Reimu: Probably Breath. Fits her powerset and personality very well. Blood can also work well in that inversion way, but she genuinely feels more Breath-y.
Marisa: She’s always bouncing between Light and Heart for me. Usually depends on the specifics of the Class. Also maybe Life, but the other two are stronger contenders.
Sakuya: Time. Fits way too well. Ive flipped to maybe Blood before because of Youmu, but in all honestly if she’s not Time its hard to think of an aspect quite as good. Maybe Life?
Youmu: Time or Space are the dead ringers. Tends to be Space just because of Sakuya, though. Doom is also up there for the bifurcated nature of things but that’s very tenuous and is more of a Captor thing over a Doom thing.
Reisen: Mind is a very obvious choice, but i could see Rage or even Void in some ways. depends what you wanna emphasize about her.
Sanae: The biggest issue with Sanae is that she’s very clearly a Witch, but you can easily see it being a Witch of Breath. Because of Reimu, i do tend to Make her a Hope player instead, which works very well too, but the wind imagery is so there and she could also be a Space player given how grounded she is and with a Mt. Youkai Forge to enter with.
So a Witch is the active manipulation class, its passive counterpart being the Heir. Witches are known to be bubbly and friendly, but lacking control over their aspect. They have a tendency to hide their true feelings for the sake of making those around them happier.
Breath is the aspect of communication, freedom, and direction. Freedom and direction inherently sound contradictory, but think of it as having the freedom to take whichever direction one chooses.
Then, a Witch of Breath is one who manipulates the freedoms she and others in her session have, and can easily change the direction of the paths they walk. But she lacks control, as stated above, so while it’s likely she’ll have great communication skills and be able to allow information to flow freely between the members of her party, it’s also just as likely she’ll be letting secrets slip, things told to her in confidence will reach the wrong ears. This is made even more likely if your session has a Light player or Void player. It becomes the Witch’s goal, then, to know what needs to be said when to get things done.
The Witch’s land is supposed to be a hindrance to her aspect, a quality she might share with the Heir, and it’s up to the Witch to take control of her aspect, freeing it from the hindrance and giving it a purpose. In a sense, this will also allow her to take control of the aspect been running amok in her life, allowing her to grow more as a person.
Knight and Prince classes maintain themselves in very similar ways, the main difference, aside from a Knight who Weaponizes and a Prince who Destroys, is that a Knight will always be the more versatile of the two and can arguably do MORE damage depending on its paired Aspect. Princes can deal a ton of damage but if not aimed in the right direction with very specific instructions it can to that BOTH ways thus breaking your Prince. Think flame thrower verses a lazor.
A Knight is to a Prince what a standard bastard sword is to a rapier - both are highly dangerous and require training and time to master but with one you'll get more use from broader strokes and the other you best be sure where you're aiming those strikes or else you end up with a face full of shrapnel.
Took the canon aspect quiz for several of my ocs. Half turned out exactly how I originally labeled them. Half did not, had to do a major reshuffling of godtiers and I hope I find these all fit when there is finally a canon class quiz lol I enjoy redesigning godtier outfits to match the culture of a character's homeland, or the equivalent thereof anyway, since none of these characters live on our earth, I just haven’t figured out their countries very well yet. In some cases I used styles that fit the character but aren’t actually influenced by any particular cultures, namely Ronan and Jena. I think leather chaps make for much better bard pants than the canon codpiece.
Ah, a tricky one, given that Page of Hope is a canon claspect, one Jake English.
For the sake of keeping this about the claspect and not about the character, we’re going to be ignoring the small quirks that are specific to Jake by cross-referencing the Page class with Tavros and the Hope aspect with the violet bloods.
Page is the class of passive weaponization/protection, its active counterpart being the Knight and inverse the Thief. Huh, no wonder Tavros and Vriska spent a lot of time in their session together. Interesting. Hope is the aspect of trust, dreams, belief, and ideals. Hope is about multiple paths, multiple possibilities and choices, about opening doors.
Pages as a class are designed to give their session the aspect, and the more realized the Page, the better they are at giving their aspect. Take, for example, Tavros scraping together an army of ghosts to face Lord English. He gave them a direction, and allowed Meenah to communicate with them openly by having her stand on his horns. He may have been a doormat, but he’s perhaps the most realized Page we have in the comic.
A Page of Hope, then is supposed to bring into their session opportunities. Jake did that when Aranea unlocked his powers, the Hope-splosion serving as more or less a diversion. Pages are an open conduit for their aspect, allowing it to pour into the session upon full realization. Jake managed to make a second Dirk simply by believing in an image of Dirk he had in his mind strongly enough. Let’s not forget that his Hope-y powers overwhelmed Jade’s powers from the Green Sun - Hope is not an aspect to be trifled with.
I may say this a lot, but a fully-realized Page of Hope is perhaps the most, if not one of the most, strongest claspects in the game. It overpowers the Green Sun, it overpowers Princes and Bards... but that’s the power of Hope. If you believe in Hope strongly enough, it will return the favor.
But what does a Page of Hope’s personality look like, you ask? Pages tend to be oblivious, especially in relation to their aspect. Hope is highly tied to reproduction, given how many crotch shots there are for Jake, and how the violet bloods kept trying to fill their quadrants. Tying the two together, it would make sense if a Page of Hope was extremely attractive but also completely unaware of their charm. It would be like their hidden potential that they’d need to learn to master. They’d also probably be pretty optimistic, but not consider themselves an optimist in the slightest. But that’s probably because the situation around them would seem pretty hopeless, especially if they were on their Land.
Maids are the passive healing class, their active counterpart being the Sylph and their inverse being the active/destruction Prince class. A Maid’s goal is to serve others with the overabundance of aspect that they possess. Breath is the aspect of direction, communication, and freedom, and is often associated with wind, mail, and other free-moving things.
A Maid is one who starts their stories being serious about their aspect. I’d picture a zealot in a way, but about having as much freedom to do as they please. They’d have many different avenues to go down, but not really want to limit themselves. In fact, fining direction in life would be both hard and easy for them - they have the ability to do what they want, but don’t want to restrain themselves in any one particular path.
The ideal way to go about things, then, would be to heal others’ lack of direction by giving them directions the Maid could have taken. For instance, a Maid could receive an opportunity to take up a job: an unrealized Maid would do nothing with the job offer, as they don’t want to dip into their hours of freedom, whereas a realized Maid would probably turn around and suggest the job offer to a friend who’s more strapped for cash. They have the best interest of their friends in mind, and it’s just a matter of figuring out how to give away their aspect to those who need it more than them.
Aah, thanks Anon! Although I’m at like 215 or so now since my hiatus, oops ^.^’
Seers are the passive knowledge class, and generally start off with incorrect or misled assumptions surrounding their aspect. Time is the aspect of chronology, destruction, and literal time. It’s also closely associated with death, and is more so the aspect of death than Doom is. This is because its opposite is Space, which is also the aspect of creation. As things are born, so must they die at some point, it’s only natural.
So one with misguided opinions or incorrect facts surrounding destruction and death... would probably be the worst person to have on a demolition crew. They probably really enjoy watching things break, but would probably often call out how physically impossible certain special effects in movies are. They’d also probably like media that portrays time travel, I imagine certain franchises that touch on the possibility would really get them going. Perhaps, with their misguided opinions and information, they’d think time travel was realistically possible? Not to be the one to burst your bubble, but in the real world, our world, time travel isn’t possible. The germs and diseases we carry could wipe out the entire population of humans in the past, just as going forwards in time would be deadly for us of their past. But I bet a Seer of Time would cling to the idea, or perhaps have some clue on how a time travel device would work, but of course would be wildly wrong about it.
The goal of a Seer of Time is to actually learn everything they need to know. They need to see that they are wrong in the first place, and then learn the correct facts so as to better inform their session mates. A Seer of Time, once properly realized, would be able to see forwards and backwards into time, but given their passive abilities, would likely not be able to time travel without some other kind of outside help, perhaps from another time player. They’d probably specialize in death predictions, would probably really like the idea of Ouija boards too. Talking to the dead, learning from the dead, seeing into the timeline, all of these fall under Seer of Time abilities. It’s important to remember though, that a passive class generally does not act for themselves, but for those around them, and benefits of the actions others take from there. A Seer of Time would pass on information they’ve seen in the timeline and benefit from the steps taken by the rest of the team to prevent or strive towards certain events they want to happen.