Hey can you do a moodboard/speculation for an heir of light? I need it for a fanfic thingy im making :D
I’ll work on that!
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Hey can you do a moodboard/speculation for an heir of light? I need it for a fanfic thingy im making :D
I’ll work on that!
ok so since im a huge slut for atla as well as homestuck (and also bc i saw that gotdang perfect avatarstuck post with the beta kiddos) - i sketched some godtiers!gaang, still wips for now ofc :’)))
things i have learnt: classpects are frustrating but cool and if u rlly think smth fits then you can say fuck you to the outlandish rules; im balls at drawing action; crossovering two of ur fav series will never not be fun
My Speculations
One of you folk suggested I gather them up, so here are the ones I have! I’ll add on later.
Classes
Princes are destroyers. They are both the destroyers of and the destroyers through their aspect. They are strong and powerful fighters. Princes themselves are devoid of their aspect; it stands to reason that due to their role, they destroy their aspect in themselves. Princes do not destroy for the sake of destruction, they destroy to pave the way for new creation and/or betterment of their aspect.
The Muse’s role is to inspire others to do what they cannot. They are the most passive class. They tend to insert themselves into situations, usually to be helpful. They are kind and seek to aid others rather than harm.
The Rogue, like the Thief, steals their aspect, but not for their own gain. They redistribute their aspect to their teammates, as a passive class. Rogues are the Robin Hoods of the classes. They are kind, and while they take things, it is for the good of others rather then themselves, unlike the Thief who takes for their own gain.
A Knight both uses their aspect as a weapon and uses it to protect their teammates. They are able to expertly manipulate the aspect they are bound to, hence their ability to weaponize it and use it to protect their friends. It could also be said that a Knight is responsible for protecting their aspect and keeping it in check. Knights also use their aspect to improve themselves. However, they tend to conceal their true selves, usually due to a physical imperfection or abnormality. Despite this, they are effective team members and important to their group.
Maids embody their aspect and provide themselves and others with it. They use their aspect to protect themselves as well as their teammates. Maids serve their aspect, protecting it and it protecting them. They also surround others with their aspect, which could lead to negative connotations. Maids give their aspect to others, both teammates and enemies depending on the aspect.
Mages are a class that seeks knowledge of their aspect. They seek to better themselves and benefit themselves with the knowledge they obtain, and they guide others by setting examples with that knowledge. Mages may display a lack of their aspect, possibly because they forfeit it to gain the knowledge about it. They gain knowledge from their aspect, rather than gaining it through their aspect. Mages also create their aspect, such as how a Mage Of Heart is good at making pairings (but not so good at being in them). They manipulate and they are manipulated by their aspect, which gives them the knowledge they so desperately seek to obtain. Mages are often protected from the negative effects their aspect would have, which has been shown effectively. They are also known to use their aspect to benefit others, but to detrimental effect on themselves as a person. Mages are highly intelligent, knowledgeable folk, and are often kind and friendly team members. Mages make good leaders as they do use their knowledge to benefit the others in their team.
The Seer is a class that uses their vast knowledge to coordinate their team. They have a deep comprehensive understanding of their aspect. Seers use their knowledge to keep their party from making terrible mistakes; it is said that they understand the game they play almost as if there is a rules and guidelines book for Sburb in their head. They can gain knowledge from alternate selves from different timelines. Seers, with all of their knowledge, talents, and abilities, make good advisors, teachers, and leaders.
The Sylph class is a class of magic-based healers. They heal through their aspect, benefiting others both psychologically and physically. Sylphs can hold secrets well, though you wouldn’t suspect them at all, do to the kind and cheery demeanor of the player. Contrasting with this is their incredible power. Sylphs unlock their aspect for others, aiding them through it. They are kindly, powerful players and definitely not to be underestimated.
A Thief “steals” their aspect for their own gain, rather than the gain of their friends. They are good at manipulation, including outside of using and taking their aspect. Thieves are often rather “antihero” types, but can still be good and helpful teammates, in that stealing the aspect from the enemy, it benefits everyone because the enemy no longer has it. Although, sometimes, Thieves are hard to get along with, and can be a bit rude and sassy. This doesn’t mean they are evil or unhelpful. Thieves are powerful and dangerous players.
Heirs are protected by their aspect. Their aspect keeps them safe from harm and aids them in their journey. They are consumed by, surrounded by, and become their aspect as well. They are able to transform into a physical representation of their aspect, in a way, as well as being surrounded by one. Heirs can manipulate and change their aspect, and change with their aspect as well. They manipulate their aspect like an elemental would, as it were. They are given their aspect, such as how John, the Heir of Breath, was given “breath” from the continuity of canon. Heirs tend to be polite and curious about a lot. Oftentimes, they learn more about the aspect that is an antithesis of their own before being able to fully master theirs, though they likely aren’t aware of this fact. Heirs, once they’ve mastered their abilities, are powerful allies and they make good friends regardless.
Pages provide others with and create their aspect, though they oftentimes do not realize their own potential for a very long time. Once they do, though, they have exceptional abilities and are expertly able to use their aspect to aid their friends. Similar to this, they begin their session with a deficit in their aspect, which grows smaller as they get closer to realizing their full powers. Think of them as a blank “page,” per say. Though it takes a while, once a page realizes their potential, they are extremely powerful players.
Witches are active class players who manipulate their aspect after a bit of a journey to realizing their true powers. They unlock their aspect. They also break the rules of their aspect, like how a Witch of Life created the dream bubbles as a form of afterlife, and how the Witch of Space has powers that contrast sharply with the laws of physics. Witches also are able to choose “which” part of their aspect they want, which is a sort of pun on their name. Witches have incredible power, because they can manipulate and alter their aspect, the amount/size, and so on, and are incredibly powerful.
Bards allow the destruction of and invite destruction through the aspect they are bound to. They are highly unpredictable and can either help or hurt their team, causing their unlikely victory, harsh downfall, or possibly even both. Even so, they can possibly use their aspect to improve their abilities or those of others, which is a helpful part of being a Bard. They do build up their aspect in others before using it to bring destruction or destroying the aspect in others. They are highly chaotic neutral, as is their nature. Bards are formidable players, whether they choose to be helpful or harmful.
The Lord is the most active and most destructive of all the classes, as it is one of the master classes. Their role is to command others and interfere with events indirectly through their aspect, similar to the Muse, who is the most passive and inspires others. Lords are powerful and strong, able to destroy as much as they want through their aspect. This class is very befitting of one who is very angry and seeks to cause harm for no other reason than to cause harm. Lords are powerful, dangerous, and to be feared.
Aspects
Doom, the antithesis of Life, is the aspect of death, suffering, misery, and sacrifice. Doom is not a pleasant aspect, but the players bound to it are given great wisdom and empathetic ability. They have a deep innate understanding of misery, specifically that misery loves company, and they are ready to serve as that company. As Doom is also the aspect of judgement and rules, Doom players understand the rules and the inner workings of the game they play. They aren’t healers. Doom players instead serve to remind people that they are not alone in suffering and pain and they understand that sometimes this is all that can be done. You can vent to a Doom player, though they are not the one to give advice. Though Doom is tied to sacrifice, those under the aspect aren’t always noble martyrs, often becoming cross with their role. They can be kind, wise, fair, and non-judgemental, or they can be resentful, bitter, and fatalistic.
Time, along with Space, is one of the two basic fabrics of paradox space. It is associated with time travel, exploits, and timeline maintenance. Players bound to this have the Scratch structure on their planet, which initiated the event that will rewind everything and create hopefully more desirable conditions for the game. For a session to be successful, a Time player must be present. Time may be connected to death and destruction, as it symbolizes forward motion and that often leads to those situations. This contrasts with both Life and Space. Players bound to it often are connected to technology in some way. Time players are fighters and warriors. Their lives are marked by struggle because they can’t accept things as they are. They value action, even if it isn’t the wisest choice (or the safest). They are incredibly goal-focused and are more occupied with the destination than the journey. To Time players, impossible is just a word. They’re miracle workers, empathetic and relentless problem solvers, but they’re also ruthless, defensive, and very impulsive.
Hope is a self-explanatory aspect. It is the power of belief and holy power. Those bound to hope are driven by beliefs and convictions, and do right for the sake of doing right, aiding those they see as experiencing injustice. What the see as right may not be right to others. Hope players value imagination and dreams. They are caring and positive, but can be selfish with narrow minds.
Light is the aspect of knowledge, fortune, luck, and light itself. Light players are knowledgeable and intelligent. They are constantly seeking to learn, searching for knowledge for knowledge’s sake. Light players are vastly interested in books and learning as they are scholars and students. They are not confined by laws and rules, taking them merely as suggestions and searching for loopholes. Light embodies fate and destiny, and these players seek to divine it. They tend to be fascinated with history and discovery, telling long stories and forcing others to listen. Light players can be resourceful, driven, and learned, or they can be fussy, pedantic, insensitive, and pushy.
The aspect of Life is tied to the innate life force of all beings. As such, Life players are the healers of their session. They concern themselves with caring for others, helping them improve themselves, as well as aiding the onward movement of positive progress. Life-bound players are very empathetic and have an innate understanding of the suffering of others and how best to aid them, whether the ailment be physical and mental. The solution might not always be to the liking of the one being helped, however. Life players often put the needs of others before their own, and can become cross if they believe their own needs have to be pushed aside. They can be kindly caretakers, nurturing, and excellent listeners, or passive-aggressive, nit-picky, over-protective, and pushy, believing they always know what is best.
Rage is the aspect of chaos. It is tied to negative emotions and true anger. Rage gifts upon those bound to it extreme strength and volatile emotions. Rage also deals with madness and insanity, its players either possessing it or handing it out to others. Rage players hate false ideas and lies, especially the instability such things bring. Truth is more important than good to them. Rage players would dismantle an entire system if they believed it to be built on falsities. Most often, Rage-bounds prefer anarchy to other societal systems, seeing them as full of foolishness, lies, and over-conforming mindless masses. They bring confusion and doubt, and are often steadfast in the ideas they become attached to. Rage players tend to be the most unpredictable as volatile. They can be fearless, revolutionary, and original, or they can be cruel, wicked, vicious, and uncompromising people.
Void is an aspect of mystery, emptiness, and the concealing or destruction of knowledge. Void players are fine with not having all the answers; they like a sense of mystery and the unexplained. Where some see emptiness and a useless nothingness, the Void-bound see a blank page, an empty canvas. Void players tend more towards doubting what is known than seeking out new answers. As such, they are not much for religion or faith, instead choosing to live in tumultuous confusion over believing what may not be true or bowing down to intellectual authority. They have an understanding that for new to be created, the old and rotting foundation must be destroyed. Void-bound can be wise, thoughtful, and vibrant, or they can be dismissive, indecisive, and apathetic.
Breath is the aspect of wind, direction, and freedom. It is also tied to changes, as Breath-bound players tend to bring about massive change, inside or outside of their session. Breath players have at least some control over air and The Breeze, but it varies from class to class exactly what this entails. Breath players are highly flexible and expansive, able to have great effect on many things. They are excellent leaders as they can sweep other people up in their wake and inspire them, but they are also hard to keep hold of and tie down. Wanderlust is deeply embedded in the soul of a Breath player. Their tendency for leadership usually surprises them, as they lead by example and heroism comes from their pursuit of their own tales. Breath players sometimes underestimate themselves, but not always due to low self esteem. They were simply doing their thing, they didn’t expect things to happen this way! Breath-bound players can be motivated, adaptable, forward-moving thinkers, but they can also be volatile, avoidant, and very gullible. Nonetheless, they are useful to any session.
Blood is generally not a literal aspect, instead, it is the aspect of strong bonds, friendship, and trust between companions. It symbolizes unity and relationships in general. The Blood-bound are good at bringing people together, even when a group is separated by their differences. Blood players make good leaders; it runs in their veins, though they are more inspiring than commanding. They are prophets, giving their teammates the strength to keep fighting. They often move forward with a strong force of will, even when a situation is seemingly on its way to failure. Blood players are excellent morale boosters for that. They have a strong spirit, like a warrior, and do not back down when their friends and family are threatened. These players are also good advice givers, even when their own life and relationships are messy. They tend to be “do as I say, not as I do” types, seeking to protect the ones close to them. Blood players always count on their allies, even when things are extremely bad. They can be highly charismatic, inspirational, and uplifting, but they can also be stubborn, sullen, unkind, and immovable.
Mind is the aspect of thought, decisions, consequences, justice, and karma. Mind players are concerned with what is rational, able to see the possibilities that come with every choice. Sometimes, though, this can be overwhelming, freezing them in place and keeping them from acting. When a Mind player does execute a plan, it is done with grace, precision, and ease. Because Mind is tied to justice and the concept of karma, Mind players often are driven to do right and hand punishments to those they deem to be criminals. Justice and logic drive everything a Mind player does, even dictating what relationships they have and what said relationships are like. Logic is more important to them than is a strong foundation of self, and so their identity changes often. Mind players can be creative, innovative, thoughtful, and brilliant, but they may also be harsh, inflexible, and indecisive.
Heart is the aspect of the soul, self, emotions, intuition, and motivation. Heart players seek to understand themselves and their mind, and can come off as a little bit self-obsessed. To them, forging an identity is incredibly important. Every choice and every action goes towards building up a narrative of their personal story. Heart players sill care as deeply for their friends as anyone, but they tend to assume that other people are as concerned with the subject of self and identity as they are. They have masks for every situation and can put them on and take them off as the situation calls for them. Heart may cause splintering in the personality of players bound to it, which could manifest in a number of ways Heart is tied to emotion and motivation and is thus an antithesis of Mind, and its players are often interested in romance and pairings. This also ties into the theme of splintering self. Heart-bounds can sometimes interact with the soul on a physical level as well as dealing with the metaphorical, such as trying to tear it from the body or possibly even projecting it, making Heart players powerful and possibly dangerous. These players can be imaginative, intuitive, and steady, or they can be inflexible, overbearing, and cold.
Space is the aspect of creation. It deals with the bigger picture, as well as the size, velocity, and position in regards to physics. Space players are essential to their session and to a successful one in general because they are responsible for creating the new universe. It is a passive aspect with great power, and is connected to life because of the nature of Space as the creation aspect. The players bound to this aspect are patient, taking things as they come. They aren’t pushovers though-They are simply good at choosing their battles wisely. They understand that sometimes something must be burnt down to be built up better and stronger than before. Because of this, Space players are innovative and concerned with creation and redemption. They recycle what is old and broken down to create something fresh, new, and wonderful. To them, the journey and method is as important as the destination. Space players are steady, impartial, and creative, though they can be detached, apathetic, and vague.
Classpeculations
A Prince of Doom is both a destroyer of Doom and a destroyer through Doom. Being wise and strong, a Prince of Doom would be an incredibly strong opponent and a force to be reckoned with. Because they destroy Doom within themselves, a Prince of Doom would have little trouble and turmoil or uncertainty in their lives, and they’d always be pushing to better themselves and get the things they desire with little issue. They’d also be good at destroying or masking darker emotions and they would be excellent at handling most bad situations. As a destroyer of Doom, a Prince of Doom would be very protective of their friends, always warding off danger effectively. You could trust a Prince of Doom with just about anything, as they’d be sure to stop anything bad from happening. They are the “sacrifice themselves for the greater good” type, though they’d usually find a way to stop the need for death and suffering before it got very far. They would be an enemy to be feared, able to tear you down and destroy you with misery and suffering itself. Despite this, they’re also great mood lifters and therapists, as they can destroy misery. Unlikely, though plausible, a Prince of Doom could be the only possible Doom healer as Doom is likely tied to pain and Princes destroy their aspect. A session with a Prince of Doom is set for success; this player could potentially reroute or save doomed timelines as destroyers of Doom. A Prince of Doom is potentially one of the most important assets in their session.
A Muse Of Hope’s purpose would to be inspire hope in others. They would bear a kind, peaceful, holy aura and would do what they could to make sure their friends were always hopeful and ready to go on. They would be strongly driven by beliefs and difficult to sway from one to another. They have strong and pure convictions, trying to inspire others to do right especially when they cannot. A Muse Of Hope would seem like an angel on Earth.
A Rogue of Light’s role would be to steal fortune and knowledge for their team. They’d be sweet and kind, happy to aid others in learning. They’d be excellent at taking the luck of their opponents and giving it to their team. While they’d be a little pushy, a Rogue of Light would overall be a kindly teacher-type of person. A team with a Rogue of Light would be a highly successful group of players.
A Knight of Life would be extremely defensive of their teammates. As they can weaponize Life itself, they could potentially even shorten the lifespan of their opponent. On the reverse side of this, as a defender of Life and of their teammates, Knights could heal wounded teammates and resurrect those that have fallen. A Knight of Life would be very opposed to unnecessary deaths and would be moved to anger by such acts. These players would be pushy and overprotective of their teammates, even taking hits for them to stop a possible death. A Knight of Life might put up an energetic and excitable facade, while masking emotions and their own suffering from others, possibly becoming slightly distant from others. Despite this, the Knight of Life is generally a great person to be around, and a very useful asset.
A Maid of Doom could have many roles depending on how they are interpreted. They would tend to be very literal and to-the-point, never sugarcoating even the worst of topics. They would have a better understanding of fate than others, and would likely be more opposed to combating something that is set to happen. Being around a Maid of Doom could possibly drag one down, but Maids are protectors, so they could often aid you when you suffer, with their affinity for that type of thing. A Maid of Doom could possibly induce incredible misery and hopelessness in an enemy, twisting the tide of a battle in the favor of their team. As Doom is the aspect of death, a Maid of Doom could even force an enemy to die in order to protect themselves and others. A Maid of Doom would be willing to become a martyr, if it meant their friends would be able to survive. A player like this would be good at handling grief. Someone could come to them and vent about theirs and the Maid of Doom would be able to relate to them and talk to them, being the shoulder to lean on. Such a player would be very kind and sweet to others, but possibly cool and a little distant. A Maid of Doom is a useful and treasured teammate and friend.
A Knight of Hope, as the wielder and defender of Hope and one who uses it to protect their teammates, would literally radiate an optimistic, hopeful aura. They’d fiercely refuse to believe in the bad possibilities, defending the bright side of things. This player would be good at keeping up the morale of the team. A Knight of Hope would be fiercely bound to doing what was right and would have a strict moral code, not accepting anything that goes against it. A player like this would have a strong and steady belief system, whatever it might be, whether religious or not. Because a Knight of Hope can weaponize Hope and its holy and bright light, they would be able to use Hope itself as a weapon to fend off enemies. An aura of holy light or pure blasts of holy energy could be examples of this power. Their bright and hopeful demeanor masks insecurities and some physical affect, but a Knight of Hope is a genuinely good and pure person and extremely useful to their team.
A Knight of Rage would be extremely, terrifyingly strong. Added to this, they could use Rage itself as a weapon, either by forcing madness upon an enemy or using a sort of Rage aura to deal damage. Though a Knight of Rage would be a sheer brute, they hold a special kindness towards their teammates and would rarely ever turn their anger on them. Instead, should something ever happen to someone close to a Knight of Rage, it would drive them into a blind fury and they would likely destroy the offender easily. Even so, as Knights are responsible for keeping their aspect in check, a Knight of Rage would be good at calming anger in themselves and others most of the time. Thus, this player would be a good friend or moirail. A Knight of Rage would use Rage to improve themselves, possibly by training their strength or ability to manage anger. Knights of Rage would be fierce defenders of truth and loyalty, quick to anger when someone lies to them or they perceive something as false. The rough outer demeanor and constant anger towards many things a Knight of Rage has masks a soft inner core and insecurities about something in their life or about their body. It is incredibly difficult to reach that side of a Knight of Rage. Even with this, Knights of Rage are important members of the team they are part of.
A Prince of Void’s role would go be destroy Void and destroy using Void; to destroy nothingness and to use nothingness to destroy. This player would be highly intelligent and possibly quite like a teacher, as they eliminate the lack and concealment of knowledge. Princes of Void would make the enemy secrets or the secrets of the game public. If their session is lacking something highly important, this player could destroy the lack of that thing. Say, for example, the session is missing a Space player. The Prince of Void would destroy the nothingness of the idea of a Space player, similar to how a Rogue of Void steals the nothingness from an idea. A Prince of Void would be able to use the power of Void and nothingness to easily destroy an opponent, combined with excellent fighting abilities. Princes of Void would be fairly open, wearing their heart on their sleeves, as they don’t keep secrets well, not even having their own. Prince and Void make a good combination as Princes destroy to make way for new things and Void players see nothingness as simply a blank canvas and have a deep understanding of how the old must be wiped away to create new things. Thus, the presence of a Prince of Void would raise the chances of a session’s success.
A Mage Of Blood would be an excellent leader for their teammates. They would possibly be kind of preachy and rather like a teacher, but they would often be kind and friendly, good at advising and helping others, especially when they are having trouble with interpersonal relationships. Mages Of Blood are experts on bonds and family/friendship relationships, but they may have trouble in their own life with such things. Being in many good bonds and close companionships reaches Mages Of Blood many important lessons. They are very good at making friends and helping others do the same, and become extremely attached to those they have bonded with. Mages of Blood are protected strongly by their teammates, as they are an extremely valued and loved friend. Though these players are good with bonds and relationships, handling them so often can be quite taxing. Despite this, a Mage Of Blood is a powerful and inspiring leader and could drag their team through even the darkest of times.
A Mage Of Mind would be very intelligent. They would seek out knowledge about anything and everything, especially things like law, criminal justice, and possibilities. A player like this would make an excellent lawyer or judge, for example. Mages of Mind would be good teachers, able to share their knowledge and guide others. This kind of player likes to set examples for others, nudging them towards a just life with a steady moral code. A Mage of Mind could have a degree of control over what choices are made, sort of like mind control, due to their creation. They could also possibly create new outcomes to situations if the ones available aren’t suitable to them. A Mage of Mind might find it difficult to stray from the path of just decisions, even if it is crucial that they break their code for their own survival or that of others. Whatever the case, often negative consequences of decisions Mages of Mind make have little to no effect on them. They often shove them off on other people, especially those they don’t like. The player still uses justice and karma to benefit their teammates, but it weighs down on them in some ways. Someone of this class and aspect pairing would be a creative person, possibly an excellent artist, but with a tendency to be indecisive, pushy, and preachy. Still, a Mage of Mind is highly useful. They could be a good adviser to their crew.
A Seer of Heart would be very good at handling emotional matters and relationships as well, due to their innate understanding of Heart. These players would be good motivators, getting their team moving forward with only a handful of words. Seers of Heart would be among the folk with simultaneous waking selves, most likely. They’d be good at distinguishing when someone was concealing something or part of themselves, and would be better at hiding similar things in themselves. Seers of Heart would be able to tell when someone was hurting, and, with the knowledge they gain from Heart, would be able to heal the emotional pain of others. This player would be able to sense the souls of other beings and could possibly use their own as a sort of aura. Seers of Heart are powerful players.
A Prince of Space would be a destroyer through creation and a destroyer for the purpose of creation. They embody the very principle that the old must be destroyed in order for new to be made or what was to be improved. A Prince, unlike other Space players, has the tendency to become impatient when they are made to wait too long. Because Space usually follows laws of physics, however bent and tested they may be, and because Princes are a destroyer class, a Prince of Space would be able to break the laws of physics in order to build up something new. A Prince of Space would be very strong, able to destroy by creating something new. As such, a Prince bound to Space is not merely a destroyer, even if Princes often lack their aspect. They are a creator, who uses their creations as weapons of destruction. Even so, a Prince of Space would likely be the type to scrap things they made again and again as they are not satisfied. For them, things must be absolutely perfect. This ensures that everything comes out right in the end, making a Prince of Space a useful asset.
A Sylph of Doom heals through Doom or heals by unlocking Doom. This player would be highly empathetic and understanding, ready to be there for someone when they are hurting. They make excellent therapists for that. They are not healers in the traditional sense, rather, dealing more in easing emotional suffering and pain. Though a Sylph is usually passive and uses their aspect to aid others, they have the capability to “unlock Doom,” and therefore impose severe mental pain and misery upon an individual, giving them a terrifying power. Though Sylphs of Doom are bound to an unpleasant aspect, they are useful and valued team members due to their ability to aid others when they are in a time of need.
A Seer of Void seems knowledge about Void to coordinate their team. This is a bit contradictory, seeing as how Void is the aspect of mystery and concealing knowledge. But that doesn’t mean the Seer of Void can’t fulfill their role. This player understands that they can’t know everything, no matter how hard they try. They are fine with a bit of mystery, and possibly have a deep affinity for mystery novels and conspiracies. They themselves are a very mysterious and secretive person. A Seer of Void would be good at finding out the secrets of others, though, and in the case of the game, using them to aid and advance their team. They’re likely to seek to want to know more about what is thought to be already known, possibly undermining false facts that were believed to be true. This would be good in keeping their team from making mistakes and dying before finishing the game. A Seer of Void would probably be able to manipulate nothingness, or seek out things thought not to exist. They could possibly speak to the gods of the Furthest Ring, due to their connection to Void as a Seer. Seers of Void could probably see even the most cloudy outcome of a questionable thing, which is useful in a game like this. They would have a very deep understanding of the game and its mechanics, deeper than any other class or even Seer, understanding even its most mysterious and confusing parts. Thus, a Seer of Void would be useful indeed.
The role of the Knight of Mind is to protect their teammates with, regulate, and use Mind as a weapon. A Knight of Mind would be relatively intelligent with an intuitive sense of right and wrong. Their weapon of choice would be rational thought, and their primary motivator would be dealing out justice(look at Redglare, for example). As Knights of Mind keep Mind in check, they are likely to correct people when they are acting foolishly or are in danger of karmic retribution. These players usually seem very chill with a lot, and they usually know the best decision to make. They can be fiercely defensive of their teammates, and they make a pretty good friend. The cool, upbeat demeanor of a Knight of Mind masks a part of them and is usually a built-up facade, to the surprise of many. However, the Knight of Mind is still a powerful player and kindly friend.
A Knight of Doom weaponizes and defends their friends with Doom. This could be interpreted as them interfering with the enemy, dooming them to failure, or imposing such a sense of misery upon them that they are rendered useless. A Knight of Doom also regulates and keeps Doom in check. They know that sometimes, bad things will happen, and that is fine, and that the occasional bad mood can not be avoided. But they can keep too many bad things from happening, as well as boosting morale when the team truly needs it. A Knight of Doom is glad to listen to a friend spilling their problems, there as sort of someone to rely on and someone who will listen and tell you what you need to hear. They have a quiet, wise, calm demeanor, but it probably covers up many scars, physical and mental. A Knight of Doom has been through a lot of suffering, but it only improves who they are as a person, leading them to improve their friends.
A Thief of Mind steals logic, rational choices, justice, and karma for their own gain. If anyone got in their way, they could even stop them from making good choices, forcing them to fail. Most often, bad karma would not affect them, because they would steal the good karma of another, like a Thief of Light steals fortune. If someone is not suffering a fate that the Thief of Mind desires, they could steal their good karma and make it worse. A Thief of Mind would be rational and intelligent, possibly because they could even steal knowledge from other people. Their displayed personality would change fairly often, and they’d be very adaptable. A Thief of Mind is formidable indeed.
A Thief of Life takes away Life to benefit themselves. This almost makes a player sound evil, when really, they are just aggressive, powerful, smart-alecky, with an experimental mindset (as has been shown). They’re very good at defeating their enemies, which is of course to their own gain as well as that of their friends (albeit not intentionally). The powers attributed to a Thief of Life have the potential to be dangerous; one like this could have a “kiss of death” or something of the sort. This player is a force to be reckoned with indeed.
An Heir of Life is surrounded by, manipulates, becomes, and is given Life. It would be very hard to hurt an Heir of Life due to their ability to heal almost instantly upon being dealt damage. They’d be excellent healers and could resurrect someone when they fell, because they manipulate the forces of life itself. They could lengthen or shorten anyone’s lifespan if they wanted, but this doesn’t mean that they would. They would only use this to aid their friends. An Heir of Life would be kind and motherly/fatherly, caring for their teammates. During their session some horrible danger could’ve befallen them and they should have died, but they were given Life by an outside force. An Heir of Life is a good ally and a nice player to be around.
A Sylph of Heart heals Heart by unlocking it for others. They are kind, sweet, and excellent therapists; you can count on them to hear your emotional problems and offer you the best advice. They’re good matchmakers and relationship counselors too, because they help unlock the love and emotions between a pair. A Sylph of Heart could easily help someone get over heartbreak by showing them that they are better off and things will be okay. A Sylph of Heart seems peaceful and docile, but they are actually incredibly powerful. They could possibly manipulate emotions and tame the volatile ones of others, or manipulate someone’s soul. Though a Sylph Of Heart is a kindly healer, you mustn’t underestimate such a player.
An Heir of Space manipulates, is surrounded by, is given, and becomes Space. This has some interesting connotations. Because an Heir of Space manipulates Space and therefore physical things and their properties, they could probably move planets if they saw fit to it. They might even be able to manipulate the environment around them (or even themselves!) on a large-scale physical level. Heirs change their aspect and change with it, and thus an Heir of Space might be able to change where things/they themselves are in the physical plane due to Space’s connection to the position, size, and velocity of things. They could possibly even teleport. They’d be able to shrink and grow almost anything, they would have supreme terraforming abilities and excellent universe-manipulating abilities in general, and they’d be able to likely manipulate the fabrics of Space. Because Heirs change and change with their aspect, and Space is tied to creation and physical things, an Heir of Space may be able to shapeshift along with manipulating their environment to aid their team along. An Heir of Space is extremely creative and artistic, as they are surrounded with creativity and plenty of space in their world to do it. They see the world as their canvas and are eager and swift in their ways. Once the Heir of Space gets going, it’ll be hard to stop them. A player like this is intelligent, friendly, kind, and very protective of their friends. They love making new and making their friends gifts (made by their own hand most likely), but they can be aloof and flighty from time to time. The calm and sweet personality, paired with the incredible power of such a player, makes the Heir of Space a good ally and a terrifying enemy to have.
A Witch Of Blood manipulates, creates, and breaks the rules of Blood. Because Blood has to do with strong bonds and spirit, Witches of Blood are good at making friends(and helping others make friends, too). They make strong bonds with nearly everyone they invite into their circle. The presence of a Witch Of Blood in a session will strengthen the bonds between the teammates. A Witch Of Blood can be great for keeping everyone’s morale up and tearing down the enemy’s. They can seem like manipulative people, which isn’t always good, but they usually do it for a good cause. They are protective of their friends and family, and would do anything to keep them safe. They have an attitude bigger than their body, but they usually use it for good. They give good advice, which usually never fails. A Witch Of Blood is a great friend and good teammate.
An Heir of Heart manipulates, is given, is surrounded by, and becomes Heart. They have some sort of affect on people that causes them to care deeply for them. Their team would love having them around and might make them the leader. Heirs of Heart are deeply intuitive, and thus are rather intelligent and wise people. They are good with emotional issues, and if they were to be having some, you couldn’t tell, they’re good at hiding them, too. An Heir of Heart may be able to control emotions, in both themselves and others, which might display in a form of mind control. This is a terrifying and dangerous power to have were it to fall into the hands of someone who manipulates others for personal reasons or desires. But most Heirs Of Heart are too kind and friendly and sweet to use their abilities like that. Because of their demeanor, they are surrounded by love and happiness most places they go. An Heir of Heart could possibly project their soul and use it as a form of aura or anima, or their entire body could become intangible, like a soul or spirit, because of Heart’s connection to the soul. Heirs of Heart might also be able to actually touch the soul of another being and manipulate or interact with it, adding on to the potential controlling powers such a player could have, however unlikely it is that they are to use them for their own gain. However strong and dangerous the Heir of Heart may be, they are still kindly and make good friends and teammates.
A Witch Of Mind controls, manipulates, and creates Mind. They have the potential to control someone’s mind and decide what choices they make. A Witch of Mind can see and potentially control what decisions and consequences happen or have already happened. This player is logical and intelligent, able to make wise and informed choices to make sure they succeed in their endeavors. They have the potential to be dangerous, because they can take control of their enemies and even other players if they do choose. They are also able to control karma and justice, and most likely the consequences of their less kind actions would not befall them. They could probably control their own death as well, by making the Heroic/Just clock swing in their favor-or rather, not swing at all and result in a resurrection. You should not get on a Witch Of Mind’s bad side.
A Seer of Mind uses their knowledge about Mind to coordinate their team. They can see every possible consequence of every possible choice, like each possible future. They would deeply understand how karma works and they’d know a lot about justice, and likely would make that their driving motivation for going about life. Because they could see the consequences of each choice, they can nudge things in the best direction for success or send someone back to fix things, like how Terezi and John retconned. A Seer of Mind is a very logical thinker and doesn’t care much for building a strong foundation for self, as they’re too preoccupied with karma and consequences to worry about that. Due to their abilities, a Seer of Mind is useful and could aid a team in being successful.
A Seer of Hope would use their vast knowledge of Hope to aid their teammates. They would specialize in boosting overall morale and motivating their team to fight. Because of their aspect and the abilities of Seers, a Seer of Hope can visualize the most hopeful path and lead their friends and themselves towards victory that way. Seers of Hope are very intelligent and reserved, offering good advice as they are excellent people to go to when in a time of need. They are kind, helpful, and wise, able to boost anyone’s mood and give them hope to go on no matter what. Since Seers usually deeply understand the game they are playing, a Seer of Hope would have no trouble understanding the mechanics. They’d know every little bit and piece to the game and would use that knowledge to encourage their friends to stay hopeful. You will usually find a Seer of Hope in a good mood, though sometimes they lose hope themselves and feel lowly. But they can always count on their friends to lift them up. A Seer of Hope is like a human angel and is valued in any party.
A Page of Hope creates and gives Hope to others. This means that their role is to provide others with hope and faith and morale as they go on. At the beginning of their session, they often don’t have much hopefulness of their own, and don’t realize how much power they could hold if they realized their true abilities, but once a Page of Hope realizes how strong they really are, they radiate an aura of powerful hopefulness and belief. They could even believe something into being, because of the sheer power of their fully realized abilities as a creator of Hope. Once they come into their powers, a Page of Hope can keep their team hopeful and motivated, helping them reach the end. They are a valued friend and teammate and you can rely on them as much as they rely on you for aid. Pages of Hope hold great strength and can make a team successful.
A Bard of Doom allows others to destroy Doom in them and invites destruction through Doom. They are one to encourage a suffering person to strike back at what is making them suffer. They do experience some suffering themselves, but usually they depend on others to stop it, which works very well. A Bard of Doom can be very chaotic neutral, depending on their personal loyalty they may swing more chaotic good or chaotic evil. They’d be useful, though, encouraging their teammates to fight because the enemy causes them pain. If a Bard of Doom decides they simply want to spread destruction and suffering for the good of no one, they would be extremely dangerous because they’d know how to twist things and lead other people to destruction. A Bard of Doom holds great potential, but could be very dangerous.
A Prince of Heart destroys Heart and destroys through Heart. They don’t have a solid sense of self, instead, their personality is highly prone to splintering (as is shown) and they have many masks that change often. They hold the ability to potentially destroy someone else’s soul or tear it out of their body, which could even be turned on themselves (though that’s unlikely). They are heartbreakers, but they do it to teach others lessons and build them up and heal them by improving them through the destruction of feelings and love. A Prince of Heart is a powerful warrior, very logical and thoughtful, not letting their emotional troubles get in the way. They are smart, creative in unconventional ways, and try to be helpful, but they can be dense, harsh, and aren’t the best with feelings of their own. Princes of Heart are important to their team.
The Knight of Time is the defender, regulator, and warrior of Time. They regulate timelines and keep them in check, preventing one from ending up a doomed offshoot. They possess some ability to travel through time, be it on their own or with a tool like the Timetables. They defend their friends with Time, maybe by freezing an enemy in time or traveling around time to get away from the attack. They are powerful fighters, as Time itself is their weapon. They have a cool and laid back atmosphere, which masks insecurities about themselves or some physical deformity(Dave and his glasses and mannerisms). Knights of Time are extremely important to their session, and often save the lives of their friends many times over.
The role of a Prince of Mind is to destroy Mind and destroy through Mind in order to improve it. They likely have a lot of issues with their mind, because they destroy Mind in themselves, but this doesn’t mean they’re not good or smart people. They are very knowledged, they just tend to be weighed down to a breaking point due to their want of logic, knowledge, and ways to circumvent the available choices in order for better things to occur. A Prince of Mind might be able to make someone snap and cross the line into insanity and unpredictability as one of their abilities, and they too may stray over that border. They always are able to find another way and when they can’t can mess things up so much they make another way. They destroy with their sharp and biting logic and intelligence, which aids them along with the powerful fighting abilities a Prince of Mind possesses. Given support from their friends when they are in the worst places(which they gladly can return), a Prince of Mind is a useful teammate, good friend, and extremely powerful as a player.
The Knight of Doom protects, regulates, and weaponizes Doom. They’re the folks that beat understand that sometimes suffering is a good thing, it teaches you lessons and toughens you up. They also are good at understanding pain and misery itself and can be of aid when their friends are suffering, because they keep those things in check. A Knight of Doom’s favored weapon is Doom, and by that, suffering, pain, and death, making them a skilled, formidable warrior. They project a tough outer shell, seemingly hardened by things they have been through, but on the inside, they are secretly soft, kind, and far more sensitive than they would like you to know. A Knight of Doom is wise, intelligent, and thoughtful, and is good at keeping their friends motivated even if spitting advice isn’t their style. This player would readily sacrifice themselves for others, if it meant that they keep pain and suffering from getting out of hand by submitting they themselves to such things at risk of death. A powerful yet gentle player, a Knight of Doom is an excellent and wise friend who can always be counted on to help.
A Sylph of Breath heals through and unlocks Breath for others. They would be entranced by freedom, absolutely repulsed by anything that tried to control them by anyone’s terms but their own. They would definitely encourage others to be free and would be good at revealing to others where they were being controlled by other people, and thus would make them stronger for it. Sylphs Of Breath are quite calm, however flighty they may be. They hold great power in being able to calm others through psychological healing and restoring Breath to one who is injured. They might have some control over the wind, which in contrast with their demeanor could be incredibly powerful, as Sylphs are known to be. A Sylph of Breath has a secretly terrifying side, as they could probably control the breath in one’s lungs, even if it contrasts with who a Sylph is supposed to be. A Sylph of Breath, seemingly gentle and encouraging, is not to be underestimated.
A Knight of Space is the defender and regulator of Space, who makes it their weapon. A Knight of Space is extremely creative and thoughtful, using colorful and interesting methods to solve problems. They’re highly protective of anyone they become attached to, and would do anything to keep them safe. They may have the ability to manipulate space and the world around them (“all of creation”) to stop their enemies. As their job is to regulate Space and creation, they encourage creativity and artistic talent in others, but in the sense of the game, they’re very motivated and seek to do anything possible to win the Ultimate Reward And create the next universe. Breeding the Genesis Frog is no challenge for them, as they seek to create and probably have an affinity for living things in general. They’d get along well with Life players for that. Their intelligence and motivation combined with their strength and abilities makes it seem impossible to drag them down, but all that masks a soft, scared inner self. Whatever may happen, or whoever they may be, Knights of Space are powerful and amazing players.
A Mage of Doom seeks knowledge about Doom. They lead others in their team by messing with fate and protecting them from death. They themselves are also well protected from death, even when they should’ve died regardless. A Mage of Doom often is put under great distress because of the role they play almost as a martyr. They tend to be very straightforward with things, which can get a little morbid at the worst of times. Mages Of Doom are their teams saviors due to their power.
A Maid of Blood embodies and gives themselves and others Blood. They are the very best of friends and they make excellent leaders. Need advice, they have it. They are excellent at helping others resolve disputes, while having a vicious fighting spirit themselves, however friendly and gentle they might look. Maids of Blood find socialization and befriending others comes naturally to them, for the most part, and this is especially useful practically, as well. Prophet-like leadership is in their blood and they could easily turn groups against the main enemy. Winning the game is no trouble for them if they have what is necessary present. Maids of Blood are powerful and make good icons and examples for others to follow.
Mages of Space seek knowledge of Space to better themselves, others, and the aspect itself, as well as manipulate and use their aspect. They are very creative folk and may be found creating art and things they find nice or beautiful in their spare time. As they are intelligent and wise, they often teach others to be the same way. A Mage of Space might be able to manipulate things around them, but it’s out of curiosity. They want to know so that they can help their friends. While they’re very kind and helpful, it does weigh on them a lot which can lead to moodiness and stress in the worst of times. Usually, though, they are bright, smart, colorful, amazing people.
A Witch of Doom manipulates and unlocks Doom. They have a deep understanding of suffering and misery and are good at controlling and manipulating it, as well as creating it. They may not be the nicest person, but they are good listeners and can be helpful when it is desperately needed. A Witch of Doom could be dangerous as they could possibly raise the dead because of their ability to manipulate, unlock, and create death due to Doom’s connection to the concept. This is a useful but formidable and dangerous ability and makes a Witch of Doom one to be feared.
A Witch Of Void actively manipulates, unlocks, controls, and creates Void. Through this, they’re able to control and manipulate the “nothingness” of something, maybe even turning an idea into a reality like a Rogue of Void has been known to do. Witches of Void are very intelligent and creative, but can also be spiteful and destructive if things don’t go their way. They could be very helpful to a session lacking a Space or Time player, maybe even creating one from nothingness. They hold a great power for this, as all Void players do. They could be highly useful to any session.
A Rogue of Doom passively steals Doom. They understand that suffering is sometimes necessary and may accidentally lead their friends into dangerous situations but they also don’t want anyone to be in too much pain and will probably be a very helpful person. Rogues of Doom are incredibly kind and wise, and venting to them yields very successful results. Since Doom is also tied to the concept of death, a Rogue of Doom may be able to “steal” death from someone and resurrect them, though knowing the way the game seems to go this would probably only be possible once per person. However it works, Rogues of Doom are powerful and useful.
A Sylph Of Hope heals by unlocking Hope for their fellow players. This is an incredible power to have. By this, they’re able to encourage others to follow their dreams and hold tightly onto their beliefs, restoring their faith when it is low. If someone is feeling weak and down and is afraid they will die, a Sylph of Hope is there to keep them going and fighting even when they thought they were done for. A Sylph Of Hope may be gentle and kindly, but they’re extremely powerful in that they can guide someone’s beliefs so much that they could pretty much lead an army if they so chose. This makes them pretty much unstoppable. Their own faiths and beliefs may be so strong, it’s hard to sway them. A steadfast person who’s good at helping morale, you want them for your team.
Mages of Heart seek knowledge of Heart in order to guide their team. They are kind, driven, motivating people and are very good at encouraging others. They’re good at helping others with relationship troubles, though their own are often in turmoil(though they do not suffer because of this). A Mage of Heart can be very obsessive. They’re the kind of folks to ship rarepairs but they make it make sense. They’re very intelligent, and when they set to doing something, it will get done no matter what. This player is good at helping others figure themselves out, and they usually know themselves well, but not always. They have a deep and intuitive understanding of matters dealing with the soul itself. A Mage of Heart can probably even see spirits and ghosts and interact with them in the normal, waking world. They’re quite powerful, however gentle and kind they may be. A Mage of Heart is perfect for any team.
Knights of Void weaponize, maintain, manipulate, and protect Void. They’re very good at fist-fighting and any style that needs no weapon, because they don’t really require one. This player is very calm and wise, understanding when it is necessary for things to die out so new stuff can come in, and definitely won’t stop necessary destruction. They might even prevent their friends from trying to stop something from being destroyed if they realize it has to happen. They’d also understand when things needed to fill the void or nothingness and may be able to change the nothingness of a concept. A Knight of Void would be down to fight anything for their friends with their bare hands if that’s what it took. They would probably resist being confined by society or being forced to conform, which may cause a few issues here and there. Their rebellious attitude and wiseness masks issues with their self-image, but they are still powerful players and allies.
Witches of Time control, manipulate, influence, and break the rules of Time. They can hop around timelines as they please and change events if they do wish. The rules of time don’t apply to this player at all. If they really wanted to, they could change a doomed timeline of their desire to the alpha timeline, which is against the rules of Time itself. They essentially have the freedom to do with time as they please and choose when and where to occupy. They’d be extremely adventurous, willing to do whatever it took to reach their goal and not giving much of a care what happens on the way. The Witch of Time would probably be very eccentric and might not always play well with others, which fits with their abilities. They’d generally be relaxed, though, because Time is literally theirs to manipulate. Witches of Time hold great power and you shouldn’t tick one off.
A Witch of Light controls, manipulates, influences, and breaks the rules of Light. They can control fortune and odds, sort of like Domino can. Usually they do this in their own favor, making them incredibly lucky people. Because Witches break rules, a Witch of Time breaks the rules of Light and through it fortune and actual light. They can probably make light behave how they please and could probably hide themselves the same way a Void player could, the way they break the rules. When dealing with fortune, they’d make it behave in ways it shouldn’t. For example, they could tamper with the clock deciding if a death is heroic or just, or they could prevent an inevitable event altogether. Witches of Light are powerful and make useful allies.
A Bard of Light destroys, invites destruction through, and allows their own Light to be destroyed. Their presence is both akin to an unlucky black cat and a lucky charm, because they can make others use their fortune to wreak havoc. They themselves aren’t very lucky people, due to the influence of others in their life. Their past or current friends might not have been/might not be very good to them. They’re not always in the best state of mind because of that, and they can’t often see things properly(physically or mentally/spiritually), and try to find ways to cope. A Bard of Light is good at egging others on with what they perceive or their luck/lack of it. No matter what they’ve been through or what they’ve done, though, they can be nice people and good friends of people show them they care.
A Sylph of Light heals with Light or heals Light itself. Light is often referred to as the aspect for luck and knowledge. This could mean that a sylph is often very knowledgeable in many subjects, so that when someone is in need they can cure the situation with the knowledge they have on hand. This could also mean that they can heal relationships, knowing both sides of the arguments and using that knowledge to come up with solutions.Not only this, they could fix a situation with luck as well, such as showing up at the perfect moment with the perfect fact or item to fix the situation at hand. Overall a Sylph of Light is a very valuable addition to a team, being someone who’s very intelligent and a good problem solver. A Sylph of Light would probably be very inquisitive and thirsty for knowledge, always trying to pick at people and find out what they need to know.
A Rogue of Breath steals Breath or steals with Breath passively for their team. Breath is often associated with freedom or the element of air itself. This could possibly mean that the rogue would be quite controlling, possibly due to anxiety and being frightened of losing control over things in their life, therefore possibly stealing freedom from others. This person could also quite possibly be very good in battle, using their techniques to leave their oppents powerless, and literally “taking their breath away”. Their challenge would be to let go more and go with the flow of things, and giving other people the chance to control things for them.
A Maid of Heart is one who maintains and creates Heart. Since usually a god tier represents what you as a person needs to work on, a Maid of Heart would start off very aloof and not interested emotionally in many things. They would be very used to relying on others for their interests and feelings on practically everything.The goal for the Maid is to start relying on themselves for their aspect to the point they create it, such as a the Maid being so invested in something others invest in it as well. A Maid who overcomes their abilities would likely be someone who’s very vocal and enthusiastic about their tastes, so much others being to become influenced by them. This could also affect relationships, as if the Maid does or doesn’t like a certain person other people would act accordingly.
A Rogue of Life passively steals Life for their friends. This may manifest in them being able to steal the lifeforce of an enemy to heal a wounded teammate, or them being able to shorten some lives but extend others. They are kind, sweet, generous people and just want to help those they care about. They have a lot of energy and charisma and can use this to their advantage. Rogues of Life can be very stealthy and sneaky, and are good at surprising and ambushing their opponents. They make excellent allies because of their helpful tendencies and useful powers. They would be a blessing to any team.
A Prince of Rage is a destroyer of and through Rage. They themselves are very calm, never moving to anger when things get bad. However, they can use the anger of others and cause more destruction. They would have the ability to calm nearly anyone, or sap away the fighting spirit of someone if they so chose to do so. This player might be incredibly powerful, to the surprise of many who see them as more of a pacifist. They have the potential to be very manipulative, to the point the one being manipulated like a pawn is unaware of it entirely. This is a dangerous, terrible power to possess. A Prince of Rage is formidable and dangerous, no matter their level of quiet calm.
An Heir of Time is given and becomes Time, and can also control it. They’re never late to anything, and should something arise that could possibly get in the way of punctuality, something else will always happen to increase the amount of time that the Heir of Time has to complete their task. They’re very quick and agile, doing any work as quickly as they can and still doing it effectively. As for powers, an Heir of Time is able to manipulate time itself and do with it as they see necessary, and will usually do this to aid their friends. They may potentially sacrifice themselves in order to save a timeline, if the need to do so should occur. They are kind and helpful souls, though they tend to get confused easily or become confusing themselves. However, they are still powerful and make very excellent, useful allies.
Witches of Rage manipulate and unlock Rage. They tend to be somewhat aggressive people, but good at manipulating the emotions of others. They are good at spreading chaos, knowing just the right words or actions to tick someone off, which could be god or bad depending on who exactly the Witch of Rage is angering. Making Witches of Rage mad, though, is very dangerous because they can become violent very quickly and are not people you want to bother with when they’re riled up. However, should they decide they would rather help people than devote time and energy to bringing out rage in people, they can be very good at handling emotions and may offer good suggestions for calming anger or otherwise, whether or not the person in question takes up their advice is up to that person. It is worth it to befriend a Witch of Rage as their penchant for causing anger is actually useful in some situations, if someone can stand their attitude. Despite their negative talents, this player is possibly a very good teammate.
Princes of Time are destroyers of and through time. They aren’t the most punctual people but they make it work and often some event will come to their rescue so they don’t encounter trouble for their lateness. They do make effective use of time they gain every now and again and weaponize that bit effectively. A Prince of Time may be able to unravel timelines and change them, or they may be able to use the timelines or use the concept of time itself to cause destruction. For example, they might even be able to accelerate time in certain pocket areas to destroy an enemy (or hinder the success of the game, whatever they decide). They know well that timelines must sometimes be destroyed in order to make way for fresh new ones and that’s alright. They’ll be there to move the process along, doing what Princes do best-destroying.
A Sylph of Space is a healer of and through Space by unlocking it. They prefer order and cleanliness over chaos in their lives. They’re very creative and fashionable, but are very gentle and not at all vain. Sylphs of Space are good at working with people; they’d make excellent nurses, especially for children’s hospitals. They are incredibly pleasant to be around, making excellent friends and handing out good advice. They do have a lot of power, though. A Sylph’s job is primarily to heal, but also to create, and a Sylph of Space could probably manipulate the physical world and are definitely the most important part of making a new world. Their powers are not to be underestimated, and your best choice is to become their close friend.
The Maid of Space embodies and defends Space, provides it for their teammates, and is protected by it. They’re usually benevolent protectors, often taking on a sort of motherly role over their friends, still understanding when not to hover. They are very artistic and enjoy crafts, examples of which may be sewing and clothing-making or sculpting and painting. They tend to prefer a nice clean area around them, but are comfortable anywhere and can make use of their surroundings. A Maid of Space may have the power to manipulate the physical plane around them, basically manipulating “creation.” They could use it to defend themselves and others, or to protect the very world around them from harm. They are the defenders of the new universe they help to make, and will watch over everything as a guardian-figure. The Maid of Space far prefers pacifism over fighting and may play a more supportive role in combat, but they won’t hesitate to jump in and fight when their friends (or the universe) are in danger. They’re quite friendly and enigmatic, and give excellent advice, as well as taking strong social stances against things they perceive as unjust and dangerous. The Maid of Space has strong charisma and is an essential part of their group.
Who doesn’t want to know the Homestuck Title they would have in the game? EDITED: Added more Aspect info, Changed how Rage and Doom work, and added one Syllable Titles! Edit 2: Added A better 1w9...
If you're taking a Homstuck Title Test, this is definitely the test I recommend. I won't be covering non-canon classes in my blog, but if you do end up with a canon one please feel free to ask for my interpretation.
Passive Active Class Pairs
Not [100%] canon or anything. If you hate it you can completely ignore it... but I think I got some good things going on here. Active classes will appear first/be on the left.
We'll start with the confirmed pairs:
Thief and Rogue
Prince and Bard
Lord and Muse
And... here are my thoughts on the matter.
Heir and Knight: Woah, what am I, crazy? Nah. I take a Knight to be someone who protects with their aspect. Dave shows examples of this throughout Sburb, such as early on when he visits himself and becomes Davesprite, and a bit later when he save John from visiting his denizen too early. Basically, Dave protects his team from doomed timelines again and again (please don't make me go out page-hunting for evidence, I assure you I'm not lying). A heir is someone who protects themselves with their aspect. In case you haven't noticed, John does this a lot. He does the windy thing when his planet is getting all burn-y, and he manages to protect himself against Bec Noir in their showdown by turning into wind. I'm sure I haven't covered everything about either class, but you can at least see my point.
Maid and Sylph: I'm pretty sure I'm not the only one who thinks this at all. Maids heal themselves with their aspect or heal their aspect (clean it up), and Sylphs heal others with their aspect.
Mage and Seer: Mages benefit themselves with knowledge of their aspect / knowledge gained through their aspect (Sollux does this a lot). Seers benefit others with knowledge of their aspect / knowledge gained through their aspect.
Witch and Page: This one might be kinda weird too. Witches manipulate their aspect / manipulate with their aspect. Witches are able to take what is already there and change it, so maybe Pages are able to manipulate what isn't really there, and make it seem like it is (or actually create it, depending on what the real definition of a Muse ends up being). Jake was able to put hope in a hopeless situation, Tavros was about to put breath into a breathless Vriska corpes (although he would've / did fail).
This would result in the Active / Passive scale looking something like this:
Muse
Page
Bard
Knight
Rogue
Sylph
Seer
(BR8K)
Mage
Maid
Thief
Heir
Prince
Witch
Lord
This all fits in to Hussie's tweet, which stated that the most active non master class is female (witch), and the two most passive non master classes are male (Page and Bard). Since Hussie did not say the two most active classes are female, the 2nd most active must either be male or non-exclusive, which Prince fits. Same goes for the other side, with Knight being a non-exclusive class. The 6 classes in the middle aren't necessarily in that exact order, but I think it's highly plausible that the classes go like that.
I know I have to expand on a lot of these, but I honestly think that this could be the answer.
Star of Key
STAR OF KEY A Star is a non-canon class and not much is known about them; a lot of it is up to interpretation. According to thepageofhopes, the Star class is "one who demands focus" and is on the active side of the spectrum. A Star acts as a distraction to the enemy through means such as dazzling the enemy and manipulating the enemy. However, Stars do not deal much damage despite being such a targeted class.
A Star's "personal growth" quest is to be in the spotlight to help their team, but they need to stay level-headed and not let the attention get to them. A Star of Key may prefer to shroud themselves with a layer of mystery, due to Key's domain being "secrets". This can either help them with their personal growth by keeping them closer to the background, or it may only serve to make the Star of Key even more noticeable. After all, nothing attracts attention like a bit of mystique.
The aspect of Key is about "Secrets, their Discovery and Traps". Most obviously, a Key player is able to open locks without much hassle. By the time the Key player reaches God Tier, locks will not even be the barest hint of an issue for the player. As well, Key players are able to design and set traps easily, no matter what their chosen strife specibus is. This means the player can be extremely good at luring in enemies into situations where the player has the advantage. As well, since Key is about "Discovery", the player is able to effortlessly see through traps—making it incredibly hard to capture the Key player. As well, Key players are able to keep their secrets well guarded, yet are capable of quickly discovering the secrets of others.
A Star of Key is in charge of diverting the enemy's attention by using secrets or traps. They can use their ability of discovering traps to aid them with not getting caught, or they can set off the traps to lure the enemy out. Stars of Key work best by fighting in an evasive, almost secretive, manner that seems at odds with their class. The act of setting traps may be secret, but the traps themselves are most likely flashy and attention-getting. Stars of Key will use their knack for unearthing secrets to prevent themselves (and their team) from getting ambushed.
Often, an aspect shows itself in the player's life in small ways. For a Key player, this will probably come in the form of an affinity with lock-picking. They may also delight in rooting out the secrets of other players, and be very good at it, much to the annoyance of their session-mates. Key players may also have a feeling of mystery about them, due to Key's ability to keep secrets well.
TL;DR Stars of Key use their ability of setting traps and discovering secrets to help them distract enemies; they will discover traps set by the opposing side and prevent themselves from being captured, while simultaneously setting traps for the enemies to fall in. The traps are attention getting, due to the Star's role of diverting attention towards themselves. The aspect of Key may lend an air of mystery to the player, which may help them step away from the spotlight, or the mystery may attract more attention to the player. Due to Key's affinity for keeping secrets while discovering the secrets of others, the Star of Key will have an affinity for lock-picking. By God Tier, however, no lock will be sufficient to keep out the Key player.
Star of Form
STAR OF FORM A Star is a non-canon class and not much is known about the class; a lot of it is up to interpretation. According to thepageofhopes, the Star class is "one who demands focus" and is on the active side of the spectrum. A Star acts as a distraction to the enemy. They dazzle. They shine. They are drawing attention away from team members, but they do not deal much damage on the other hand.
A Star's "personal growth" quest is to be able to spend time in the spotlight to help people, but not get caught up in the attention they will get. A Star of Form is more inclined towards duty, and may be one of the humbler Stars—often modest and perhaps a tad unwilling to take the light. Or a more turbulent Star of Form could revel in the limelight, and use their aspect's domain of "manipulation" to keep themselves in the centre.
Form is about "Composition, Manipulation, and Reformation". This means that a Form player is able to manipulate their surroundings (and perhaps the people too) to benefit themselves. A simple example might be a Form player manipulating the clouds above their land to make it rain. An example of Form's power of "Composition" would be a Form player changing normal rainwater into acid as it falls on the opponent. "Reformation" would simply be rebuilding; a Form player may be able to rebuild a tower they destroyed in battle.
However, a Form player is not about creation; they cannot create something from nothing. And so, they must work with whatever materials they already have. For example, a Form player can change coal into diamond (blah blah carbon atoms blah blah this is Homestuck don't critique me on science; we're not here for that) but cannot turn the same lump of coal into water.
A Star of Form would have to use Form's domain of "Composition, Manipulation, and Reformation" to keep the enemy distracted. This may include creating a monstrosity out of materials available in the landscape to attract attention, making themselves appear more threatening and more of a priority than the other team members, or even to fix a broken weapon into something that appears far more lethal.
Often, the aspect itself will show up in the player's life and personality. Form may cause its players to have an affinity for rebuilding or fixing things, or a strong preference for following the rules (as it would be "good form" to do so). Form players might also be oddly talented with the subject of chemistry, since a great deal of Form's abilities is to fiddle around with the chemical and physical make-ups of objects.
TL;DR Stars of Form may be good with the subject of Chemistry or may have a knack for knowing how to fix broken objects. Some Stars of Form may have an affinity towards following rules ("keeping good form"), while others may use Form's powers of Manipulation to keep themselves noticed. Stars of Form can create distractions out of materials on hand, or alter an object into a distraction. However, Stars of Form must work with the materials they have, as they cannot create objects out of thin air.
Star of Blaze
STAR OF BLAZE A Star is a non-canon class and not much is known about the class and a lot of it is up to interpretation. According to thepageofhopes, the Star class is "one who demands focus" and is on the active side of the spectrum. Their role is to act as a distraction; they will dazzle the enemy, drawing them away from other members on the team. However, they won't be able to do a lot of damage.
A Star's "personal growth" quest is to be able to spend time in the spotlight to help people, but not get caught up in the attention they will get. A Star of Blaze will perhaps have a "warmth" to them, reflecting their aspect, even if they may not notice it. It will draw people in, whether the Stars themselves notice or not, and a Star of Blaze may have to strive harder to keep level -headed when they are easily one of the most noticeable players.
Blaze is about "Fire, Drive, and Passion". As an active, a Star would be able to utilize these parts of their domain to divert attention away from their friends. Perhaps they will accomplish this by making dazzling displays of fireworks, or by concentrating the enemies' motivation on themselves (the Stars) and therefore making themselves the prime targets. They may also use bursts of motivation to round up enemies, the aspect of Blaze giving them a moment of "high energy induced invincibility".
Often, the aspect itself will show up in the player's life in the smallest ways. Blaze may lend its players a "warmth". Although the warmth may be something unconscious or even unnoticed by the player, it will draw in others to the Blaze player.
TL;DR Stars of Blaze may have a "warmth" that draws others in to them, and they must work to resist the temptation to bask in the spotlight and stay level-headed. Their job is to dazzle and distract enemies with fire, or by using bursts of motivation and passion to keep enemies away from vulnerable team members.