I've been rereading MTH in anticipation of the update, and holy fuck the reds are so bad at this denial and denial of the denial everywhere you look. its honestly really funny after a while. just, watching these dummies refuse to acknowledge they like the other one.
Will the reds ever admit their feelings and actually be mature about it?? No
@doigiveafuck replied to your post: “one real LOSS regret: never getting an excuse to use this ridiculous...”
Will you publish a bunch of your notes like this one here once you've completed LOSS?
I did manage to incorporate some stuff in LOSS itself, though I couldn’t officially namedrop all the game mechanics that I made notes about all those years ago. also, past!me apparently ran out of steam part of the way through the trolls, so it’s kind of piecemeal. some stuff below the cut:
Knight of Blood:
Conductor - the Pulse
Abilities - First Blood: if the player deals the first blow in a strife, his critical hit ratio doubles for the remainder of the strife | My Oath Is My Bond: when the player engages in a blood pact with another being, failure to uphold the oath can result in a heightened Doom rating on the timeline; completion of an oath will increase the session's likelihood of success
Fraymotifs - Family Don't End With Blood: when a Blood player acts as leader in a game session, overall coopotential in the team is boosted; once the player hits god-tier, they can form artificial "blood" bonds between the aspects and classes of other players - this allows players to access each other's buffs and fraymotifs regardless of classpect limits | Tears of Blood/Blood is the New Black: When the player’s teammates are critically injured or dying, Knights of Blood receive an speed and strength buff while defending them. Said buff will increase exponentially if more blood is spilled, but trigger a corresponding sanity debuff - they become stronger, but enter a berserker mode. Upon reaching god-tier, Tears of Blood can upgrade to Blood Is The New Black, in which all blood in the Medium is weaponized. In conjunction with a Rage player, this ability becomes completely broken and generally leads to an apocalyptic game over.
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Heir of Breath
Conductor - the Breeze
Abilities - Air From My Lungs: Breath players can give the air of their lungs to other players, literally and figuratively; their pep talks can restore much more resolve and faith to a faltering player and can guide a corrupted loved one back onto the right path; dream selves are more likely to revive when a dead real self is smooched by a Breath player. | Crisis of Succession: in the event certain glitches occur, it is possible for an Heir to enter the line of succession by taking up the King's Scepter or the Queen's Ring to become a King of Misrule or a Queen of Unorthodoxy; however, they cannot wield the full power of prototyping without severe consequences | Eye of the Storm: Breath players are mentally shielded from certain emotional turmoil until the storm of strife has passed; they are able to take strange things in stride with an abnormal level of trust and acceptance that resembles derpish naïveté to the outside viewer
Fraymotifs - Channeling the Tempest: summons a board-clearing tornado or storm that can either be directed as a weapon or a mass transport | The Song Before The Storm: engaging this motif before a major boss battle buffs the rest of the team | Aeolian Aria: in conjunction with any god tier Time player, a Breath player can unleash this fraymotif for a timeline-spanning attack, capitalizing on Time's fastforward option and Breath's ceaseless mobility
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Knight of Time:
Conductor - the Beat
Abilities - Take Your Time: any time player can make more time for themselves by traveling back to complete forgotten quests and rescue others, but it takes a Knight to truly abuse the function for the hell of it, leading to improbably complex loops usually guided at least unconsciously by the Beat; a broken Beat can have disastrous consequences
Fraymotifs - Turning the Tables/Never Too Late: starts as a fraymotif granting the player a higher likelihood of rescuing fellow players from the jaws of defeat; in the higher end of the echeladder and god tier, they can avert bad situations entirely with minimal risk of dooming the time line, as fate begins to favor their in the nick of time rescues | Smash Up/Jam Session: the player receives double the usual buffs for successfully strifing in sync with a fraymotif, stacking more buffs for each player motif they mashup with their own successfully; upon hitting god-tier this enables the team move Jam Session in which all team players can jam out, gaining invulnerability for the duration of a successful combo | I Pledge Myself to Thee - if a Knight pledges service or swears devotion to an Heir, Page, Maid, or Lord/Lady, they receive automatic strength and speed buffs and gain echeladder rungs faster when protecting said player, and suffer debuffs when neglecting them; this is automatically applied to the royalty of their Moon, leading to a glitched debuff for Dersite Knights attempting to combat the Black King
Debuff - a Knight of Time can never achieve the fraymotif Time Lord. No one can.
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Seer of Light:
Conductor - the Stars
Abilities - Foresight: Seers of Light are naturally more likely to predict fortuitous future paths for their team, rather than being distracted by ALL outcomes | Beginner's Luck: Upon entering the Medium at level one, Light players receive an automatic moxiemeter boost
Fraymotifs - Let There Be: conducts raw light, potential, and fortune through the player's body; strips away void-wards, repels Horrorterrors, and maxes the luck stat for the Light player alone; effectively generates a sun, but can be channeled through wand and needlekind specibi as ranged weapon | So Light 'Em Up: the most offensively powerful a passive classpect like a Seer can achieve; god-tier players max out their luck stat for the duration of the strife, and can engage in a dancestrife that can clear entire Battlefields through strange coincidences and fortuitous happenstance | Clarity: a god tier Seer of Light's most potent support fraymotif; induces clarity of heart and vision in all players on the field, restores all debuffed stats and reveals all enemy weak points; cranks up the team's luck to the max for an absolutely devastating group assault; can restore the sanity of a corrupted or berserker player
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Witch of Space:
Conductor - the Spirograph
Abilities - Hyperdrive: Space players receive a strength and speed boost with each spirograph portal they pass through | A Familiar Spirit: Witch players tend to attract powerful familiars... | Radioactive: [I wrote nothing here]
Fraymotifs - Orbital Bombardment: Witch of Space players at a high enough level can teleport nearly anything into space and then slam it down at high speeds on top of the enemy before them; could theoretically be used to redirect the Reckoning | Now You're Thinking With Portals: teleport spam at its finest; at high enough levels Witches, Maids, and Heirs of Space can warp and manipulate space to create new, permanent Spirographs that their fellow players can make use of | Double, Double, Toil and Trouble: when two god-tier Witches are on the same Battlefield, they can combine their aspects to heightened effect; in the case of Witches of Life and Space, they can cast an auto-resurrection on the entire Medium for an effective reset | Time and Relative Dimensions in Space: in conjunction with a Time player, both players receive a boost that allows them to teleport spam throughout the entirety of the session, including previously off limit areas; however, until they both hit god-tier, the improbability factor renders this ability too unstable to be properly controlled, and the likelihood of teleporting themselves into a black hole or dooming the timeline is precipitously high in already glitched timelines
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Bard of Rage:
Conductor - Discordia
Abilities - Babylon: interpersonal communication between players vacillates wildly between incomprehensibility and total accord; in the presence of a god tier Bard of Rage, this may lead to total breakdown and widespread glitching and lag not just in chat programs but in real life conversation | Blind with Rage: Bard-specialized ability; they can match the tempo and mood of the players around them with their instruments to increase buffs throughout a strife; enraged players in close proximity to a Rage player receive double strength buffs but suffer a critical sanity debuff
Fraymotifs - Dionysian Revels: inspires other teammates in the vicinity to strife; buffs strength for the party but debuffs sanity; combo fraymotifs moves have an enhanced critical hit ratio | Songs of Solace: acting to destroy the Rage in another player, Bards can actually reduce Rage and eliminate sanity debuffs until the player is soothed | O, Discordia!: a Bard of Rage classic; total chaos is unleashed upon the Battlefield in a hymnfrenzy, upsetting the entire board in the hopes of obtaining a better layout; this is considered an apocalypse-level ability in that it is defined by total loss of control, including massive sanity debuffs for all players, disruption of all active fraymotifs, severe damage inflicted by the blast radius even on fellow players, and has been known to one hit KO denizens and BKs when unleashed by a god-tier Bard
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Sylph of Space:
Conductor - the Fabric
Abilities - Healing Shiv: all weapons can be repurposed for the sake of healing by either adding or removing space, amputation or sewing; a god tier Sylph classic that can go horrible wrong, since if something like a planet happens to get in the way of their healing strike, the planet will lose | Clarke's Third Law: any sufficiently analyzed science is indistinguishable from magic; mythological and magical concepts are more likely to become real the more powerful the Sylph in question
Fraymotifs - Primum nil Nocere: rarely activated Sylph pacifistic option; if they truly dedicate themselves to healing and non-violence, inflicting zero harm on anyone in the session, they are granted concessions when it comes to required boss battles | Regenerātiō Universi: the Sylph of Space's most flexible and powerful support fraymotif; they can heal the Fabric of paradox space on a fundamental level, sewing tears in space, repairing Prince-level damage, and sealing minor cracks
Woman this is the best sort of dying, but I nEEEEED the rest immediately now! Also, Tavros has yet to die and reincarnate and I fully expect you to keep your long made promise that they'll all die at least once.
actually, the point where I tentatively planned on Tavros’s death has already passed! Vriska wasn’t originally meant to let him tag along without god tiering, so his fate is complete up in the air! with Sollux’s setup gone and Prospit melted down, it comes down to whether Skaia feels like it, basically...
Chapter 31 is so much more deliciously painful now. What a beautiful cracking - so close to Breaking - of Rose Lalonde.
I’m dead-ass serious when I say this chapter in particular has haunted my brain for like a year solely because of Rose Lalonde. it’s one of those sequences where I’ve clearly pictured multiple interactions of how the scene would go to different songs in my head, and then pace around my room reworking it when it’s months before I could actually start writing it.
I seriously considered joke-linking the Dragon Ball Z theme song, but then I realized the theme I was familiar with was the Canadian theme song and it made me question my entire life, so that’s out.
How could you toy with my emotions like this!!!!! And Rose's choice STILL hasn't come to its conclusion. I'M SO FUCKING WORRIED HOW DARE YOU.
don’t worry…now I have a bunch of LOWAS+John themed art queued up! so that you can continue to experience this emotion over, and over, and over, and over-