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@metiis
i still love my fantrolls
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fantrolls pt 1
Prince of Life
Princes destroy their aspect and destroy through their aspect, tempering their aspect with its inverse to become stronger. Life is about energy, life, desire, growth, and eagerness. Therefore the Prince of Life would be able to literally destroy life by killing others, destroy their own selfish desires, and use pure unfocused growth to warp and wreck the bodies of foes.
The Prince of Life would start out as stubborn, vain, and impulsive. They’d be the tough guy and the bully, placing rules on others and on themselves in an unhealthy manner. They’d be vicious to those against them, and likely just take what they want from those weaker than themselves.
As they developed, the Prince of Life would have to destroy their unhealthy desire through placing rules for themselves, but also not fall too far into those rules. They would learn to stop being impulsive and stick to their guns to the last, as well as learning how not to take out their impulses on others, gaining a strong will with a balance between their destruction of selfish desire and their enforcing of rules.
A god tiered Prince of Life would be a ridiculously powerful combatant. They would be able to quite simply destroy lives, with or without their powers. Alternatively, they could destroy others using life, twisting their life force and body into a creature of nightmares, or stopping someone’s personal or physical growth.
In short, the Prince of Life is not someone you want on your bad side. Hope this helps!
Mage of Mind
Mages understand their aspect, even as they suffer from it, and use the knowledge they have gained to act. Mind is all about logic, decisions, planning, and the outer self. So the Mage of Mind would understand the most logical action and proceed to do it, become an incredibly skilled strategist, and is generally one of the smartest people of all.
The Mage of Mind would start out suffering from their aspect. They’d likely have autism, or they might be sociopathic. They’d be incredibly intelligent in some areas, but focus on their knowledge to the exclusion of everything else. They would have no time for emotion or other people. As they developed, the Mage of Mind would have to learn to bring themselves back into humanity. At this stage, it would be helpful to have a Heart or Blood player to help ground the Mage of Mind.
A god tiered Mage of Mind would know what it means to know, and thus be able to know anything. They could read minds, naturally. They could predict what any opponent was about to do, and their long-term strategy to boot. They could create all kinds of plans and strategies, match them up with their foe’s strategy, and create the perfect counter to any plan. In short, the Mage of Mind is the best strategist and leader a team could have, if only they’d actually care about others. Sherlock Holmes is the best example of a Mage of Mind for obvious reasons. Hope this helps!
Maid of Breath
Maid: Maids create and provide their aspect and for their aspect. To give an example, Aradia created multiple timelines to support the Alpha timeline, therefore creating Time and providing Time.
Breath: Breath is about wind, freedom, and life essence. Breath players tend to like control and direction and love to lead or be lead.
The Maid of Breath creates and provides wind, freedom and life-essence. Like most Breath players, she would be able to do the Windy Thing. And by providing breath, if someone were drowning or being choked, she could provide them with air so that they wouldn’t die. And if someone were literally “out of breath”, then she would give them the stamina to keep going. Now, providing and creating freedom would probably mean she would be an excellent escape artist. Captured by the enemy? Chances are the bars will melt away or something due to the Maid.
Knight of Time
Knights use their aspect as a weapon, exploit their aspect for any situation, and defend others with their aspect.
Time is all about time, endings, accepting death, and inevitability. Therefore, the Knight of Time would exploit time to serve their needs, and use endings to fight with. The troublesome thing about this class is separating what personality traits are Dave Strider’s and which are more general to the title itself, but I’ll see what I can do.
The Knight of Time would start out with some sort of emotional barrier, defending their inner sense of inferiority and sense that endings are inevitable, such as Dave’s “cool kid” persona. They would also deeply underestimate the use of their abilities, thinking of endings as nothing but death and therefore useless. However, as the Knight of Time progressed, they would quickly see their abilities skyrocketing. Just as quickly, they would start to see the many different uses of their new found powers.
They would exploit time travel and time loops to their own ends, such as Dave’s stock market and exploitation of his doomed-timeline selves to a massive extent. They would also learn to accept endings, and slowly might begin to take off their mask.
When they reach god tier, the Knight of Time would become incredibly powerful, using time in any way they so desire. From time travel to calling alternate selves to even ensuring someone’s defeat by making their inevitably dying heart give way at last.
On the personality side, the Knight of Time might learn to accept death, and that their powers are much more useful than they ever imagined. In this way, the Knight of Time would exploit endings to bring about his own end to defend the rest of their team, a path which Dave Strider may very well take.
In short, the Knight of Time exploits the time they have before their inevitable sacrifice to defend their team. Hope this helps!
Page of Doom
Pages supply others with their aspect and eventually become a living weapon of their aspect for others to use. Doom is all about doom, fate, sacrifice, and rules.
Therefore the Page of Doom would start off scared of the end, but eventually become an explosive force of ending. The Page of Doom would start out without an acceptance of fate and rules, but mask their lack in a guise of callousness and cynicism. They’d tend to be rather irresponsible and couldn’t take no for an answer. They wouldn’t really care much about themselves, being willing to lay down themselves for anything that crosses their path, but this would be tempered with a lack of caring about others, leaving them very emotionally conflicted at times.
As they progressed, the Page of Doom would have to learn to break down their conflicting and chaotic ideas of why rules exist, and learn to work within them and with others. They’d have to learn to motivate themselves to become great, breaking down their cynical nature to more fully understand Doom, and through that themselves.
A god tiered Page of Doom would be a mighty force of destruction and limitation. They could allow their friends to restrain their own desires, helping them focus on the real task at hand. They would also be able to place rules and restrictions on their foes, forcing them to act a certain way. However, they could also equip their friends or foes with sacrifice, causing them to take one for the team. They would likely be able to create explosions, and almost certainly sacrifice themselves in a massive explosion. In short, the Page of Doom is the gavel of their team, dooming their foes to destruction. Hope this helps!
Rogue of Space
Rogues take their aspect from some and give to others, ensuring a distribution that benefits the team. Space is about space, creation, beginnings, and the physical properties of objects(shape, size, location, and velocity.)
So the Rogue of Space would be able to take the physical properties of one object and give it to others, allow an act of creation to be distributed to everything, and steal an enemy’s plans before they even start.
The Rogue of Space would start out as an artist. They would create things wildly and never finish them, and would have a great but constantly changing sense of fashion. They would be wildly imaginative but give up on their ideas too quickly.
As they played, the Rogue of Space would quickly take their place as the breeder of the Genesis Frog, a responsibility they would not be convinced they could handle. They would find their developing abilities invaluable in bringing the frogs to them, but may have a challenge of bringing their head out of the clouds for long enough to actually do so.
Once they reached god tier, the Rogue of Space would become the team’s transportation, due to their powers of teleportation. They could transport objects from place to place with ease. They could also steal the size, shape, location, or velocity from objects and give them to other objects, such as absorbing the speed of a bullet and redirecting it to a thrown javelin towards the enemy. They would also able to steal the beginnings of things, taking an enemy’s plans from them before they even exist, and allowing their team to know them.
In short, the Rogue of Space would be a quiet leader, carrying their team from place to place and protecting them from harm, leaving them to defend the Rogue.
Hope this all helps!
Witch of Void
Ooh, this should be interesting.
Witches manipulate their aspect, and use their powers to change the world. Void is about nothingness, secrecy, misdirection, and has some link to the Furthest Ring and the horrorterrors. Therefore, the Witch of Void could conceal any fact or reveal any secret as they so wish, manipulate the shadows and nothingness to become invisible and intangible, and literally bending the horrorterrors to bow at their feet.
A Witch of Void would start off as rebels against what is meaningless. They would tend to bring attention to the little and overlooked things, and pass over the well-known. Basically, they’d be hipsters. But they’d also be very good at keeping a manipulative iron fist over their friends, knowing all their secrets and threatening blackmail as needed. As they progressed, the Witch of Void would gain more direct powers. More importantly though, they’d need to learn both how to use their powers, and the responsibility to know when to use them. Unlike many Void players, the horrorterrors would not likely actively seek out the Witch of Void. If they heard about the horrorterrors, however, they would be the ones looking for the horrorterrors.
A god tiered Witch of Void would be the undisputed ruler of the Furthest Ring. They could naturally become invisible, but they could also create incredibly skilled illusions for all of their foe’s senses to experience. They could conceal any object or secret that they so desire, requiring a skilled Light player to find. They could also literally manipulate where the Void is, creating black holes into the Furthest Ring.
Finally, they would be able to travel through the Furthest Ring expertly, and bend the horrorterrors within to their will. In short, the Witch of Void could very easily turn a fearsome enemy into a chained hound. Fearsome indeed. Hope this helps!
Knight of Hope
Knight of Hope? Ooh, here’s a really tough one.
Knights exploit their aspect for both their weapon and any other purpose, and use this weapon to protect their team. Hope is all about faith, positivity, hope, and possibility. Therefore the Knight of Hope would be able to exploit the faith of their enemies, draw strength from their allies’ faith in them, and protect others and themselves through the power of their belief. The Knight of Hope would start out defending their true emotions with their faith in one thing, in typical Knight fashion. They’d define themselves by their faith, not letting anyone see who they actually are. They’d also have very little faith in themselves. As they develop, the Knight of Hope would have to learn to use their faith and willpower as the fuel for their fire. They would also need to learn to lower the walls of their faith, allowing others to see who they truly are.
To put it simpler, they need to redirect their hope from defensive posturing into combat. The power they’d gain very early on, combined with this development, would help bolster their faith in themselves.
A god tiered Knight of Hope would be a powerful combatant who would defend their team to the last. They’d mainly fight with their specibus, but they’d be able to draw strength and willpower to keep going from their allies. The more faith their allies had in them, and the more faith they had in themselves, the harder they’d be able to fight and the more it would take to bring them down.
They would also be able to use their foe’s faith against them. For an example of this point, if someone believed solely that their weapon could save them, a Knight of Hope would exploit their reliance on that weapon, catching them when they didn’t have it. The Knight of Hope could also defend their team with the sheer force of their will and power of their faith, emitting a force field of Hope perhaps? In short, the Knight of Hope is a believer, and uses the belief of others to save them all through destroying their foes. Hope this helps!
Sylph of Rage
Sylph of Rage? It’s no bother at all. I do believe I’ll have all the Sylphs done through asks alone at this rate. Sylph of Rage Sylphs heal their aspect and heal with their aspect. Rage is all about fear, rage, single-minded focus, and domination. So the Sylph of Rage would be able to heal someone’s fear and calm a comrade down or pump them up. A Sylph of Rage would start off as rather tense but very helpful. They’d tend to know a lot about fear and motivation, and could ramble on about it for hours on end on sheer nervous energy alone. As they progressed, the Sylph of Rage would need to learn to settle down somewhat and help others with their knowledge. If they were able to do so, their knowledge of fear, rage, and stress would be very helpful in calming people down. A god tiered Sylph of Rage would be a surprisingly adept combat healer. Their powers would allow them to heal rage in their allies, making them more powerful fighters and more motivated. They could also calm people down using their powers, stopping a possible rampage in either friends or foes. Finally, they could heal fear and help someone overcome a moment of loss of confidence from fear. In short, a Sylph of Rage would be able to make their allies stronger and weaken the nerves of their enemies.
Heir of Light
Heirs inspire change in their aspect through others, and grow to embody their aspect both physically and mentally. Light is all about relevance, fortune, attention, and light. Therefore, the Heir of Light would reveal information, inspiring a change in relevance and information, and be protected by luck. The Heir of Light would start out as a somewhat controlling person, actually. They’d have a clear idea of what is best for everyone to know, and dispense information sparingly, no matter whether they were right to or not. They would also be very superstitious, and believe quite strongly in them. However, as the Heir of Light progressed, they would be begin to see what the reality of the situation was. Their superstitious beliefs would melt away and they would begin to reveal information more freely, but also more responsibly. Once the Heir of Light reached god tier, they would grow to embody Light. As such, they would become incredibly lucky, always bending over at just the right moment to avoid an attack, or making sure an opponent tripped when attacking. They would also likely begin to glow, and use the literal meaning of light to create holograms or blind foes. They could become the center of attention, drawing their foes away from their allies. Finally, they would be able to inspire good fortune in their allies, making any task much easier. In short, the Heir of Light would be the walking personification of luck, making any mission they undertake that much easier. Hope this helps!
Seer of Heart
The Seer of Heart has trouble seeing what people are truly like in their inner selves. Once they go god tier, they’ll be able to see people’s souls, motivations, and emotional states. This will help them psychologically help others, assisting a Sylph perhaps.
Thief of Time
evanliontamer asked classpect-analysis: Thief of Time? That’s what I’d like to be in Sburb :P Very interesting class, I’ll see what I can make of it. Thieves take their aspect from others and use the stolen aspect for their own benefit, while Time is all about time, endings, and inevitability. So the Thief of Time would be able to steal time from others, allowing the Thief to act at their leisure. The Thief of Time would likely start out without much of their aspect of their own. As such, they would likely be frequently late, unable to accept death and the end of all things, and rather confident in themselves and independent. This confidence would hide a nagging feeling of inevitability that would continue to eat at them. As they developed along their path and started using their powers more frequently, the Thief of Time would find themselves taking time from others so that they could more effectively achieve their own goals. If they went too far with this, their powers could leave the rest of the team with very little time to get anything done. However, the Thief of Time would also slowly be growing to accept death as an inevitability. If they reach god tier, the Thief of Time would become astonishingly capable with the time they steal. They could travel through time, steal chunks of an enemy’s time which could cause them to not exist for a certain amount of time, even steal the time from foes directly, causing them to grow older. With this stolen time, you could pause the rest of the world for a few moments, allowing yourself to act with the extra time, or you could add this time to your own lifespan. However, the Thief of Time would also be likely to be the self-sacrificing type, stealing the endings from their friend’s lives. A heroic death indeed. Hope this helps!
He used to be a FLARPer but once he cut his face he decided to play through other people, and now he runs a “gang” who does all his FLARP bidding
hes basically a mob boss