carries-classpect-calamities
it's classpect time, baby!
57 posts
not another one of these damn blogs.
Don't wanna be here? Send us removal request.
Note
Hey can you clarify what exactly the whole negative positive charge thing means?
"In the ask, I’d like you to put ( + ) or ( - ) next to the classpect name to denote... the tone of it, I suppose. If + has been submitted with your classpect, you’re still open to do - and vice-versa. A positively-charged Knight is very different to one with darker morals, for example, and can change the course of the analysis. It’ll help me make things more accurate for you."
it's a moral indication thing! just to give more interest :)
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[ + ] PAGE OF DOOM [ + ]
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Being [or consulting] a Page is often a good way to find out one’s moral stance - where potential lies, there is change, and this is fluid no matter what. Where there is potential that the Page grasps, there is also the seed and possible growth of misfortune: Doom. The Page of Doom, therefore, is one who searches for the potential and shifting within misfortune and finality, often in ways that others would overlook. Though it is tiring and thankless work, they know it must be done, for the good of both others and themselves. Keeping a positive air about them is hard given the grip of their Aspect, though it can turn into one of their greatest strengths when given enough time - they can become headstrong and determined, driven to twist a bad situation into a good one with brute force if necessary. Rest assured they’ll do whatever it takes. 
When faced with the challenges of the real world, the Page of Doom is often shackled by their own insecurities. They’ll hold themselves back trying to properly analyse a situation, only to run into misunderstanding or another trouble before it’s too late. They may need the support of others to continue, but they’re good at forging on ahead when they’ve been picked up - there’s no shame in waiting, and the Page is a class that takes that to the brink. Some never really do grow past the need for support, fumbling now and again, but having the positive outlook on situations that they do comes in handy. Though it can take time to come to fruition, the reward of gaining the Page’s trust is proven all the more worthwhile.
On the Skaian battlefield, the Page is a wavering choice. They can either be great assets or great letdowns, as much as they’d like to be one or the other. Too much hangs in the balance of the individual player especially because of a negative Aspect like Doom. Their strength lies in learning to predict and soothe - to calm the forces around them, though not a Sylph. They need to learn to play into their natural strengths instead of letting their Aspect get the better of them early on, then slowly begin to harmonise with it so they don’t become overwhelmed. They’re under-appreciated forces that can shift the tides of battle in a pinch, but are just as prone to being swallowed by their own Aspect if they let it get out of hand. Overall, they work best as an informant and support, taking a backseat and letting others do the dirty work until they’re well and truly ready to make their presence known. 
The Page of Doom isn’t quick to choose allies, much preferring to struggle through their session alone. They know well how they’re a magnet of bad luck, and try to make their presence in the game fittingly small to minimise risk. However, the certainty in Seers’ predictions and the Knights’ tenacious path-laying can prove beneficial for getting the capricious Page to open back up in the face of adversity. Similarly, Light and Mind assuage their natural fears with knowledge. On the other side of the spectrum lay Thieves and Princes: they’re naturally untrustworthy, and this classpect needs as much stability as it can get in order to fully realise their role in the games they play. Similarly, other Doom players are harder for them to handle. Heroes of Breath, while commanding a more unrelated aspect, can often mess with what little understanding they’re able to grasp if they cause too much rapid change.
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~ ☀️
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[ + ] WITCH OF TIME [ + ]
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The Witch of Time can easily be labelled as one of the more terrifying Heroes - both to face and to be, though their power can easily be twisted to aid whatever moral stance they choose to take due to the Witch’s Manipulative ease. They are defined, on a basic level, as one who manipulates and controls the flow of time (whether this be directly or through others/sequences of events taking place) for the gain of themselves and others. Although it’s more than easy for the Witch or the Time player alike to become power-hungry or unaware of themselves at the mercy of these forces, they are often the ones who present the turning point of a battle as clearly as if it was never hidden to their team at all. They’re sure of themselves and their directions in life from the get-go, and it’s often because they feel a certain duty of care towards those in their further community.
The Witch is one who will always seem to know more than those around them at any given time, so it’s lucky that they’re more than willing to share that wisdom if others should seek it out. They need assistance themselves in keeping track of the overwhelming amount of information they’re naturally in charge of, but it’s this force that makes them good at what they do - go to a Witch of Time and they’ll help you get yourself sorted, provided they have their own priorities in line first. They prefer being busy and occupied with tasks than letting the weight of responsibilities truly bear down on them, and doing their best to assist others is often the quickest way to get that rush of gratification they need to continue until they tire themselves out. Even though the work they do is hard and more than just physically taxing, many that hold this classpect would rather that than admitting defeat.
Speaking of admitting defeat, the Witch of Time flourishes in the battlefields of Skaia and the realm of SBURB in its entirety. They’ve had all the time in the world, in a literal and figurative sense, to figure out what exactly their role is and how to best fulfil it. Though they aren’t granted the omniscience that comes alongside being a Space hero, they make do and push themselves to their limit to do whatever makes the game progress in a hopefully linear fashion. That being said, they aren’t newcomers in the realm of self-sacrifice, and like any other may ave trouble coming to terms with mortality in the form of, say, God Tier and its ascent, though it promises the opposite eventually. Having things go out of their realm of control is perhaps the hardest thing for the Witch of Time to come to terms with, but it’s being forced to adapt to that unpleasant change that makes them stronger in the long run.
Working alongside others is a harder thing to do for someone as headstrong as the Witch, but they appreciate the company of Sylphs and Knights for covering the grounds when they’re not able to stretch themselves far enough. Similarly, Light and Breath players can be more help than hindrance. Rather than viewing the Space hero as an antithesis, the Witch of Time is likely to see them as a complimentary force that’s just as important in the future of the world as they themselves turn out to be. They’ll clash with those harder to pin down, though, such as Void players or Bards and Princes because of their possible paranoia surrounding the limits of a session they’re in. They don’t do this out of malice, but the other Heroes are just another volatile set of offshoots and possibilities they feel the need to keep track of, and they can get easily overwhelmed whether or not it’s intentional if they team up with the wrong people.
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~ ☀️
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[ + ] MAGE OF BREATH [ + ]
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The Mage of Breath is someone who has experienced hardships all throughout their life, and will continue to do so for a long time. However, as is the case with many of their Class, they’re more likely than other negatively-impacted Classes to find the opportunity and knowledge within their suffering. There’s much that inspires the Mage of Breath to push forward, even though the world may seem as if it’s pushing back on them with equal or greater pressure. Something like that just means there’s more reason than ever to be resolute. They find strength in themself and learning independence, because - more often than they care to admit - the people around them don’t quite understand how intricate their opinions can become. They’ll have to forge their own path step by step, but it won’t be easy and they won’t be deterred in kind.
Although the road they have to travel is long and hard, the impact that they leave on the world around them (unfortunately) won’t go unnoticed by their community in everyday life. They’re unmistakably troubled when it comes to social situations, and this gives way to more than its fair share of awkwardness. Those who’re willing to help the Mage may be rewarded later on, however, because they hold having appreciation and memories of their journeys at just as high a priority as reaching whatever destination they seek. The fight that they need to go through to get to a place they want to be is as fundamental in shaping others as it is them, but they tend to be unaware of the consequences of their actions until it’s too late. For this reason, regardless of how awkward or strange it might be at first, the Mage of Breath actually benefits from companionship quite heavily until they can find something to set their sights on.
In or on the battlefield, the Mage’s torment becomes obvious even though their progress grows with it. Because of their learned solitude, they’ll be likely to forge ahead before a proper plan is made and possibly jeopardise what their teammates are doing. Their powers are still as unpredictable as they are, though that erraticism can be used to great effect. They’re well-meaning, but they need to accept the volatility of their Class (and its impact on their Aspect-bound journey) more than most in order to work as part of a team before the scope of their abilities gets overwhelming. The Breath-bound are carefree for the most part, and being a Mage can often stifle that attribute of themself that they’ve always wanted to nurture. They can be both a front-line warrior or a lone survivor, but often after understanding their greater role will be a sacrifice, willingly or not.
As is the case with many that share their Aspect, they disagree with many of the same Heroes because of what they stand for. They’re prone to butting heads with Blood players, who take their power in bonds that the Mage worked hard to forge alone - they don’t take their own efforts lightly. Rage Heroes or Witches, too, can define them in a way they dislike and box them in. Sylphs heal, yes, but the Mage’s independence may not allow that, however broken their defensive walls. They get along best with Mages and Seers, finding comfort in their truer understanding no matter the complexity. Other Breath Heroes, those who control Mind and occasionally Heart can be beneficial to their greater journey. Overall, they want to have their own choices, but take their friends’ assistance when it comes to them with an oft-reluctant (but appreciative) smile.
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~ ☀️
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4/13 TIME
So I’m a little tired at the moment and I thought I’d just combine a couple of my enjoyments [ Identity V and Homestuck ] in the interest of keeping myself sane, because this has taken a deceptive amount of brainpower due to distraction and general… analytical difficulty??? I s’pose?  These are matchups and analyses of each beta troll and the IDV survivor I believe they’re most like or who they’d get along with best. Happy Homestuck day, nerds. /aff
~
Aradia - Aesop Carl, the morbid-minded Embalmer. Both see the beauty of and beyond death. They’ve both a more-or-less twisted perception of the world around them because of how they were raised, and were unable to shift said ideals at an appropriate time. Perhaps their most prominent similarity lies in how they both had to kill those meant to protect them, believing that it was the best course of action. Via Aesop’s obtaining and following of the manor’s letter, it could be argued that they both also had a hand in driving forward their companions’ grim fates - whether it be in (perceived) good faith or not. Tavros - Murro, the Wildling - he’s gentle, caring, and adores animals. Tavros would probably adore Twig - my sister’s unofficial name for the boar Murro rides on. Someone who can soothe him, while also sitting at his level and not undermining his strengths where they do lie. Both have a level of empathy that makes it difficult for them to harm those they hold dear, like when Murro finally flees Hullabaloo after being unable to take it [and recognising that it was bad for Twig]. Sollux - Luca Balsa, our dearest Prisoner and alchemist friend. He can accumulate electric charges by decoding cipher machines and shock the hunter, as well as mess around with connections between machines to transfer decoding progress and such. I dunno. They’re both just funky electric bitches. Both slightly insane and maniacally smart. 
Karkat - Andrew Kreiss, the Grave-keeper. Even on a surface level, they’re incredibly similar. Both were taught to physically hide from further harm and vilification, and were deemed monstrous and unnatural for something about themself they couldn’t control - blood colour and albinism. Until later, they thought their guardians were the only ones supporting them. Andrew’s claustrophobia ability can also relate to the metaphorical suffocation they have both felt in their lives [as well as the physical] in trying to mask a trait that’s harder to hide in their societies. They’re both low-standing members of said societies. Nepeta - Lisa Beck/Emma Woods, the Gardener. She’s witty and smart to act in adversity, being able to damage the prospects of those trying to harm her friends with ingenuity and fast. [She can temporarily dismantle the chairs Hunters use to chair survivors]. Both are guarded by connections to a larger figure in their life - Leo Beck, her dad, and Equius for Nep - but are more than capable of fending for themself. Kanaya - Anne/Annie Lester, the Toy Merchant. She likes tinkering around, and isn’t afraid to experiment and do dangerous things. Unassuming and ‘pretty little things’ at first, both show a hidden sharpness and intellect in the right situations. Both are also unwilling to sit and take the harm that fate’s thrown at them. They forge forwards even when other people say not to, knowing better than to hold back.
Terezi - Who else but Helena Adams, 'The Mind’s Eye’? Both aren’t going to let their blindness define them, and have very strong connections to those who care for them - Terezi with her lusus, and Helena with her father. Helena’s extremely fast at decoding cipher machines, which matches perfectly with TZ’s quick-witted and forward nature. They’re adaptive, too - Helena uses her cane, sure, but is known as a very resilient person. Terezi developed 'her own ways of seeing’. Helena helps her teammates by letting them know where the Hunter is, even though she could well keep her strength to herself. Vr!ska - Vera Nair, the Perfumer. Smarter than previously observed in some respects, they’re both hard workers for what they believe in, but aren’t without fault. “Vera” [in actuality: Chloe] took her sister’s identity and used it to have her talent noticed, but in killing her sister [mistaking her actions for jealousy] instead pushed away the only one she could depend on, who loved and recognised her. Vr!ska matches this manipulation and unfortunate jealousy quite well. Equius - Tracy Reznik, the Mechanic. While it’s mostly self-explanatory, as they both have a history with robots in particular, they’re similarly inquisitive and inventive, pushing the limits of what they can or should do. Though this often depletes them of 'resources’ - Tracy with funds, Equius with potential 'normalcy’ or being cared about more - they’re shown to have big hearts. Tracy’s decoding speed is lowered when her teammates are hurt, and also boosts her teammates’ decoding in kind. As with Equius�� mechanics, she’s focused on a bot she can deploy, and can take hits with it to protect her teammates or assist them in all different manners.
Gamzee - Mike Morton, the Acrobat. For the most part, I just believe they’d have a lot of fun together if they met up, but they’re both reckless in their enjoyment of certain things. Although they might make efforts to socialise with their peers, both have been deeply hurt by something in their past and what society expects of them. They have certain warped views of others because of this harm, but make an effort to keep a smile on their face whenever possible if it means keeping those they care about [and the few left who care for them] close and familiar. 
Eridan - Edgar Valden, the Painter. Both wronged by society, and put on a pedestal that they don’t wish to fulfil in some respect. They’ve done violent things, yes, but it’s because they were pushed so hard that they felt they had to in order to find a way out. They’re disrespected left right and centre, with their motives and what they make of themselves being taken advantage of or downright stolen in order to push them down. They’re both captivating; distracting, but for the wrong reasons. They’re afraid of breaking what they’ve made, but they’ve enough self-awareness to know what’s right for them in the end. 
Feferi - Lydia Jones [now Emily Dyer], the Doctor. Like Eridan and Edgar, they were both meant to fulfil a purpose they never wanted - Emily performing unethical practices on patients, and Feferi leading an empire of tyranny. Both find immense freedom in doing things their own way, but it didn’t come without a price. They were outcast to an extent or forced to flee, knowing that the public wouldn’t approve of the changes they were making. They’re both misguided in their efforts according to who you ask, but have been subjected to more than their fair share of hardship and pressure in order to do what was right for them and for others. They’ll take as many hits as needed to protect their friends, equally as adept at healing, defending and fighting back against their respective downfalls.
~ :]
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[ - ] HEIR OF RAGE [ - ]
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Normally, an Heir’s influence over their aspect can bring a great boost of confidence to any team, but everything hinges on the Hero themself. Whatever they say ultimately turns the tides whether they’re conscious of it or not, so their negative shifting can be just as powerful as their positive traits. One of the things that pulls them around is their descent, who they’re taught by, and the selfhood in Rage directly clashes with this notion of trust. They’ll take this inherent confusion out in any way possible, heedless of the harm it causes. When they do take notice of it, though, they’ll prove to be someone not easily avoided. As much literal as it is to be taken metaphorically, the Rage aspect can lead to festering angers let out at bad times. Of course fury can drive them to greater heights, but a certain selfishness can easily get in the way of the Hero’s achievement if they don’t keep themself in check.
In an everyday world the Heir shows their selfish side more than usual - their Class often dictates a certain willingness to adapt and spread, but they’ll more likely be using their influence for the good of no one but themself. In Rage’s case, this means drawing out the things that others feel define them and becoming very critical of who they let in socially. Nothing really matters to them unless it’s somehow beneficial to them and their climbing up the ladder of society. What others might deem immoral - as this pick-and-choose criticism is in itself - is the last thing on the Heir’s mind. They’ve been taught their position in the world is their most important trait, for better or for worse, and intend to uphold that. Bitterness is rife in their attitudes towards those around them, but they’ll defend their acts with tenacity because it’s likely the only way they know to hide their insecurities.
As far as Sburb goes, they’re unlikely to find any teammates unless they’re of a similar negative drive, preferring to be alone. But their Quest finally gives them the drive they so desire as a distraction from their own internal conflict and hatred. The Heir’ll probably prove to be impatient and uncooperative working alongside anyone, but offer a strong front line and motivation to those who can put up with them for long enough. As their Quest is a critical part of their journey, they’ll likely become fixated on reaching higher levels - whether that be in building, alchemisation, or their echeladder in general - sooner than their peers or the game are willing to let them go. This drive can be outwardly harmful to many aspects of the world around them, as much preparation is needed. Simply put, their habitual selfishness can make the session (for them) or break it (for everyone).
When picking their allies, the Heir of Rage is likely to focus on themself most because of what they’ve been taught. This means they’ll sniff out those that’re weaker and easily manipulated, such as uncertain Pages, Void players and positively-aligned classes like the Sylph unlikely to want to fight back. They find allies in Witches for their similarly broad influence and Princes for brute force operations in their session, because it’s easier to push forward with their own plans if there’s minimal resistance in the first place from opposition. Though they react negatively to a lot, Light and Mind players easily get on their nerves because of their scheming disruption, Heart and Blood players pushing against their desires by keeping together what they want to push away. Similarly, Knights and Thieves (the latter of which are just as free-thinking as they are) can stir up trouble in too many different facets for the Heir of Rage to keep track of.
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~ ☀️
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[ + ] SYLPH OF BREATH [ + ]
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To be a Sylph of Breath is to heal many different attributes of a person. Although they may get overwhelmed by the sheer magnitude of their work, a sense of purpose can help them steer themselves in the right direction. They’re forward-thinking and always ready to face what’s wrong, even if it means jeopardising personal things in an effort to help others. Restoration of that balance between work and play is what keeps them going, after all. This hero relishes in the company of others because spreading their word is a fruitless job without any friends to spread it to, so they try to be as approachable as possible. Overall, there’s more to be gained than lost when encountering one of these Heroes, however much they’re scatterbrained and detached because of their Aspect’s push and pull. They’ll pull themself out of such a rut if necessary.
In everyday society, the Sylph will work best in the crowds - dispersing them where they have to in order to maintain a sense of freedom in their peers. Though they can often be taken as misguided or unwilling to accept instruction, they’re keenly wrapped up in every piece of their work and think they know what’s best. Being oppressed in any form can make them more anxious than usual, and it carries on to seeing treatment of others. This Hero truly has the best intentions, and is good to come to if one feels stuck in a situation, but they may find they’re unable to properly see another person’s perspective in the argument. To heal freedom, they’ll release those around them from harsh connections, whether that be more societal - bad relationships or strained friendships - or environmental. Through their personal dislike of scheduling, they can often convince others to loosen their stresses or rethink the fairness of what they’re going through.
SBurb presents quite the hurdle for the Sylph, but their effectiveness really boils down to whatever’s thrown at them. They’ll maintain the environment around them and keep their teammates going with invigorating spirit, sure, but may end up feeling isolated themself. Their true powers lie in pulsing change, and stagnancy of any kind throughout their session will draw their attention best. As a Breath player, they’re best settled in a supportive role in the Battlefield or through other arguments. Clashing with this is their role as a Sylph, because a healer has to be alert and ready to assist at any given time. They need to also see change through their own actions, so the ascent to God Tier and manifestation of their abilities can give them a much-needed boost in morale. Sure, they’re a widespread healer and maintaining class, but it’s no good if they let themself fall to the wayside.
Being a Sylph means this Hero is unwilling to make enemies, but if their connection to Breath has taught them one thing it’s that sometimes it’s better to let go. For this reason, they shy away from destructive classes like Princes or frail Pages, and those who think they know better - such as Seers - can come across as self-righteous and unwilling to be assisted (often in a reflection of their own hypocrisy, though they don’t want to admit it). Blood and Rage are their opposing Aspects in a fundamental level, so they’ll steer clear if possible even though their values are important. They’ll likely find companionship in the free-spirited Hope and Life players. Seeing things that can be fixed, they may try to bond with and redirect the Thief’s intentions into something more positive. Likewise, they can help the Knight loosen up by spreading their own influence thin enough to lighten the load.
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~ ☀️
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[ + ] HEIR OF BLOOD [ + ]
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The Heir of Blood is represented by someone who has relied on connectedness their whole life, and will likely continue to do so in order to grow - even if it means helping others more than themselves as they go along. Their selflessness is something they’ve always held in high priority, seeing as they know the worst of the world as well. The fact remains, of course that connections don’t come without losses, but the Heir is simply determined to create or maintain enough that such things are a little less painful for the people around them. They’re down-to-earth and empathetic most of all, which is why they’re eager to share what they know. There’s truly no point to them in keeping it all to themselves - they’ve built their everything around others, so sharing is what they’re best at in whatever scale it may come. 
They’ll gravitate to the crowds whenever possible, both to share what they know and help forge friendships for themselves. As much as they’re ready and willing to go off into a corner and collect information to spread later, they function best in a situation with others to bounce things back and forth - verification is good in order to ward off any doubts, and the Heir certainly has plenty of those. Particularly, they may face imposter syndrome and similar feelings of self-doubt at the most inconvenient times. Often, they’ll find themselves able to bounce back if they have strong people around them, as much as it’ll feel awful. They dislike being burdensome, and would rather spread their efforts too wide in an attempt to help as much as possible than admit when things are overwhelming. But they do their job well when it’s in an appropriate setting, which isn’t hard to find.
SBurb can present the biggest challenge of their life to the Heir, but they’re not someone easily discouraged by such magnitudes. If anything, with a push or two from optimistic teammates, they’ll come to realise what the game truly represents - an opportunity for growth. As an Heir of Blood, they’re responsible for keeping those close to them even closer in hard times. Their power over relationships can be more helpful than they realise. On the battlefield, facing others, they’ll become reluctant to lash out at first. Ultimately, nothing comes between this Hero and their friends, so their overwhelming need to spread their lessons can push them to drastic action in due time. The last thing they want is for any doubt to fall on their shoulders because of their habit of being unable to let things go. They’d rather keep them safe in whatever way possible, even if that means being wounded themself.
However much they dislike creating enemies or thinking bad of anyone - due to the close-knit nature of their Aspect - they’re fiercely protective of those they’ll dub worthy of their time, and aren’t averse to lashing out if it means maintaining someone’s good faith or their own. For this reason, they may view Maids, Space players, Void Heroes or Thieves as a nuisance. However, the two groups differ in their influences, and so might the Heir’s dislike: Maids and Space Heroes create an excess that’s harder to plan around or organise, and Thieves or Void players may take away what critical relationships they’ve worked so hard to keep alive. They’re otherwise rather cooperative, and find most players to be a boon. They’re particularly grateful to Knights and Sylphs because of the fragility of their Aspect’s work. Life and Rage are aspects similar enough to their goals to be beneficial in certain ways, too.
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~ ☀️
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[ + ] MAGE OF LIGHT [ + ]
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Light is an incredibly vast aspect to have influence over, as there are just about as many interpretations of its impact as there are rays of the sun. For this reason, those who are impacted negatively by their classes may well have a harder journey to partake in than others. They’ll certainly need more assistance than most, and this may leave them feeling burdensome and quiet when they have the right to be louder. That being said, this Hero can be bright and proud when presented with the opportunity to showcase what they’re passionate about, and can be just as easily pushed to prove themselves with risky or unorthodox displays if it means displaying what they know. Often, they’ll joke around that they know too much and wish they were dumber, but being the one everyone turns to for advice can get incredibly tiring after a while.
The Mage is often busy, and that’s just how they like it. Chances are that they have a lot of issues to fix, whether or not they’re their own, so it helps give them a sense of purpose. They’re at their best when feeling accomplished, and their resultant energy upon completing a task for someone they care for can light up a room. The actions they take to get more information can often lead to them feeling lethargic, and they may lose interest in a topic quickly if it proves to be too heavy. Another facet of their Aspect not often explored is fortune, but this proves beneficial to the Mage - there’s really no telling how long it might take for their busy brain to get things done, but there’s always a guarantee of passion and quality if they manage to pull through. This Hero is witty and strong at the best of times, and they don’t let things get the better of them until it’s unavoidable. Even then, it’s hard to tell they’ve crashed because of masterful composure.
On the battlefield, the Mage of Light is an expert at gathering and relaying knowledge, similar to their Rogue counterpart. If they aren’t careful, they can become easily forgetful or let things slip under pressure, being subjected to already massive amounts of pressure with or without their powers. They’ll cast themselves wide, lending themselves as a beacon of advice. Even though they prefer keeping in the backlines and staying away from the action, chances are they’ve already calculated that’s the prime place for them to be. If they were to slip up more than they already do, the whole team could be put in strangely wild jeopardy. Even if this isn’t exactly the truth, the Mage has a habit of taking on everyone else’s burdens and feeling responsible for others’ downfalls, so they need support to pick themselves back up again.
For this reason, even though they’re naturally solid pillars of support, fellow Heart and Hope heroes can certainly provide a much-needed boost in morale and balance out the softer areas the Mage mightn’t be able to help with as much. They also appreciate their Seers as fellow visionaries, and will make sure the inspirational Heir’s work at further spreading the work they’ve done - whether this be through word-of-mouth or otherwise - doesn’t go unnoticed by their teammates. Working better in a team so they don’t get overwhelmed, they tend to clash against the solitary Thieves, and Bards can similarly push them to the edge of their wits with a distinct lack of… traceable path given how much they rely on how information gets out. Mind players can come across as vain, as can Rage, as self-centredness is the opposite of what the Mage of Light preaches.
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~ ☀️
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[ - ] KNIGHT OF HOPE [ - ]
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For a Knight, to be selfish is one of the worst fates they can knowingly choose for themselves. Being given an aspect such as Hope, too, can be something akin to torture - they never asked for such a burden, and the positivity it would otherwise entail can make them all the more resentful of their teammates.  Beliefs are a highly personal matter, but wanting to reinforce their own among others can cause quite an uproar. It’s this blatant disregard for the differentiations in individuals that’ll tear a rift between even the closest of friends, meaning that the Knight of Hope is really best being left alone before they cause more harm. They’re stubborn and stuck in their ways, for the most part, but their conviction is the one thing they can rely upon when personal connections inevitably fail them. Deluded as they may become with the wider world, they’re mostly antisocial and unwilling to maintain friendships unless strictly necessary.
Individually, the Knight is most comfortable and at ease. Any sort of distraction from their own moral code can cause them to become flighty and lash out at the few they’d normally go to for help, even, jeopardising the few connections they’d otherwise want or need. Above all, they prize their own thoughts, and hold anyone who’d dare to challenge their authority in a bad light - however well-meaning the intrusion. They’ll seek to protect that which they’ve created, no matter how small or insignificant it might seem to those unaware of their motives. This can be a worthwhile and even admirable feat, but not with the fierceness at which the Knight may feel the need to drive forward. They’ll refuse help or change for the most part, believing that the vision they’ve upheld from the beginning is truly the only or the best way forward, narrowing the scope of knowledge that could otherwise be bought to their craft.
When in SBurb, the Hope player can at last flourish, and their ideals possibly bought to fruition in a more concrete manner than before. They’ll detrimentally and selfishly consider it a free-for-all, and be at risk of a lapse in progression because of an unwillingness to do what doesn’t benefit them. For this reason, when faced with conflict, they’ll most likely either chose to flee or work in a backline away from the possibility of worse damage to whatever it is they’ve chosen to set their sights on. They’re consistently selfish and unaware of their surroundings (or wilfully ignorant, for that matter), but the game’s environment won’t force such a core part of them to change like that. This Knight in particular is more than content to move at their own pace, so long as what they’re holding dear isn’t destroyed, and won’t think to help others often even in SBurb in pursuit of an otherwise mutual goal.
Though unwilling to accept help on the battlefield or off it, the Knight of Hope does certainly have opinions on who they’ll work with whether they want to or not. They’ll seek those who’ll further their own ventures in varying ways, with little to no disregard to what said individual might want. The initial weaknesses of the Page class, combined with a deadly lack of tolerance, makes them worthless alongside Sylphs. What healing is there to be done if only the Knight can see where something’s damaged? Certain Space or Light players may think they know what’s best for them, when they’d really rather not be directed at all. If they’ve been pushed into a team situation, they may seek the obfuscation of Void players as a cloak while they work so they’re not disturbed, and they may favour the pushing and twisting ways of Witches to help them get their own agendas across in the long run.
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~ ☀️
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[ + ] ROGUE OF LIGHT [ + ]
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Although Thieves may get a bad reputation, they find balance and possible redemption alongside their Rogue counterpart. In the case of Light, Rogues play an extremely important role in redistributing many or all of its qualities - specific facets of Knowledge, Luck, Fortune and more literal Light - into a more fitting environment as they go about their life. Directly in a clash with their class, a Hero may well decide that they want to use their Class to its fullest and spread what they know to the best of their ability. Studious as ever, the Rogue of Light is often as eager to listen and absorb a tale than they are to tell their own, lest they take a little bit more time in their day to step back and understand (often with the assistance of others, as it’s a large burden to shoulder) what the full extent of their mythological title allows them to access and/or unlock.
Similarly to other positively-leaning Light players, the Rogue’s strength in day-to-day life lies in wherever they can go to learn. Whether or not this means learning they’re right or wrong is a different story, and a truth they may not like considering. Due to the nature of their powers, they may prefer debates or lectures rather than reading to learn, being in an environment that they can subtly shift to suit their needs while shedding necessary Light on different parts of a scheme that others may have missed. The Rogue dislikes being idle, even though such things can’t be helped most of the time, and might seem overexcitable if there’s a discussion going on. A positive outlook to having a Rogue of Light friend is that they don’t seem to mind if they don’t understand something - if anything, it’s easier for them to engage if they don’t know a media because it’s a flood of new, exciting information that they don’t know to critique.
In the Skaian battlefield, the Rogue is best put in a position of espionage. Finding out things from an enemy team in order to assist their friends is where they excel, but their lighthearted nature and willingness to learn can often sway their morals a little bit if they aren’t careful enough. They’ll relay what they know to their allies with uncanny precision, more than used to having to tweak even the smallest bits for their own benefit later. The last thing they want to happen is for something to go wrong on their watch, though, especially because their whole job relies on the proper redistribution of knowledge. Luck can be a good side to get ahold of in terms of their aspect as well, though it can make their stomach twist. Their own morals are very cut-and-dry, so manipulating something that might put someone undeserving in danger can be outside their comfort zone.
The Rogue of Light is generally accepting of help, but certain classes and aspects can get in their way and make their job more difficult than it has to be. Some of the most prominent examples of these are the Time and Void aspects - for the direct opposition of their own, and backpedaling of their efforts in a woefully short effort - or Thieves and Princes, as the latter two are all about destruction or distraction rooted in the Rogue’s carefully maintained area of influence. They work relatively well with other Light players and those holding Mind, feeling understood by them, and the focus on unity that Blood players bring into a session can also provide a much-needed boost every so often. Heirs are inspirational above anything else, and they can work well alongside the Rogue in redistributing certain pieces of knowledge or getting it to a wider audience in the first place. 
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~ ☀️
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[ + ] PAGE OF LIFE [ + ]
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The Page of Life will grow and develop in due time. Although they might want to push themselves further than possible, there are definite roadblocks that’ll stunt development, and learning to circumnavigate these obstacles is a crucial part of their path. With their Life abilities in particular comes a deeper-rooted difficulty - they must learn to understand themselves and the world around them to a degree that most other people might have already figured out. This can lead to them becoming jaded and unwilling to receive help, but if everything goes well they’ll stop before they go down that road. They’ll realise that needing assistance for small things is only human, and hopefully become more accepting of their own faults. After all, there are things that one person can give to another that they mightn’t be able to access alone in order to broaden their knowledge.
They’re volunteers wherever possible, even in areas that they don’t have a lot of experience in. However much it hurts to admit, a big part of their growth as a Page is admitting where they’ve made mistakes or have things to learn. The easiest way for them to experience this and help others at the same time is in some sort of teaching situation, whether that means learning along the way or going along with something they already know. One thing the Page of Life has to put up with a lot initially is an unshakeable feeling of being out of place. And they will be - the world won’t bend around them, so they’ll have to make do with whatever they have. Being a companion to a Page is a benefit to them and their friends both, as their journey to discovery is more often than not a broadly influential path, and they’ll want to take in as much as they possibly can: it’ll never just be about them.
In the Battlefield, the Page of Life must learn to settle back. Where they’ve taught themselves activity is the only way to help, they need to work in harmony with whatever Skaia gives them. They can fill a variety of roles when it comes to the overall progression of the fight, and this includes not getting in the way if their powers can get the better of them. With potential comes overgrowth, after all, and they must learn to prune and control alongside it. Often, the best position for the Page on the field is in the background, providing moral support and smaller boosts to the larger destructive powers of their team to ensure a maintained battle effort. Also notable, however, is their capacity for healing and their strength in a defensive position once they’ve finally found their feet - they’re fiercely determined to protect those they care for, even if it means giving up their own time to rush to another’s aid.
Naturally unsure of themselves and their abilities, Pages can be apprehensive around a lot of different Heroes because of the fear of letting their teammates down or seeming like a burden. For this reason, they may try to stay away from Knights or Sylphs in the event they need help, however specially suited to assistance those classes are. The same goes for Light players for their foresight, and Blood for their focus on maintaining bonds that may not be needed nor wanted. They work better with other Pages or people like heroes of Heart who actually understand what they’re going through. Despite the Page of Life’s polarising negative outlook, the aspect they’re most likely to seek assistance from would have to be Mind - sometimes, with the very machinations of fate working against you, all you want is for it to be laid out with no sugarcoating so you can grasp everything properly before it slides downhill.
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~ ☀️
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[ - ] LORD OF RAGE [ - ]
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The Lords are perhaps the most confident Heroes in themselves as you’ll find, and this is a good thing in moderation, but some may be driven to using their influence and Command over their environment to belittle others and boost their own ego. This is especially true of the Rage-bound, who find self-reflection and understanding personal boundaries are two of their most desirable goals. They’ll get where they want to go and find their place in the world no matter how many people they have to push out of the way to achieve it. Often shown to be egotistical and self-centred, it’s more likely than not that they’ve taught themselves independence is the only solution when forging a path for growth. They’ll never lean on others for support, but having others come to them for guidance is exactly what they want. The more networks and reliance the better.
They’re a commanding force wherever they go, adept at picking up the pieces of an otherwise lost group and fitting them back together neatly. It’s often a shame, to this end, that the Lord would rather, shape and mould to a vision that suits them rather than the wider scope of the world, thus creating something more likely to crumble the next time around. They have a magnetic sort of personality, but it’s not because they’re particularly pleasant. Instead, they build their identity through hidden facets, only revealing things about themself if they deem it necessary for a personal progression (or one for another that would loop around once more and end up powering them despite everything else). Though they may seem one for solitude, the Lord of Rage revels in the company others can provide them in the end.
As with many other Lords, they are more than happy to sit back and let the great cosmic clashes play out in front of them, their aspects’ handle on self-assurance doing its exact job to keep everything in place until later. Rage can also account for more metaphorical angers and dramatic, world-altering shifts in a space, but that will be what the Lord has to look out for. They lack a specific position in Skaia, for their presence may grow to become vaster than accounted for - Rage is the Power of Selfhood, after all, and it resides in every being upon the Battlefield or beyond it. In their battles, they’ll either forge their own divergent path or wait. By the time they’re met with the Battlefield in the first place, they’ll either have set their plans in motion and need to do very little pushing it along or will simply watch it blossom in front of them.
The Lord of Rage, regardless of the all-encompassing nature of the powers given to them, is a solitary and bitter soul. Above all, for this reason, they resent Blood players for their connectivity and desire to create even more of the bonds that have failed them. Hope and Life are worthless pursuits for them to look towards, as they are grounded in the harshness of reality. They think it naivety and - ironically - hopelessness to put any faith in such powers. The same goes for almost any competing Master Class, and they dislike feeling overshadowed by Light or Mind Heroes. However, there are few they find solace in: They prey on the weak and always will, so (on top of the innate cloaking bonus one may provide) Void and Breath are worthwhile allies, as are unrealised Pages and any Negatively-swayed classes who don’t mind disorder like the Bard.
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~ ☀️
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Ok, I see what you mean! I thought you were talking about what your inverse would be. I like the way you think, this discussion was fascinating! Thank you!
You're welcome! Thank you for beginning it! :]
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So, I'm a mage of void. But say a catalyst for change occurs like you said, would that make me a seer of light then?
Ah, now I see what you mean! Apologies.
No, it's not like that in my sona's/my case, and I'm not inferring that's what should happen!
She just has internal connections to both, I suppose, and where she is in her life and self-understanding is extremely important for development. Pre-Catalyst is Maid of Void [voidboundVagabond] and Post-Catalyst is Bard of Light [luminescentLyricist]. If you think about it, there's not much of a shift between [in basic terms] a Creator of Darkness and a Destroyer through Lack of Light, as both highlight having a loss of qualities in the Light aspect. There's just... enough.
:)
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Ah! Sorry about that, I somehow missed it!
By and/or does that mean you're both a Bard of Light and Maid of Void???
It's alright! The more I get to talk about things I'm passionate about the better, so thank you for your question! Yep! I consider myself both. My kidsona can be either - she starts out as a Maid of Void, and then if a catalyst for big change happens before she enters a session (such as adoption) she'll become a Bard of Light! :]
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I gots to know. What's your classpect? My guess is light!
it's in my blog description (or pinned post?), dear anon! i'm a bard of light [hence luminescentlyricist] and/or maid of void!
~ ☀️
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