Realitybound: The Classes
I thought I should elaborate on the classes in Realitybound, since they are different than the classes in Homestuck.
{ Aspects }
(( @sockbootoo | @classycatdrawer ))
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Classes are one half of the mythological roles/titles that players have, while aspects are the other half. All classes are unisex/genderless, despite the classes sounding feminine or masculine. They have no bias towards any gender/sex whatsoever, regardless of if some show a bias. All roles are meant to CHALLENGE players.
The Thief, They Who Steal To Gain The Desired
Thieves are those who steal through illegal or immoral ways. They are also called burglars or robbers.
The Thief is “they who steal to gain the desired”. Meaning, a Thief uses their aspect to steal to get anything that they desire or think will benefit themselves. It’s not necessarily their aspect they desire, but it could also be anything relating or not relating to their aspect. They can use their aspect to aid in their thieving, in short. For example, a Thief of Mind could think out a plan to steal something their denizen took from their planet. The Thief is using their mind, therefore using their aspect to steal. Thieves are usually very cunning and sly people, though not all the time. But, almost all Thieves are clever and observant. They know when to steal and how to do it. Though they are not evil, players should keep an eye on Thief just in case.
Thieves are an active class, and their counterpart is the Rogue.
Challenge: Thieves must learn to be less concerned about what others think of them. They must stop trying to become their “picture-perfect self”.
The Rogue, They Who Give To Be Free
A rogue is someone who is dishonest or unprincipled. Their behavior is usually disapproved of, but they are still likable or attractive nonetheless.
The Rogue can be described as “they who give to be free”. They are burdened by their aspect, so they share it to be free of it. Unlike the Thief who would use their aspect to help benefit themselves, the Rogue does not want to benefit from their aspect. They rather give it away to help others, rather than burden themselves with it. For example, a Rogue of Hope could be tired of their constant optimistic values. So, they share their optimism so they can think more realistically than optimistically. Rogues are usually very generous and kind people, who would have a hidden sadness hidden behind their happy facade.
Rogues are a passive class, and their counterpart is the Thief.
Challenge: Rogues must learn to accept their burdens and embrace them. They must understand their burdens are not there to weigh them down, but there to teach them how to become stronger.
The Heir, They Who Inherit In Order To Create
An heir inherits something from a predecessor, or is continuing their legacy. They are also called “successors” or “descendants”.
The Heir can be described as “they who inherit in order to create”. Heirs will inherit their aspect, slowly changing and eventually becoming it. Once they become their aspect, they are able to create and manipulate it. They use their aspect to protect themselves, sometimes creating force fields made of pure energy and their aspect. Heirs are usually the leaders of the group, though often they can become the team’s most valuable player.
Heirs lean towards being an active class, and their counterpart is the Maid.
Challenge: Heirs must learn to control their emotions/impulses and learn to communicate. They must learn that they are not alone.
The Maid, They Who Provide In Order To Create
[god tier design credit]
A maid is female domestic servants, and are usually known as maidservant, housemaid, parlor-maid, chambermaid, or handmaid/en.
The Maid is described as “they who provide in order to create”. They are tasked to protect and maintain their aspect. They must ensure that their aspect is well taken care of, sometimes having to tidy it up. Maids are made of their aspect, making it able for them to control and create it. They use their aspect to protect others, providing or surrounding them with it. All Maids have to prove themselves throughout their sessions, showing that they are capable of protecting and maintaining. They can be one of the most powerful of classes.
The Maid leans more towards being a passive class, and their counterpart is the Heir.
Challenge: Maids must understand their role and learn to be mature. They must learn to care and provide for others.
The Page, They Who Shall Inspire In Order To Grow
A page was a young boy in training for knighthood, ranking just below a squire. They served and were taught by knights.
The Page is “they who shall inspire in order to grow”. At the start of their session, the Page will not be at their full potential and lack their aspect. They must take time and learn to harness their powers, slowly growing as the game progresses. Rushing a Page will only hurt them. In order for them to grow, they must understand the meaning behind their aspect and learn to protect and inspire others to use it. Once they properly grow, a fully-realized Page can be quite powerful and great. They can create their aspect, and can easily inspire or protect others through their aspect. Their growth can be easily represented in their personality. A Page of Heart could have a hard time expressing their feelings or figuring out who they are. Once they grow, they can express feelings as easily as they know who they are.
The Page is a passive class, and their counterpart is the Knight.
Challenge: Pages must learn to step out from the shadows. They must accept who they are and learn to embrace their flaws and faults.
The Knight, They Who Conceal and Protect
Knights served their sovereign or lord as a mounted soldier in armor. They are also called cavaliers.
The Knight can be described as “they who conceal and protect”. They are strong warriors and fierce protectors, who weaponize their aspect in order to protect others. They must attain their aspect to gain its power, improving themselves with it along the way. Knights must learn how to equip themselves with their aspect, and they must understand the limits of their aspect. They are not able to manipulate or control. They are only able to use their aspect as a weapon. In a way, Knights conceal their aspect or some “imperfection” that may or may not relate to their aspect. A Knight of Heart could conceal their emotions, wearing a mask that could hide their heart. A Knight of Rage could keep their anger in check, preventing them from showing their rage. But, in time, they will learn to accept themselves.
Knights are an active class, and their counterpart is the Page.
Challenge: Knights must learn to stop hiding behind a mask they created to hide their “imperfection”. They have to stand by their friends and learn to fight for what is right.
The Seer, They Who Shape The World With Wisdom
A seer can be described as someone who is able to see what the future holds, through supernatural insight. They are called many things, such as a soothsayer, oracle, prophet/ess, augur, diviner, visionary, fortune teller, crystal gazer, clairvoyant, psychic, and sibyl.
Seers are “they who shape the world with wisdom”. They understand their aspect on many levels, much like the Mage. They are impressively intelligent and wise beyond their years, even if they don’t even know it. They use their wisdom to help their team progress and shape the world around them. Seers understand what must be done in order to progress, and able to “see” into their aspect. The Seer can access knowledge that cannot be obtained, especially if they Seer is a hero of Light, Mind, or Void. They always seem to know or have an idea on what their titles are once begin their session, though it does not happen all the time. Some speculate they are able to commune with gods, such as the Horrorterrors and the Primordials. Overall, Seers are the strategists and wise men/women of the team.
Seers are a passive class, and they are the counterpart of the Mage.
Challenge: Seers have to trust themselves and in their own intuition.
The Mage, They Who Suffer To Gain Or Give Knowledge
[god tier outfit credit]
A mage is a skilled magic user who have no need for a staff as an outlet for his or her magic, therefore they use their hands to perform spells or hexes.
The Mage is described as “they who suffer to gain or give knowledge”. The Mage has extensive knowledge about their aspect, often leading them to tragedy and suffering. They can easily be manipulated by their aspect and their knowledge does not benefit them in any way. Their knowledge comes at a price, a price sometimes worse than death. Their suffering comes in the form of their aspect, which can be horrible if their aspect happens to be Doom or Rage. The Mage strives to take control, regardless of their suffering in the inevitable end. They do what must be done, regardless of what others think or what may happen. They seem more optimistic than others, since they always to ignore the negative. Mages are able to cause or create their aspect, based on their vast knowledge on it. They have little to no effort creating it, which could spell trouble for their team if they happen to turn against them. Like the Seer, they seem to know or have an idea of what their title is and cane commune with gods. However, the Mage can commune with the more directly with the gods. Again, Mages can be very dangerous and they should be looked after.
Mages are an active class, probably one of the most powerful classes, and they are counterpart of the Seer.
Challenge: Mages must understand that some things are out of their control and learn to respect their given role. They must learn to be realistic, and know what the consequences of their actions.
The Sylph, They Who Heal and Summon
[god tier design credit]
A sylph is said to be an imaginary spirit of the air.
The Sylph is the healer of their group. They are responsible for being the ones to guide creation, as well as to guide healing. Sylphs can control and summon their aspect for others, as appose to the Witch who can manipulate and summon their aspect for themselves. The Sylph, like the Seer, are wise beyond their years. They are secretive and knowledgeable, seeming to know things about the game and refusing to reveal any information regarding their aspect. They understand their aspect on a metaphorical and psychological level, which helps them guide others.
Sylphs are a passive class, and their counterpart is the Witch.
Challenge: Sylphs must accept that they have an influence on reality. They must learn that they aren’t powerless and that they are capable to help others.
The Witch, They Who Manipulate And Summon
A witch is a woman who have magical and supernatural powers. They have been seen as evil, but they can be good.
The Witch can manipulate their aspect in any way possible, bending their aspect to their will or controlling how much of their aspect they need to summon. Summoning their aspect means that they can bring forth it. A Witch of Light could summon light, therefore bringing forth luck or knowledge for themselves. Witches can do the impossible, breaking the rules of their aspect or the game for the sake of their team. They are one of the most powerful classes, and Witches can be very dangerous.
Witches are an active class, and they are the counterpart of the Sylph.
Challenge: Witches must learn to not get caught up in self-deprecation and realize their own talents. They must stop being reckless and start being more cautious.
The Bard, They Who Warn Or Bring Forth Destruction
[god tier design credit]
A bard is a poet who usually recites epic poems. They are typically associated with some particular oral tradition.
Bards are much like heralds and harbingers. They can be described as “they who warn or bring forth destruction”. As a herald, they warn or announce the destruction through their aspect. They tell their teammates signs of reckoning, or if their session is doomed. They warn of destruction, though that is not they all. Bards, as a harbinger, represent, bring or signal destruction. They bring the destruction of their aspect, or they allow themselves to destroy through their aspect. A Bard can be seen as the wild card of the team, and their motives are always unknown and unpredictable. But, they represent every element of their aspect. Bards can be consumed or can become their aspect, as well as shadow their aspect’s counterpart. They can control their aspect, sometimes even able to command it. Bards are a powerful class, as well as dangerous.
Bards are, arguably, a passive class. Their counterpart is the Prince.
Challenge: Bards must care about the well being of others, not just their own.
The Prince, They Who Destroy To Control
[god tier design credit]
A prince is royalty, a man or boy who is destined to become king.
Like the Heir, the Prince is usually the leader of their group, but can also be the most valuable player. Princes can be described as “they who destroy to control”. They are fueled by their aspect, but lack or lost it. Though they lack their aspect, they seem to shadow their aspect’s counterpart. A Prince of Breath may lack direction or freedom, but their understanding of unity and solidarity ghost the aspect of Blood. The Prince is a destroyer class, though that can be a bit misleading. They destroy through or via their aspect rather than destroy their aspect itself. The Prince can also control their aspect, and command others through their control of their aspect. As strong fighters and warriors, many fear the destruction the Prince can orchestrate. Their prowess in battle strategy and scarily impressive intelligence are the main reasons why this class are fit to be destroyers.
Princes are an active class, and they are the counterpart of the Bard.
Challenge: Princes must become less self-centered and narcissistic.
The Sage, They Who Teach To Defend and To Inspire
[god tier design credit]
A sage is a profoundly wise person, especially one who features in ancient history or legend.
The Sage is “they who teach to defend and to inspire”. They have vast knowledge over their aspect, seeming to be omniscient but really they are not. They understand the meaning behind their aspect, knowing the ins and outs of it. Sages are teachers, and they are the ones who help their teammates by giving them advice and teaching them lessons that will later help them in their session. They know what must be done in order to progress, and know what the consequences are. Sages are able to control their aspect, manipulating and providing it like the Witch and Maid. They use their aspect to improve and strengthen others, inspiring them to be great. Sages can and are usually extremely kind at heart and brave beyond reason, though usually they hide their positive attributes.
The Sage is a passive class, and its counterpart is the Knave.
Challenge: Sages must learn to inspire and motivate others. They must stop hiding their positive attributes and the best traits, and learn to be comfortable in their own skin.
The Knave, They Who Deceive To Protect and To Learn
[god tier design credit]
A knave is a dishonest or unscrupulous person.
The Knave is “they who deceive to protect and to learn”. Knaves use their trickery and deceiving nature to protect others, manipulating and controlling their aspect to make illusions and alterations. Their constant lying and deceiving through their aspect makes whatever they’re trying to convince others to become true. Like the Sage, they have extensive knowledge of their aspect. They are fierce and strong protectors, despite their compulsive lying and trickery. Lying comes naturally to the Knave, though some hate that part of them. They are master actors and are recklessly brave beyond reason, though they tend to mock themselves for it.
Knave are an active class, and they are the counterpart of the Sage.
Challenge: Knaves must learn to draw the line when lying, and must learn to accept the truth.
The Muse, They Who Interfere and Inspire To Achieve The Favored Path
[god tier design credit]
When you think of “muse”, you instantly think of the nine goddesses of the arts and sciences. You think of a force that is inspiration of an artist.
The Muse is “they who interfere and inspire to achieve the favored path”. The Muse represents every element of their aspect, and is usually a very compelling and inspiring person. They are the guardians of their aspect, and understand it the best. They let their aspect fuel them, compel them to inspire others. They are able to interfere indirectly and directly, using their aspect at their full power and potential. The Muse’s interference deals with benefiting their session and others, focusing on what will lead to the most favorable success. The Muse is usually given to a player with great power and hidden potential. Muses are wise and just, knowing when to optimistic and when to be realistic. To be chosen as a Muse is a considered a great honor.
The Muse is a passive class, although they show attributes of an active class. Their counterpart is the Lord.
Challenge: Muses must know that their role matters, and understand that they are anything but worthless.
The Lord, They Who Control And Destroy To Benefit The Desired Purpose
[god tier design credit]
{ The cape is more flow-y and grand, and a bit longer. }
A “lord” is usually a person who controls over many things and commands others.
The Lord is “they who control and destroy to benefit the desired purpose”. Much like the Muse, the Lord is essentially the personification of their aspect and represent every element of it. Only, the Lord is usually a very controlling and down-right powerful person. They use and exploit their aspect in any possible way, usually for destruction. The Lord is able to interfere indirectly and directly, using their aspect at their full power and potential. The Lord’s interference deals with benefiting themselves, focusing on what will lead to the most favorable path for them to follow. The Lord is usually given to a player with great power and immense potential. Lords are powerful and great, instilling fear into everyone with just a snap of their fingers or a glare in their eyes. They are confident and strong, and it is a great honor to be chosen to be a Lord.
The Lord is an active class, and they are the counterpart of the Muse.
Challenge: Lords must understand that the world does not revolve around them and become less image-focused, self-centered, vain, and narcissistic.














