abilities in general, and they’d be able to likely manipulate the fabrics of Space. Because Heirs change and change with their aspect, and Space is tied to creation and physical things, an Heir of Space may be able to shapeshift along with manipulating their environment to aid their team along. An Heir of Space is extremely creative and artistic, as they are surrounded with creativity and plenty of space in their world to do it. They see the world as their canvas and are eager and swift in their ways. Once the Heir of Space gets going, it’ll be hard to stop them. A player like this is intelligent, friendly, kind, and very protective of their friends. They love making new and making their friends gifts (made by their own hand most likely), but they can be aloof and flighty from time to time. The calm and sweet personality, paired with the incredible power of such a player, makes the Heir of Space a good ally and a terrifying enemy to have.
A Witch Of Blood manipulates, creates, and breaks the rules of Blood. Because Blood has to do with strong bonds and spirit, Witches of Blood are good at making friends(and helping others make friends, too). They make strong bonds with nearly everyone they invite into their circle. The presence of a Witch Of Blood in a session will strengthen the bonds between the teammates. A Witch Of Blood can be great for keeping everyone’s morale up and tearing down the enemy’s. They can seem like manipulative people, which isn’t always good, but they usually do it for a good cause. They are protective of their friends and family, and would do anything to keep them safe. They have an attitude bigger than their body, but they usually use it for good. They give good advice, which usually never fails. A Witch Of Blood is a great friend and good teammate.
An Heir of Heart manipulates, is given, is surrounded by, and becomes Heart. They have some sort of affect on people that causes them to care deeply for them. Their team would love having them around and might make them the leader. Heirs of Heart are deeply intuitive, and thus are rather intelligent and wise people. They are good with emotional issues, and if they were to be having some, you couldn’t tell, they’re good at hiding them, too. An Heir of Heart may be able to control emotions, in both themselves and others, which might display in a form of mind control. This is a terrifying and dangerous power to have were it to fall into the hands of someone who manipulates others for personal reasons or desires. But most Heirs Of Heart are too kind and friendly and sweet to use their abilities like that. Because of their demeanor, they are surrounded by love and happiness most places they go. An Heir of Heart could possibly project their soul and use it as a form of aura or anima, or their entire body could become intangible, like a soul or spirit, because of Heart’s connection to the soul. Heirs of Heart might also be able to actually touch the soul of another being and manipulate or interact with it, adding on to the potential controlling powers such a player could have, however unlikely it is that they are to use them for their own gain. However strong and dangerous the Heir of Heart may be, they are still kindly and make good friends and teammates.
A Witch Of Mind controls, manipulates, and creates Mind. They have the potential to control someone’s mind and decide what choices they make. A Witch of Mind can see and potentially control what decisions and consequences happen or have already happened. This player is logical and intelligent, able to make wise and informed choices to make sure they succeed in their endeavors. They have the potential to be dangerous, because they can take control of their enemies and even other players if they do choose. They are also able to control karma and justice, and most likely the consequences of their less kind actions would not befall them. They could probably control their own death as well, by making the Heroic/Just clock swing in their favor-or rather, not swing at all and result in a resurrection. You should not get on a Witch Of Mind’s bad side.
A Seer of Mind uses their knowledge about Mind to coordinate their team. They can see every possible consequence of every possible choice, like each possible future. They would deeply understand how karma works and they’d know a lot about justice, and likely would make that their driving motivation for going about life. Because they could see the consequences of each choice, they can nudge things in the best direction for success or send someone back to fix things, like how Terezi and John retconned. A Seer of Mind is a very logical thinker and doesn’t care much for building a strong foundation for self, as they’re too preoccupied with karma and consequences to worry about that. Due to their abilities, a Seer of Mind is useful and could aid a team in being successful.
A Seer of Hope would use their vast knowledge of Hope to aid their teammates. They would specialize in boosting overall morale and motivating their team to fight. Because of their aspect and the abilities of Seers, a Seer of Hope can visualize the most hopeful path and lead their friends and themselves towards victory that way. Seers of Hope are very intelligent and reserved, offering good advice as they are excellent people to go to when in a time of need. They are kind, helpful, and wise, able to boost anyone’s mood and give them hope to go on no matter what. Since Seers usually deeply understand the game they are playing, a Seer of Hope would have no trouble understanding the mechanics. They’d know every little bit and piece to the game and would use that knowledge to encourage their friends to stay hopeful. You will usually find a Seer of Hope in a good mood, though sometimes they lose hope themselves and feel lowly. But they can always count on their friends to lift them up. A Seer of Hope is like a human angel and is valued in any party.
A Page of Hope creates and gives Hope to others. This means that their role is to provide others with hope and faith and morale as they go on. At the beginning of their session, they often don’t have much hopefulness of their own, and don’t realize how much power they could hold if they realized their true abilities, but once a Page of Hope realizes how strong they really are, they radiate an aura of powerful hopefulness and belief. They could even believe something into being, because of the sheer power of their fully realized abilities as a creator of Hope. Once they come into their powers, a Page of Hope can keep their team hopeful and motivated, helping them reach the end. They are a valued friend and teammate and you can rely on them as much as they rely on you for aid. Pages of Hope hold great strength and can make a team successful.
A Bard of Doom allows others to destroy Doom in them and invites destruction through Doom. They are one to encourage a suffering person to strike back at what is making them suffer. They do experience some suffering themselves, but usually they depend on others to stop it, which works very well. A Bard of Doom can be very chaotic neutral, depending on their personal loyalty they may swing more chaotic good or chaotic evil. They’d be useful, though, encouraging their teammates to fight because the enemy causes them pain. If a Bard of Doom decides they simply want to spread destruction and suffering for the good of no one, they would be extremely dangerous because they’d know how to twist things and lead other people to destruction. A Bard of Doom holds great potential, but could be very dangerous.
A Prince of Heart destroys Heart and destroys through Heart. They don’t have a solid sense of self, instead, their personality is highly prone to splintering (as is shown) and they have many masks that change often. They hold the ability to potentially destroy someone else’s soul or tear it out of their body, which could even be turned on themselves (though that’s unlikely). They are heartbreakers, but they do it to teach others lessons and build them up and heal them by improving them through the destruction of feelings and love. A Prince of Heart is a powerful warrior, very logical and thoughtful, not letting their emotional troubles get in the way. They are smart, creative in unconventional ways, and try to be helpful, but they can be dense, harsh, and aren’t the best with feelings of their own. Princes of Heart are important to their team.
The Knight of Time is the defender, regulator, and warrior of Time. They regulate timelines and keep them in check, preventing one from ending up a doomed offshoot. They possess some ability to travel through time, be it on their own or with a tool like the Timetables. They defend their friends with Time, maybe by freezing an enemy in time or traveling around time to get away from the attack. They are powerful fighters, as Time itself is their weapon. They have a cool and laid back atmosphere, which masks insecurities about themselves or some physical deformity(Dave and his glasses and mannerisms). Knights of Time are extremely important to their session, and often save the lives of their friends many times over.
The role of a Prince of Mind is to destroy Mind and destroy through Mind in order to improve it. They likely have a lot of issues with their mind, because they destroy Mind in themselves, but this doesn’t mean they’re not good or smart people. They are very knowledged, they just tend to be weighed down to a breaking point due to their want of logic, knowledge, and ways to circumvent the available choices in order for better things to occur. A Prince of Mind might be able to make someone snap and cross the line into insanity and unpredictability as one of their abilities, and they too may stray over that border. They always are able to find another way and when they can’t can mess things up so much they make another way. They destroy with their sharp and biting logic and intelligence, which aids them along with the powerful fighting abilities a Prince of Mind possesses. Given support from their friends when they are in the worst places(which they gladly can return), a Prince of Mind is a useful teammate, good friend, and extremely powerful as a player.
The Knight of Doom protects, regulates, and weaponizes Doom. They’re the folks that beat understand that sometimes suffering is a good thing, it teaches you lessons and toughens you up. They also are good at understanding pain and misery itself and can be of aid when their friends are suffering, because they keep those things in check. A Knight of Doom’s favored weapon is Doom, and by that, suffering, pain, and death, making them a skilled, formidable warrior. They project a tough outer shell, seemingly hardened by things they have been through, but on the inside, they are secretly soft, kind, and far more sensitive than they would like you to know. A Knight of Doom is wise, intelligent, and thoughtful, and is good at keeping their friends motivated even if spitting advice isn’t their style. This player would readily sacrifice themselves for others, if it meant that they keep pain and suffering from getting out of hand by submitting they themselves to such things at risk of death. A powerful yet gentle player, a Knight of Doom is an excellent and wise friend who can always be counted on to help.
A Sylph of Breath heals through and unlocks Breath for others. They would be entranced by freedom, absolutely repulsed by anything that tried to control them by anyone’s terms but their own. They would definitely encourage others to be free and would be good at revealing to others where they were being controlled by other people, and thus would make them stronger for it. Sylphs Of Breath are quite calm, however flighty they may be. They hold great power in being able to calm others through psychological healing and restoring Breath to one who is injured. They might have some control over the wind, which in contrast with their demeanor could be incredibly powerful, as Sylphs are known to be. A Sylph of Breath has a secretly terrifying side, as they could probably control the breath in one’s lungs, even if it contrasts with who a Sylph is supposed to be. A Sylph of Breath, seemingly gentle and encouraging, is not to be underestimated.
A Knight of Space is the defender and regulator of Space, who makes it their weapon. A Knight of Space is extremely creative and thoughtful, using colorful and interesting methods to solve problems. They’re highly protective of anyone they become attached to, and would do anything to keep them safe. They may have the ability to manipulate space and the world around them (“all of creation”) to stop their enemies. As their job is to regulate Space and creation, they encourage creativity and artistic talent in others, but in the sense of the game, they’re very motivated and seek to do anything possible to win the Ultimate Reward And create the next universe. Breeding the Genesis Frog is no challenge for them, as they seek to create and probably have an affinity for living things in general. They’d get along well with Life players for that. Their intelligence and motivation combined with their strength and abilities makes it seem impossible to drag them down, but all that masks a soft, scared inner self. Whatever may happen, or whoever they may be, Knights of Space are powerful and amazing players.
A Mage of Doom seeks knowledge about Doom. They lead others in their team by messing with fate and protecting them from death. They themselves are also well protected from death, even when they should’ve died regardless. A Mage of Doom often is put under great distress because of the role they play almost as a martyr. They tend to be very straightforward with things, which can get a little morbid at the worst of times. Mages Of Doom are their teams saviors due to their power.
A Maid of Blood embodies and gives themselves and others Blood. They are the very best of friends and they make excellent leaders. Need advice, they have it. They are excellent at helping others resolve disputes, while having a vicious fighting spirit themselves, however friendly and gentle they might look. Maids of Blood find socialization and befriending others comes naturally to them, for the most part, and this is especially useful practically, as well. Prophet-like leadership is in their blood and they could easily turn groups against the main enemy. Winning the game is no trouble for them if they have what is necessary present. Maids of Blood are powerful and make good icons and examples for others to follow.
Mages of Space seek knowledge of Space to better themselves, others, and the aspect itself, as well as manipulate and use their aspect. They are very creative folk and may be found creating art and things they find nice or beautiful in their spare time. As they are intelligent and wise, they often teach others to be the same way. A Mage of Space might be able to manipulate things around them, but it’s out of curiosity. They want to know so that they can help their friends. While they’re very kind and helpful, it does weigh on them a lot which can lead to moodiness and stress in the worst of times. Usually, though, they are bright, smart, colorful, amazing people.
A Witch of Doom manipulates and unlocks Doom. They have a deep understanding of suffering and misery and are good at controlling and manipulating it, as well as creating it. They may not be the nicest person, but they are good listeners and can be helpful when it is desperately needed. A Witch of Doom could be dangerous as they could possibly raise the dead because of their ability to manipulate, unlock, and create death due to Doom’s connection to the concept. This is a useful but formidable and dangerous ability and makes a Witch of Doom one to be feared.
A Witch Of Void actively manipulates, unlocks, controls, and creates Void. Through this, they’re able to control and manipulate the “nothingness” of something, maybe even turning an idea into a reality like a Rogue of Void has been known to do. Witches of Void are very intelligent and creative, but can also be spiteful and destructive if things don’t go their way. They could be very helpful to a session lacking a Space or Time player, maybe even creating one from nothingness. They hold a great power for this, as all Void players do. They could be highly useful to any session.
A Rogue of Doom passively steals Doom. They understand that suffering is sometimes necessary and may accidentally lead their friends into dangerous situations but they also don’t want anyone to be in too much pain and will probably be a very helpful person. Rogues of Doom are incredibly kind and wise, and venting to them yields very successful results. Since Doom is also tied to the concept of death, a Rogue of Doom may be able to “steal” death from someone and resurrect them, though knowing the way the game seems to go this would probably only be possible once per person. However it works, Rogues of Doom are powerful and useful.
A Sylph Of Hope heals by unlocking Hope for their fellow players. This is an incredible power to have. By this, they’re able to encourage others to follow their dreams and hold tightly onto their beliefs, restoring their faith when it is low. If someone is feeling weak and down and is afraid they will die, a Sylph of Hope is there to keep them going and fighting even when they thought they were done for. A Sylph Of Hope may be gentle and kindly, but they’re extremely powerful in that they can guide someone’s beliefs so much that they could pretty much lead an army if they so chose. This makes them pretty much unstoppable. Their own faiths and beliefs may be so strong, it’s hard to sway them. A steadfast person who’s good at helping morale, you want them for your team.
Mages of Heart seek knowledge of Heart in order to guide their team. They are kind, driven, motivating people and are very good at encouraging others. They’re good at helping others with relationship troubles, though their own are often in turmoil(though they do not suffer because of this). A Mage of Heart can be very obsessive. They’re the kind of folks to ship rarepairs but they make it make sense. They’re very intelligent, and when they set to doing something, it will get done no matter what. This player is good at helping others figure themselves out, and they usually know themselves well, but not always. They have a deep and intuitive understanding of matters dealing with the soul itself. A Mage of Heart can probably even see spirits and ghosts and interact with them in the normal, waking world. They’re quite powerful, however gentle and kind they may be. A Mage of Heart is perfect for any team.
Knights of Void weaponize, maintain, manipulate, and protect Void. They’re very good at fist-fighting and any style that needs no weapon, because they don’t really require one. This player is very calm and wise, understanding when it is necessary for things to die out so new stuff can come in, and definitely won’t stop necessary destruction. They might even prevent their friends from trying to stop something from being destroyed if they realize it has to happen. They’d also understand when things needed to fill the void or nothingness and may be able to change the nothingness of a concept. A Knight of Void would be down to fight anything for their friends with their bare hands if that’s what it took. They would probably resist being confined by society or being forced to conform, which may cause a few issues here and there. Their rebellious attitude and wiseness masks issues with their self-image, but they are still powerful players and allies.
Witches of Time control, manipulate, influence, and break the rules of Time. They can hop around timelines as they please and change events if they do wish. The rules of time don’t apply to this player at all. If they really wanted to, they could change a doomed timeline of their desire to the alpha timeline, which is against the rules of Time itself. They essentially have the freedom to do with time as they please and choose when and where to occupy. They’d be extremely adventurous, willing to do whatever it took to reach their goal and not giving much of a care what happens on the way. The Witch of Time would probably be very eccentric and might not always play well with others, which fits with their abilities. They’d generally be relaxed, though, because Time is literally theirs to manipulate. Witches of Time hold great power and you shouldn’t tick one off.
A Witch of Light controls, manipulates, influences, and breaks the rules of Light. They can control fortune and odds, sort of like Domino can. Usually they do this in their own favor, making them incredibly lucky people. Because Witches break rules, a Witch of Time breaks the rules of Light and through it fortune and actual light. They can probably make light behave how they please and could probably hide themselves the same way a Void player could, the way they break the rules. When dealing with fortune, they’d make it behave in ways it shouldn’t. For example, they could tamper with the clock deciding if a death is heroic or just, or they could prevent an inevitable event altogether. Witches of Light are powerful and make useful allies.
A Bard of Light destroys, invites destruction through, and allows their own Light to be destroyed. Their presence is both akin to an unlucky black cat and a lucky charm, because they can make others use their fortune to wreak havoc. They themselves aren’t very lucky people, due to the influence of others in their life. Their past or current friends might not have been/might not be very good to them. They’re not always in the best state of mind because of that, and they can’t often see things properly(physically or mentally/spiritually), and try to find ways to cope. A Bard of Light is good at egging others on with what they perceive or their luck/lack of it. No matter what they’ve been through or what they’ve done, though, they can be nice people and good friends of people show them they care.
A Sylph of Light heals with Light or heals Light itself. Light is often referred to as the aspect for luck and knowledge. This could mean that a sylph is often very knowledgeable in many subjects, so that when someone is in need they can cure the situation with the knowledge they have on hand. This could also mean that they can heal relationships, knowing both sides of the arguments and using that knowledge to come up with solutions.Not only this, they could fix a situation with luck as well, such as showing up at the perfect moment with the perfect fact or item to fix the situation at hand. Overall a Sylph of Light is a very valuable addition to a team, being someone who’s very intelligent and a good problem solver. A Sylph of Light would probably be very inquisitive and thirsty for knowledge, always trying to pick at people and find out what they need to know.
A Rogue of Breath steals Breath or steals with Breath passively for their team. Breath is often associated with freedom or the element of air itself. This could possibly mean that the rogue would be quite controlling, possibly due to anxiety and being frightened of losing control over things in their life, therefore possibly stealing freedom from others. This person could also quite possibly be very good in battle, using their techniques to leave their oppents powerless, and literally “taking their breath away”. Their challenge would be to let go more and go with the flow of things, and giving other people the chance to control things for them.
A Maid of Heart is one who maintains and creates Heart. Since usually a god tier represents what you as a person needs to work on, a Maid of Heart would start off very aloof and not interested emotionally in many things. They would be very used to relying on others for their interests and feelings on practically everything.The goal for the Maid is to start relying on themselves for their aspect to the point they create it, such as a the Maid being so invested in something others invest in it as well. A Maid who overcomes their abilities would likely be someone who’s very vocal and enthusiastic about their tastes, so much others being to become influenced by them. This could also affect relationships, as if the Maid does or doesn’t like a certain person other people would act accordingly.
A Rogue of Life passively steals Life for their friends. This may manifest in them being able to steal the lifeforce of an enemy to heal a wounded teammate, or them being able to shorten some lives but extend others. They are kind, sweet, generous people and just want to help those they care about. They have a lot of energy and charisma and can use this to their advantage. Rogues of Life can be very stealthy and sneaky, and are good at surprising and ambushing their opponents. They make excellent allies because of their helpful tendencies and useful powers. They would be a blessing to any team.
A Prince of Rage is a destroyer of and through Rage. They themselves are very calm, never moving to anger when things get bad. However, they can use the anger of others and cause more destruction. They would have the ability to calm nearly anyone, or sap away the fighting spirit of someone if they so chose to do so. This player might be incredibly powerful, to the surprise of many who see them as more of a pacifist. They have the potential to be very manipulative, to the point the one being manipulated like a pawn is unaware of it entirely. This is a dangerous, terrible power to possess. A Prince of Rage is formidable and dangerous, no matter their level of quiet calm.
An Heir of Time is given and becomes Time, and can also control it. They’re never late to anything, and should something arise that could possibly get in the way of punctuality, something else will always happen to increase the amount of time that the Heir of Time has to complete their task. They’re very quick and agile, doing any work as quickly as they can and still doing it effectively. As for powers, an Heir of Time is able to manipulate time itself and do with it as they see necessary, and will usually do this to aid their friends. They may potentially sacrifice themselves in order to save a timeline, if the need to do so should occur. They are kind and helpful souls, though they tend to get confused easily or become confusing themselves. However, they are still powerful and make very excellent, useful allies.
Witches of Rage manipulate and unlock Rage. They tend to be somewhat aggressive people, but good at manipulating the emotions of others. They are good at spreading chaos, knowing just the right words or actions to tick someone off, which could be god or bad depending on who exactly the Witch of Rage is angering. Making Witches of Rage mad, though, is very dangerous because they can become violent very quickly and are not people you want to bother with when they’re riled up. However, should they decide they would rather help people than devote time and energy to bringing out rage in people, they can be very good at handling emotions and may offer good suggestions for calming anger or otherwise, whether or not the person in question takes up their advice is up to that person. It is worth it to befriend a Witch of Rage as their penchant for causing anger is actually useful in some situations, if someone can stand their attitude. Despite their negative talents, this player is possibly a very good teammate.
Princes of Time are destroyers of and through time. They aren’t the most punctual people but they make it work and often some event will come to their rescue so they don’t encounter trouble for their lateness. They do make effective use of time they gain every now and again and weaponize that bit effectively. A Prince of Time may be able to unravel timelines and change them, or they may be able to use the timelines or use the concept of time itself to cause destruction. For example, they might even be able to accelerate time in certain pocket areas to destroy an enemy (or hinder the success of the game, whatever they decide). They know well that timelines must sometimes be destroyed in order to make way for fresh new ones and that’s alright. They’ll be there to move the process along, doing what Princes do best-destroying.
A Sylph of Space is a healer of and through Space by unlocking it. They prefer order and cleanliness over chaos in their lives. They’re very creative and fashionable, but are very gentle and not at all vain. Sylphs of Space are good at working with people; they’d make excellent nurses, especially for children’s hospitals. They are incredibly pleasant to be around, making excellent friends and handing out good advice. They do have a lot of power, though. A Sylph’s job is primarily to heal, but also to create, and a Sylph of Space could probably manipulate the physical world and are definitely the most important part of making a new world. Their powers are not to be underestimated, and your best choice is to become their close friend.
The Maid of Space embodies and defends Space, provides it for their teammates, and is protected by it. They’re usually benevolent protectors, often taking on a sort of motherly role over their friends, still understanding when not to hover. They are very artistic and enjoy crafts, examples of which may be sewing and clothing-making or sculpting and painting. They tend to prefer a nice clean area around them, but are comfortable anywhere and can make use of their surroundings. A Maid of Space may have the power to manipulate the physical plane around them, basically manipulating “creation.” They could use it to defend themselves and others, or to protect the very world around them from harm. They are the defenders of the new universe they help to make, and will watch over everything as a guardian-figure. The Maid of Space far prefers pacifism over fighting and may play a more supportive role in combat, but they won’t hesitate to jump in and fight when their friends (or the universe) are in danger. They’re quite friendly and enigmatic, and give excellent advice, as well as taking strong social stances against things they perceive as unjust and dangerous. The Maid of Space has strong charisma and is an essential part of their group.
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How would a session go with the Mage of Time, Seer of Breath, Bard of Doom, Witch of Blood, Knight of Heart, Maid of Space, Page of Mind, Heir of Light, Sylph of Void, Thief of Rage, Rogue of Hope and the Prince of Life would go? Bless your blog and love ya <33
My first session ask! And, my apologies, this might be a lot shorter in terms of each player. It’ll be put under a read more, of course, but I’ll operate as if they’re all developed. My modus operandi will be established here, and unless I make a major change, it will stay this way.
# of players: 12
Required aspects: Covered, Maid of Space/Mage of Time.
Breeding the Genesis Frog:With a Maid of Space, someone who creates Space, you should easily be able to create a wonderful frog, provided they take it seriously.
In Case of a Scratch:Given their knowledge of and experience with Time, scratching should be relatively easy. The only thing I would recommend watching out for is that it could be difficult for the Mage themself to leave the session with a scratch, but it shouldn’t be too much of a problem.
Players (Active to passive)
Witch of Blood, the second Witch on this blog as of now, and another possibly devastating enemy. Since Blood can be literal or figurative, there are a couple different applications, especially combined with the Witch class. Taken literally, a powerful WoB could change temperature of the blood, sew up a bleeding wound with stitches made of blood, make that same wound worse, or tear someone apart from the inside (though that would take a very powerful Witch). Figuratively, they could have complete control over unity and allegiance, which would be fine if they use it in conjunction with their teammates and break their enemies’ ranks, but could also turn their team into a mess if their morals aren’t the most sound, and if they act a lot on their emotions, they could turn benevolent to malevolent in the drop of a hat.
Prince of Life- my, don’t you have a lot of heavy hitters. Prince of Life, destroys [with] Life. There are a lot of obvious downsides to this title, as people mostly think of Princes as negative, and destroying Life makes them jump to conclusions that this title is automatically evil. While yes, the negative implications are easy to imagine, there are many possibilities for good as well! Since Life rules energy, but also power (in a sense of throwing people under the bus, because if you win, they lose), if the others in the session are too rambunctious, don’t appreciate what they have, or just don’t take things seriously enough, this Prince could fix that real quick. And I’m sure I don’t have to say it, but they could be an extremely competent fighter, a one-person army, if they channel their powers into the more directly destructive nature of destroying life force. Think of them like a doctor- to heal, they have to destroy. This can apply to all Princes and Bards, but a Prince of Life the most.
Knight of Heart; seeing as you have some potentially volatile players, having someone who can use emotions and irrationality to their advantage should help. Some people follow the theory that the presence of a Knight in a session makes it devoid of their aspect, where I don’t, but I’ll indulge it for a moment. A session without Heart is… pretty good, actually, in this instance. With the lack of irrationality and emotion, you shouldn’t have any of your capricious players (Witch, Prince, and maybe Thief) changing their feelings at the drop of a hat and making things more difficult. However, without it, there’d be no ‘this feels wrong’, no ‘I need to get out of here’, the safety that gut feeling can offer. Going back to my own methods, though, since this Knight can apply those things to their advantage, they could make sure that a sort of ‘lack of Heart’ session could apply, but in more of moderation. They could exploit their enemies’ impulses and emotions to turn battles to their advantage while also helping their teammates in a tough situation. A well-rounded player who could do a lot to turn the tides in their session.
Speaking of capricious players, here’s your last definitely capricious (based on title alone, of course) one- Thief of Rage. I’ve always found this title very interesting, because there isn’t much an idea of what they would do with all the Rage they take. There are a couple different directions this title could go, and it certainly depends on the person itself, maybe even more so than most titles! Anyway, I’ll try to talk about all the things that come to mind equally. If this Thief is particularly into fighting, they could steal all the passion, anger, the quality of being an ‘immovable object’ from their enemies and become a force to reckoned with on the newly unfeeling, unmotivated battlefield. If one of your other players is out of control with anger or revenge, they could steal that from them and calm them down (though perhaps at a detriment to themself). It all really depends on how far along in their development they are. If they overembrace, they could be a strong negative force that their team has to deal with, uncaring about anything that doesn’t fall under Rage. If they’re self-sacrificing, they could take all the negative emotions of their teammates (at least, the ones that are causing them harm) and bring them onto themself, despite how unhealthy that is both to them and others (negative emotions are still necessary, of course, even if they’re hard to deal with, because that’s the point of growth). As long as they don’t go too far in any unhealthy direction, they should be a very fine force, and a good teammate in almost all circumstances.
Maid of Space, your first cardinal player. Space itself can be a sort-of erratic aspect if not paired with a class that keeps it under control, and while some describe Maids as “serving” their aspect, they would be a good force for control. Creating literal space may seem too simple, but don’t forget about the metaphorical applications of this aspect. It signifies beginnings, change (a trait it shares with Life), action, and the present. Creating beginnings sounds a bit weird, but if, say, your players are stuck in a dead end, this Maid could potentially circumvent the ‘rules’ that would tell them a solution isn’t possible and just make a new beginning to go around it! With any players who aren’t prone to taking action, or have maybe fallen into a destructive cycle, they could break the habit and goad them into doing something productive, whether for their own good or for the team’s. As long as they’re doing good on the ‘making sure you understand how frog breeding works’ front and there aren’t any outside hindrances, they should be able to create a healthy frog easily! Just make sure they don’t create too much space in the Breath sense (personal space) and push people away, especially out of a possible “I can do this on my own” arrogance. In terms of title alone, you have one of the best Space players (in my opinion, though all of them are on equal footing) on your side, so make sure their priorities are in order and you should be golden!
And now, your second cardinal player and most passive active class, Mage of Time! Another class that fits well with its aspect, so I do commend you on this. Having a creator of Space and someone who understands Time makes a good combination. Time itself is a rather complex aspect, so there’s a lot for this Mage to know. Especially given how many doomed timelines there tends to be in most sessions, they could understand how to avoid them and what to possibly do for the best chance of success (at least, in what Sburb defines as success). I’d like to remind you, though, that a successful player integrates both their main role (their actual title) and their subrole (their inversion), so they are in no way just some passive textbook on the sidelines. Their minor manipulation of Time could make it so destruction comes a little faster for someone, or manipulating a small event in the past to have a much larger impact, using the butterfly effect. They could also be a good counter for the Maid, considering the opposing aspects and also their knowledge of the past that could lead to a specific, needed object being in the place it is (like the frogs). The understanding of endings could also translate to knowing how to avoid said endings, especially if that could spell death to the session. They could also be a good collaborator with the Bard, given their passive destruction of rejection and destructive energy, seeing as they embody what they are destroying, in a sense. Also, since they understand destruction, they could be a good fighter from that alone, even without a traditionally “powerful” class. They’re a wonderful addition to any session, especially this one, so make sure they keep their head up and don’t get too caught up in destruction and endings and you should go well!
Seer of Breath! The most active of the passive classes, and on an aspect that’s very good to have a comprehension class for. Breath, being all about someone on their lonesome, options, no obligations, and that sort, they could possibly predict the options they’ll have in the future, similarly to their active counterpart in this session. Like the Mage as well, they could be a good asset for frog breeding, if they can tell where the frogs could be (interpreting Breath as direction), but focusing more on the present than the past. They could predict the movements of an enemy force, know what options they have ahead of time (and perhaps know which would be best to take), and understand how, if the team comes apart (at a critical moment especially), could spell disaster. Like the Knight, they could be useful in knowing if a teammate could split against the team and try to break away, and while they may not know how exactly to resolve it, they could predict it and go to the people who know what to do about it. Again integrating the manipulation of their subrole, they could use their knowledge to take someone’s options and change them into the one most beneficial for the Seer or for the person, depending on who exactly is the target of this action. I tend to advocate for Breath-Light teams, given the information, truth, and clarity of Light and the freedoms and options of Breath, and I would especially recommend it in this session. The perhaps more grounding presence of the Seer could balance out the Heir’s natural recklessness and confidence, making a good leadership team. A good strategist and player in general, as long as, like the Mage, they don’t get weighed down by everything they can see, they’re a strong candidate for friendleader.
Sylph of Void- ever wondered who’s the best at spreading rumors? Look no further! Like a Sylph of Light could assign relevance to something that really shouldn’t have it (like taking the meaning of an enemy and giving it to something that would make sure they don’t get hurt), this Sylph could give themself and their team (indirectly) irrelevance, which could get them out of a tough situation if the enemy believes that they’ve ‘disappeared’. Working, perhaps, in conjunction with the Bard, they could be a good indirect force to hinder any opponents. If they can control where they ‘heal’ irrelevance or false information, they could break order and knowledge in people they’re trying to oppose. Do you know the enemy has a good plan, or knowledge that they shouldn’t know? Call on the Sylph, they can block it out, or simply take away the meaning it should have. They could play more of a defensive role on the battlefield, protecting others with their ability to make things unclear- maybe blotting out someone’s presence in the battlefield, especially to allow for a teammate in a bad position to make a quick escape. With their destructive subrole, they could get rid of certain pieces of information, especially things that someone wasn’t meant to do. Ever wished you could erase someone’s memory, because they knew something they shouldn’t? Your Sylph can do it! It’s like the concept of ‘ignorance is bliss’, except instead of bliss, they’ll take that lack of knowledge to cause better circumstances for those around them. Very much a good player for defense and support, as long as they don’t go haywire with what they can blot out, you’ve got a good way to keep things better kept secret that way, especially in terms of secrets best left unsaid.
Rogue of Hope? Rogue of Hope. Given that there are quite a few players who could be prone to falling into despair (sideways glare at the Mage and Thief), this player will have quite an important role in this session. Hope is trust and belief, which could also put them in a good position to help a player who’s trying to turn against the team, giving them trust in each other and belief that things can actually go well. This title may be one people only see the support role in, but there are a few ways they can weaponize their powers, especially considering their subrole as the active application class. They could take the belief of an enemy that they could win and give it to their teammates, making the enemy despair and helping their team bolster their confidence, which could in turn make them all more likely to succeed. Especially given Hope’s status as the ‘immovable object’ in conjunction with the other aspects, they could take that from others and give it to people who are more in need of it, which could make the team more powerful on its own. If someone is too untrusting, especially in a destructive cycle, they could help their team be more productive and closer to being more functional. They could also use this against others- giving someone trust and belief would make them more susceptible to lies. You know the spell ‘Charm Person’ in D&D? Making a person open to suggestion, even temporarily, could be their downfall. See the instance in an early episode of Murder on the Rockport Limited, one of the story arcs of the podcast The Adventure Zone, where one of the player characters casts either Charm Person or a similar spell on someone, which makes them almost get hit by a train. As long as they don’t give too much of their own Hope away, they’re a massive motivating force, versatile and a wonderful asset.
Page of Mind, huh? That makes an active-passive inversion between your Knight and Page, which I don’t really see often, and is an interesting dynamic. They could very much spur each other on, but the Knight could hinder the Page’s development. They may be prone to misunderstanding the concept of ‘for the common good’, taking actions and applying Mind in the wrong way, which could have disastrous consequences if not handled early in session. Before they’re on their way to the path of realization, they might put their own inexperience with Mind as the ‘right thing’ Pages need to grow, and having them grow into an aspect about the collective and apathy can be a bit of a contradiction in its own right. They may be more the self-absorbed type, but not necessarily in a bad way- putting emphasis on their own growth without understanding they’re hindering themself by focusing on the wrong thing. Applying Mind, once they’re realized, could make them a strong force. They could be good with spying, taking their ability to use the outer self and facades to get into places they shouldn’t and learn information they, technically, shouldn’t know. If they could exploit apathy, they could possibly take any small sense of ‘I don’t want to do this’ in an unwilling enemy and magnify that, which could potentially set a whole army in a state of “Why am I doing this? What’s the point?” They could be one of the more faster Pages, in terms of development, and while their powers may be more specific in terms of their application, when used in the right place, they can be devastating.
Bard of Doom… now, like the Thief of Rage, there are quite a few directions this title could take. Perhaps even more, given the open-ended nature of passive classes. Depending on whether this Bard destroys Doom or destroys with it, there are many effects on a session it could have. Like the Rogue, if they destroy pessimism, they could make their session more optimistic, and while this maybe has limited usefulness, in the situations it’s needed, the combination of those two could be perhaps the best at resolving it. Destroying with/through Doom could, like a Prince of Life, could destroy with destructive energy, doubling their affinity for destruction. Destroying through restrictions, they could take the rules of Sburb and put them in a position to affect someone more than usual, which could take them out just by forcing them into situations where they don’t have any options. Of course, this is assuming they’re realized. If they’re not, they’d be more of a beacon of Life, giving life force and energy to others by actively creating it (their subrole, Maid of Life). Their crisis of Doom, though, can be incredibly devastating, seeing as Bard crises tend to hit hard, and combining that with the aspect of destruction just makes it even worse. If the Thief or Knight is realized at the point they have their crisis, they could make it easier for the Bard to settle down, with the Thief taking away the negative emotions driving the crisis and the Knight using their impulse and emotions in a way to benefit them. Really, it depends on how the player decides to go with it, and you really can’t see this kind of Bard going the same way twice- their powers can be immensely broad or very specific, and either way, you know they could do some damage.
And now your last player, the Heir of Light! They passively manipulate Light, meaning that, say attention and relevance could revolve around them. Now, as with unwanted attention, this can be a bad thing, but your Sylph can definitely counter it if needed. Potentially, information itself could change to suit their needs. When I think of inheriting relevance and attention, I immediately come to the concept of a tank. Like how the Sylph can get someone out of attention to fix a rough situation, the Heir could transfer that now-defunct attention and relevance onto themself, making them take the heavy hits while others can sneak around unnoticed and do damage. The combination of your Heir and Sylph in itself could make itself a power couple, one sneaking by unnoticed while the other serves as the distraction. Remember how Calliope chastised Roxy, a Void player, for bringing a Light player somewhere that people weren’t supposed to notice? Now, Rose wasn’t even a creation class or an Heir, and thank goodness, because that would’ve worsened Callie’s situation a whole lot more. This Heir could be the main hub of ideas and information, even stuff they wouldn’t logically be able to know, because Light itself favors them. While I said in my analysis of your Seer that I advocate for Breath-Light pairings in terms of leadership, the special combination of most and least passive makes it an even better combo. They both bring different things to the table- the Heir brings pure information, the Seer brings the knowledge of future choices, and they can combine that together to understand what would be best for the group itself. A very strong candidate for friendleader and a wonderful end to your session.
Final Thoughts:
Honestly, I’m of the opinion that, based on titles alone, this session should go pretty well! Make sure no one burns themself out or has any other circumstances interfering (at least, not ones you can’t resolve) and you should be golden! You have my blessing.
#session#witch of blood#prince of life#knight of heart#thief of rage#maid of space#mage of time#seer of breath#sylph of void#rogue of hope#page of mind#bard of doom#heir of light
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Hey! Are you confused by inversion?
Do you know that Heir inverts to Mage but aren’t really sure why? Do you want examples of how class and aspect inversion works on a practical level?
Allow me to help! Below are a list of statements to help explain how one classpect shares much in common with its opposite. For each class, I’ll assign a random aspect (feel free to take this out when using) and explain why the class inverts the way it does.
DISCLAIMER: This is NOT a post about inverting as a process that occurs when going Grimdark. I plan to do that post later.
This is about inversion as a theory explaining the interconnectedness of classpects. Each classpect not only has the capability to act as its opposite, but doing so is sometimes part of the package.
With that out of the way, let’s get started!
Mage (active understanding): Everyone has something to teach. While you were learning all you could about Heart, you had to allow some Mind into your life, to see what Heart was really about.
Seer (passive understanding): You intuitively understand how Void works, so it confuses you when someone tries to change that. Light, on the other hand, is difficult for you, so you alter it as you need.
Witch (active change): Light is what you make it, since you know how to manipulate it. But Void is hard for you to change, so if you’re going to interact with it much, you’ll have to learn to understand it as it is.
Heir (passive change): You’ve allowed the logic and decisions that come with Mind to to change and morph into what you need. So, under the protection of your aspect, you can handle the hardships that come with delving into the realm of Heart to learn.
Maid (active creation): When you’re creating more and more Breath, it leaves little room for Blood. And so without it really being your intention, Blood slowly dies away.
Sylph (passive creation): Your job is to let things heal and grow. But if you really want Life to properly come about and grow, you’re gonna have to destroy all this Doom before it can happen.
Prince (active destruction): Doom is your weapon, a weapon you despise. So even though you use Doom to destroy, you really would rather employ Life, and so you end up making some in the process.
Bard (passive destruction): You’ve been mocking and picking away at Blood for so long that you can’t do much with it anymore. Well, you never liked it anyways, so you start creating some Breath to use instead.
Thief (active allocation): You know how to use Rage better than anyone, hands down. So to keep it out of bad hands, you inspire others to use Hope instead. Now the Rage is yours for the taking.
Rogue (passive allocation): You’ve given all your Time to those around you, so what are you going to fight with yourself? Better learn to use the Space you can find around you.
Knight (active exploitation): You know how to exploit Space very well, for whatever you need. So should you ever find a bunch of Time on your hands, you're best off sharing it with people who are better suited to use it.
Page (passive exploitation): Sometimes, too much of a good thing can go bad. Until you’ve adjusted to the windfall of Hope you now have power over, you might want to take some Rage for now to balance it out.
And there you go! I hope this helps you understand your inversion, and how the principle works in general.
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This is my classpect master post for Danganronpa 1! I just replayed the game so it’s fresh in my mind, and I tried to keep these fairly short so I cut out some of the smaller details. Feel free to tell me what you like or what you don’t. I will be reblogging with thoughts about Touko and Genocider Sho. Also check out @jinjojess post about the DR1 classpects! I compared a lot of my thoughts with theirs!
Naegi Makoto - Witch of Heart
-actively manipulates feelings and sense of self. He is not very confident in himself, we know this from the beginning, and I think that manifests as acting as a Seer of Mind pretty often. It gets him pretty far in the trials, but his true talent lies in getting people on his side. Sayaka was into him before she even talked to him, and throughout the game people come to him for help concerning things to do with emotions and sense of self (Touko & Byakuya, Kiyotaka & Mondo twice). Not to mention, he’s labelled “ultimate hope”, which is due to him being able to boost everyone’s spirits (change their mood).
Asahina Aoi - Sylph of Hope
-passively heals positivity, possibilities, and beliefs. I really wanted to go with life for her, but while she’s full of energy, she’s not all that concerned about growth or overcoming obstacles, she just wants things to turn out well and that’s more in the realm of positivity and possibility. When Sakura’s secret was out, Aoi was most concerned with how to get the rest of them to believe her and to believe in Sakura; she needed to heal the group’s faith. She consistently believes in everyone, even though she is frequently disappointed, and the only exception to this is Byakuya and Touko after they insult Sakura.
Togami Byakuya - Prince of Life
-actively destroys growth and energy. His manner is very, very prince-like, “I’m the best and I can’t understand why no one else sees that”, not to mention he’s basically a literal prince of his family. He’s very quick to shoot people down and destroy their spirit, their energy, and during investigations he’s either no help at all, or antagonistic. All of the life players we’ve seen in HS have been on top of the food chain, the Peixes blood color and Jane’s Crocker corporation, which are both comparable to the Togami family. Before the killing game, he was most concerned with growing stocks, owning businesses, and obtaining knowledge he will use when he is the monarch of his family, which all seem life-like.
Celestia Ludenburg - Heir of Void
-passively changes misfortune and secrets. Originally I had her as light, but she doesn’t really care about information, only keeping secrets. She doesn’t use fortune to her favor, instead she just *is* luckier than the others, i.e. changing everyone else’s misfortune. She’s not actually that active though- she doesn’t do it on purpose and she doesn’t do a lot in general as she prefers to get others to do stuff for her. But she does play into the heiress persona, changing her name to seem like nobility and wanting dozens of servants.
Fujisaki Chihiro - Page of Doom
-actively exploits and is served restrictions and suffering. She is very clearly doom, as she is very empathetic due to her suffering in life, in addition to being a programmer when doom is linked to coding. I really can’t see anything else. Her being a page is also pretty clear- a slow growing class that tends to put up a facade, and is linked to a servant archetype when Alter Ego was basically the team’s servant. Her main desire is to help the rest of them even after her death through the restrictions that Alter Ego has.
Yamada Hifumi - Rogue of Light
-passively steals information and substance. I considered a number of possibilities for him, settling on light first. He has the rambley, self-important dialogue of a light player, he collects information about his interests in anime and fanfiction, and he creates fanfic. While creation isn’t light specific, taking the info and substance from an anime and rehashing it into his own stories sounds like a rogue of light. He is later a servant to Celeste, who feeds him lies and misfortune; he could be called a Page of Void at that point, which is fitting with Celestia’s void aspect.
Ishimaru Kiyotaka - Knight of Time
-passively exploits and serves through time. He’s very strict about time, being on time and using time wisely. Not just for himself though, he wants everyone to hold the same policies he has. He wants to have an environment where everyone is able to give it their all- he wants to exploit the time he has in order to serve everyone. His inversion is Thief of Space, and I think we see this in “Kiyondo Ishida”, as he seems to steal Alter Ego’s creation to add another dimension to himself. And- this is just my opinion- I also think he ghosts his inversion pretty often even before that, due to the impact of the disreputation of his grandfather and his vehement dislike of “geniuses”.
Kirigiri Kyouko - Maid of Mind
-actively creates and heals logic and decisions. She eluded me for a while tbh. I thought light first, but while she focuses on finding the truth, other information isn’t as important, and she doesn’t seem to match any other markers of light. Instead she seems more like Terezi, a mind player who likes law and detective work. Kyouko creates a path of decisions that surround a crime, and she uses logic to help Makoto make the right choices. She is outwardly cold and focuses on controlling her emotions, which makes me suspect she ghosts her inversion as a Bard of Heart due to her lost sense of self.
Kuwata Leon - Rogue of Breath
-passively steals and relocates freedom and direction. I understand him to have only come into himself recently. I think for most of his life he was ghosting as a Page of Blood, getting served bonds and obligations that he didn’t really want but exploiting them so he was free to do things other than study. When he was accepted at Hope’s Peak, he finally took his freedom and decided that he was going to do what he was driven to do, which is pursuing music. Rogue also fits into the outcast archetype of his alternative/punk style of clothes and personality.
Oowada Mondo - Bard of Blood
-passively destroys bonds and obligations. Blood is everything to him, his brother and his gang are most important, and his word and his promises are solid. But his brother died for his recklessness, he lied about it, he killed Chihiro which exposed her secret even though he tried to cover it up, and he broke Taka’s spirit when he died. He destroys the bonds around him passively, without meaning to, and his secret and his act of killing were both fairly out of the blue. No one really expected that of him- certainly not Kiyotaka, and that fits a bard’s MO.
Oogami Sakura - Maid of Blood
-actively creates relationships and bonds. She is defined by her bond to her family and her bond to her destiny. She is devoted to growing stronger, which made me think life, but she’s growing stronger to fulfill her duty and keep the respect of her family, not to overcome obstacles. That aspect though, the desire to help everyone else become stronger too, that’s very maid/sylph. She’s fairly passive, but definitely not passive enough for sylph, and she tends to focus more on creating new bonds especially regarding ones with herself, rather than healing preexisting ones.
Maizono Sayaka - Mage of Void
-actively knows misfortune and secrets. She tells Makoto that she’s known from a young age that she will have to do anything to reach her dreams, and she acts on her understanding of that misfortune which leads to her death. She focuses more on the misfortune and nothingness part of void, acutely understanding that if she falls out of relevancy, she’s done for. She also jokes with Makoto about being a psychic, knowing his unheard thoughts, which plays into the prophet archetype of a Mage, and knowing the unknown.
**Fukawa Touko & Genocider Sho - Page of Heart & Bard of Heart
-actively exploits and is served emotions and self-identity. Touko… has some issues. She is very concerned about herself, who she is, and how she’s perceived, which is the trademark of a heart player. She is actually good at using emotions to get what she wants. She gets people to stay away from her but also be concerned about her at the same time, not to mention she managed to get Byakuya to let her tail him around which I still don’t understand how. She keeps a strong facade up due to her insecurities and necessary caution due to Genocider Sho.
-passively destroys sense of self and emotions. Sho destroys emotions in a literal sense, by killing anyone she “crushes” on, and she destroys Toko’s sense of self through emotions by leaving her to come to at murder scenes, therefore forcing her to stay paranoid and keep a huge secret. Doesn’t really do it intentionally, as Sho tells Makoto that it’s the same thing as a soccer player kicking a ball, it’s just nature.
Hagakure Yasuhiro - Seer of Hope
-passively understands possibilities and beliefs. Even when he’s pessimistic, he’s optimistic by everyone else’s standards. He is always able to see some better possibility… whether it’s true or whether others believe him remains to be seen. He definitely fits the somewhat far-fetched but unshakable beliefs profile that Hope players have. And he’s definitely knowledgeable about his, uh, profession in a way that seers usually are.
Ikusaba Mukuro - Knight of Space
-passively exploits and serves through space. This was a hard one, partly because we don’t see a lot of her, so it’s long; I used a lot of process of elimination and, well, vibes. Space is about physical matter, size and location, creation, and beginnings. At an early age, she ditched her family in Europe in order to join an elite mercenary group in the Middle East. She is extremely proficient in hand-to-hand, melee, and ranged combat, though she admits that she was never good at planning ahead and strategizing. She was also able to accurately portray Junko, the Ultimate Fashionista. Those three things point me towards space, as her past is about location and beginnings, ranged weapons are about distance, planning ahead is about time which is her opposite, and acting as her sister is an act of creation and physicality, not to mention that clothes have a link to the space aspect as well. Most of the classes don’t really fit her, but the little personality she has is devoted to serving her sister, serving her organization before that, and in DR IF, serving Makoto. Knights are also fighters, obviously.
Enoshima Junko - Thief (Lord?) of Rage
-actively steals rage and limitations. Junko is a lot. Just, a lot. I’m actually leaning towards giving her the “Lord” title because honestly, the level of embodiment that she has over the rage aspect is unparalleled. But I just don’t know enough about the master classes for me to feel comfortable enough with that. So I’m going with thief instead. She definitely gets off on everyone else’s despair and sets them up so they have limited possibilities in the killing game. She takes from them and takes from them and leaves them with some hope just to finally steal that too.
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