I am Knight of Breath with a deep love of classpects and the lore and information behind them.
Is that strange, given that's more of a Light thing? Maybe. But when have we ever turned away from the strange?
This is where I'll run my Homestuck content from. What will I be doing, you might ask?
Easy.
I intend to run analysis of classes, aspects, and lunar sways, and assign them to those curious of what theirs may be.
I also do OC Session Posts that readers can influence through polls on each post.
I can even theorize powersets for each godtier classpect if you'd like!
The Cast of the OC Session Posts
Aazoth Ocktur, Knight of Heart, Bronze Blood
Cyceri Amphas, Thief of Space, Olive Blood
Sashin Niliac, Rogue of Time, Purple Blood
Silvas, Prince of Doom, Cerulean Blood
Feel free to send in asks about the cast as well!
I will update this post with links as I analyze each class and aspect. The classes are, in order from most active to most passive (Excluding the Master Classes, more on that later):
There are also two Master Classes, which sit as outliers:
Lord
Muse
The Aspects are, in no particular order:
Space
Time
Breath
Doom
Blood
Light
Void
Hope
Heart
Life
Rage
Mind
The Lunar Sways are:
Derse
Prospit
Below you will find Classes, Aspects, Classpects, and Lunar Sways I have analyzed. Click on the item you wish to read about and it will take you to the relevant post.
Classes I have analyzed individually
Page
Aspects I have analyzed individually
[None]
Classpects I have analyzed
Knight of Breath
Seer of Heart
Rogue of Space
Sylph of Hope
Bard of Mind
Prince of Doom
Page of Breath
Page of Life
Rogue of Life
Maid of Rage
Rogue of Time
Sylph of Life
Lunar Sways I have analyzed
[none]
Classpect Pairings I have analyzed
Witch of Doom / Seer of Doom
Bard of Mind / Seer of Mind
Heir of Life / Page of Breath
Sessions I have Analyzed
9-player: Breath Knight, Void Seer, Light Rogue, Hope Page, Rage Rogue, Mind Prince, Time Sylph, Space Witch, Light Bard
OC Cast
Aazoth Ocktur, Bronze Blood, Knight of Heart
Sashin Niliac, Purple Blood, Rogue of Time
Cyceri Amphas, Olive Blood, Thief of Space
Silvas, Cerulean Blood, Prince of Doom
OC Session Episodes
Quick summary of what a Classpect is:
A Classpect is the combination of an individuals Class and Aspect.
Classes determine HOW you interact with your Aspect, while your Aspect determines what facet of reality your Class interacts with. As example, a Prince (active destroyer class) of Time (aspect of time, continuity, etc), would destroy time, while a Seer (passive knowledge class) of Time would see possible futures and events from long ago.
There is more to it than that, but that's an adequate simplified explanation.
What I can do
I can analyze and explain Classes and Aspects, how one might be one or the other, as well as explain the impact they have on a personal growth quest.
I can also analyze information I'm given to determine what classpect you might have, based on what you share with me.
I'm also open to analyze classpect pairings, determining the compatibility of individuals based on classpect and the nature of that compatibility.
Another option is sending me a list of Classpects and I will analyze how a session may go with that grouping.
Or you can ask me what specific powers a Classpect may have, and I will theorize what their powerset may be.
I'll also do Classpect comparisons, for those who aren't quite sure what the exact differences are.
What you can do
Send me asks. Ask me about classes, aspects, how they impact our world, how we impact them, how they interact with one another, which ones you are, anything at all.
Ask, and be answered. That is the promise of this blog.
how would a heir of life and page of breath romantically interact? :3
thank u for answering!
Oooh, a shipping question! I love these, haha
Like with the others, I apologize for taking so long to answer <3 But I'm back now and am going through my asks in order so hopefully I'm not too late to give some satisfying answers for y'all!
Analysis below the cut!
As this is a shipping analysis, I'll keep the classpect sections short, and put the focus on the relationship.
Heir
Heirs are a passive class. They inherit their Aspect, or inherit through their Aspect, being protected and safeguarded by it throughout their life.
They often have an over-abundance of it, which can cause problems depending on the Aspect (see John and Breath, as he was given SO much freedom as a child that it led to him feeling neglected and un-loved, with unresolved traumas only becoming apparent years later)
As a result of their nature, they are often lackadaisical, devil-may-care types that don't stress too much. When they do stress, it's often into full-blown breakdowns, or severe panic attacks.
They take most things in stride, and while their definition of "major issues" may vary from Heir to Heir, anything that doesn't fall into "major issue" category is considered "the small stuff", and an Heir does not sweat "the small stuff".
Life
Life is the Aspect of healing/health, growth (metaphorical and literal), progress, and literal life.
Life players are jovial and cheerful, often the "life" of the party, and tend to spread, or attempt to spread, this attitude to others. They tend to have a narcissistic streak, believing themselves to know best most times, and can become easily frustrated when others disagree or don't listen.
Heir of Life
An Heir of Life is someone who inherits Life or inherits through Life, while being protected by Life in the process. They are cheerful, difficult to stress, the sort of person who walks into a room and makes everyone smile just by doing it.
This is a person who is very, VERY set in their ways... But their ways are often incredibly relaxed, happy, and soothing to those around them. Stubborn to a fault, yet it rarely IS a fault thanks to the nature of the Heir.
They would be the kind of person who takes in good habits and forgets the bad ones, steadily "inheriting" Life from others in the form of metaphorical growth from others by taking in the positives, and the practical application of these "inheritances" would likely lead to a happier, healthier Heir.
Page
Pages are, for lack of a better term, pathetic. This is not being used as an insult, but as a descriptor.
They suffer a crippling lack of their Aspect, and often seek whatever they can to make up for it, overcompensating heavily and leading to exacerbating whatever issues they may have as a result.
However, they have the most potential out of any Class. When they resolve these issues, and find their center, they are the most capable, competent people you'll ever meet.
Whatever confidence or ability they lacked before will now be fully rounded out, ground into shape by hardship and struggle, and forged through adversity, tempered by their acceptance of themselves and the way things are.
Breath
Breath is the Aspect of freedom, movement, wind, independence. It lends itself well to both Active and Passive classes.
Breath players often have extremes of Breath, for better or worse. We see this in John and Tavros, with John having too much freedom and independence, and Tavros having next to none.
They are often selfish to a degree, more interested in their own little worlds than the lives of others. This doesn't mean they're bad people, or even bad friends. It just means it may take a little effort to get them to see past their own interests or ideas.
They can also be idealistic, seeing the world a little better, or a lot better, than it really is. They see the best in things around them, even if they don't see the best in themselves, which is also common.
They're adaptive and fluid in their mentalities, moving with the changes of life rather than fighting against them, and lacking attachment, and lacking a willingness to become attached to, the static and the stagnant.
Page of Breath
A Page of Breath is someone who lacks Breath. They may lack freedom, movement, independence, or some combination of the three.
This lack is debilitating. They may be physically or mentally disabled, preventing them from having the freedom or independence that others have, or they may be kept in place, chained literally or metaphorically by those around them.
They would be overwhelmingly eager to break free of this life, to secure true, unyielding freedom. In this pursuit, they would likely take whatever they could get and treat it as if it's more than enough. A moment of fresh air played up as if it's a lifetime of dream-chasing. An ounce of independence treated like it's the promise of forever.
Those unaware of their plights would never know they have them; they would see someone who, on the outside, looks as liberated and unfiltered as could be, someone who has it all figured out, under control, and isn't swayed by anything because they flow along with everything.
In reality, this person is miserable, and drowning in it, despite how hard they try to swim.
But when they learn to let the current take them, when they learn to let go and simply drift, float, allow the river of their pains to carry them of its own will...
They find true freedom, and their lives open up to all they've ever dreamed of. Absolute independence, total freedom from responsibility and stress, and the opportunities to do all they've ever wanted to do.
The Romance
A Page of Breath and an Heir of Life are actually a very healthy couple!!!
While both are "self-centered" classpects, meaning their classpect benefits themselves, not others, they do bounce off of each other very well!
The Heir inherits from Life, and inherits through Life, protected by it throughout. This makes them a rather self-sufficient individual, capable of doing nearly anything they like by default. This capability that they are afforded means they never suffer the way the Page does, and are fully equipped to handle the Page in all ways.
Not only are they well-suited to companionship (morale boosts, casual conversation, spending time together), but their Life nature means that they offer a particularly joyful aspect to the Page's life simply by being in it.
The Page, in turn, would be a dreamer, often imagining all they would do if they could, and the Heir, being fully capable of making such happen, would likely see the benefits in doing so and would make those imaginings a reality.
This relationship benefits the Page more than the Heir, yes, but not solely.
Heirs often care for those around them. John does quite a bit in the name of his friends and family, Equius with his concern for Nepeta despite her lower caste and his insistence on enforcing that caste, and Mituna with his compassion and care directed at... Well, everyone really.
They can become listless or aimless without someone to direct this care towards, and so the Heir is fulfilled by helping the Page. Not only that, but as the Page is one of Breath, when they find their center and come into their own, they would offer the Heir a level of freedom even they never dreamed of.
This relationship would likely start off somewhat one-sided and with some conflict; the Heir trying to take care of the Page, treating them like a project to be tended to, with the Page treating it like everything is okay because for brief moments, they get to experience what it's like to be truly free.
Over time, these issues would boil over and come to a head, with the Heir and Page arguing or maybe even fighting over how both have handled the other.
The Heir would likely be the calmer of the two, treating it like a mild disagreement, but due to their Life aspect, would likely see it as the Page disagreeing with the method, and would almost certainly push blame onto the Page. It wouldn't be unlikely for the Heir to throw out a "If you didn't want it, why would you take the offer?", insisting the Page is at fault for the conflict.
The Page, likewise, would see the Heir as the villain, believing their efforts were out of pity, not compassion or interest in the same. They would be angry, and their problems, their depressions, would show in full view, no longer hidden behind the mask of "faking it til they make it".
This would come to a head in one of two ways. Either the Page would refuse to believe the Heir genuinely cared, and this relationship would end before it truly began...
Or they would come to the realization that they are both better off with the other, that the Heir is happier for the company of the Page, and their life is improved by their presence, and that the Page is not a pity project, but rather the outings and the times spent together are due to enjoying the memories and seeing the Page cut loose.
Should they come to this understanding, the bond will only grow stronger from there. When all is said and done and these issues are resolved, conflicts would be few and far between, while the relationship would bloom swiftly.
The Heir would have someone to dedicate their care to, to devote themselves to, someone that makes them feel appreciated and heard, someone they can share their memories and life with that truly appreciates what they do for them.
The Page would have someone patient and understanding, someone who is not only capable but willing to help and give them what they need and want, someone they can trust with themselves and their dreams.
This would be a relationship founded on self-interest (the Heir looking for someone to help, the Page looking for help from someone), melted down through conflict (both feeling used), and reforged stronger through compromise, understanding, and new perspectives.
And after all of that, they would be an unshakeable pairing, with an honest, sincere, and adaptive relationship that not only leaves both feeling loved and accepted, but fulfills their needs, checks their boxes, and would absolutely result in both their dreams being realized.
Apologies for taking so long to get to this... But I'm back now, good and proper!
Analysis below the cut.
Sylph
Sylphs are a passive class, inviting healing of their Aspect or inviting healing through their Aspect.
We don't know a lot about Sylphs, so be aware this will be a lot of theory supported by what little fact we have.
Let's take a look at the two sylphs we see in canon; Aranea, the Sylph of Light and Kanaya, the Sylph of Space.
Aranea and Kanaya share some things in common that we can use to guess at common traits among Sylphs.
Both have a habit of pushing their Aspect onto others, or encouraging their Aspect in others, where needed or wanted. This could mean Sylphs have a tendency to WANT to help others in matters regarding their Aspect, as if they are trying to be active. In both cases, we also see that they tend to fail... Until they simply let things be. Kanaya struggles to perform her role as a Sylph of Space for her team until she simply lets things be. Her meddling causes problems, while allowing others to choose to call upon her for help fixed more than it harmed.
Likewise, with Aranea, trying to push her knowledge onto others led to being ignored and left aside, while waiting and giving people an opportunity to choose what to learn and when led to a burst of knowledge and, in turn, good fortune moving forward as a result of decisions being better informed.
This could also be a strong case in favor of a Sylph's journey being to allow their Aspect to heal naturally. Rather than trying to force it onto others, or put pressure on the metaphorical wounds, they simply need to wait and allow their skills to be called upon.
This would also fall in line with the active/passive alignment, as one's Classpect is intended to challenge and benefit them. We see with Pages they are impatient to reach full realization, but only do so when they relax and let the journey take priority. We see with Witches that trying to let things fall into place on their own fails, and success comes when they learn to take charge and make these things happen.
And so with Sylph, I believe the challenge is learning how to let go and stop trying to play the role of medic.
Sylphs, then, are likely people who would like to insert themselves into situations in the name of improving them for others. They want to help, and want to make things better for those around them, but struggle with allowing things to heal naturally, and are likely the type to seek out problems to solve for the sake of using the skills they have.
This can lead to estrangement with friends or family, in extreme cases, but may simply present as being annoying in mild cases.
We also see that both Sylphs in canon have something else in common; both are seen as "strange" by others. Aranea for her obsession with... Well, everything, really, and her incessant need to share those obsessions, and Kanaya for her love of fashion and deep desire to help others.
This may be a stretch, but this could imply that Sylphs tend to skirt the edges of social circles rather than be deeply ingrained in them, which would afford them an outside view of everything while keeping them close enough to do something about it.
This would aid in their efforts to heal... But would also leave them frustrated when things don't go the way they want.
All in all, I believe Sylphs are outsiders that ride the edge of "strange and unusual" and "just like everyone else", skirting along that border without tipping to one side. They are helpers, and their greatest challenge is to learn how to simply allow help to happen rather than trying to make it happen.
Life
Life is the aspect of healing/health, growth (both literal and metaphorical), progress, and literal life.
Life players are deeply in-tune with those around them and the needs they bear. Not only that, but they are often well-equipped to mend or heal whatever ailment you may have, bitter though the remedy may be. This can cause problems, however, as they can become easily frustrated when their efforts are rejected.
They are cheery and outgoing, often the "life" of the party (see what I did there?) and tend to spread this cheer to those around them where possible, or at least attempt to.
They are sure of themselves, certain that their way is the right way, and bear a certain stubbornness. While they are often on the right track, they can fall into extremes that loop around into doing more harm than good, such as with Feferi's desire to protect her cuttlefish friends leading to her to trap them in cages, believing they can never get hurt if they never have opportunity to do so.
A consequence of this is that they struggle with mild narcissism, not understanding why others can't see what they do, and believing that they are correct in their ideas and beliefs, with challenge or pushback feeling like harassment or targeted aggression against them.
Should they get over these issues, they can be some of the kindest and most capable helpers, healers, and friends you'll ever find.
Sylph of Life
A Sylph of Life is one who invites healing of Life, or who invites healing through Life.
They would invite the mending of the health of those around them, invite steady progress in their lives, and possibly even invite longevity to those around them, all through their influence simply by being who they are. Their habits inspire good habits, their words inspire kind words, and their beliefs inspire other's beliefs.
They would also invite the mending of others through their own Life, creating a positive feedback loop. Their influence in the lives of others improves the lives of others, which helps improve the Sylphs own life, which helps improve the lives of those around them.
This is, however, assuming things go well. A Sylph of Life would be quite narcissistic, believing that only they are capable of this good, that they are best suited to these tasks, and would be an incessant meddler. If done wrong, they would drive away most people that know them. However, Sylphs often have a knack for knowing how to help, knowing what to do.
If this one could balance what they know to do with what those around them are receptive to, this would become a very well-loved person. They would be inspiring, benevolent, and cultivate lasting friendships with those who have known them.
However, if they let their arrogance get the better of them and allow themselves to become bitter over the few who may reject their aid or simply not live the way they feel is best, it could turn them into a rather miserable person to be around, constantly judging others and belittling them for not doing things "correctly".
This is a Classpect of extremes, with very little in-betweens, as their Class and Aspect are so heavily compatible, and feed into the same personality types so strongly, that extremes are all but guaranteed. They will either be the greatest inspiration you could possibly hope for, and will aid others and themselves through life with glee...
Or be the most awful person to be around, resenting the "incapability" or "incompetence" of those around them while lamenting the fact that their ideas and suggestions fall on deaf ears, entirely missing the fact that this happens because of their approach and insistence, not because others disagree.
Alright. All sessions will be analyzed with this format:
Winnability
Positive Pairings/Groups
Negative Pairings/Groups
Entering the Game
Playing the Game
Are they likely to Scratch?
Who is likely to God-Tier?
Winning/Losing the Game
Be warned, this is a LONG type of post. Analysis under the cut.
Winnability
I rate the winnability of a session on a set system. I ask a list of specific questions, positive and negative, and use the answers to determine how likely the win is.
The formula is as follows:
(# of Positives - # of Negatives) x 2 = total score
Total score out of 20 = % chance to win.
I do allow for a Scratch modifier when a Time Player is present. When a Time Player is present, the formula becomes:
((# of Positives - # of Negatives) x 2) x 2 = Total Score
In the event of the negatives outweighing the positives, the formula changes again to be this:
(# of Positives - # of missing Negatives) / 2, rounded down to nearest number = total score.
Quick examples (math ahead, skip to "POSITIVES" if not interested):
More Pos than Neg, no Time Player: (6 - 2) x 2 = 4 x 2 = 8 = total score of 8 out of 20 = 40% chance to win
More Pos than Neg, Time Player: ((6 - 2) x 2) x 2) = (4x2) x 2 = 8 x 2 = 16 = total score of 16 out of 20 = 80% chance to win
More Neg than Pos, no Time Player: (6 - 1) / 2 = 5 / 2 = 2.5 (round down) = total score of 2 out of 20 = 10% chance to win
More Neg than Pos, Time Player: ((6-1) / 2) x 2 = (5 / 2) x 2 = 2.5 x 2 (remember to round down first) = 2 x 2 = total score of 4 out of 20 = 20% chance to win
If Positives and Negatives are equal in amount, it will be treated as a 50% chance to win, as early and mid-session circumstances will dictate everything at that point rather than starting circumstances.
POSITIVES:
Space Requirement (must have Space Player for frog breeding) - Yes. Good because you CAN'T win without a Space Player unless Master Classes are present.
Time Option (Must have Time Player for Scratch Mechanic) - Yes. Good because if a Space Player isn't present (death or never was there) or if circumstances become too extreme to support victory, a Time Player means there is a Scratch device, giving the session a second chance at victory.
Unique Aspects (Aspects held by only one Player) - Yes. Breath, Void, Hope, Rage, Mind, Time, and Space are all Unique Aspects in this session, meaning there's a wide variety of powersets and domains to draw strength from and round out the weaknesses of one another.
Combat Class Present (crucial for final battle) - Yes. Knight and Prince are both combat classes, and powerful ones at that.
Knowledge Class Present (crucial for directing efforts) - Yes. Seer and Witch both have potent knowledge of their Aspects, and while the Witch is not a True Knowledge Class, their practical knowledge of their Aspect can be beneficial, and the Seer is THE Knowledge Class, which is an extreme positive. I almost considered counting this as 2 positives just for HAVING a Seer but realized sometimes the Aspect can muck that up...
Support Class Present (rounds out party weaknesses) - Yes. Rogues and the Sylph are proper Support Classes, and Bard and Witch can both function as Support in the proper contexts.
Class Synergy (two or more Classes that pair well) - Yes. Rogue and Seer can pair very, very well together in the proper contexts and Prince and Knight are extremely powerful working together in battle.
Aspect Synergy (two or more Aspects that pair well) - Yes. Void and Light can bear synergy unlike any other Aspect pairing when used correctly by the right Classes, and Mind and Rage are also highly effective together in the proper context.
Master Classes Present - No. This isn't INHERENTLY positive or negative, but I count it the presence of a Master Class as a positive because if a Master Class is present, it means you are GUARANTEED a chance to win, even if there's no Space player.
Lunar Balance (Relatively equal Derse/Prospit dreamers) - No. Lunar Balance is important as too much of one compared to the other means less people to aid on the lacking side, which can cause a LOT of strain on the lacking side as they try to keep up with the efforts of the surplus side with significantly fewer people. It can over-complicate a session at best, or completely ruin one at worst.
NEGATIVES:
Conflicting Classes (Classes that actively counter one another, or have noteworthy problems coexisting) - Yes. Rogue and Bard. Rogue is the distribution class, Bard is a unique kind of Destruction class. Bard's destructive ability extends FAR beyond their own Aspect, and can help or hinder in extremes at the drop of a hat. A Bard's very existence in a session means no Rogue can guarantee they will be able to do their job properly, as the chance of a Bard screwing everything up may be low...But it's NEVER 0%. Even a Lord of Light couldn't drop the chance that low...
Conflicting Aspects (Aspects that actively counter one another, or have noteworthy problems coexisting) - Yes. Remember how Void and Light can be powerfully synergistic? They can also be extremely conflicting, and depending on Classes and circumstances and contexts, they may absolutely break one another in the worst way possible, or they may simply negate one another, if they can't find ways to work together.
Repeated Classes (Two or more of the same Class) - Yes. This is a negative because it means the weaknesses are exacerbated. You have 2 Rogues, and while their Aspects may differ, they still have the same weaknesses as all Rogues, and the same drawbacks, which means any balance that would have been achieved by a different Class is gone. Their weaknesses will be easier to abuse, the impact of their shortcomings will be doubled, and while you'll get twice the benefits of the Rogue Class, it doesn't mean you'll be saved from the downsides...
Repeated Aspects (Two or more of the same Aspect) - Yes. This is a negative for the same reason as Class repetition. You have 2 Light players, and while their Class may differ, they still have the same weaknesses as all Light players, and the same drawbacks, which means any balance that would have been achieved by a different Aspect is gone. Their weaknesses will be easier to abuse, the impact of their shortcomings will be doubled, and while you'll get twice the types of Light benefits, it doesn't mean you'll be saved from the downsides...
Problematic Classes (Any Class that is inherently difficult to work with) - Yes. Bard, through and through. Bards are IMPOSSIBLE to work with. They're the ORIGIN of the title "Wild Card" and live up to that perfectly. They may be incredibly lazy or highly motivated, or they may be careful and calm or brash and hasty. Whatever the case, you can never trust it to stay that way. At a moment's notice they can invert, flip the switch, and not only become the antithesis of what they were, but cause massive damage to you or enemies or both in the process. You never know what a Bard will do next and you never know how much it will help or hinder, no matter how much you think you can trust them...
Wild Cards (Any player that has high potential/likelihood to turn on the party or have their powers turned against the party) - Yes. Bard. Already explained in "Problematic Classes".
Too Many Derse Dreamers (significantly more Derse than Prospit) - No. Not having too many Derse Dreamers is good because it means that there are enough Prospit players to pull off proper efforts in boosting the morale of Prospitian forces, as well as to interpret the dream clouds and serve as "on-the-fly" thinkers for when split-second decisions are needed.
Too Many Prospit Dreamers (significantly more Prospit than Derse) - Yes. Having too many Prospit Dreamers is bad because it means that while Prospitian forces will have plenty of morale and the dream clouds will serve the session far better, it also means you have a serious lack of long-term planners and the few Derse dreamers you have will need to work FAR harder to keep their Dersite efforts on par with Prospitian efforts. Derse is a game of careful espionage and it requires thought, planning, and strategy. If Prospit dreamers are putting in TOO much work, the Derse dreamers can't plan around it well enough or put enough work in at a time in order to capitalize on the difficulties the Prospit dreamers are imposing on Derse...
Toxic Pairs (Classpects that, if paired, could spell doom for the session) - No. Not having any inherently toxic pairs is good, it means there's no risk of a single friendship causing a doomed session.
Slow Burn Classpect (A Classpect that can take such a long time to reach full power that it can actively hurt the session) - Yes. The Page is THE slow-burn Class, and Hope is a slow-burn Aspect. This means the Page is VERY unlikely to ever fully realize their potential, and the Page of Hope classpect is incredibly difficult to handle as an individual as is...
Number of Positives: 8
Number of Negatives: 8
Result: Equal Positives to Negatives
Overall Winner Rating: Equal Chances
% Chance to Win: 50%
Positive Pairings and Groups
These are pairs or groups of players that, based on Classpect, are likely to get along well in healthy ways, or, even if they don't get along well in healthy ways, they do work together very well in the ways the players need them to.
The Knight of Breath and Page of Hope come to mind immediately. Knights weaponize their aspect in defense of their allies, or for the destruction of their enemies. Breath is the aspect of freedom, continuity, literal breath.
The Page's biggest weakness is their inability to expand, their inability to take what's in their head and rip it out, tear away the insecurities and fears. The Knight's biggest strength in this case would be that they would weaponize Breath by creating opportunities to give their teammates the freedom to explore, grow, and improve beyond their enemies and demons.
The Knight, by offering this freedom, does not weaponize Breath against his enemies, but rather defends their allies with it by allowing them the freedom to be their best selves; literally making them stronger by giving them the freedom and room to breathe in the ways they need to.
For a Page of Hope, this would be MOST important. No judgment, full freedom of self, they would have all the opportunity in the world to get over the hurdles that slow them down.
On a more literal note, the Knight may weaponize Breath by quite literally killing off the threats to the Page so that they can reflect and grow in peace. However, this could also turn into a dangerous pairing as a Page of Hope could easily become reliant on the Knight. Take care to watch this relationship, as it can be the saving grace of the session... Or the very thing that dooms it.
Another good pair would be the Rogue of Light and the Seer of Void. The Rogue of Light steals Light or steals by using Light for the sake of redistributing it to their team. The Seer of Void has inherent understanding of secrecy, nonexistence, obscurity, and literal void.
This is a VERY powerful pairing with very little risk of going bad. The Seer would be capable of discovering and unraveling secrets and mysteries, thereby creating Light (knowledge, revelations) for the Rogue to "steal" and distribute among the team.
The Rogue would know what to share and when, as the Seer of Void would also have an innate sense of when information was too dangerous to give out, and when it was critical that it be shared freely. Between the two, the team would RARELY be caught by surprise and even rarer still would they not know what to do next.
As long as the Rogue listens to the Seer (they're likely to, Rogues of Light would undoubtedly be the type to hear all sides of a situation before acting) and distributes their information, fortune, and power correctly (also quite easy, as the Seer would be adept at directing them in these matters, with the Rogue eventually picking up on the habits as well), this is a ludicrously powerful combo that has limitless potential.
Provided the Bard doesn't screw it all up...
You cannot keep a secret from a Seer of Void, and you cannot be left in the dark as an ally to a Rogue of Light.
Negative Pairings and Groups
The instant I hit this section, I knew the worst possible pairing here would be the Bard of Light and the Rogue of Light. These two are the most toxic, awful pairing you could possibly have, and it is CRITICAL to session health that you keep these two at a distance, as often as possible.
Bards invite destruction through their aspect, or invite the destruction OF their aspect. With Light being a shared aspect, this means the Bard's very EXISTENCE is a threat to the Rogue entirely. Not as a concept, not as a role, but the Rogue themselves, as a person, is in danger by the mere existence of a Bard.
Imagine the Seer learns of a secret document that could win them the game, but to lose it means total failure is assured. The Rogue steals this document with intent to share it with the team, thereby securing a win in the future. They come across the Bard first, and through whatever shenanigans, Bard does Bard things and in the encounter, the document is destroyed. Ripped, burned, shredded, whatever the case may be.
And the worst part? The Bard may not have even meant to do it.
That's an extreme example, but NOT an uncommon one where Bards are concerned. They are the wild cards, and often they don't know what they will do any more than the rest of their team does. When a Bard of Light and Rogue of Light are around one another, anything the Rogue steals is as likely to be their doom as it is to be their salvation.
While this could, in some contexts, be an incredibly powerful combo (Rogue steals Light, Bard invites the destruction of the team's enemies through that same stolen Light, gg), it is so difficult to rely on, and so inconsistent, that the negatives significantly outweigh the positives.
And if they happen to be close friends, or worse, partners, your session is absolutely doomed. They cannot be kept apart in those instances, and the Bard's nature will completely counteract the Rogue's abilities and role. This leads to crippling the Seer's ability to direct action as needed, cripples the party's intelligence efforts, and has a cascading effect that ruins synergies and dooms sessions.
The Bard and the Rogue must never be left alone together for any amount of time, and the only way to truly counteract this problem is with a Maid of Light, which... Isn't in this session.
Another extremely toxic pairing is the Prince of Mind and Page of Hope.
Where the Knight and Page may be powerful allies together, the Prince and Page are equally toxic to one another. The Prince destroys Mind; intellect, focus, choice. The Page embodies Hope; creativity, imagination, potential.
But the Page's own worst enemy is already themselves. With a Prince of Mind in the mix, these two could be totally fine, sure...
Unless the Prince takes interest in the Page. The Prince destroys. They cannot help or change this. Their involvement, their influence, would destroy the Page from the inside, taking whatever self-doubt they had and amplifying it, destroying their choice, destroying their focus. Destroying their mind.
This pairing ensures that the Page will not only never Godtier... But they are unlikely to survive long enough to see anyone else do so either. Keep them apart if you value your Page.
Entering the Game
For this section, I'd like to take a moment to explain the importance of turn order. In this context, turn order refers to who enters first, last, and in between.
Your very first player will connect to your second, and so on, with the last connecting to the first. The first will be responsible for ensuring the second enters the Medium, as the second will be for the third, and on and on.
So it's critical that the turn order reflect friend pairs, romantic pairs, and amicability in order to ensure everyone enters successfully. You wouldn't want rivals or enemies paired in this way, as they may intentionally cause their player to fail.
For this reason, I think the turn order should go like this, in order:
Knight of Breath
Page of Hope
Seer of Void
Rogue of Light
Sylph of Time
Witch of Space
Bard of Light
Prince of Mind
Rogue of Rage
My reasoning is this:
The Knight and Page would likely be good friends before the session begins. The Knight would seem "safe" in the eyes of the Page, someone they can rely on and be open with. This makes them the ideal first two; they set the precedent for everyone else, and their existing friendship makes communication and synergy in setting up the Page to enter the Medium easy, allowing the others to learn from it.
The Seer of Void being third is important; they learn from the first two, and pick up on the intricacies the others don't, learning of the secrets and mysteries of Sburb before the others. While the Page is helping them set up to enter the Medium, they are constantly scanning, visualizing, learning from what isn't there, learning from what doesn't work. They set the stage for themselves to become the most knowledgeable individual in the group by watching the first two try, fail, and then succeed, and then living through that process themselves in a new way, informed by all that isn't obvious.
Rogue of Light coming after the Seer is equally important; all that the Seer has learned, the Rogue "steals". They pick up on all of it, and are able to enter quite easily as a result. When it comes time for them to help the next player, they are well-equipped to redistribute their knowledge and fortune.
The Sylph and Witch can be swapped, as their which of them comes first doesn't matter, but it is CRUCIAL that they come immediately after the "benevolent" players. You do NOT want to risk your most important players being screwed over by a wild card or a destructive player getting a whim or being distracted.
The Sylph and Witch are also safe to pair here as they are not combative to each other, and their personalities shouldn't conflict. They may be friends, acquaintances, or simply share a social circle, but they won't be enemies, and they won't be rivals, meaning they are a safe pair to go back-to-back.
The Bard of Light comes after the Witch because their aspects do not mingle; the Bard can pose no threat through exposure to the witch, and the witch can not be influenced by the Bard in any meaningful way. While this doesn't mean they are wholly safe, as there can still be shenanigans that could ruin the session right here, they are incredibly unlikely, even as far as Bards are concerned.
Should anything happen, your chance of victory does go down significantly... But not quite to unwinnable levels, and the Witch of Space would be quite intelligent as is, meaning they may be capable of handling things in a way that circumvents these problems. They may also simply be close friends with the Bard, which can give them an edge in preventing such shenanigans.
The Prince comes after the Bard, as this is the safest possible option, though it is by no means a good one. The Bard and Prince are, while not a toxic combo, a dangerous one in the right context. So long as the Prince does not set off the Bard, or as long as the Bard is set off in the right direction, this is fine and will result in no problems.
If things go wrong, however, the Prince will die before or while entering the Medium. While not ideal, the Prince is not a necessary player to the session, and would likely be equally negative to the session's health as they were positive, or worse. While losing a player, and losing a friend, is an awful reality, this is the safest possible option for the sake of the group if losing someone MUST happen.
If all goes well, however, the Prince enters successfully and the team retains a powerful ally.
The Rogue of Rage comes next, as they would be uniquely suited to defusing the Prince. As a Rogue of Rage, they would steal rage and negativity, or steal by using rage and negativity, in order to distribute their gains elsewhere. Given the Prince of Mind destroys Mind, negative emotions would run rampant, and anger would be common.
With the Rogue of Rage, they could be defused, calmed, soothed, and for their newfound clarity, the Rogue distributes that negativity to their enemies, instilling fear, anger, despair, and the like by reducing that of the Prince so they can act more clearly.
This pairing, while not so potent as to fall into the "Positive Pairings and Groups" section, is useful if the Prince acts up, as the Rogue is the best suited to handle them in that state.
The Rogue, then, connects to the Knight, bringing it full circle. These two may be good friends, mild friends, share social circles, or simply know of each other. Whatever the case, they have no ill-will towards one another, and are likely quite good at getting along, be it long-term or in short bursts. This makes the Rogue the safest option to connect to the Knight at the end.
With this arrangement, you have the highest chance of success at everyone entering the Medium. Your "benevolent" classpects go first, save one, your "required" classpects go in the middle to ensure their safety, and your "risky" classpects go last so that should things go wrong, you have the least to lose, with your final "benevolent" classpect going dead last to ensure the first is safely entered into the Medium.
Playing the Game
The Seer is the first to understand the mechanics of the game, followed by the Rogue of Light, then the Sylph of Time and the Witch of Space respectively.
As the game is inherently obscure, the Seer is a POWERFUL ally here; nothing remains hidden. They would be the first to make sense of Alchemy, the first to make sense of Prospit and Derse, the first to make sense of the end goal of the game, and when other players are unsure of their quests or their goals, the Seer is the one who uncovers the secrets and discovers the falsehoods designed to trick them all.
Through the Seer, the Rogue of Light "steals" all of the information they've obtained, distributing it exactly where it needs to go first. In this case, the Witch of Space and Sylph of Time are most critical, and so the Seer would discover those hidden truths first, meaning the Rogue informs those two first.
The Knight would be next to progress, being directed to defend the Space player in their frog searching and aid them in the alchemy.
The rest would likely be directed, or encouraged, to simply work on themselves. While some would do so on their own (the Prince, the Bard, and the Rogue of Rage specifically), the Page would need to be encouraged and guided.
This is where the Knight shines, as they would be a useful tool in helping the Page achieve self-actualization.
The Prince is most likely the first to reach their full potential, followed swiftly or even simultaneously by the Seer. These two have advantages, in that Prince of Mind is a very easy class to master, especially given the sort of personality such a person would have, while Seer of Void is inherently capable of discovering what they need to know. As potent as a Seer of Light is, they are only capable of discovering known truths, unless outside forces influence that, while a Seer of Void is innately skilled at discovering unknown truths, peering through obscurity and nonexistence to find what they need in order to aid the team.
The Knight may reach their full potential after quite a lot of difficulty, but this is not guaranteed. Their struggle is a tough one, with more pitfalls than most. So long as the Seer, Page, and Sylph stay by their side, they'll be okay.
The Derse players (Rogue of Light, Prince of Mind, Sylph of Time) are a rather skilled bunch. The Rogue would steal information and fortune from the Dersite royalty, ensuring their team has the resources to back up their efforts and preventing the Dersites from the same. The Prince of Mind would make it seem like there's less ways to move forward than there actually are, giving the Dersites the illusion of a lack of choice, or even actually closing off possible choices to ensure they make the one that benefits the players.
The Sylph of Time would ensure that should something go wrong, should they have less Time than expected or get things wrong, the Sylph can rectify this, mending their mistake through time travel or simply extending the time they have.
This is a very powerful trio that specializes in espionage, direct action, and support. With this layout, I believe the imbalance in lunar dreaming may actually be possible to overcome; these three are VERY capable at what they do when they work in tandem.
The Prospit players (Knight of Breath, Seer of Void, Page of Hope, Rogue of Rage, Witch of Space, Bard of Light) are, funny enough, a case of "too many cooks spoil the broth", which may actually work in the party's favor.
While the role of Derse players is to play the political game and ensure the Dersite army is slowed down, the role of Prospit players is to play the social game and ensure the Prospitian army is motivated and well-supported.
The Knight will be the best at this; weaponizing Breath against the enemy by actively securing opportunities for the Prospitians to take action AND to rest, ensuring they don't overexert or become complacent.
The Seer will aid by revealing obscurities and tricks laid by the Dersites, informing the Prospitians of what lies ahead.
The Page will provide morale boosts, cheering on and aiding in subtle, small ways that, ultimately, add up to large-scale payoffs in the end.
The Rogue will assuage fears, sooth angers, and assist the Page in boosting morale. This will, in turn, invoke and inspire fear, anger, and reducing morale in Dersite forces at the turn the Prospitian armies take as a result.
The Witch of Space will be busy with frogs, so they aren't likely to assist directly, but will offer aid where they can in the form of manipulating battles to give Prospit the advantage in terrain.
The Bard is one cook too many... But this is the safer place for them all the same. Their tendency to spiral into extremes will serve this team well here; they will aid AND hinder in equal measure, to great effect in both cases. They may aid or hinder their allies, or their enemies, and in doing so they will be the defining factor in victory or failure.
Should they hinder their allies or aid their enemies in small ways and hinder their enemies and aid their allies in large ways, this goes perfectly; they slow down the Prospitian efforts just enough, and speed up the Dersite efforts just enough, that the Derse dreamers can do their jobs properly and without worry of falling behind, even with their innate synergy on that side.
However, should the Bard do too much to help their enemy, or too little to help their friends, they will not only single-handedly completely counter the efforts of the Derse dreamers, but they will also counter the efforts of the Prospit dreamers.
Given this, it's important that the Bard be given as few responsibilities as possible, and they be kept out of the major moments wherever they can be. Small jobs with little to no risk of backfiring. The Seer and the Witch should work together to achieve this, as the Seer will know best where to put the Bard, and the Witch will be best equipped to remove them from the situation if the need arises.
Altogether, this composition, these alignments, and the specific personalities involved bring your chance of success up a fair bit from a neutral 50% to a solid 60-65%. This would be much, MUCH higher (nearing 85-90%) but the existence of a Bard is a significant blow, and the nature of the Prince does not help things.
Are they likely to Scratch?
This team isn't very likely to Scratch. While they would know about it pretty early on (due to Seer and Sylph being very likely to work well together in terms of communication), they would be more than hesitant to use it.
The Sylph would opt to "try until we can't", a matter of their nature insisting on fixing rather than starting fresh, and the Seer would be stuck looking for ways to secure a win as-is rather than give it up for a new party to try.
If the Bard went off the deep end and totally ruined their chances, yes, they would Scratch, and quite quickly too.
But so long as there is a non-zero chance of victory, they would hold off on Scratching.
Who is likely to Godtier?
The Seer will Godtier. This is not negotiable. They will be the first to learn about it, hell, they'd likely even know about the echeladder and how to game/exploit it, and they will without a doubt ensure their Godtiering in order to give their team the absolute best chance of victory. An un-realized Seer is clever, resourceful, and difficult to hide anything from.
A godtiered Seer of Void is impossible to keep secrets from, inherently aware of obscurity, has an innate understanding over nonexistence, and can not be hidden from.
The Rogue of Light, Sylph of Time, and Witch of Space are very likely to godtier, though in what order I cannot say. They would all have very direct dealings with the Seer, and so would all be very likely to be given understanding of the echeladder and godtier systems, giving them a significant advantage.
The question is whether or not any would be able to face their death in order to godtier, and if so, how long would it take for them to do so?
I believe the Sylph and Witch would godtier for sure, and while the Rogue of Light has a slim chance to never godtier, if they do, it will be around the same time as the other two.
The Knight is a 50/50. If they do godtier, it will be through severe adversity and GREAT personal struggle. It would take convincing, effort on all sides, and massive personal growth to be willing to do so. But if they do, this whole session gets a LOT easier.
The Page will not godtier unless the Knight does, and even with a Godtier Knight of Breath aiding them, the Page has a low chance of successfully godtiering. It isn't the "reaching that stage" that's difficult for them. It's accepting their death. They would likely see it as going back on all they've done; a year ago they might have thrown their life away without a second thought. Now, they feel they deserve to live, and so dying on purpose will feel like regression, reverting to their old self. A slap in the face of all their growth.
If they do godtier, congratulations... This session just went from a 60-65% chance of victory up to a 90-95% chance, even with the Bard and Prince in play. Page of Hope is the most powerful Classpect in the entire game, not accounting for Master Classes, and having a fully realized Page of Hope on your side is nearly game-winning by itself.
Hope that the Prince never Godtiers. Pray it doesn't happen. Do your rituals, perform your spells, channel your power, and hope it's enough to prevent it without harming your team's chance of winning.
A Prince of Mind is already devastating when left unchecked. A fully realized, Godtiered Prince of Mind CAN'T be checked. Even the Rogue of Rage would fail to stop this absolute monster. Unfortunately, the Prince of Mind is extremely likely to godtier. The nature of who they are, the mentalities and personalities they hold, makes it so.
Just hope that they direct their focus to the enemy, because if they take interest in their allies, this session is dead. Your only chance in this scenario is for the Page to be fully realized and Godtiered so that they can counteract the efforts of the Prince, as these two are both impossible to stop, and their efforts and actions can, while not negate the other, ease the burdens of the other while amplifying the benefits.
The Bard will not Godtier. They are incapable of doing so intentionally, and accidental godtiering would be prevented by the Seer and Knight. This may actually be a burden, as a Godtier Bard of Light would have greater control over the destruction they invite, and be better suited to targeting and channeling that destruction. However, due to the extremes they work in, the Seer and Knight would work together to take steps to prevent this, with the Knight weaponizing Breath to prevent the Bard from reaching their full potential (giving them too much free time to be able to level up the echeladder, thereby slowing their ascent to Godhood) and the Seer feeding them lies and half-truths to sway them away from godtiering (giving them misdirection, implying horrific things relating to godtiering, scaring them away from the idea)
While normally the Seer would encourage leveling, they would see that the Bard is too dangerous to give godhood, too dangerous to let get too strong, and so would disinform and mislead to prevent that danger from coming to be.
The Rogue of Rage is also unlikely to godtier. This is not due to foul play or any sort of malevolence; they're simply not likely to reach the level needed, and if they do, it's unlikely they would be able to face their death. The Rogue would be content as-is, and while they would be missing out on godlike power, they would be hard-pressed to believe they need it. They would believe their teammates need it more, and that doing so themselves would be more harm than good. While they may be convinced, it would take some doing and is unlikely to happen to the degree needed to ensure a successful godtiering.
Winning/Losing the Game
The ideal scenario is this:
Everyone godtiers EXCEPT the Bard and the Prince. In this scenario you cannot lose. You have a 100% chance of victory. However... This isn't likely.
The most likely scenario is:
Everyone godtiers except the page, bard, and the rogue of rage. The Dersite efforts leave Derse penniless and without supplies for their armies, while the Prospitians are flush with money and weapons, as well as luck and power from literal gods. Through these efforts, the forces of Derse are overwhelmed with ease, and all that is left is to deal with the King and Queen.
The battle with the Queen is difficult; she will likely be incredibly powerful, as the Prince, Bard, and Knight probably prototyped rather powerful things, either intentionally ("it's cool, this rocks, I want a helper that can do something besides talk at me, etc") or unintentionally ("It was just the first thing I grabbed", "the sprite ran into it", "it fell and landed on it", etc)
While the others may prototype random things, or perhaps equally powerful things, the queen will mostly be buffed by the prototypings of the Knight, Prince, and Bard.
However, if the team can overcome the Queen (which they likely will, this is a very combat-capable team), the king will be SIGNIFICANTLY easier than she was.
So long as the Bard does not turn the tables against the team at some point, and so long as the Prince behaves, this session is won.
However, should the Bard tip in the wrong direction, or the Prince find interest in their own team... This session is lost.
This feeds back into the original 50/50 chance; Both outcomes are equally likely, as the two most problematic classes are JUST as likely to be the reason you win as they are to be the reason you lose.
WOW this was a long post. And a fun one!!! Your session was interesting, and I had a great time mulling it over. I'm sorry it took so long to get to this, life hit hard, but it's stabilizing now and I can't wait to do more with this blog <3
Can you please do an analysis for a rogue of time?
A Rogue of Time, you say? Alrighty~!
Analysis below the cut!
Rogue
Rogues are a passive theft class. They are the most selfless class, stealing their aspect from the world around them, passively drawing it in, and redistributing it to others. They often have a habit of keeping secrets of some kind, which can be related to their aspect, but isn't always.
This is seen in all three Rogues we know: Roxy, Nepeta, and Rufioh. Roxy was a genius, being beyond simply "adept" with computers and scientific pursuits, and yet hid it behind her drunken party girl behavior, keeping others in the dark about her level of intelligence. Nepeta kept her friends from finding out just how angry she could get, and took active effort to prevent anyone from discovering her OTP. Rufioh also did something similar, in hiding his dissatisfaction with his relationship and keeping secret his confusion on whether to continue with it.
The Rogue class is often unaware of just how important their aspect is. Every aspect plays a role in life, and the Rogue's inability to accept the vital role theirs plays is almost universal. This doesn't mean they disregard the importance of their aspect! It simply means that, while they may understand that its concepts are a part of a balanced life, they have a mentality of "You need this more than I do", a belief that their aspect and it's concepts are wasted on them, best for others.
Overall, it's this very mentality that makes the Rogue...Well, a Rogue! They are selfless and giving, and hide certain parts of their lives in the belief that sharing them would be an unnecessary burden to those around them. They take in their aspect for better or worse and distribute it in ways they feel benefits others most.
Time
Time is the Aspect of eventuality, possibility, and literal time. Time players are combative and strong-willed. They typically struggle being idle, disliking it at best and loathing it at worst. They are often musically inclined, having a good sense of rhythm and repetition, leading to them being skilled musicians.
It also seems to be common that they have some fascination or interest in death, as seen with Aradia's love of the concept of death and Dave's interest in taxidermy. This may be due to their connection to eventuality, as death is one of the constant, undeniable eventualities of the multiverse.
Time players are, in essence, those who will not "take it" or stand idly by. They will step forward, put their foot down, and say "No more!" when they see something they disagree with. Their Class may impact their willingness or eagerness to do so, but without fail this trait will present in all of them.
Rogue of Time
A Rogue of Time is one who steals Time for others or steals for others by using Time. They would have a knack for music and a fascination with death like other Time players, but would likely see little importance in Time itself.
They may offer their time to others freely, agreeing to spend hours or even days on projects others may have, while putting next to none towards their own goals, as a result of their nature. They might also be lazy and sluggish, seeing everything as a matter of "It'll get done sooner or later" and not valuing the use of their time in any way.
However, when a Rogue of Time finds their center it's over. They'll find the perfect use for every spare second, be it relaxation, productivity, helping others, or dealing with problems, they will have time managed to a T without ever even thinking about it.
This makes them excellent project managers, directing resources and allocating Time and it's concepts to great effect.
so i have this character im obsessed with but ive been having trouble classpecting her, can you help? she grows up with an excess of void in the way of being ignored and forgotten (because her brother is a thief of light and stole the attention), so she ends up idolizing the inverse (light) and has to learn to make peace with the fact that she isn't a light player and she just needs a balance. also she does kill and replace the god of secrets and deception if you wanna take that into account. tysm!!
Oooh, thank you for this! This is a good exercise in my ability to classpect. Hmm...
Analysis below the cut!
An excess of an Aspect makes me think they are a Prince, Rogue, Mage, Heir, or Seer.
Note, if you subscribe to the "Gendered Classes" idea, you're GOING to disagree with my analysis here because the only "Female" Class in the list is Seer, and the only "Non-Gendered" Class in the list is Rogue.
I do not subscribe to the "Gendered Classes" idea, as it limits ALL players to the "nearest" Class to their personality rather than the ACCURATE Class to their personality, in the case of females who align more with the archetypes of "Male" Classes like Knight, Prince, Mage, or Heir, or in the case of males who align more with the archetypes of "Female" Classes like Seer, Sylph, Witch, or Maid.
The game is clearly set in such a way that the Class directly aligns with the personality of the player, which implies that biological sex and gender identity have no bearing on Class selection, but rather it is entirely personality based, meaning male or male-identifying individuals can be Witches or Sylphs, and female or female-identifying individuals can be Knights or Mages.
With that said, let's move on.
Idolizing their inverse, or actively seeking/yearning for, the opposite of their Aspect means they tend to mitigate their Aspect. So an excess that they actively try to reduce...
Prince or Rogue, then, as Destroyer or Distributor.
That brings us to her "quest" which you've stated as being to recognize she isn't, and will never be, a Light player and must find the balance.
This is the deciding factor, and it is 100% a Prince's quest.
Which brings us to Aspect. You mention Void, specifically, and mention that she kills and replaces the god of secrets and deception.
This makes it very, very tricky, because one of the possibilities here goes against something earlier, but could actually lend itself well to the story all the same.
They may be a Prince of Void, but they could just as easily be a Prince of Light.
Allow me to explain.
A Prince of Light Destroys Light or destroys by using Light, and these things are, most often, their active choices. They choose to destroy Light and it's concepts, resulting in nothing but Void remaining. By destroying knowledge, truth, attention, and fortune, they leave nothing behind but lies, secrecy, deception, and such.
By Destroying Light, they create Void, and if their personality is to idolize Light and it's Aspects, it would mean their powers, their very nature, goes AGAINST that idolization, as the very thing they crave is the one thing they can never create, never cause.
Their efforts to act like a Light player, their efforts to BE a Light player, trying so hard to forge it, obtain it, change it, create it, would be the very actions that would Destroy it, leading to their Classing as a Prince.
This would also explain their replacing the God of Secrets and Deception. Who better to do so than one who is destined to leave behind nothing BUT Secrets and Deception, through the active destruction of Revelation and Truth?
This would mean her quest is not so much to accept that she isn't a Light player and never will be, but rather to accept that she is destined to be a Destroyer of Light.
However, if you would like to maintain the original Quest you mentioned, then the only remaining option is to be a Rogue of Void, like our own Roxy Lalonde, gathering Void from every source they can and distributing it for the sake of protecting or benefitting those around them.
This would serve the original Quest well, as they would bear an excess of Void, struggle with learning to accept their role as a Void player, and their Quest being to accept not only being Void, but also that they will never serve any of the roles of a Light player, fits well with the Rogue's usual Quest of recognizing and accepting the value of their Aspect and learning to accept it not only for themselves, but accepting that it's okay to have it and to share it in kind, rather than seeing it as an inherently negative force.
Conclusion
A Prince of Light or Rogue of Void would both fit, for different reasons.
If you would like to keep the Void player aspect, Rogue of Void fits incredibly well, if not perfectly, and if you're interested in a different angle on the story, a Prince of Light fits almost perfectly.
Feel free to reblog this, or even simply send in a second Ask, if you want me to re-evaluate this! Any additional information may help me hit more accurately if this isn't to your liking!
aaa ty <3 i love ur analysis and at first i also came to the conclusion of rogue of void but i actually thought abt it harder while i was waiting and decided on knight. tysm tho!! i love jt when ppl think abt things im obsessed with.<3333333
I'm glad you liked it! One thing to be aware of though, Knights have a deficit of their Aspect, not an abundance of it. So that would make them a Knight of Light, rather than Void, if they have an overabundance of Void. ^-^
so i have this character im obsessed with but ive been having trouble classpecting her, can you help? she grows up with an excess of void in the way of being ignored and forgotten (because her brother is a thief of light and stole the attention), so she ends up idolizing the inverse (light) and has to learn to make peace with the fact that she isn't a light player and she just needs a balance. also she does kill and replace the god of secrets and deception if you wanna take that into account. tysm!!
Oooh, thank you for this! This is a good exercise in my ability to classpect. Hmm...
Analysis below the cut!
An excess of an Aspect makes me think they are a Prince, Rogue, Mage, Heir, or Seer.
Note, if you subscribe to the "Gendered Classes" idea, you're GOING to disagree with my analysis here because the only "Female" Class in the list is Seer, and the only "Non-Gendered" Class in the list is Rogue.
I do not subscribe to the "Gendered Classes" idea, as it limits ALL players to the "nearest" Class to their personality rather than the ACCURATE Class to their personality, in the case of females who align more with the archetypes of "Male" Classes like Knight, Prince, Mage, or Heir, or in the case of males who align more with the archetypes of "Female" Classes like Seer, Sylph, Witch, or Maid.
The game is clearly set in such a way that the Class directly aligns with the personality of the player, which implies that biological sex and gender identity have no bearing on Class selection, but rather it is entirely personality based, meaning male or male-identifying individuals can be Witches or Sylphs, and female or female-identifying individuals can be Knights or Mages.
With that said, let's move on.
Idolizing their inverse, or actively seeking/yearning for, the opposite of their Aspect means they tend to mitigate their Aspect. So an excess that they actively try to reduce...
Prince or Rogue, then, as Destroyer or Distributor.
That brings us to her "quest" which you've stated as being to recognize she isn't, and will never be, a Light player and must find the balance.
This is the deciding factor, and it is 100% a Prince's quest.
Which brings us to Aspect. You mention Void, specifically, and mention that she kills and replaces the god of secrets and deception.
This makes it very, very tricky, because one of the possibilities here goes against something earlier, but could actually lend itself well to the story all the same.
They may be a Prince of Void, but they could just as easily be a Prince of Light.
Allow me to explain.
A Prince of Light Destroys Light or destroys by using Light, and these things are, most often, their active choices. They choose to destroy Light and it's concepts, resulting in nothing but Void remaining. By destroying knowledge, truth, attention, and fortune, they leave nothing behind but lies, secrecy, deception, and such.
By Destroying Light, they create Void, and if their personality is to idolize Light and it's Aspects, it would mean their powers, their very nature, goes AGAINST that idolization, as the very thing they crave is the one thing they can never create, never cause.
Their efforts to act like a Light player, their efforts to BE a Light player, trying so hard to forge it, obtain it, change it, create it, would be the very actions that would Destroy it, leading to their Classing as a Prince.
This would also explain their replacing the God of Secrets and Deception. Who better to do so than one who is destined to leave behind nothing BUT Secrets and Deception, through the active destruction of Revelation and Truth?
This would mean her quest is not so much to accept that she isn't a Light player and never will be, but rather to accept that she is destined to be a Destroyer of Light.
However, if you would like to maintain the original Quest you mentioned, then the only remaining option is to be a Rogue of Void, like our own Roxy Lalonde, gathering Void from every source they can and distributing it for the sake of protecting or benefitting those around them.
This would serve the original Quest well, as they would bear an excess of Void, struggle with learning to accept their role as a Void player, and their Quest being to accept not only being Void, but also that they will never serve any of the roles of a Light player, fits well with the Rogue's usual Quest of recognizing and accepting the value of their Aspect and learning to accept it not only for themselves, but accepting that it's okay to have it and to share it in kind, rather than seeing it as an inherently negative force.
Conclusion
A Prince of Light or Rogue of Void would both fit, for different reasons.
If you would like to keep the Void player aspect, Rogue of Void fits incredibly well, if not perfectly, and if you're interested in a different angle on the story, a Prince of Light fits almost perfectly.
Feel free to reblog this, or even simply send in a second Ask, if you want me to re-evaluate this! Any additional information may help me hit more accurately if this isn't to your liking!
aaa ty <3 i love ur analysis and at first i also came to the conclusion of rogue of void but i actually thought abt it harder while i was waiting and decided on knight. tysm tho!! i love jt when ppl think abt things im obsessed with.<3333333
I'm glad you liked it! One thing to be aware of though, Knights have a deficit of their Aspect, not an abundance of it. So that would make them a Knight of Light, rather than Void, if they have an overabundance of Void. ^-^
so i have this character im obsessed with but ive been having trouble classpecting her, can you help? she grows up with an excess of void in the way of being ignored and forgotten (because her brother is a thief of light and stole the attention), so she ends up idolizing the inverse (light) and has to learn to make peace with the fact that she isn't a light player and she just needs a balance. also she does kill and replace the god of secrets and deception if you wanna take that into account. tysm!!
Oooh, thank you for this! This is a good exercise in my ability to classpect. Hmm...
Analysis below the cut!
An excess of an Aspect makes me think they are a Prince, Rogue, Mage, Heir, or Seer.
Note, if you subscribe to the "Gendered Classes" idea, you're GOING to disagree with my analysis here because the only "Female" Class in the list is Seer, and the only "Non-Gendered" Class in the list is Rogue.
I do not subscribe to the "Gendered Classes" idea, as it limits ALL players to the "nearest" Class to their personality rather than the ACCURATE Class to their personality, in the case of females who align more with the archetypes of "Male" Classes like Knight, Prince, Mage, or Heir, or in the case of males who align more with the archetypes of "Female" Classes like Seer, Sylph, Witch, or Maid.
The game is clearly set in such a way that the Class directly aligns with the personality of the player, which implies that biological sex and gender identity have no bearing on Class selection, but rather it is entirely personality based, meaning male or male-identifying individuals can be Witches or Sylphs, and female or female-identifying individuals can be Knights or Mages.
With that said, let's move on.
Idolizing their inverse, or actively seeking/yearning for, the opposite of their Aspect means they tend to mitigate their Aspect. So an excess that they actively try to reduce...
Prince or Rogue, then, as Destroyer or Distributor.
That brings us to her "quest" which you've stated as being to recognize she isn't, and will never be, a Light player and must find the balance.
This is the deciding factor, and it is 100% a Prince's quest.
Which brings us to Aspect. You mention Void, specifically, and mention that she kills and replaces the god of secrets and deception.
This makes it very, very tricky, because one of the possibilities here goes against something earlier, but could actually lend itself well to the story all the same.
They may be a Prince of Void, but they could just as easily be a Prince of Light.
Allow me to explain.
A Prince of Light Destroys Light or destroys by using Light, and these things are, most often, their active choices. They choose to destroy Light and it's concepts, resulting in nothing but Void remaining. By destroying knowledge, truth, attention, and fortune, they leave nothing behind but lies, secrecy, deception, and such.
By Destroying Light, they create Void, and if their personality is to idolize Light and it's Aspects, it would mean their powers, their very nature, goes AGAINST that idolization, as the very thing they crave is the one thing they can never create, never cause.
Their efforts to act like a Light player, their efforts to BE a Light player, trying so hard to forge it, obtain it, change it, create it, would be the very actions that would Destroy it, leading to their Classing as a Prince.
This would also explain their replacing the God of Secrets and Deception. Who better to do so than one who is destined to leave behind nothing BUT Secrets and Deception, through the active destruction of Revelation and Truth?
This would mean her quest is not so much to accept that she isn't a Light player and never will be, but rather to accept that she is destined to be a Destroyer of Light.
However, if you would like to maintain the original Quest you mentioned, then the only remaining option is to be a Rogue of Void, like our own Roxy Lalonde, gathering Void from every source they can and distributing it for the sake of protecting or benefitting those around them.
This would serve the original Quest well, as they would bear an excess of Void, struggle with learning to accept their role as a Void player, and their Quest being to accept not only being Void, but also that they will never serve any of the roles of a Light player, fits well with the Rogue's usual Quest of recognizing and accepting the value of their Aspect and learning to accept it not only for themselves, but accepting that it's okay to have it and to share it in kind, rather than seeing it as an inherently negative force.
Conclusion
A Prince of Light or Rogue of Void would both fit, for different reasons.
If you would like to keep the Void player aspect, Rogue of Void fits incredibly well, if not perfectly, and if you're interested in a different angle on the story, a Prince of Light fits almost perfectly.
Feel free to reblog this, or even simply send in a second Ask, if you want me to re-evaluate this! Any additional information may help me hit more accurately if this isn't to your liking!
:3 ummm how would a bard of mind and seer of mind interact? sorry for sending in another ask so quickly, doing an au and stuff :P
Perfectly fine! I'm sorry I took so long to get to this!
Analysis below the cut!
Bard
Bards are the Passive Destroyer Class, inviting the destruction of their Aspect, or inviting destruction caused by their Aspect, through the consequences of their actions rather than that destruction being the action itself.
As example, someone who kicks over a sand castle destroyed it, but someone who encouraged kids to build their sand castle below the tide line has invited the destruction of the castle as a consequence of that action. The Bard is the latter of the two.
Mind
Mind is the Aspect of thought, logic, intellect, and literal brainpower.
Mind players are intellectual in one way or another, often mentally odd to those around them because of the unique way they process the world. This can alienate them, or it can endear them, it all depends on the ways in which they are "weird" in the eyes of those around them.
Seer
Seers understand their Aspect, they know it inside and out, having an inherent knowledge of it that easily outmatches that of the other Classes. This knowledge is given passively, through visions and prophetic events, guiding them to a deeper understanding of their Aspect and the futures possible through it.
They use this power to help those around them, providing great benefit to others in the process.
Seer + Bard, both of Mind
The Seer would inherently understand the consequences of the Bard's actions, effectively allowing them to guide others away from those that would do harm to them and towards those that would be beneficial.
The Bard would, in turn, be far more comfortable in their ways as they would know that the Seer would be capable of steering both themselves and others away from danger. The Bard would open up freely to them, expressing their ideas and their thoughts with them gladly and eagerly.
This would lead to a close friendship, with the Seer patiently educating the Bard on how to filter their actions to better channel their Aspect through consequential causality, while the Bard would actively stimulate the Seer's mind through the mental exercise and active use of their abilities as a Seer.
Overall, a Seer of Mind and a Bard of Mind would be fast friends and hard-pressed to find a better match for one another. This is a very strong, very good pairing.
could you analyse the maid of rage! im thinking that might be my classpect but im still unsure
Can do!
Analysis below the cut!
Maid
Maids are the active creation Class. They make their Aspect, or make by using their Aspect, and use their creations for themselves. The Maid is marked by a lifetime of suppression, either of themselves or of their desires.
A Maid is one who knows the feeling of being subjugated, of being "kept down" in the metaphorical, or even literal, sense. This leads to them being very "yes-man" individuals, not out of want to be or some such, but rather because they have been conditioned to believe they have no choice but to give up their desires, their feelings, for the sake of others.
They are passive individuals despite their active Class, but therein lies the secret to a Maid's power. They are reserves of pent up potential, raw ability and competence and power held back by a lifetime of conditioning to make them believe they have none, that they deserve none.
And when that conditioning is overpowered, by circumstance or an explosion of emotion or a sudden epiphany, whatever may do it, it triggers massive and instantaneous growth for the Maid, causing them to realize their potential in one fell swoop.
This does not mean that they don't show signs of it early on. While the Page, another potential-based Class, may show no sign of improvement and then find sudden swells of it, the Maid is different.
Maids show signs, inklings of what they could be, in the form of outbursts that fade as quickly as they appear. These outbursts may come in the form of positive or negative emotions, stubbornness or willingness to change, it depends on the Maid and which type of conditioning they've been put through.
In all cases, the Maid creates their Aspect or creates through it, and while their true potential is high and realizing it is instantaneous upon a trigger event, they will, unlike the Page, show strong signs of that potential. The important thing is for those around the Maid to ENCOURAGE these outbursts, to let them freely swing from extreme to extreme until they have their realization and hit the perfect balance between the two.
This is difficult for many, which can cause the Maid to fall outside of standard social circles, often on the edge or the outskirts, and rarely within the line. This can exacerbate their problems, or it can lead to the solution, it depends on the Maid.
Rage
Rage is the Aspect of emotion, passions, literal rage, and negativity.
Rage players are either deeply in-tune with their emotions or completely cut off from them, depending entirely on their Class. Rage players, regardless of class, ARE deeply in-tune with OTHERS emotions as well, and typically are slave to their passions.
A Rage player will often have one or two major hobbies or interests, and a few minor hobbies or interests, and yet an outside observer will never know the difference as to a Rage player, "minor" and "major" hobbies and interests are only differentiated by how worked up they get about that particular thing, not by how much effort they put into it.
Rage players put their all into anything they do, be it 100% of their apathy or 100% of their devotion. They may seem laid back and nonchalant at times, but don't mistake this for mere boredom. Rage players are rarely bored or any other mild feeling, but more often entirely apathetic or simply withholding their sheer excitement. The one constant you can be sure of with a Rage player is that they either feel nothing...
Or they feel absolutely everything.
Maid of Rage
The Maid of Rage is one who creates Rage or creates by using Rage, using their creations for themselves.
They would create emotion, passion, literal rage, and negativity, or channel those things into creative effort. They have a difficult life however. The Maid being what they are, a Maid of Rage is one who has their Rage suppressed, conditioned out of them. They may have little to no emotion, or be a naturally angry person who is forced into bottling it up rather than dealing with it in a healthy manner.
They may also be glass-half-empty and forced to act as glass-half-full for the sake of those around them, or it may be even more extreme and they may be kept on medication or even physically forced to suppress their emotions by those around them. Whatever the case, the Maid of Rage will have been kept from showing their Rage and it's concepts, kept from acting on their passions and hobbies and interests, prevented completely from allowing their negativity to show, causing a very bottled personality deprived of any of it's own feeling.
However, they would be prone to mood swings, emotional outbursts, and sudden bouts of hysteria as a result of these suppressions. When they snap, it would be violent and explosive, a sudden burst of the dam they've been forced to build to protect the world from their feelings.
After this explosion, they would find their center, their balance, swearing off letting others dictate what they can and cannot feel, and would settle into letting themselves process and show their Rage in healthy, constructive ways.
Hey! I'm wondering what classpect you think would pair well with an Heir of Blood?
Ooh, good question!
Analysis below the cut!
Heir of Blood
An Heir is one who changes their Aspect or changes through their Aspect.
Blood is the Aspect of bonds, loyalty, obligation, and literal blood. They are deeply attuned to friendships and familial bonds, loyalty, promises and oaths, and at times they are also keenly aware of blood itself in certain ways.
So an Heir of Blood is one who changes Blood or changes through Blood. They would likely be excellent deal-makers, and would see their word as their bond, an unbreakable obligation. This makes them extremely honorable, to an extent.
However, there's a darker twist to this. Think of the Heir of Blood as a genie, following the letter of the law rather than the spirit, changing the obligation from what you wanted to something else. Say you make a deal with them, you'll give them food and shelter in exchange for them "helping pay the rent". What you mean is that they are expected to get a job, to work, and to earn money to pay part of the rent.
An Heir of Blood may do exactly that...Or they may help with rent in the form of delivering YOUR money to the landlord for you. And the danger here is an Heir of Blood will be skilled enough in their abilities to convince you they've upheld their end of the bargain and you OWE it to them to uphold yours.
It's important to be very careful with an Heir of Blood. They can be the most honorable, most loyal, most reliable individuals you will ever meet...
Or they can be the greatest scam artist you'll ever suffer the existence of.
What pairs well with them?
That depends. In regards to the honorable Heir, the greatest pairing would be...
Seer of Heart
A Seer is one who understands their Aspect and uses it to guide others.
Heart is the Aspect of identity, the self, the soul.
A Seer of Heart is one who understands identity, the self, and the soul, and uses that to the benefit of others.
The Seer of Heart would be an excellent pairing for the honorable Heir of Blood, as they would know exactly how sincere the Heir is, and would put faith in it, which would boost the Heir's feelings and lead to a strong bond between the two as sincere friends.
The Seer would help the Heir avoid dishonest deals with people who intend to renege or otherwise cause trouble over their end of the bargain, and would also help others find trust in the Heir through mutual understandings and shared feelings.
This would lead to the Seer and Heir being inseparably linked as close friends, one always by the other, aiding and being aided in equal parts.
What about the dishonorable Heir?
A good pairing for the dishonorable Heir would be...
Witch of Mind
Witches manipulate their Aspect, increasing, decreasing, or reshaping it as they see fit.
Mind is the Aspect of thought, logic, intellect, and literal brainpower.
A Witch of Mind would be a perfect pairing for an Heir of Blood, able to manipulate the minds of the Heir's victims to better allow the Heir to pull their schemes without consequence.
The only difficulty comes in the Heir attempting to pull such a scheme on the Witch. A smart Heir of Blood would never try it, instead serving as a sort of "honor among thieves" type, thinking "if I do it to them I'm done for, best we just be good friends".
This would make them extremely loyal and unyieldingly faithful friends, or more, who would work together to pull off whatever goal they wanted with great effect.
So, I was wondering if you could figure out Rocky's Classpect? As promised, here's some rambling about him.
On the outside, Rocky appears like an optimist. No matter the situation, he always has that huge smile on his face, makes wise cracking comments, and keeps his chin up. It seems like even death itself can not scare him, if anything he sees everything as beautiful and can make a poem or song out of even his worst days. In a way he comes off sort of ethereal, untouchable and unreal in his cartoonish responses.
Yet, underneath that is something darker. For one, Rocky is fully capable of holding a vendetta, as shown by how he takes his vengeance on the big farmers for what they did and uses dynamite against the Marigold crew. He didn't take it to the point of murder, but he didn't really hold back either. When Rocky has enemies, he goes all out. And he makes it look like he's too childish to consider the consequences of his actions, but when that façade cracks, it becomes oh so clear he is more lucid than anyone would have ever thought, but he does it anyway.
Secondly, there's the sadder, softer side of those cracks in his façade. Simply put, Rocky is tired. He's worked himself to the bone to try to save the Lackadaisy, yet nothing he does is working. Instead, he's gotten people hurt, himself, Freckle, and Mitzi included, though the latter were more emotional than Rocky whose literally put his body and soul on the line.
What ultimately drives Rocky is the desperate need for love, rarely ever receiving it and constantly being rejected. From now to his past with an unexplained "family tragedy" Rocky was blamed for, he has been the embodiment of isolation. And so, he feels like a failure.
FHFFHHF sorry for rambling but you asked me for a rant and so you got one!
This one was TOUGH! But I think I've got it.
I think Rocky Rickaby just might be a
Prince of Heart
Analysis below the cut.
Prince
Princes are an active destroyer class. They destroy their aspect, or destroy by using their aspect. They are often plagued by their aspect in some way, and struggle with it immensely. This is shown with Eridan, who was obsessed with science and, despite his immense hope that there might be more to the world, couldn't let go of his obsession well enough to fully utilize his powers, as well as being shown with Dirk who had such a struggle with his self, his identity, that he splintered himself several times over and invented individuals to treat as family just so he wouldn't have to be with himself so much.
Princes also often put in a mask, they pretend to be something they aren't, often the opposite of their true self. Eridan, as hopeful and as gullible as he was, put on an air of science and fact and cold logic, pretending to be far smarter, far more mechanical in mind than he was. Dirk pretended to be aloof and uncaring, feeling it better to put on a mask of "whatever" rather than reveal how deeply he cared about those around him.
And lastly, Princes seem to have a critical misunderstanding of their Aspect's importance to themselves. Eridan completely disregarded Hope and it's concepts as important, and even outright destroyed the (at the time) one chance his species had to thrive, showing a complete misunderstanding of the importance of hope, both to others and to himself. Dirk was more than willing to die as many times as needed for his loved ones, even if that death was pointless, as he couldn't care less about himself, his soul, his Heart.
Altogether, this makes Princes inherently self-sacrificial, though what they sacrifice is dependent entirely on Aspect: Eridan was very selfish and focused solely on his survival and empowerment, thereby sacrificing his own chance at redemption and sacrificing his own hopes of ever having what he dreamed of, while Dirk was ready and, almost, eager to die for those around him, sacrificing himself and his own identity multiple times for others.
It also makes them very powerful, as they fully recognize the potential they bear, they simply see more of it in others, and feel it's wasted on them in some way or another.
Heart
Heart is the Aspect of identity, soul, and the self. Heart players are often self-absorbed, but not necessarily in a bad way. They can be anywhere from simply interested in figuring themselves out all the way to absolutely obsessed with themselves in every way. But in all cases, Heart players have a deep interest in themselves, in the sense that they desire to know themselves and manage themselves according to the story they want their life to be.
Heart players are also more likely to have identity issues or quirks, as their identities are usually more complicated than that of others. This can manifest as alters, identity disorders, mood disorders, or even "other selves" in a metaphorical sense, such as versions of themselves in other people's ideas of who they are, or even something as tangible as a version of themselves in a game or story.
Heart players also have an interest in certain emotions such as passion, love, and platonic relationships. This can present in several ways, from a mild interest in interpersonal dynamics all the way to an obsession with platonic, romantic, and every kind of relationship in between. They may find themselves having difficulty in understanding why others struggle with these concepts, or why others aren't interested, but are also the most likely to be understanding of their reasons when made aware, even if they disagree with them.
Overall, Heart players make for excellent emotional supports and even relationship counselors of all kinds, but are also often much more sensitive than they let on, and if their advice is rejected or turned away, or their understanding is called into question or doubt, they will likely be hurt by it long-term, be it for days or even weeks depending on the severity. This leads to many putting on a mask, something they believe will be more "socially acceptable", which often leads to them seeming aloof or distant despite being heavily invested in the lives of those around them, as well as their own.
Prince of Heart
A Prince of Heart is one who Destroys Heart or Destroys by using Heart. They turn the Self, Identity, into a destructive power when done literally, and when metaphorically, they destroy Self and Identity.
It's incredibly common for a Heart player to have an intense and overzealous personality, whatever that personality may be. One may be intensely, passionately stoic, while another may be infuriatingly solemn and reserved. Whatever their personality, Heart players rest on extremes.
Princes, on the other hand, actively mask their personality with a veneer of disregard or aloofness.
I believe Rocky fits these perfectly: His mask is the visage of one unbothered by circumstance and life. His mask is the appearance of carelessness, of carefree living, of endless joy and ceaseless artistry in the face of all things.
His personality, intense and overzealous, bleeds through in the form of just how strong that mask is. His darkness becomes abyss, his spark becomes sunlight, and so on, but he masks every ounce of his inner self, his fear and his exhaustion and his self-loathing, behind the false positivity that he's honed into a weapon through his experience with the true positivity he's felt at times.
He Destroys the gloom and misery around him by using Heart, the identity he's crafted for himself to use around others, and he Destroys his own Heart, his own identity, by suppressing it behind walls upon walls of energy, positivity, excitement, and love for life that he's long since felt draining out of him.
If this doesn't feel like the best fit, by all means let me know and I'll give it another go!
can you analyze the compatibility of a prince of void and a knight of heart?
Can do! Sorry it took so long to get to this Ask!
Analysis below the cut
Prince
Princes are an active destroyer class. They destroy their aspect, or destroy by using their aspect. They are often plagued by their aspect in some way, and struggle with it immensely. This is shown with Eridan, who was obsessed with science and, despite his immense hope that there might be more to the world, couldn't let go of his obsession well enough to fully utilize his powers, as well as being shown with Dirk who had such a struggle with his self, his identity, that he splintered himself several times over and invented individuals to treat as family just so he wouldn't have to be with himself so much.
Princes also often put in a mask, they pretend to be something they aren't, often the opposite of their true self. Eridan, as hopeful and as gullible as he was, put on an air of science and fact and cold logic, pretending to be far smarter, far more mechanical in mind than he was. Dirk pretended to be aloof and uncaring, feeling it better to put on a mask of "whatever" rather than reveal how deeply he cared about those around him.
And lastly, Princes seem to have a critical misunderstanding of their Aspect's importance to themselves. Eridan completely disregarded Hope and it's concepts as important, and even outright destroyed the (at the time) one chance his species had to thrive, showing a complete misunderstanding of the importance of hope, both to others and to himself. Dirk was more than willing to die as many times as needed for his loved ones, even if that death was pointless, as he couldn't care less about himself, his soul, his Heart.
Altogether, this makes Princes inherently self-sacrificial, though what they sacrifice is dependent entirely on Aspect: Eridan was very selfish and focused solely on his survival and empowerment, thereby sacrificing his own chance at redemption and sacrificing his own hopes of ever having what he dreamed of, while Dirk was ready and, almost, eager to die for those around him, sacrificing himself and his own identity multiple times for others.
It also makes them very powerful, as they fully recognize the potential they bear, they simply see more of it in others, and feel it's wasted on them in some way or another.
Void
Void is the Aspect of nothingness, nonexistence, secrecy, and literal void. Void players are often seen as paradoxical of what they truly are, with Roxy and Equius being perfect examples.
Roxy is highly intelligent, but is among the more "idiotic" seeming individuals, with her alcoholism and outward mannerisms hiding her true intelligence. Equius, a blue-blood with strength enough to easily overwhelm any of those around him and who presents as a strong, commanding individual is actually desperate to be lorded over and commanded.
This secrecy is a trademark of all Void players. They hide something, or everything, about themselves as a rule, and only reveal the truth when absolutely necessary or when they're forced to against their will. It's not always a matter of mistrust, often it's simply a dislike of the truth. Equius was ashamed, embarrassed, of his submissive nature and only revealed it openly to higher-caste trolls, which in his eyes was a necessity as they were "superior" to him and therefore he had no right to hide it.
While they are often hard to understand, or impossible to fully know due to their secrets and masks, Void players are more often than not incredibly good-hearted, not wishing to harm anyone they've developed a bond with, but willing to do anything for those close to them, preferably without ever being acknowledged for such efforts..
Prince of Void
A Prince of Void is one who destroys Void or destroys by using Void. This means they would destroy secrecy, destroy nothingness, nonexistence, and literal void, or by using secrecy, nothingness, nonexistence, or void.
They would be adept at both maintaining their own secrets, destroying interpersonal connection through it as consequence (due to Prince's nature) which would leave them quite lonely.
Despite the destruction of any personal connection due to their innate secrecy (exacerbated by the Prince's masking and the Void player's naturally secretive nature), they would likely be surrounded more often than not with others, destroying the "nothingness" that would otherwise surround them.
These people would likely distrust the Prince of Void, but find reason upon reason to stay by their side. This reason may be that the Prince is simply the best chance at obtaining their own goals, or it may be because of a sense of obligation or necessity.
Whatever the case, a Prince of Void is destined to be surrounded by those who do not truly know them, and never will, and honestly? That's fine by them. They don't WANT people to know them. To the Prince of Void, secrecy, anonymity, is a shield they are happy to carry to protect whatever their personal truth may be.
Knight
Knights are an active class. What this means is that the effects they have on their aspect are intentional. They don't simply happen, they aren't circumstances of reality or accidents, they're not a result of outside influence or cosmic happenstance.
The effects on their aspect are intentional and purposefully carried out by the Knight. They impact their aspect willfully, and are an offensive class, meaning they weaponize their aspect.
Weaponizing one's aspect does not always mean "using it in combat". It can also mean using it in various other ways.
An example from the comic: Dave, a Knight of Time, weaponizes Time in various ways. He weaponizes it in combat by summoning alt-Daves to fight alongside him, he weaponizes it outside of combat by using his time travel to abuse the stock market of his planet and grant himself a massive advantage in the financial game, ensuring he never lacks for resources, even in the early game.
Knights purposefully use and weaponize their aspect for the good of all: their own needs as well as the needs of those around them.
Another thing to note about Knights is that they, more often than not, lack their Aspect in some way or another. Dave lacked time, in MANY ways. He lacked free time (constant projects, training, fights with Bro, helping friends, etc), his entire session had less time than was right, most of the early comic is him struggling to keep up with the massive demands being pushed on him and his team. Karkat, a Knight of Blood, lacked his aspect heavily. Blood involving bonds and loyalty, Karkat had none. His "friends" only tolerated him, and barely that, save for Nepeta, and none had any amount of loyalty to him whatsoever.
But due to their lifelong lack of their Aspect, Knights are extremely skilled in making the most of what they DO have. Dave was able to pack days into hours, turning what would have been an impossible task into a salvageable circumstance. Karkat was able to use what few bonds he'd made to great effect, becoming a leader in ways he never imagined and turning uneasy acquaintances into crucial allies and lifelong friends.
What this all boils down to is this: Knights are an actively offensive class that have a deficit of the Aspect they're charged with, and are masters of taking the little they're given and making the absolute most of it.
They also often have a selfless streak, willing to sacrifice their own desires for the good of the many, as seen time and time again with Dave and Karkat, who both were willing to, on multiple occasions, give up their desires to benefit others.
Heart
Heart is the Aspect of identity, soul, and the self. Heart players are often self-absorbed, but not necessarily in a bad way. They can be anywhere from simply interested in figuring themselves out all the way to absolutely obsessed with themselves in every way. But in all cases, Heart players have a deep interest in themselves, in the sense that they desire to know themselves and manage themselves according to the story they want their life to be.
Heart players are also more likely to have identity issues or quirks, as their identities are usually more complicated than that of others. This can manifest as alters, identity disorders, mood disorders, or even "other selves" in a metaphorical sense, such as versions of themselves in other people's ideas of who they are, or even something as tangible as a version of themselves in a game or story.
Heart players also have an interest in certain emotions such as passion, love, and platonic relationships. This can present in several ways, from a mild interest in interpersonal dynamics all the way to an obsession with platonic, romantic, and every kind of relationship in between. They may find themselves having difficulty in understanding why others struggle with these concepts, or why others aren't interested, but are also the most likely to be understanding of their reasons when made aware, even if they disagree with them.
Overall, Heart players make for excellent emotional supports and even relationship counselors of all kinds, but are also often much more sensitive than they let on, and if their advice is rejected or turned away, or their understanding is called into question or doubt, they will likely be hurt by it long-term, be it for days or even weeks depending on the severity. This leads to many putting on a mask, something they believe will be more "socially acceptable", which often leads to them seeming aloof or distant despite being heavily invested in the lives of those around them, as well as their own.
Knight of Heart
A Knight of Heart is one who weaponizes Heart. They would treat the self, the soul, identity itself as a blade, a tool to be tempered and sharpened and honed on the whetstone of other's own.
They would lack all of these things, not having much of an identity or soul of their own, but would be incredibly skilled at making the most of what they do have, sharpening their "self" against the grain of social expectations and norms, weaponizing a unique ability to be whoever, or whatever, they need to be at any given time.
This makes them perfect social chameleons, capable of reading a room with near-100% accuracy and understanding, on an emotional level, exactly how to blend or stand out as needed to suit their goals.
They are likely to be as fiercely loyal as any other Knight, with a twist; their loyalty will stem exclusively from the belief that they are at their best when they have others around to BE their best for. They are unlikely to give much of themselves to any cause NOT shared by others, and are hard-pressed to care about any experience had by themselves.
At the end of the day, they are one who requires others, one who feels strongest with others, and will not be likely to give up or abandon anyone they have found strength in.
Prince of Void + Knight of Heart
This combination is toxic in the most objectively beneficial way.
The Prince of Void, impossible to know and impossible to form attachment to, would find their one, true, sincere friend in the Knight of Heart, though it would never be reciprocated by the Prince.
The Knight would, through connection with the Prince and due to the Prince's own blinding secrecy, see nothing but a reflection of themselves in them. This would not be known to the Knight, who would simply be seeing the front the Prince has put up which, in the Knight's presence, would be tailored to be a reflection to preserve the Prince's own truths.
The Knight, not realizing they were seeing a reflection of themselves, would find strength in the Prince and double down on the very things that make them who they are, building a sense of confidence and reassurance in who they are without even realizing.
In a way, this too is the power of the Prince, destroying the Knight's nonexistent Heart (the amount they lack) by allowing them to find comfort and satisfaction in who they are.
The mixture of these two leads to a very one-sided relationship, with the Prince caring very little about whether or not the Knight is actually close to them or not, while the Knight would fully believe the Prince is a close friend, someone they can rely on for their problems.
And while they COULD rely on the Prince, it would only be in the context of the Prince maintaining their mask.