COMPLETE: Our session's rules and classpects.
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COMPLETE: Our session's rules and classpects.
Chapter 1: Our session
Heart | Hope | Light | Space | Life | Breath | Mind | Rage | Void | Time | Doom | Blood | |
Lord | ||||||||||||
Prince | Secret | Corvus | ||||||||||
Heir | Vitreu | Theiyw | ||||||||||
Bard | Castel | |||||||||||
Page | Aarush | |||||||||||
Knight | ||||||||||||
Thief | Amthea | Lustre | ||||||||||
Rogue | Sersen | Aryane | ||||||||||
Mage | Ducita | |||||||||||
Seer | Azikat | |||||||||||
Witch | Eisire | Sielus | ||||||||||
Maid | Cerese | |||||||||||
Sylph | Albali | |||||||||||
Muse |
And now some food for thought. I'm pretty sure at least half of the classpects here are slightly off, especially if you took some kind of test to determine them that has been outdated for possibly years now (we've learned a bunch of new stuff on the way, as updates piled up, and either way you are almost certain to get different stuff from each of them).
Let's remember Hussie toyed around the idea of the game. He made the characters based around their aspect and not the other way, because CLASS determines how a character interacts with himself, while ASPECT determines what they like. Their core. Fortunately, this lets a lot of room open for interpretation, so we can place already existed characters in roles that should go best according to them.
I'm basing the mythological roles (or classpect, just cooler and 10x more badass sounding) on the theory that bladekindEyewear made for them. It's actually pretty solid and also works with a really interesting point called INVERSION. This should also let us clear the session of so many repeated titles (3 knights, 2 mages, and 2 maids)
Some of you may have already noticed how Cerese's bio says she's a knight of space (yes, as well as Sielus lol) but now she is a maid of rage. This is because I analized her character deeply, and found out her true nature was that of a maid of rage. Were our maid of rage try to play the role of a knight of space, it would prove incredibly difficult for her to write. But once with a title that's more comfortable with her, our maid of rage can evolve as a character and accept her true self, making writing her a lot more fun, a lot less difficult, and way more interesting. If you are currently having trouble determining.
If you have to ask yourself "how am I going to make my character perform his/her duty as a HERO of ASPECT" then you're looking at it the wrong it. The classpect should not be forced on your character just because, the classpect IS your character, even with the things he or she likes the less about him. Weak points on a character are not something meant to "disappear with time to fulfill his or her quest", but meant to be something that the character should be able to accept and eventually explode in their favor, like Cerese's anxiety, Aryane's shyness, and Rubedo's insecurities. They don't have to learn to be "less like that", they have to learn to accept themselves instead of trying to fit a mold of what is "acceptable". That's god tier.
Last edited by Aryane Metoid on Mon Aug 18, 2014 9:55 pm; edited 57 times in total (Reason for editing : C)
Rubedo Promet- Admin
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Location : My room
Re: COMPLETE: Our session's rules and classpects.
Chapter 2: How the game works
Game rules
A succesful session does not only imply the creation of a new universe, but it also challenges the players to reach full maturity in a race against the clock so they will be able to repopulate it wisely when the time comes. If one of them fails to meet the expectations, the session goes doomed (this is why partially why most of the sessions fail even before getting to the game!) However, a succesful's session objective might not be creating a new universe at all. It might have a hidden purpose, such as the Beta kids "Set everything for the reckoning and then escape to the Alpha session" objective.
========> The first step is learning trust and teamwork, since the game will force you to work in a client/server connection against the clock.
========> The second step is awakening on your moon (which won't be done unless you learn to stop lying to yourself and take the truth of something that scares you like a champ). Every session has most likely one player fully awake (most likely the space player) and at least one half-awake-but-not-quite-conscious-yet (this one depends if a player knows something is wrong but refuses to follow that train of thought). Since our session are teenagers and not kids, it wouldn't be strange for most of them to be at least half awake or sleepwalking.
========> The third step is accepting who you are, accepting that you are going to die, and learn to interact with the world without lying to your real self. This is done by reaching godtier, which is why only "players at the top of the echeladder and fully realized with themselves reach godtier", this is why you are "ready to face death". The ecchelader let's you learn little by little about yourself, and the godtier ecchelader let's you know your prowess in acting as your new self (it is kind of scary at the beginning, after all).
========> Each session is about finding balance within creation. Every person is different and some combinations will turn out imbalanced and doomed from the start. Maybe they weren't as good friends as they thought they were, or were missing a key piece to find balance among themselves. Which is why sessions are ought to have an even number of females/males, passive/agressive problem solving (prospit/derse), and why godtier titles tend to complement themselves and allow diversity in the new universe.
Planets
Just like godtier titles, each planet will adjust to each player's necessity of maturation. The quest on each planet is one that only that specific player can fulfill. Only John can use wind and battle his denizen as the heir of breath. Only rose has the light to learn to play the rain that is polluting the oceans.
========> The name of the land of a VALID session tends to be connected to the player's godtier title (cofcofhistrueselfcofcof), one to their class and one to their aspect. Seers have a connection to flowing (of knowledge). Which is why we get "Land of thought and FLOW" for the seer of mind, and "Land of RAIN and light" for the seer of light.
========> The land will also most likely have a problem related to something the player is contrary with, so it can be solved by "being themselves" at the time of learning the aspect they are lacking in. Warm characters get frozen lands, active ones get too passive calm ones, happy ones get dark lands... on the other side, cold reserved characters get hot lands, lazy characters get violent or moving lands (like floating if they are too "on the earth" or eathquakes if they are more "head in the clouds"), gloomy characters get bright ones. It depends on what they are "best at" behaving.
========> There's a theory going around that a planet can change it's name once you have solved your quest as a godtier and defeated your denizen answering THE ULTIMATE RIDDLE (which I'm guessing it's also personal to every player? Kind of like "are you willing to be you, and accept every bad and good experience that took you here"). For example, Land of Wind and Shade (Wind being the solution, Shade being the problem) would change into Land of Wind and Sound (because the wind stays, but the shade is gone!! and the wind lets the pipes make music!) or a Land of Crypts and Helium would turn into a Land of Chrysanthemus and Helium (life is back and brought flowers with it, and the helium conducted rain is still there to keep them fresh!)
Rubedo Promet- Admin
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Re: COMPLETE: Our session's rules and classpects.
Chapter 3: The moons
As for choosing DERSE or PROSPIT, they determine how your character solves his or her problems:
"Prospit dreamers (as Hussie described them) tend to be the more of the
"straightforward heroic" types, while Derse dreamers are more "scheming
and sly" ones. At the same time, Derse dreamers are prone to want to
take action immediately with a "if you want something done right, you
have to do it yourself" attitude, while on Prospit, the dreamers are
more passive and "go with the flow."
Prospit: Straightforward and defensive. See also:
#Heroes that become warriors
#Do what you feel is right
#Do something first ask questions later
#Defend the tower
#YOLO
Derse: Scheme planning and offensive. See also:
#Warriors that become heroes
#Setting up a plan to get something
#Get information first attack later
#Strategical war planning
#Just as planned
Now, the moons also follow a certain set of rules. What kind of rules you ask? Well...
1. A character won't be awake by its own on Prospit or Derse unless they:
========> a) die and get kissed, as a way to awaken a "prince" or "princess" from a fairytale (after all, they are "royalty" on their respective moons), or
========> b) faces something they weren't ready to face before, that let them cloud their perception of reality in order to cope with a truth they don't want to see. In resume: they are denying something from themselves with all of their might and basically lying to themselves. If they are more or less aware of this "something" being an issue, then they are prone to sleepwalking/being awake already but not noticing it (like Roxy's sleepwalking or Dave's dreamself losing himself in his computer).
2. The dreamselves indicate how players react when faced with problems and how ready they are to confront reality. This is super important, since accepting the fact of you playing a game with such a heavy atmosphere engraved into it can be quite a huge blow to take and accept!
========> Unless they are (most likely) a doom player. Doom players have a special characteristic, that being THEY DIE A LOT. Either that or suffer horrible consequences. Doom players are a bit like the alchemists in FMA: To use their power they must give something in return. This is why they are most likely to own two dreamselves, since they are bound to suffer more.
Last edited by Rubedo Promet on Thu May 15, 2014 6:07 pm; edited 3 times in total
Rubedo Promet- Admin
- Posts : 243
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Location : My room
Re: COMPLETE: Our session's rules and classpects.
Chapter 4: Classpect
Classes tell us about how a character acts, while aspects tell us more about what is important for them. In order to understand a class better, you can rearrange it in the following way:
A [class] of [aspect] = [aspect]'s [class]
A mage of void = Void's mage
Each class has a phrase that comes along with it and which helps you understand classpect better. Each aspect has some keywords as well. Use this to better understand what certain class' powers would be. Let's take a witch of hope for example:
"The one who manipulates hope"
"The one who manipulates belief"
"The one who manipulates angels"
"The one who manipulates imagination"
"The one who manipulates possibilities"
These two tricks should help you understand classpect a little better.
- Classes:
- Lord:
The one who conquers through [aspect].
Characteristics: An active master class. An exclusively masculine, aggressive class with full control over his decisions, and capable of tearing reality itself through their aspect, not limiting its power to the game boundaries.
Pre-game behavior:
A Lord will most likely be bound to restrictions, problems, rules, and several closed doors, all of which should seem impossible to solve.
A Lord will overcome and solve all of these matters by his own, even if by force.
An early lord may lack power, but will have the full will to gain it and command people on places unreachable to him to do as he instructs. He doesn't look for friends: he looks for supremacy and weaknesses and bounds are out of the rule.
Must overcome: The lord must prove to paradox space that he is worth of the title of Lord. He must conquer any weakness that holds him in place and destroy it, break any chains that deem him as an equal to other players and the session itself, and prove his absolute power and dominance over all. If he needs to break a leg to get to the next step, he will break it on his own and then will repair it or substitute it completely on his own.
God tier: A fully realized Lord will not only dominate and exploit his aspect to benefit himself, but will also be able to dominate others to serve him and allow him entrance on realms that would otherwise be logically impossible for him to reach.
- Prince:
"The one who destroys [aspect]"
"The one who destroys through [aspect]"
Characteristics: Active destruction class. Restricted to male players. They can completely break other players in combat, and when embracing their destructive nature (literally a "fuck you all!" moment) they can channel their power to aid them in destruction.
Pre-game behavior:
Princes tend to be fearful opponents and incredibly good fighters (Dirk swordfights, Eridan takes out angels and fights Sollux as a psionic).
Princes lack on their aspect: a prince of rage will be calm, a prince of heart will be cold, a prince of hope will be depressive.
Princes manipulate their aspect so they can get what they want, having little to no reserves on the cost (which is usually destroying other people). Example: Dirk manipulated "heart" in the shape of irony and personas to protect "heart" itself: his love for what was important to him (puppets or Jake depending on the timeline). As a consequence, he failed to see that he ended up destroying the "heart" of other things important to him (Dave or Jake's hearts, sense of self, and confidence; all of them destroyed by his fake self or "persona").
Must overcome: Having their aspect taken away and "destroyed" from them, generally after they cause some form of damage, like "payback". Kurloz sewed his mouth shout to destroy his rage after losing his matesprit (and her losing her hearing) due to his destructive rage. Dirk lost his boyfriend and promptly broke his own heart after hiding himself in too many layers of irony and feding him up. Eridan began to believe in his "science" long enough for him to be able to use it and kill some trolls, until Kanaya (one of his very own victims) broke his wand in half and killed him back.
God tier: Princes are able to physically manifest their aspect in order to interact with it and destroy it, regardless of the other player's title.
- Bard:
"The one who invites the destruction of his [aspect]"
"The one who invites destruction through [aspect]"
Characteristics: Passive destruction class. Restricted to male players. They have the ability to summon their aspect on themselves or on others to help them accomplish their goals. They also tend to destroy their aspect passively through mocking. The bard is, like the joker, a wildcard that can do good or bad to their team at random.
Pre-game behavior:
A bard will act in a way that mocks their aspect, challenging its core concept and poking holes into it to let it leak. Gamzee mocks the rage aspect by mixing it up with miracles, Cronus mocked hope by taking it too far and believing himself to be "the chosen one".
They are prone to be considered a joke, and the buffoon of their group. The are usually unaware of this. Both Gamzee and Cronus are highbloods and as such, should be respected. However, they cause the exact opposite feeling, even on those way lower on the ladder than them.
They are naturals at mocking their aspect, they may not even be trying to do it, but end up getting that job done, unlike knights and princes who try too hard.
Bards have a strong belief in something.
Must overcome: Just like a Prince, the Bard must have something destroyed in himself so he can advance. However, unlike the prince, it's not their literal ASPECT the thing they have to get destroyed: Through mockery, bards construct a belief in something. For Cronus it was his Harry Potter mythos, for Gamzee it was his miracle mythos. This belief must be destroyed in a very particular way for the bard to advance: through mockery itself! (Dave sent Gamzee a video he considered to be a blasphemy, Cronus was talked out of his belief by someone). Once this is achieved, the bard will learn than there is "more" to the mythos he followed, and this is when they are prone to become bullies themselves, inviting destruction through their aspect(Cronus bullied and mocked Mituna until he was left hopeless, Gamzee mocked Terezi about what he knew would really push her buttons to make her angry and self-destructive).
God tier: A god tier bard has mysterious ways and acts like a Joker card. He will most likely let his aspect run through his veins and his jokes in order to make people react in a way where they destroy something. It's hard to tell where and what they're up to.
- Heir:
"The one who inspires change through their [aspect]"
"The one who inspires change in their [aspect]"
Characteristics: Passive change class. Allegedly biased towards males with few females. They are naturals with their aspect and are born with it, either becoming it or summoning it to protect them in times of danger. They also tend to influence other people through their aspect.
Pre-game behavior:
Heirs have an inclination to surround themselves with their aspect and let it influence their lives. John as the heir of breath lives in a windy place and likes to think of flying, has a tendency to suggest his friends to try new things, and even his strife specibus is set to hammers because "Dave told him". Equius lives in the middle of nowhere, is a mysterious character difficult for the narrator to spot on, and fights with "nothing"... AKA his fists. Everytime he tries to use a weapon, it breaks. Mituna on the other hand is drawn to despair and failure, Cronus picks him as the victim of his bullying, he LIVES with limitations (his insanity) and is set to fail on a skateboard.
Heirs are oblivious to the impact of the changes their aspect inflict in them and in their friends due to them being used to live with said aspect, like fishes unable to taste water or mammals being unable to smell oxygen.
An heir's aspect will aid him (Equius hidden session, John's windy thing), since he has the natural ability to summon it or become it in order to protect themselves.
Heirs do not only live and breathe in their aspect, they are also DRAWN to them and the things they imply. Mituna was drawn to sacrifice, John is drawn to flying, Equius is drawn to hiding in the void.
Must overcome: Heirs are born with their aspect but have yet to understand to reign over it. Then they have to learn how to use and control their aspect for themselves, instead of letting it control them.
God tier: A god tier heir will gain full control of their aspect and will gain the ability to morph it, condensce it, use it in creative ways (lava tornados), even become it at some point, in both defensive and offensive ways. (John can hide his scent in the wind, and can also rearrange himself in another place to attack the enemy).
- Page:
"The one who creates [aspect]"
"The one who provides [aspect]"
Characteristics:Passive explotation class. Allegedly biased towards males with few females. It's journey to reach the top is slow and painful, and at early stages their power is below average. However, once there, they become one of the most powerful classes available.
Pre-game behavior:
Pages start off lacking their aspect in a spectacularly wrong way below zero. They do not only lack their aspect, they also have a boundary that prevents them from getting to the starting point. Tavros was being paralized and unable to take decisions on his own due to Vriska's intervention and mind control. Jake began with a dead dream self and a lack of confidence to believe in himself.
Even if they are limited, pages do not close shut their aspect off. They use their imagination to picture the powerful them they want to be through their aspect. Jake dreamed of being a great adventurer and Tavros' dreamed of flying and being a master at FLARP.
Pages are often insecure, since they lock themselves in a world of idealized fantasies and have no idea how to take them to realisy.
As pages evolve and get more moments to themselves, they gets to embrace their aspect. Tavros' was capable of ditching Vriska and flying away, Jake was able to talk to a highly negative Erisolsprite and keep cheery about it.
Must overcome: Practically everything. The page must prove to the medium that they are worth existing at all. They must learn to take the fantasies of their aspect to the real world and then work their way up to their power. For this they must challenge the insecurities that keep them at bay of getting anything done.
God tier: A godtier page doesn't necessarily realize his full untapped potential yet, but once they get there they are able to create their aspect in such quantities that they can even provide their team with it, acting like sort of a fountain of power.
- Knight:
"The one who equips themselves with [aspect]"
"The one who improves with [aspect]
Characteristics: Active explotation class. Can be either male or female. Knights aren't able to shape or change their aspect in any way, but they understand it enough to exploit it for offense, defense, knowledge, management, and even helping breed the genesis frog.
Pre-game behavior:
Knights are already the heroes they need to be, but the problem is they don't can't see it. They will see themselves as less than their teammates constantly.
As a result of this insecurity, Knights will often construct a fake confident persona that acts as their mask, self-deluding themselves, so that no one can see how useless they really think they are. When this mask cracks, a much more vulnerable and genuine side of them is seen.
Knights usually lack their aspect, although not as much. Dave lacked patience, Karkat had few friends. The aspect of the knight is usually lacking as well from the session itself, since the beta session had to get in and out the game with the reckoning already happening, Karkat's session dividing in teams and lacking unity, and Meenah describes her teammates as stupid, possibly lacking Latula's mind.
The knight player in a session will indicate what their team is lacking. A session with very little time before the reckoning will have a knight of time, a session with players with very little interest in making choices to progress will have a knight of mind, a session in which its players insist on breaking the rules or aren't ready to face death will have a knight of doom, and so on.
Must overcome: A knight must understand his aspect well enough to help its session carry on, as well as defending his players by keeping his aspect stable on them, instead of just protecting themselves with a facade.
God tier: A godtier knight will abuse its aspect in every possible way, as more and more of it will become unlockable the more they advance. At god tier, they have their power at practically their full disposal, being able to use their same unaltered aspect for attack, defense, information gathering, hoarding, security, among others.
- Mage:
"The one who gains knowledge through [aspect]"
Characteristics: Active understanding class. Both male and female. A mage will understand their aspect, as well as perceive said aspect on other players and entities; and will know exactly what how to move to improve it.
Pre-game behavior:
Mages and seers are most likely to lose one of their senses, especially sight.
Mages and seers are at advantage hearing their exile's voices and identifying them as such.
Mages will overcome whatever handicap they have, by "listening" and "learning" through their aspect. The voices of the doomed communicated with Sollux and the game reached his hands, Meulin could listen to Kurloz' soul and use sign language.
Mages are prone to be manipulated by and manipulate through their aspect, in order to benefit from it. Meulin can manipulate people into relationships that are beneficial for them and Sollux manipulated (convinced) his friends to play the game.
Mages will also pay the cost of their knowledge in their lives. A mage of doom will benefit his friends at the cost of his own sacrifice, a mage of heart will play a magnificent matchmaker at the cost of having bad luck in love.
Must overcome: they have to learn to not let their aspect manipulate them (Sollux was pushed to get the game, Meulin was manipulated by Kurloz), as well as act according to what they know are supposed to do, not pushing away from it. A mage of doom must embrace the knowledge of doom and let the things that will benefit the team happen, even if they seem catastrophic, and must avoid things that may seem like a better option but would result in a doomed timeline.
God tier: There are no mages who have gone god tier, but is speculated that they should be able to gain knowledge through their aspect by literally creating their aspect.
- Seer:
"The one who gains knowledge from [aspect]"
Characteristics: Passive understanding class. For both males and females. A seer is NOT an oracle who sees the future. A seer is someone who can follow the flow of knowledge of their aspect well enough to see the possible outcomes that derive from certain courses of action, and then plan the future according to what they know.
Pre-game behavior:
Seers will usually have an eyesight tuned in a different way to the rest of their party. Rose is the only one who doesn't need glasses, Terezi, although blind, can "see" better than anyone else with her nose and taste.
They can definitely hear and identify their exile's commands as another being and not just as a voice in their head, something the rest of the team can't do.
Seers will struggle with their knowledge. For rose, it made her feel passive and useless, leading her to destroying things (Rose wanting to be active). For Terezi, she had to understand that not all choices were fun, and it was harsh for her (flipping the coin at Vriska). For Kankri, he became overwhelmed by every flow of knowledge and attempted to address every single one of them, turning him into a social justice warrior who saw a lot, but hardly got anything done since he couldn't pick a particular path.
All seers seem to share a sarcastic and snarky sense of humor.
Must overcome: The struggle that comes with knowing what has to be done is the real challenge. A seer, unlike a knight, wasn't made to protect their teammates, and some choices may require a team member killed for the best, while they do nothing about it but see. Seers must be able to put their feelings and what they'd like to happen aside, in order to do what they HAVE to get done.
God tier: A godtier seer will be able to retain knowledge pertaining to their aspect (and the choices around it) even in a worst case scenario where everyone else forgets what has happened. They will be able to act like a third eye, gaining knowledge of the couse of things that were previously out of their range, including the enemy's moves, which makes them valuable strategists.
- Thief:
"The one who steals [aspect]"
"The one who steals through [aspect]"
Characteristics: Active stealing class. Mostly females, but males can also get it. A thief is able to steal their aspect to the enemy and other players to benefit themselves and what they consider important for themselves. They can also use said aspect to steal something in particular that they are hunting for.
Pre-game behavior:
Thieves usually have hoarding issues in which they steal stuff from others and keep it, in a similar fashion to dragons. Vriska and Meenah both had a fondness for accumulating treasure and riches.
Thieves have really good intentions, but are bad at morals. This leads to them trying to get the problems from the people they care about solved in a highly aggressive, invasive and pushy way that may completely violate other people's rights.
Thieves really like being the center of attention, and they will do whatever they consider necessary to obtain it. They will always escalate more and more on their ladder with their very own hard work for this to happen, never conforming to be less. Vriska was a great FLARP player who aspired to be as great as her ancestor. Meenah stole the tumor bomb to blow their team up and stay with them all in the afterlife, while her scratch self, The Condesce, managed to be the center of attention in all universe by conquering planets and earning a lot of power.
Must overcome: Their egotistical nature and bad morals. They need to understand that they can't get everything done by their hand, nor can they be the ones responsible for everything, and that sometimes they must allow others to step in and get the job done.
God tier: a Thief is one of the most likely players to reach god tier, even in a session doomed to fail, because they never stand for less than their very best. A god tier thief can literally steal their aspect for the benefit of themselves, just like how Vriska got rid of her unluckiness by stealing all of the luck for herself, thus manipulating the flipping coin into what she wanted.
- Rogue:
"The one who steals from [aspect]"
"The one who steals [aspect] for others"
Characteristics:Passive stealing class. Mostly females, but males can get it as well. Rogues provide their team with their aspect by stealing from it first. They can't create, but they can steal what is already there to work with. They are heavily related to Robin Hood.
Pre-game behavior:
Rogues tend to be endearingly clingy people, fond of their loved ones.
Just like destruction orbitates around everything a prince does, unrequited love is something that seems to orbitate around rogues. While Roxy and Nepeta had an unrequited crush, Rufioh broke the heart of people who fell for him.
Rogues struggle with coming to terms with their aspect present in their lives. They don't have a problem identifying or working with the good points of their aspect, but it's the bad points that let them down. Rufioh couldn't be independent and instead shifted from relationship to relationship, using his breath to pick up everytime, Roxy had no trouble with dark fenestrology to aid the carapaces around her house get food, but drank to overcome the void she felt inside her. Lastly, Nepeta could ship anyone, but struggled with her own crush for Karkat.
Rogues are the most friendly class in the chart, quickly approaching people to chat and provide them with their aspect. (Rufioh gave advice to Horuss, Roxy stole the ever-shifty pumpkins and cats from the void of paradox space to provide a food source to the carapaces, Nepeta held a shipping wall and served as Equius moirail).
Rogues have no problems at talking to new people (Nepeta talked to Meulin when they met, Roxy talked to John as soon as they met, Rufioh flirted with Aradiabot as soon as they met in the ministrife).
Must overcome: Any personal problems derived from their aspect being present in their lives in stressful way. Rogues struggle with the negative side of their aspects, making them feel uneasy with themselves
God tier: A godtier rogue should be able to steal concepts that come from their literal aspect. A rogue of void, seeing how void is nothingness, can steal anything from this nothingness, since a mere concept is a form of void: the object doesn't exist, and thus, it's possible to get from the void. A rogue of heart should be able to steal the concept of self.. from self. This is similar to the prince of heart tearing souls apart from their bodies, except the rogue wouldn't do so in order to damage. I'm thinking of Hercules stealing Meg's soul from Hades to bring her back to life. A rogue of heart may even be able to steal the ghosts of their team from dream bubbles!
- Witch:
"The one who manipulates [aspect]"
"The one who manipulates their [aspect] on others"
Characteristics: Active change class. Presumably female exclusive. Witches actively change and activate the properties related to their aspect on others, as well as themselves. They use their aspect as a tool to their convenience, even breaking any physical or metaphysical laws bounded to their aspect.
Pre-game behavior:
Witches have a lot of enthusiastic, optimist and have a lot of confidence in themselves.
Witches are also prone to be rebels and do a lot of rule-breaking in favor of another goal.
Witches can actually choose "which" part of their aspect they want to establish control over and how to do it, doing a pretty good job of it as well. From this derivate hobbies and beliefs relating to their aspect before the game.
Like heirs, witches are born in favorable conditions relating to their aspect, learning to toy around with breaking the limits and laws for it from an early age (Jade working with robotics and bringing life to plants, Feferi being a royal seadweller with a horrorterror for lusus, the Handmaid being raised by Doc Scratch and then commanded by Lord English).
Struggling witches with doubts are prone to surrender (Doc Scratch and the handmaid, Feferi being quiet and following Vriska, then Sollux. I'm not counting Jade and the Condesce because that is mind control against Jade's will).
Witches are the most likely to find someone to be in a relationship with.
Must overcome: Witches already know how to use their power and pretty much know what to do with it and how to do it on instinct. Their challenge is to learn to use their powers for good. They must learn that there must be a why to every action they make, learning to think of the long-term consequences of their decisions in benefit of their team, and not to use their power due to personal or selfish reasons.
God tier: A godtier witch can manipulate the realms in which their aspect is present with long term effects. Feferi was able not only to heal and bring people back to life by manipulating the life within their bodies, but also to create the dream bubbles, a place where DEAD people can actually go on as if they were alive, creating a very new concept of life and death! Jade is able to manipulate the space properties of people, planets and objects, adjusting to her will where things go, how fast they go, and how much space they hold.
- Maid:
"The one who creates [aspect]"
"The one who creates through [aspect]"
Characteristics: Active creation class. Female only. Maids are often said to be "made of" their aspect in a jokingly way, which would mean it's nearly impossible to destroy them by their aspect, or by taking their aspect away from them, because they have more of it in storage ready to save them.
Pre-game behavior:
Maids start off depending on others for their aspect, as they don't get a lot done by themselves, they have to be pushed around.
Maids seem to struggle with self-steem (until they fully realize themselves as maids and embrace their role). But it doesn't really drag them down, it only injects them with the strength to carry on.
Maids evolve progressively as they move in their quest, learning the recquirements of their aspect and how to keep up with them, moving from not knowing how to do things on their own to eventually doing things on their own for the benefit of their team.
Fully independent, realized maids are capable of keeping the aspect in themselves themselves calm and on the track even at the worst circumstances.
Must overcome:They must overcome their dependence on others for their aspect, and learn to how to get things done by themselves. Pretty much like how Jane is always relying on others in order to feel happy and alive and youthful, and when she is let done she loses it completely. Aradia doesn't lean on others, which is why she is so chipper even when times are adverse.
God tier: A fully realized maid will have in her power rivers and rivers of their aspect, making it indestructible. Enough to keep her on getting her aspect focused on what needs to be done, and even on providing other team members with it.
- Muse:
"The one who inspires through [aspect]"
Characteristics: Passive master class. An exclusively female, passive class which and guides others while doing nothing herself, and capable of emboding reality itself through their aspect, not limiting its power to the game boundaries.
Pre-game behavior:
A muse will most likely be selfless, encouraging and humble. They don't really focus on themselves, they focus on others and will share with others information relating to their aspect that they could find helpful.
Muses will live in an atmosphere that allows them to be self-absorbed with their aspect, as well as have tools to reach, guide, and inspire others (computers, phones...)
Muses are prone to be good at arts and crafts of their aspect that let them communicate with other people. Writing included.
Muses will share their inner world with you and open up incredibly fast for your benefit. They want to see everyone at the top, and fondly regard them from a distance.
Must overcome: Muses must fully realize how to guide others to the top of their quest. They understand their aspect, they have knowledge pertaining to their aspect, they can create their aspect. Now they must learn how to take all of these tools provided to them for their aspect and use them to inspire and lead people where she wants them to go, instead of attacking herself.
God tier: We have yet to see a godtier muse (if you ask me, it must be something pretty impressive, seeing how Hussie kept her for the very grand final, and pretty rare, seeing how they are so selfless and don't really think a lot about themselves) but we've seen how a non-god tier muse behaves without reaching their full potential. They are able to create separate existing realities of their aspect at whim, even outside the game, where they can bring people into if they want to. The muse of space we have seen is also able to interfere reality by merely drawing the space she wants her persona to interact with. And that is only a dead muse. Godtier muses might even be able to become their aspect themselves, in order to reach every corner of reality and alternate timelines where their aspect exists, being this the ultimate way of creation, embodiment and inspiration.
- Aspect:
- Heart:
Key words: Love, feelings, soul, inner self, inner strength, passion, emotion, intuition, personality, will.
Interests
Actions oriented towards love and red shipping, such as redrom and moirallegience shipping.
Hobbies oriented towards the splintering of self. (Such as roleplaying for Nepeta and building an auto-responder for Dirk).
Heart players are prone to fall in love, and get in trouble as a result.
According to bladekindeyewear... they may also like headwear? (IDK, but both Nepeta and Bro used a hat, and Dirk enjoyed hats a lot as well. But Meulin never gravitated towards them, not even hoodies so up to you I guess).
Works with: Raw emotions and passion. They learn to work with the sense of inner self and soul, bending it according to their class.
- Hope:
Key words: Trust, acceptance, belief, positivity, pursuit, possibility, devotion, potential, delusion, holy, imagination, fantasy, truth, angels.
Interests
They will enjoy fantasizing about scenarios with highly implausible criteria (such as magic or movie-like adventuring) where they will play the role of the hero.
They play on unconditional love and trust, meaning that they will be open to anyone and anything approaching them (at least until their class plays in, destroying, mishandling or concealing their trust).
Hope players are open to wishing on utopias to come true.
Works with: Materialization of fantasy and imagination into the real world.
- Light:
Key words: Luck, enlightment, light, good fortune, raw knowledge, understanding, eyes, clarity, importance.
Interests:
Light players are usually interested in reading and writing. Not because of the creative potential of books, but because it lets them know a lot, and then they are allowed to share the information.
They may also be interested in mediums related to fortune-telling, such as crystal balls, tarot cards, tea-cup leaf reading, and other sorts of divination. They may even like symbols related to them, such as wizards and gypsies.
Lastly, they are attracted to mysteries, they really like to solve them. Vriska was a very good FLARP player godtiered fast, and made a map of the furthest ring. Rose enjoyed psychology and the horrorterrors, and Aranea confessed that mysteries were irresistible to her.
Works with: acquisition of knowledge and good fortune in the way their class dictates. They will see with clarity where the luck is at.
- Space:
Key words:science, fashion, gardens, physics, size, speed, volumen, creation, fertilize, origin, invent, design, creativity, frogs, breed, precision, present, feminity
Interests
Space players are interested in fashion, in one way or another.
They can work in spatial limitations, good at anything that recquires good, precise pulse, and creativity to put together pieces of what is already in existence (like sculpture, drawing, sewing, tattoing, hardware management, writing overly complicated scenarios...).
They tend to use weapons which recquire speed and precision in order to be lethal, such as Jade's and Calliope's guns or Kanaya's chainsaw, because they know how to work with precision and speed, making these weapons deadly x2.
They are skillful when it comes to "conceive", "breed", "grow" and posteriorly "nurture" living beings, be it plants, animals, or even teammates.
Works with: Space players work with the tangible properties (size, speed, volume) of the physical realm in the way their aspect tells them to. They can't work with what isn't there or has already gone, they can merely bring into life something new with pre-existing concepts (such as hatching an egg, breeding animals, or planting a seed). The space player is also in charge of the frog breeding in order to create a new universe, with the help of the knight of the session.
- Life:
Key words:food, natural food chain, special ocassions, nature, alive, rule-breaking, choices, unrestriction, rebellion, luxury, power, activity, energy
Interests
Life players are prone to break rules and restrictions they dislike. Even when they are trying to respect them (like Jane being grounded) because restrictions don't allow them to grow.
Life players tend to be in a position that determines them to be at the "top" of the "food chain", maybe owning a particularly powerful predador as lusus, being heirs to an empire, or just being relentless hunters of what they are seeking for.
They are good at being in control. When given control of a situation, they will be naturals at it.
They seem to have a special connection to baking cakes, they either bake them or have motifs around them (like Feferi's cake-like shaped hive)
Works with: Life players deal with the status of dead or alive in a person or ghost, and the various stages between being alive and dead (like a zombie or a vampire kind of dead-but-alive or alive-but-dedd). How exactly they exploit it, that depends on their class.
- Breath:
Key words:direction, inspiration, detachment, determination, breeze, wind, flight, wings, motivation, freedom, quest, pursuing, carefree, weather
Interests
Breath players tend to be carefree and a little bit silly (even pages, princes and bards have their little moments of silliness)
They don't have a problem taking decisions or considering other paths and options, nor do they seem to have a problem in suggesting these to others.
This over-consideration of other options and listening to other opinions makes it harder for breath players to find something or someone they really like, to compromise to relationships, or to use their common sense at all.
They really enjoy flying and are will use their godtier flying powers (and wings) the most.
Works with: They work with weather, wind, breeze, air, and similars (like storms and tornadoes). They can allegedly also "breathe" life on dying players in a similar way to CPR to prevent them from dying.
- Mind:
Key words:thought, decision, consequence, logic, outer self, façade, choice, lie, karma, moral, justice, choices, brain, balance
Interests
Mind players have a strong interest in the internal logic and rules that other people establish to determine their public behavior, and following separate trains of thought.
They are master tricksters and manipulators. They can convince others to go in the direction they want them to go, disregarding how they feel.
They are good at letting their emotions aside when taking decisions.
They understand the concept of "good", "bad", and "karma" enough to be comfortable working with it on a daily basis and finding balance between the both (such as police, judges, prosecutors, actors, actresses, detectives, etc.)
Works with: The way people act and why they act that way. In other words, the way people's minds work to think what they should do next.
- Rage:
Key words:limitation, obfuscation, anger, negative emotions, fear, resignation, frustration, narrow, despair, The Only Way, berserker, course, fanatism
Interests
Rage players are quite good at keeping their own negative emotions under control, knowing when to let them loose to enter berserker mode.
Rage players, like hope players, usually believe in something, although their beliefs are borderline fanatic in a dangerous way.
They are usually stuck in one mindset.
Rage players learn how to control their fears, making them highly dangerous, for they do not only not feel fear, but they can also make others feel afraid and angry instead!
Works with: channeling fear on the enemy and anger on themselves in the form of a battlecry-driven unstoppable berserker mode to achieve their goals. They know exactly how to drive others mad and how to make them run around in circles getting nothing done.
- Void:
Key words:emptyness, nothingness, obfuscation, hide, shadows, secrets, destruction, obscurity, invisibility, darkness, submission, mystery, uncertainty, go missing
Interests
Void players usually feel "empty" on the inside.
Contrary to light players, they don't really care about knowledge and intelligence that much, it's not something they lose their sleep for.
These characters are prone to being ignored, unnoticed, or set aside. Ironically enough, they can also obscure their entire presence AND session from others on instinct, making them difficult to find.
Their hobbies have a shady, obscure, "hidden" nature to them. Such as Horuss and Equius pornographic horse images prone to CENSORING, and Roxy's appearifying that seemed to make objects "go missing" as well as her DARK fenestrology (window jumping)). On a side note, Equius also fought with his fists. AKA: Nothing.
They have the ability to keep going on despite how uncertain or obscure the future looks.
Works with: The concept of nothingness and non-existance. They can work with hidden information and players as well, and they can work in the shadows.
- Time:
Key words:pace, music, rhythm, death, end, destroy, clockwork mechanisms, countdown, timer, abstract concepts, masculinity, patience, inevitability, fate
Interests
They are interested in things that allow people to "jump" through different points in time, such as photography (past), music (you can choose which point you want to work at, and it also keeps a pace), among others.
They are attracted to dead things, and others that met an end a long time ago, such as ruins, abandoned places, skeletons, animals, taxidermy, etc.
Time players are recquired to have a connection with patience and waiting. Depending on their class, they might lack it.
These players are prone to breaking and destroying things by instinct like some sort of universal constant. They aren't aware of this at first, but eventually they are.
Time heroes, once in game, are the ones prone to die the most of them all. This may freak them out at the beginning, but eventually they become sort of "numb" at the concept of death, not making a big deal out of it. This is dangerous, since they can even become detached from their friends, living life at a different pace from them all.
Works with: Keeping the main timeline clean by using their time powers in the way their class allows them to. In their planet a scratch mechanism (usually something able to produce music) is kept.
- Doom:
Key words:rules, system, restricion, sacrifice, restraint, futility, limitations, disaster, decayment, destruction, pessimism, regret, caution, duality
Interests
Doom players understand fluidly the rules and systems playing around them, regardless of the fact if they are trying to break it or respect it.
Because they understand these systems and rules so well, they can move at ease respecting these bonds, stretching them, but never breaking them, and work really comfortably when there are rules or step-to-step instructions to follow. They even learn to exploit these in their favor, like Sollux master programming within the tight restrictions of the ~ath programming language.
Doom players are plaged with the visions of their inevitable fate, even before entering the game.
Because doom lets them know what can go wrong, they can prevent certain actions that would lead onto a doomed timeline by breaking these rules, thus sacrificing something that's important to them. The greater the actions that are needed, the more limits they have to break, often pushing their bodies limit and damaging them beyond repair.
Works with: Preventing the worst kind of destinies by bending, but never breaking, rules in their favor. The world can be a square, and they can turn it over to make it become a rhombus, while never changing its shape. They are the ones who know the best what limits to break and what would be the cost of breaking them, always making sure that the result is worth it.
- Blood:
Key words:unity, loyalty, friendship, bonds, relationship, pact, brotherhood, leadership, affinity, affection, commitment, responsability
Interests
They like to lead a large quantity of people towards one goal in particular, acting as either a leader or as a cheerleader.
They value taking care of their friends more than anything, even the ones they dislike, and even if they don't succeed in talking to them. They are more likely to attack someone for their friends than letting their friends aggrieve themselves.
They are highly aware of how relationships, castes, hemospectrum, and other social systems work, and they might even be interested in these (either by making those work in their favor or to work against them, depending on their class).
As a result, they are attracted to hobbies, objects, and pieces of media that deal with such a said societal norms.
Works with: uniting or separating people as a whole, serving as some sort of general leading an army. They also deal with the most literal concept of blood, as in, actual blood, in the way their class allows them to. This specific godtier can fly due to being a godtier, but they don't count with any wings on them. It should be important to point out that rings (such as the queen's) represent commitment and responsability, and blood players could use their aspect to somehow affect said ring's destiny in a session.
Last edited by Rubedo Promet on Fri May 09, 2014 5:06 pm; edited 3 times in total
Rubedo Promet- Admin
- Posts : 243
Join date : 2014-04-19
Location : My room
Re: COMPLETE: Our session's rules and classpects.
Chapter 5: Inversion and Overembracing
CLASSES ARE PRONE TO INVERSION AND OVER-EMBRACING. I repeat, CLASSES ARE PRONE TO INVERSION AND OVER-EMBRACING.
Ok fine. But what is inversion?
- THIS IS INVERSION!:
Not fun times.
An inverted player is the one who has rejected their nature and wishes to become something they are not. They will switch to the exact opposite of their class: instead of creating they will destruct, and instead of being passive they will be active. Their aspect will invert as well. An inverted class isn't good at all, won't get anything done no matter how powerful they seem, and usually ends up with catastrophic and traumatic consequences for them
The inverted player will be punished for this inversion:
1. As a first warning, they will see the death of the player from the aspect they are attempting to invert to. Rose inverted to void progressively, which is why she saw her mom dead (she saw the DEATH of the VOID player in the scratched session!). Jade also saw the death of Dave, the TIME player of their session.
2. If the player insists and fully inverts (Grimdark Rose = Witch of Void) they will be condemned to get nothing done, and will eventually die the more they choose to try and get everything done in their inversion.
3. On a side note, apparently the only way to "heal" from inversion a player who is already hopeless, is to cease their existence and then revive them (Jadesprite the seer of time going godtier anyone?)
We already know the consequences for the players who invert trying to fight with something they don't understand how to make work. A player inverts when they are tired of being who they are. A passive player of knowledge will get tired of doing nothing and will want to take action for themselves and CHANGE instead of knowing, an active player of change will grow tired of doing all the work and will be tempted instead by leading others on what they have to do through their KNOWLEDGE. Every aspect and class has an opposite to which a player can invert.
If you are planning on inverting your character at some point (please do keep in mind they are at risk of being killed, so think it thoroughly to get them to revive) use the following charts to aid you:
This is the aspect chart. To find the opposite, you just have to follow the line.
Wait, it's fucking transparent. Oh well, just click this link and it will open the image more clearly.
This is the class chart. We had a star before but this one was funnier and easier to understand: to find the inversion, you just follow the arrow.
Oh ok fine that settles itNO.
WAIT A SECOND: What is "Over-embracing?"
- THIS IS WHAT OVER-EMBRACING LOOKS LIKE!:
Again. Not fun times.
This is over-embracing your role. Accepting it to the point where you use it to rise to power to top everyone else. And then you might even become an antagonist of sorts! There's no real trick to finding what an over embracing role does. Simply take the powers of your characters to the limit, and think of a way to make their mind break. Vriska ended up having a just death because of this.
Be careful, though: an over-embracing player might end up permanently dead if they can't come back, due to them affecting reality too much to earn a just death!
Rubedo Promet- Admin
- Posts : 243
Join date : 2014-04-19
Location : My room
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