Disorganized aspect thoughts (read my writing on classes here)
like classes, they're equal and opposite.
time/space - existence. both aspects concern themselves with the very fabric of reality. In time's case, it is the minute, the details, the past and future, the discrete, and struggles. in space's case, it's concerned with the macro, the big picture, the present moment, the interconnectivity of all things into a greater whole, and resolutions. a time player knits together the nitty-gritty of a plan. a space player keeps track of the larger goal.
breath/blood - movement. both aspects concern themselves with the direction of the party, both ad a whole and between individuals. in breath's case, it's concerned with freedom and choices, movement and flight. in blood's case, with bonds and pacts, tying down and keeping still, stalwart in the face of opposition. a blood player keeps the party together. a breath player brings the party somewhere new.
light/void - materiality. both aspects concern themselves with that which can be known. In light's case, it's concerned with the concrete, the factual, the fortuitous, and clear communication. void is concerned with that which cannot be known - secrets, subjectivity, emptiness. the spaces between, the silence, and the infinite promises it holds before it's collapsed into the known. a light player illuminates that which is salient. a void player dwells among the infinite possibilities of the unknown.
mind/heart - causality. both aspects concern themselves with cause and effect. in mind's case, it is concerned with the external - logic, actions, societal ramifications, karma, and justice. in heart's case, it is concerned with the internal - feelings, motivations, identity, the soul, the self, and acceptance of all as they are. a mind player keeps track of right and wrong, and how people will act. a heart player keeps track of identity and motivations, and how people will feel.
life/doom - journeys. both aspects concern themselves with the cyclical paths all entities undertake. life is concerned with beginnings, continuations, exploitations, healing, growing, and pushing through. doom is concerned with endings, laws, suffering, acceptance, peace, leisure, and letting go. a life player summons the strength to push through and adapt against all adversity. a doom player brings all to their proper conclusions and gives all a place to rest.
hope/rage - beliefs. both aspects concern themselves with truth and fantasy, and imposing their will upon the world. hope is the aspect which makes fake things real, makes the impossible possible, is associated with magic and divinity. rage, then, is the aspect which deems real things false and banishes them - "tearing down false truths" - and turns the possible impossible; it is associated with physical sensation and devilry. a hope player imposes their will on the world by making real what they believe in. a rage player imposes their will on the world by banishing that which they refuse to acknowledge.
example classpects, although i must include a caveat: classpects are deeply personal to the character they're applied to, and thus, even two people with the same classpect can manifest two entirely different skillsets. these are only some suggestions for how the combinations might shake out.
rogue of time | one who steals time for others / one who steals from time for others. a rogue of time is a force of change and upheaval; while they can travel through time, doing so is highly instinctive, and they often find themselves lost as to why they travelled to when they did, even as their instincts draw them to the exact right moment to disrupt the status quo - and they can often disrupt time for the worse, if not given clear direction and communication. More unique to this combination is the rogue's ability to steal directly from time, able to appearify past and future objects and entities at will, or to steal time away for others, able to reverse aging and injuries, or prevent accidents and harm, by stealing past and future, respectively.
knight of space | one who wields space / one who leads with space. a knight suffers from crippling insecurities, and in the case of space, this may lead to them shirking or denying the interconnectedness of all things that they instinctively feel. the relationship of a knight and their aspect is a straightforward one, that of a soldier and weapon or tradesperson and tool, so a knight of space will have fairly "standard"-seeming abilities - teleportation being the big one, but size manipulation, barriers and borders, and all other physical properties. with space's focus on interconnectedness and the larger goal, the knight takes on the frontline role of ensuring the party is united in the correct direction, always aimed in the proper direction.
seer of void | one who comprehends void / one who guides with void. a seer generally tends to struggle with blindness, both literal and metaphorical; so much the worse for one whose sight is aimed at the nothingness. already prone to feeling so burdened by their sight that they choose self-destruction, a seer of void must receive careful guidance from their party in order to understand the abyss they are gazing into. once given this direction, the seer will be an incomparable guide in unknown places, having an instinctive grasp of the ebbs and flows of nothingness, able to set the party on paths where nothingness is absent. a seer of void is well-equipped to deal with emptiness, nothingness, or eldritch madness that would normally drive others insane. Moreover, no secrets are truly secret to a seer of void; although such things are often unspeakable by nature, when the time comes for a secret to be known, the seer will always have a feel for how to bring that knowing about. "Lost" is never actually lost when a seer of void is present.
prince of light | one who destroys light / one who destroys with light. Princes are often the most psychologically maligned and self-destructive party member, and thus, a prince of light will embody ignorance, misfortune, and/or incommunication. What's worse, if their psychological problems are left unaddressed, they may wind up destroying precious knowledge, fortune, or lines of communication for the party as a whole. However, brought back into the fold, the prince, first of all, has access to deadly lasers. But also, they can crush arguments with facts and logic, and are especially skilled at using light to crush misfortune or banish uncertainty, paving the way for sure victory.
heir of heart | one who is beloved by heart / one who awakens to heart. an heir tends to start out privileged, and an heir of heart especially begins the game having won the hearts of their team members. However, this is also a danger to them - being naturally gifted with their aspect, and not having done much introspection to learn to control it, an heir of heart often winds up subsumed by the desires and identities of those around them, left unable to make choices for the party's benefit, or even their own. they must interrogate why they are so beloved, and what it means to be beloved, in order to protect from the consuming force of heart, and to learn to share their inheritance. An heir of heart can often take on the role a blood player would typically have, as they're uniquely suited to bringing understanding between their teammates, as they share the bonuses granted to them as a heart player amongst their party. they naturally charm their opponents, and are well-suited for political maneuvering or de-escalating hostilities. moreover, being a heart player typically allows them to achieve Ultimate Selfhood sooner, often during the game itself, the benefits of which are conferred to their party, as the party is granted a guide with knowledge of all timelines, whose heart is big enough to fit them all.
sylph of mind | one who nurtures mind or creates a land of mind. sylphs already struggle with a tendency to luxuriate within their comfort zone, becoming aloof to the outside world - a sylph of mind is especially dangerous in this regard, as mind is concerned with karma and justice. a sylph of mind who does not have their worst tendencies kept in check will designate themselves judge, jury, and executioner of the party, imposing their own sense of values upon their teammates and making enemies of those who do not conform. However, if they are pulled out of their comfort zone and forced to come to a realization that their own values are not absolute, the sylph can instead become a trusted moral backbone to the party instead, capable of providing constructive guidance, and dare i say, cognitive-behavioral therapy, in line with their tendency to be nurturers and healers. a sylph's passive abilities are incredibly powerful; with a sylph of mind on the team, the party never has to worry about foes equipped with mental attacks - mind control, mind reading, or whispering madness. if something of that nature does somehow manage to infiltrate the sylph's area of control, it's trivial for the sylph to banish it - one does not mess with a sylph within their own territory.
thief of breath | one who steals breath from others / one who steals with breath. thieves are selfish mavericks by nature, playing a dangerous game with the patience of their party, and a thief of breath finds it all-too-easy to earn their teammates' ire. by stealing breath - that is, choices and freedom - a thief of breath can control their victims. what's worse is that, by granting themselves that stolen breath, they grant themselves the power to determine the party's direction. thus, the thief must be confronted and made to address the reasons they desire such control. once turned toward the party's best interests, the thief of breath is a powerful force of freedom and liberation - so long as they have a say in things, no prison can hold the party, and no obstacle is insurmountable. the thief's ability to steal breath is also literal, as they're capable of asphyxiating foes, or using vacuums to their advantage - for example, the air bubble of a pistol shrimp. Moreover, once they've amassed a store of stolen breath, they can do nearly anything with it - blowing their enemies away, masking their scent, slipping in and out of tight spaces. At least, until they run out, and they have to replenish their stores.
witch of blood | one who manipulates blood / one who achieves dominion through blood. a witch of blood starts the game surrounded by an excess of bonds - but with no clear idea of how to change them. Often an "outsider," a witch is prone to following the whims of their naive hearts without fully interrogating the ramifications of their actions - in the case of a blood player, this means setting up or destroying relationships. this naivety makes them easy to manipulate, and they will often be taken advantage of by external forces, and, their gullibility left unchecked, will lead to them perpetuating harm - which is especially bad for witches, who have such powerful active abilities, and set the tone for the world they create. The same abilities that make a witch of blood capable of singlehandedly destroying a party's interpersonal relationships also makes them the ultimate matchmaker, once they've learned to sort right from wrong. otherwise, their abilities are quite literal - a witch of blood can manipulate literal blood, and also instruments of binding, like ropes and chains. there doesn't exist an enemy a witch of blood cannot incapacitate, provided the witch is fully-realized. interestingly, as they preside over bonds, witches of blood can actually act as a breath player, weakening bindings just as easily as they can strengthen them. with a witch of blood on the team, the party is truly stronger together - and the witch can ensure that they stay that way.
maid of doom | one who distributes doom or manages with doom. maids begin the game oppressed, if not outright enslaved, and the maid of doom especially has been designated one of the universe's sufferers. maids have an unbelievable influence on the party, managing from the backlines, and if these malicious external influences aren't addressed, a maid of doom will doom their party, dispensing their aspect according to the whims of their master. However, if they are able to free themselves, then a maid of doom is one of the most powerful possible party managers. doom is concerned with rules and proper processes; as such, a maid of doom knows that there's a place for everything, and ensures everything is in its place. they can also bring suffering without injury, which is sometimes useful for snapping a sylph out of their comfort zone, or showing a thief how it feels. after all, doom players provoke sympathy, either for themselves or for others, and oftentimes, pain is needed for growth. As doom is also associated with silence and rest, a maid of doom is also uniquely gifted in providing comfort and compassion to those who are in pain, providing them the space to grieve and cry, and soothing them that everything will eventually be at peace. the fact that doom is associated with pain and death means that it is one of the most powerful combat options available to maids, as the mere act of dispensing it can cause great damage to their foes - alternatively, they can grant the foes silence and peace, putting them to sleep. the last of their duties is to bring all things to a close - when the maid of doom says they all lived happily ever after, they fucking mean it.
bard of life | one who allows the destruction of life / one who allows destruction through life. the bard is the class of making the impossible, possible, and this is especially powerful when paired with life's tendency toward forward progress against all odds. however, bards tend to be shaped by the worst of the society from which they come, and the harmonious pairing of bards and life can easily work against the party, allowing for the destruction of not just their literal lives (while bypassing godtier immortality), but also for all that life stands for - beginnings, forward progress, healing, and the surmounting of challenges. A particularly maligned bard of life can cause the destruction of all the party's progress entirely, including all future progress. On the flip side, if the bard is taught a new way of being, there is no state of ruination that cannot be overcome. Their ability to allow destruction through life means that life will find a way, dammit. Even if the bard is the last one standing, their class will grant them some miracle by which the rest of their party can return, so long as the bard keeps living. the bard of life can either be the ultimate dead end, but, like nature reclaiming the most barren wastelands, they can also be the symbol of ultimate perserverence.
page of rage | one who earns rage or inherits the mantle of rage. pages start weak, with infinite potential, but long, arduous journeys of self-improvement to reach that potential; this almost seems contradictory when it comes to rage - is the page meant to learn how to be angry? Well, yes, but more importantly, the page must learn how to be honest with themselves. rage is concerned with truth and the destruction of lies - but what that truth and what those lies are are malleable. unrealized, the page of rage will likely spark a massive conflict by misdirecting their anger, or deeming the wrong things to be true, which can tank an entire party. however, if they are capable of surmounting the emotional issues that plague them, a page of rage is practically capable of warping reality. rage does not bring anything new into being, but it DOES take "false" things away - and these things can range from illusions, to disguises, to propoganda, to governmental policies, to the lies we tell ourselves, to game mechanics, to other entities' abilities, to the laws of physics - a similar powerset to a prince. a page of rage is an unbelievably dangerous foe, capable of laying bare all embarrassing things, uncovering all secrets, and denying all falsehoods - if only they're able to reach that point.
mage of hope | one who invokes hope or is drawn to hope. a mage of hope seems, at first, like the ultimate boon to a party - a "prophet" capable of literally speaking hope into existence. However, great danger lies in this incredible power - mages are often tainted by extreme self-loathing, which in turn, muddies their visions, and causes their prophecies to be self-destructive, if not destructive to the party - so much the worse when hope turns fake things real. A mage of hope can speak their darkest, ugliest, cruelest thoughts into existence no matter how improbable, or even impossible, such circumstances would normally be - and, in fact, they're naturally drawn to doing so. it would actually not be odd for a mage of hope to be the party's biggest problem until they were able to address their self-loathing and move on from it. Once this is done, then that incredible ability to prophesy the most impossible circumstances, and make them come true, becomes something that works in the party's favor. does this seem overpowered? hope is kind of just like that; it's considered an exploit in paradox space canonically, which is probably why it's balanced by only being given to the most pain in the ass classes. other mages would be constrained by their aspects - mages of doom can only predict dooms, and mages of heart can only predict feelings and matchmake; a mage of hope has no such restrictions, as hope is magic, divine intervention. The only requirement for a mage of hope's prophecy to come true is that the mage believes in it.