I've been itching to do some classpecting. Dear two people who tune into this blog, what characters would you like to see me discuss?

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@cainwhowanders
I've been itching to do some classpecting. Dear two people who tune into this blog, what characters would you like to see me discuss?
"I'll be back to work" cc says like a LIAR. I don't think I'm going to keep this a strictly homestuck classpect to tabletop blog (As I am working with others to develop a patch for Tablestuck 3.0 rehashing some of this) so this might just be a classpect ranting blog. I have been working on a little thing for over a year now and hopefully I'll finish it. Maybe I can post some tidbits here and there.
I'm sorry to the anons who have been waiting in my askbox </3 I simply don't really find it fun anymore or really stand by the previous things I did. I personally believe that classpects are unique to the individual so while you can take inspiration from my takes you don't have to follow them word for word. Also I sucked ass at powerscaling lmao.
I'll still keep my old posts up as an archive (?) but I do NOT stand by them anymore because at this point in time they are two years old and they suck. Like really bad. Please don't use them ever dear god.
"I'll be back to work" cc says like a LIAR. I don't think I'm going to keep this a strictly homestuck classpect to tabletop blog (As I am working with others to develop a patch for Tablestuck 3.0 rehashing some of this) so this might just be a classpect ranting blog. I have been working on a little thing for over a year now and hopefully I'll finish it. Maybe I can post some tidbits here and there.
I'm sorry to the anons who have been waiting in my askbox </3 I simply don't really find it fun anymore or really stand by the previous things I did. I personally believe that classpects are unique to the individual so while you can take inspiration from my takes you don't have to follow them word for word. Also I sucked ass at powerscaling lmao.
Hello again tumblr! It's been a long while. I've come to announce (beg) that you can send in requests for classpects you want to see.
Please send in those asks and I'll get back to work.
Rogue of Light
How their abilities would manifest~ The Rogue will steal literal light, knowledge, and relevance to give to their allies. At lower rungs them and their allies will always have luck on their side when they need it most.
Lead the Way
The rogue can steal light from light fixtures or any other sources of light and create a ball of light that could guide the rogue and allies through darkness.
Tier 4-6
Summons ONE sphere after Rogue succeeds a 15+ INT roll
Tier 7-9
Summons THREE spheres after Rogue succeeds a 15+ INT roll, or ONE sphere after succeeding a 10+ INT roll.
Tier 11-12+
Summons up to TEN spheres of light after Rogue succeeds a 15+ INT roll. Summons THREE spheres after a 10+ INT roll.
Scorch
A sub ability of Lead the Way, learned at tier five.
The Rogue can steal light from sources of light and scorch enemies with this ball of light to help their allies. Damage can be doubled if they roll the highest number they could on the die when rolling damage. (For each additional ball of light summoned the player has to roll another die for damage.)
Tier 5-6
The ball does 1d6 damage.
Tier 7-8
The ball does 1d10 damage.
Tier 9-10
The ball does 1d12 damage.
Tier 11-12
The ball does 1d20 damage.
Spotlight
The Rogue will steal turns from enemies to give to their allies to give them a chance in the spotlight
Tier 6-8
The Rogue can steal ONE turn from ONE enemy.
Tier 9-10
The Rogue can steal ONE turn from THREE enemies.
Tier 11-12+
The rogue can steal ONE turn from FIVE enemies.
Human Dictionary
The Rogue is able to pull knowledge out of others or their surroundings to help them and their allies. (All info disclosed is up to DM)
Tier 4-6
17+ INT roll to succeed.
Tier 7-9
15+ INT roll to succeed.
Tier 10-12+
13+ INT roll to succeed.
Rogue of Breath
How their powers would manifest~ The Rogue of Breath steals freedom and literal wind to help their allies. Quick on their feet as if they were floating on air the rogue is there to bail you out. Guide
The Rogue can redirect wind to help attacks, things thrown, or just a message carry on the wind and hit true.
Tier 4-5: The Rogue can float SMALL and LIGHT objects or a message on the breeze with no problem. MEDIUM or HEAVY objects will require a 15+ STR roll to succeed. Tier 6-8: The Rogue can carry MEDIUM objects on the breeze with a 10+ STR roll. LARGE and HEAVY objects will require a 15+ STR roll to succeed. Tier 9-10: The rogue can carry LARGE objects with a 10+ STR roll, HEAVY objects are still a 15+ STR roll. Tier 11-12+: All items can be carried with a 10+ STR roll.
Flip the table
The Rogue can switch the place of objects, friends, and foes to their convenience. Tier 6-8: Requires a 15+ INT roll to swap ONE person from 30 yards away. Tier 9-11: Requires a 15+ INT roll to swap up to four from 30 yards and up to 120 yards with ONE person. Tier 12+: Requires a 15+ INT roll to swap up to SIX people from 20 yards away or TWO people up to 600 yards away.
Knock you Down!The Rogue can direct the air from the area around them and create large gusts to move things or foes. Tier 4-5: The Rogue can knock down and stun ONE enemy 20 yards away with a 15+ INT roll.
Tier 6-7: The Rogue can stun TWO enemies 20 yards away or ONE enemy 60 yards away with a 15+ INT roll.
Tier 8-9: The Rogue can stun FOUR enemies 20 yards away, TWO enemies 60 yards away, or ONE enemy 180 yards away after succeeding a 15+ INT roll.
Tier 10-12+: The rogue can stun EIGHT enemies 20 yards away, FOUR enemies 60 yards away or TWO enemies 180 yards away after succeeding a 15+ INT roll.
DillyDally 26
SHUT UPPPPPPPP
Rogue of Heart
How their powers would manifest~ The rogue is a natural empath, they can automatically tell if something is amiss or if there is inner turmoil in an ally or foe. They could be considered the ultimate friend.
Switcheroo
The Rogue can switch around some buffs and skills around from one person to another
Tier 4-6:The Rogue can switch ONE buff for THREE turns after succeeding a 15+ CHR (DIS) roll.
Tier 7-9: The Rogue can switch ONE buff for SIX turns or ONE buff for TWO allies for THREE turns after a 15+ CHR (DIS) roll.
Tier 10-12+: The Rogue can switch TWO buffs for ONE person for NINE turns or ONE buff for four for THREE turns after succeeding a 15+ (DIS) roll.
Mask of my own face
The Rogue can soul swap, projecting their soul into a body or another person’s soul into another. The ENEMY soul will be ejected from their body and the SOULLESS body will remain as if in a SLUMBER.
Tier 4-5: The Rogue has to succeed a CHR roll of 18+ to switch a soul for ten minutes.
Tier 6-9: The Rogue requires a CHR roll of 15+ to switch ONE soul for thirty minutes and a CHR roll of 18+ to swap TWO souls for ten minutes.
Tier 10-12+: The Rogue can swap TWO souls for thirty minutes after succeeding a 15+ CHR roll or up to FOUR for ten minutes after a 18+ CHR roll. They can also call upon those souls in dream bubbles to either possess them or something else.
Rogue of Time
How their powers would manifest~ The Rogue is the one who steals time for their friends. They are quick on their feet and quill slowly but surely develop their abilities.
Pause
The rogue can create a small area of time for themself and their allies for varying amounts of time.Tier 6-7: Requires a 10+ WIS roll to create a bubble for ten minutes containing up to four allies. 15+ WIS roll for up to eight allies for ten minutes or thirty minutes for up to four. Tier 8-9: Requires a 10+ WIS roll for 30 minutes with up to eight allies. 15+ WIS roll for an hour and a half for up to four. Tier 10-12+: 10+ WIS roll for two hours with up to eight allies and 15+ for four and a half for up to four allies.
Fast forward
The Rogue can steal one turn from an enemy and distribute it ton one in their party. Tier 4-6: Requires a roll of 15+ (ADV) to steal ONE turn from ONE enemy. To steal TWO turns from ONE foe it is 17+ (DIS)
Tier 7-9: Requires a roll of 15+ (ADV) to steal ONE turn from TWO enemies. To steal THREE turns from one enemy it requires a 17+ (DIS) roll. Tier 10-12+: Requires a 15+ (ADV)roll to steal TWO turns from TWO enemies. Requires a 17+ (DIS) roll to steal TWO turns from THREE enemies.
Replay
The Rogue can send themself or their allies back in time to undo an action. Tier 4-5: The Rogue can send themself or an ally back in time maximum ten minutes with a 15+ roll. They can push it to two people or to thirty minutes after succeeding a 18+ roll. Tier 6-8: The Rogue can send up to four people back in time thirty minutes with a 15+ roll or two people back an hour with an 18+ roll. Tier 9-11: The Rogue can send up to eight people back two hours with a 15+ roll or four people four hours with an 18+ roll. Tier 12+: The Rogue can send up to eight people back any amount of time back with an 18+ (DIS) roll and up to four back any amount of time with a 15+ (DIS) roll.
Sylph of Time
Actively Helping through their aspect
The Sylph heals themselves and others through their aspect, though this can be taken literally it can also be warped to what they want it to be.Â
In the words of tumblr user classpect-navelgazing,
“Alternately, the MO of the Sylph can be summed up by the quote from Mordin Solus from Mass Effect 2: “Lots of ways to help people. Sometimes heal patients. Sometimes execute dangerous people. Either way helps.””
Clockwise
The Sylph can age an item or person, making them older.
Tier 4-5
Can rewind 3-4 sweeps, once per three turns after succeeding a 10+ on a d20 roll.
Tier 6-7
The Sylph is now able to rewind 10-15 sweeps once per three turns after succeeding a d20 roll.
Tier 8-10
The Sylph can rewind 25-30 sweeps once per 3 turns after succeeding a 10+ d20 roll.
10+ As long as the Sylph requires after passing a 12+ d20 roll
Counter clockwise
Turning back the clock. The Sylph is able to turn back time, returning someone to their prime or reopening some nasty old scars.
Tier 4-5
Can pass 3-4 sweeps, once per three turns after succeeding a 10+ on a d20 roll.
Tier 6-7
The Sylph is now able to pass 10-15 sweeps once per three turns after succeeding a d20 roll.
Tier 8-10
The Sylph can pass 25-30 sweeps once per 3 turns after succeeding a 10+ d20 roll.
10+
As long as the Sylph requires after passing a 12+ d20 roll
Time Heals
Turns out time does heal wounds! Literally! The Sylph is able to heal the wounds of a target by focusing on that one specific area of their body and speeding up time.
Tier 4-6
Requires a 5+ to heal a SMALL wound, requires a 10+ to heal a MEDIUM wound, and a 15+ to heal a LARGE wound. Reviving someone from the dead is IMPOSSIBLE.
Tier 7-10+
Small wounds are immediately passed, no roll required, 5+ to heal a MEDIUM wound, and 10+ to heal a LARGE wound. Reviving someone requires a roll of 20.
Prince of Light
How their powers would manifest~ The Prince is extremely knowledgeable and always analyzing their surroundings, and luck always seems to be on their side. Break The Prince is able to dump so much knowledge on an opponent it will break their mind, either permanently or temporarily. Tier 4-6 The Prince is able to inflict MANIA on ONE opponent for five turns after succeeding a 15+ roll. Tier 7-8 The Prince is now able to inflict MANIA on ONE opponent for fifteen turns after succeeding a 15+ roll or on THREE opponents for five turns. Tier 9-10
The Prince is able to inflict MANIA on MULTIPLE opponents for fifteen turns after succeeding a 13+ roll. Dynamite with a laser beam The Prince is able to focus a beam of light to explode, melt, or cut through a target. Tier 6-8The Prince is able to attack ONE target after succeeding a roll of 15+, immediately dealing a CRIT attack.
Tier 9-10The Prince is able to attack MULTIPLE targets after succeeding a roll of 15+, immediately dealing a CRIT attack.
Snake eyes The prince has the ability to reroll the dice with a favorable roll every five dice rolls for a chance to deal a CRITICAL HIT (nat 20)
Tier 4-6 17+ to succeed
Tier 7-8 15+ to succeed
Tier 9-10 13+ to succeed
Prince of Time
How their powers would manifest~ The Prince of Time would quickly develop many powerful abilities very quickly, but it would take a toll on the Prince.Â
Ticking Time Bomb
The Prince is able to point at one enemy and they instantly explode into a cloud of dust due to time passing at such a rapid pace.
Tier 6-7
The Prince is able to do this action ONCE per ten strifes after succeeding a roll of 17+ Tier 8-10+
The prince is able to do this action ONCE per five strifes after succeeding a roll of 17+
Two Time
The Prince is able to speed up their own time, able to fit two or even three attacks in one turn or reach places they previously couldn’t due to gravity not having such a limit on their movement.
Tier 4-6
The Prince is able to activate Two Time for up to four turns Tier 7-8 The Prince is able to activate Two Time for up to eight turns
Tier 9-10+ The Prince is able to activate Two Time for up to sixteen turns.
Warp The Prince is able to target one point and either reverse or forward time on that point, strengthening or weakening it. Tier 4-7 The Prince must succeed a 15+ roll to use Warp, and can only target SMALL or MEDIUM objects. Can only use TWICE per strife. Tier 8-10 The Prince must succeed a 15+ roll to use Warp on LARGE objects. The Prince must succeed a 10+ roll to use Warp on SMALL or MEDIUM objects.
Knight of Heart
How their powers would manifest~ The Knight of Heart is naturally a very moving person, able to persuade people to their cause and get them to follow them. The Knight will seem automatically trustworthy and have a good impression on those who they meet
Speak to Me
Tier 1-10: Able to REALLY speak to the people, get them rallied up for her cause, or can get people to just start spilling their guts. (will require a CHARM ROLL of 10+) (Imagine like avatars of The Eye from The Magnus Archives)
Splinter
The knight is able to splinter their soul into multiple versions of themself, known as splinters.
Tier 1-3: The knight will have splinters of their soul manifest in their brain, the splinters will bicker and attempt to become their own person, they could also attempt to help the knight by giving another perspective but overall it is not a good experience.
Tier 4-6: The Knight can manifest one splinter at a time, it will take some practice for it to be refined but after it is it is a very useful task.
Tier 7-9: The Knight can summon multiple splinters and each has their own distinct personality, and sometimes their own abilities.
Tier 10: Can summon multiple splinters and become a hivemind, the Knight could also adapt abilities their splinters have if they succeed a 17+ WIS roll.
Knight of Hope
How their powers would manifest~ A knight of Hope always has an aura of pure joy around them, especially when they are excited. They are easy to be around and to get along with. The aura can leave users feeling simply overjoyed but whenever the knight leaves their presence the hope fades off.
Tinker
The Hope aspect is for those who have a big imagination and even bigger dreams. The knight can utilize this and use his creativity to think up endless ideas of what could be needed for the situation. The user can manifest these ideas of pure creativity into physical items. Tier 4-5: Items are of the SMALL variety, only being able to fit in the palm of the hand and being the length of the arm. The Knight has to succeed a 15+ roll with their IMG modifier. Broken items are able to be fixed with ease (10+ IMG roll).
Tier 6-7: Items of the SMALL variety can be made with ease (10+ roll img modifier), MEDIUM items about the size of the knight themself can be made with MODERATE DIFFICULTY 15+ roll with IMG modifier, LARGE items can be manifested with EXTREME DIFFICULTY (17+ with IMG modifier.
Tier 8-9: Items of SMALL and MEDIUM variety can be manifested with ease, LARGE items can be manifested with MODERATE DIFFICULTY (15+ roll), GIGANTIC items can be made with IMPOSSIBLE DIFFICULTY (20+). Tier 10-11: Items of SMALL, MEDIUM, AND LARGE can be manifested with ease. GIGANTIC items can be manifested with EXTREME DIFFICULTY (17+ IMG roll).
Tier 12+: All items can be manifested with ease (10+ IMG roll)
Harness your HopesThe Knight will physically harness his aspect and turn it into a weapon of his choice, whether that be a literal weapon, or a white hot beam of pure hope is up to the user’s imagination.Â
Tier 5-6: The knight can summon one weapon at a time, this is very draining and can be done once every ten turns.
Tier 7-9: The knight can summon one weapon with ease and very little drain. The knight can now summon multiple at one time (One weapon every two turns) or if they summon multiple it is the number of items x2 turns before they can summon another weapon.
Tier 10+: Can summon multiple at a time with ease.
Knight of Blood
How their powers would manifest~ The knight of blood is a good negotiator, on good terms with most and able to use their bonds to bring a force together and fight. The knight also uses literal blood to protect those bonds.
Blood exploitation Tier 4-10 The knight may exploit their own blood to lower a die by one size to increase another die by one, redirecting it from one point of their body to another.
Contort The Knight of Blood is able to contort flesh, bone, and blood into weapons, armor, and shields to protect others. Tier 4-5 The knight can make minor weapons, for example crystalizing blood and turning them into small arrow-like structures, or small blades made from bone. Requires a 10+ d20 roll to form actual weapons from bone or flesh. Tier 5-7 The knight can make larger weapons such as longswords or spears, they have gained the ability to make larger items such as shields. Small pieces of armor can be made by succeeding a 15+ roll of a d20.Blood crafted items require a d20 roll of 5+. Tier 7-8 The knight can now make large shields and weapons with ease, larger pieces of armor such as helmets can be made by succeeding a 10+ d20 roll. A 5+ roll of a d20 is required to successfully craft anything from any medium (Blood, flesh, bone). Tier 9-10 The knight can now make any item with ease (5+).