~Land of Stars and Dreams~
- Locked by Hephaestuschild on Dec 30, '20 1:32pmReason: User Request.
Thread Topic: ~Land of Stars and Dreams~
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You absolutely god dambed piece of s---, you know why I f---ing hate your guts. b----, you're so stupid maybe you f---ing don't. I forget that you can't f---ing read.
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Come back here you piece of s---!
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No
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Puppet master more like Muppet pastor
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Bread, my dear friend, you are driving em over the f---ing edge /j
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Losad
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Not me putting actual time and effort into a plot
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Jk all my plots are s---posts ya'll take too seriously/j
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Going to get all of the aspects listed so people cna choose
Taking witch of light -
Aspects
Time: Time is the Aspect of Time, timelines and the inevitable. A Hero of Time (Basically any Time player) is necessary for a successfull session (as far as we know.) The Time player's significance is that they oftenly have an ability that has to do with time, such as hopping timelines or create time clones. They are also the ones that should iniate the Scratch if need be. Time is the opposite aspect to Space. Time can loosely tie in with Doom, as it is the end of things, the inevitable. As far as we have seen, most if not all Time players are somewhat musically gifted. The Time aspect can be symbolised with clocks or a cog as shown on the Godtier outfit. (More on that in another post.) There is no clear gender bias on this Aspect.
Space: Space is the Aspect of Space, Creation and a beggining of things. A Hero of Space is necessary for a successfull session. The Space player is tasked with breeding the Genesis Frog, which is a crucial part in the workings of Homestuck. Space players oftenly have a power regarding the size or velocity of things, such as making an object heavier in mass or maybe shrinking gigantic things to fit in the palm of your hand. Space is the opposite to Time. Space can loosely be tied with Life, as Space is the aspect of creation.The Space aspect can be symbolised with Art, Frogs and Objects themselves. Most Space players are female.
Breath: Breath is the Aspect of Motivation, Freedom and Movement. The Aspect of Breath also manifests itself as The Breeze, a blue wind that can be controlled by the Breath Players. Breath players are by no means crucial but as any Aspect, they can be useful. Breath Players can oftenly control and manipulate The Breeze to their needs and whims, depending mainly on their class. A Breath Player could for example blast their enemies with heavy blasts of air, driving them back. Again, it depends mainly on class. Breath is the opposite of Blood, as Blood is more related to a team rather than onself. Breath is loosely tied with Heart in a way, as both is kind of a Path of Self. But more like Breath being personal freedom or motivation whilst Heart is simply more like personal emotions. Breath is symbolized via winds.
Blood: Blood is the Aspect of Unity, Bonds and Obligations. Blood Players are by no means crucial, but can be useful. Blood Players make rather good leaders if they reach their full potential. They also make bonds very easily. Basically, they're socially awesome if they reach their potential. A Blood Player uses Ties, Obligations or Unity in one way or another, again being quite dependant on the class of the player. A Blood Player could maybe use their ties to others to make them do something or maybe they could unite others for their own or the team's means. Blood is the opposite to Breath, as Blood is more about a team rather than oneself. As far as I see, the Aspect of Blood has no clear connections to other Aspects. Blood is symbolised via unity. The more clearcut sign is a cut-like insignia.
Light: Light is the Aspect of Light, Fortitude, Information and Luck. Light Players are not crucial but can be very useful. Light Players are oftenly the ones providing information and being the clear sighted person. Or they could simply be extremely lucky (Or unlucky if you have it bad.). Fun little tidbit is that Light Players are usually more noticeable. A Light player could maybe use light itself to their advantage, or could with their knowledge lead a group. Light is the opposite to Void, as Light is more in illuminate when Void is more obscure and dark. Light can tie into Mind, as Information is a shared thing. Light is symbolised by eyes, light and when it comes to a more physical sign, a sun.
Void: Void is the Aspect of the Obscure, Hidden, Secrets and Nothingness a.k.a Void. Void Players are largely a mystery for not even they understand their Aspect. Void Players can oftenly be secretive or maybe simply very dimwitted. Maybe they know alot of secrets? As opposite to Light Players, Void Players are usually harder to spot. A Void player could maybe make things become nothingess or maybe they could keep things obscure or hidden. Void is the opposite of Light, a quite obvious fact. Void can partly tie into Space, seeing as Space in a literal sense has a whole lot of Void. Void is symbolized in secrets, hidden things. A more physical represemtation would be their Godtier mark, which is interestingly enough the inverted symbol for Space.
Mind: Mind is the Aspect of Though, Decisions and Strategy. Mind Players are usually rather intelligent and might understand how the mind itself works. How to influence one's thoughts and decisions. Or maybe they are very knowledgeable in tactics and can dictate an enemy's move before they do it. The opposite aspect to Mind is Heart, in a quite obvious way. Mind doesn't focus much on emotion, but instead cold hard facts. Mind can tie into Light seeing as information and knowledge is a big part of both. Mind is representated by Brains, Scrolls and Thoughts.
Heart: Heart is the Aspect of Self, Emotions and Feelings. Heart Players oftenly know how emotions work and how others feel and use that to whatever they want to use it with. A Heart Player might be able to get people to open up to them or maybe they simply bring more emotions to the group. Morale member here! The opposite to Heart is Mind, as explained before, Heart is the Path of Self. Heart can tie into both Hope and Rage, as both are about Emotions. One being positive, the other negative. Heart is represented by Hearts, Emotions and Feelings.
Life: Life is the Aspect of Life, Living Things and Energy. Life Players can oftenlt be quite energetic. They are often times good with things related to life. Life players will be good at healing or maybe they'll be good at using others health. It mainly depends on their class. The opposite to Life is Doom, as Doom as the business of killing things. Life can tie into Space, as both work very well together. Life is represented by plantlife, animals and the colour green.
Doom: Doom is the Aspect of the Inevitable, Death and Laws. Death Players are oftenly pretty gloomy and cynical, altough this is certainly not a rule. A Doom Player would use their knowledge/manipulation of Doom to their advantage. A Doom Player might be able to kill an enemy by just touching them (Once reaching godtier that is.). They might be very knowledgeable in how death works. The opposite to Doom is Life, for obvious reasons. Doom can tie in with Time, as it means an end to things. Time also has alot of laws. Doom is represented by Skulls, Withering and Corpses.
Hope: Hope is the Aspect of Positive Emotions, Holy Things, Faith and Hope. Hope players are usually believe very rigorously in something. A Hope player has alot of potential, as Hope is their faith in things. A Hope Player could for example bring more belief in others through their own Hope or maybe they could manipulate the hopes of others. The opposite to Hope is Rage and in some situations, Doom. Hope can tie in with Heart, as Hope is a feeling, an emotion. Hope is represented by Angels, Wings and Holyness.
Rage: Rage is the Aspect of Anger, Negative Emotions and to some part Bloodlust. Rage Players are oftenly pretty mad dudes, can get very angry or might know how toget people angry. They could be raging barserkers or maybe scheming tactictians. Rage Players can control Rage on way or another. Fearmongering through Rage maybe? The opposite to Rage is Hope. Rage can tie in with Heart as it's about emotions. Rage is represented by Anger, Weapons and Blood to some extent. -
Time
Those bound to the aspect of Time are fighters, full stop. Their lives are often marked by struggle, not so much because fate has it in for them, but because they are fundamentally incapable of just accepting things as they come. They value action over passive acceptance, even if that may not be the wisest or safest choice. Don't try to tell a Time-bound to sit still and look pretty. They are very goal-focused, and tend to value the destination over the journey, and you won't find them making that journey in any traditional sort of way. To quote cheesy posters found on many a guidance counselor's wall-"impossible is just a word". If you need a miracle, they are who you call. At their best, the Time-bound are empathetic and relentless problem-solvers. At their worst they are ruthless, defensive, and impulsive.
Space
Those bound to the aspect of Space are, as the name suggests, concerned with the big picture. They are patient, masters of the art of 'wait-and-see', and are inclined to take things as they come. That isn't to say that they're pushovers or willing to let injustice lie-they just choose their battles wisely, understanding that sometimes you have to let something burn to the ground in order to build it back better and stronger than before. To this effect, they tend to be innovators, concerned with creation and redemption. Catch them recycling the old to make the new, the fresh, and the beautiful. For the Space-bound, the journey is as, if not more, important than the destination; how they do something is as important as what they do. At their best, they are steady, impartial, and creative. At their worst, they can be detached, apathetic, and vague.
Heart
Those bound to the aspect of Heart are very concerned with their favorite subject: themselves. It wouldn't be a stretch to call them 'self-obsessed', but not necessarily in a negative way. They simply want to understand the one thing we all are stuck with for our entire lives, i.e. our own minds. Forging an identity is extremely important to the Heart-bound, and every decision and action goes toward building a coherent narrative of their own story. That isn't to say Heart-bound don't care deeply for their friends and allies; they just have a tendency to assume that everyone is as concerned with identity as they are. They are excellent at putting on and taking off masks as the situation calls for them. At their best, they are competent, imaginative, and steady. At their worst they can be overbearing, inflexible, and cold.
Mind
Those bound to the aspect of Mind are-you guessed it-the universe's great thinkers. But don't for a second think that means that they have all the answers. They are very concerned with remaining rational, and they have such a firm hold on the constant conjunction of their thinking that it's easy for them to see the multitudes of the choices laid out before them, which often leaves them frozen and unable to act. That said, when a Mind-bound finally launches into action, they can execute a plan with unbelievable grace and precision. Their identity is fluid-it can change from day-to-day, from thought-to-thought, from interaction-to-interaction. Remaining logical is more important to them than building up a solid foundation of "self." At their best they are great innovators, architects, and creators. At their worst they can be nasty, inflexible, and indecisive.
Hope
Those bound to the aspect of Hope are driven first and foremost by their convictions. They do right for right's sake, and are quick to come to the aid of anyone they deem to be experiencing injustice. That said, their views of the world can be quite black and white, so what they see as the "right" thing may not always be the universally accepted view. They put great value in the power of the imagination, the ability to dream up a better and more beautiful future. If anyone could dream a better world into existence, it would be one of the Hope-bound. They may sound like all sunshine and rainbows, but they aren't adverse to a little destruction, especially if they think they can replace it with something better and more just. At their best, Hope-bound are positive, caring, and warm. At their worst they can be narrow-minded and selfish.
Rage
Those bound to the aspect of Rage are bringers of chaos. They posses great contempt for lies or false ideas, including the stability that false ideas can impart. To them, the true is far more important than the good; they would tear down a system just to destabilize it if, by their reckoning, it is built on faulty premises. Often the Rage-bound prefer anarchy to any of the alternate forms of civilization, which they believe to be riddled with lies and foolishness and obedient masses. They are bringers of confusion and doubt, and they can be frustratingly difficult to convince otherwise when they have attached themselves to an idea. If they sound dangerous, they are. The Rage-bound tend to be most volatile and unpredictable of the aspects. At their best they are original, revolutionary, and fearless. At their worst they are cruel, uncompromising, and vicious.
Light
Those bound to the aspect of Light are the universe's knowledge-seekers. They are, above all, driven to learn and understand. They are great alchemists, able to take multiple sources of information and synthesize them into something useful. They are scholars and researchers, absolutely dedicated to knowledge for knowledge's sake. They are the ultimate students, and although that might conjure up the image of people sitting around peacefully waiting for knowledge to be brought to them, that couldn't be further from the truth. The Light-bound will go after knowledge with a fierce intensity that others may find distasteful. They aren't overly concerned with laws or norms, either. They often take rules as simple suggestions, instead searching for loopholes or work-arounds. At their best, the Light-bound are resourceful and driven. At their worst they can be fussy, pedantic, and insensitive. ( Taken)
Void
Those bound to the aspect of Void are the universe's secret-keepers. The unknown doesn't scare them-where others might see emptiness, they see potential. A blank page, an empty canvas, that's what the Void-bound live for. They value mystery and the unexplained, and are not particularly bothered by not having all the answers. Where others might be compelled to go out and seek answers, the Void-bound lean more toward casting doubt on what is already considered fully understood. They don't take much on faith and would rather live in a state of confusion than believe something that might be untrue or bow to intellectual authority. After all, in order for something new to be built, the old, rotting foundation must often be razed. At their best, Void-bound are wise, intuitive, and vibrant. At their worst they can be dismissive, indecisive, and apathetic.
Breath
Those bound to the aspect of Breath are, above all, expansive. Flexible and driven, they leave an impact wherever they go. Like the breeze itself, they are able to sweep others up to carry along in their wake, but also like the breeze, they can be difficult to catch hold of or tie down. Although Breath-bound do make very good leaders, breath tends to be a very personal aspect. Often, heroism comes along as an offshoot of them pursuing their own personal stories. They lead by example, and will routinely be surprised that others look up to or feel inspired by them. They have a tendency to underestimate themselves, and not always out of poor self-esteem. They were just doing their own thing. At their best Breath-bound are motivated, adaptable, and forward thinking, but at their worst they can be volatile, avoidant, and gullible.
Blood
Those bound to the aspect of Blood draw their strength from bonds, from the trust and camaraderie that blooms among a group of people who all share a single vision. Blood-bound ar -
Heir: Heir - One Who Invites Manipulation of [Aspect] or One Who Invites Manipulation of [Aspect]
The Heir is a Passive manipulation class. Heirs oftenly unknowingly use their Aspect when they start, passively using it on their sourroundings or teammates/enemies. Heirs oftenly have to awaken and learn to control their Aspect in a way. Heirs never really directly manipulates their Aspect, the Aspect manipulates them. Heirs can also become their Aspect. The Heir is the Passive counterpart to The Witch.
Witch: Witch - One Who Manipulates [Aspect] or One Who Manipulates Through [Aspect]
The Witch is an Active Manipulation class. Witches knowingly uses their Aspect through several means, oftenly contorting it to their will. They might attack an enemy with their Aspect or might aid a teammate. Witches oftenly have to learn how to control their Aspect and can be very good manipulators. The Witch class is the Active counterpart to The Heir.
Page: Page - One Who Invites Exploitation of [Aspect] or One Who Invites Exploitation Through [Aspect]
The Page is a Passive Exploitation class. Pages provide their Aspect to their team. They start out very weak but grows incredibly strong once they Godtier. Pages have ALOT of potential and can become more powerful than a Lord. Pages usually have little to no affinity with their Aspect. Pages have to learn to be independant. The Page is the Passive counterpart to The Knight. As far as we know,
Knight: Knight - One Who Exploits [Aspect] or One Who Exploits Through [Aspect]
The Knight is an Active Exploitation class. Knights use their Aspect to attack and defend, oftenly to protect their teammates. Knights usually have what a session lacks. Knights can also weaponise their Aspect. Knights are useful for the Frog Breeding process. The Knight is the Active counterpart to The Page.
Seer: Seer - One Who Invites Knowledge of [Aspect] or One Who Invites Knowledge Through [Aspect]
The Seer is a Passive Understanding class. Seers use their knowledge of their Aspect to help others and guide them. Seers oftenly understand their Aspect rather well and try to aid their team. Seers make good leaders as they usually can lead pretty good. Seers work as supporters aswell. The Seer is the Passive counterpart to The Mage.
Mage: Mage - One Who Understands [Aspect] or One Who Understands Through [Aspect]
The Mage is an Active Understanding class. Mages use their knowledge of their Aspect for themselves. Mages usually know alot about their Aspect but is likewise manipulated by it. Mages usually lose something personal related to their Aspect. The Mage is the Active counterpart to The Seer.
Sylph: Sylph - One Who Invites Creation With [Aspect] or One Who Invites Creation Through [Aspect]
The Sylph is a Passive Creation Class. Sylphs use their Aspect to Create something. Sylphs also heal their Aspect, so it oftenly means there is a severe lack of the Aspect or there is damage to that Aspect in their session. The Sylph is the Passive counterpart to The Maid.
Maid: Maid - One Who Creates With [Aspect] or One Who Creates Through [Aspect]
The Maid is an Active Creation class. Maids fix their Aspect, creates through it. Maids are ment to become less dependant of people and be more self reliant for their Aspect. Maids also fix and cleans their Aspect, meaning the Aspect might be lacking slightly. The Maid is the Active couterpart to The Sylph.
Rogue: Rogue - One Who Invites Theft of [Aspect] or One Who Invites Theft Through [Aspect]
The Rogue is a Passive Stealing class. Rogues steals their Aspect from others and gives to their teammates. Rogues can literally steal their aspect and willingly give it to another thing/person. They can also steal with their Aspect. The Rogue is the Passive counterpart to The Thief.
Thief: Thief - One Who Steals [Aspect] or One Who Steals Through [Aspect]
The Thief is an Active Stealing class. Thieves steal their aspect from others and take it for themselves. This can make a Thief very powerful. They can also offer their Aspect to another but rarely do so. Thieves usually lack a trait in their Aspect when they start, like Vriska being very unlucky when she started. The Thief is the Active counterpart to The Rogue.
Bard: Bard - One Who Invited Destruction Of [Aspect] or One Who Invites Destructiong Through [Aspect]
The Bard is a Passive Desteuction class. Bards destroy their Aspect non-directly or destroy through their Aspect non-directly. Bards are wildcards, unpredictable at best and downrigjt chaotic at worst. Bards can be either a godsent blessing or a horrifying hell. Bards are oftenly laid back. The Bard is the Passive counterpart to the Prince.
Prince: Prince - Who Destroys [Aspect] or One Who Destroys Through [Aspect]
The Prince is an Active Destruction class. Princes destrpy their Aspect within enemies or in a bad case, themselves. They can be incredibly powerful and a bit cocky. They can also destroy through their Aspect. Princes can be quite aggressive sometimes. The Prince is the Active counterpart to The Bard. -
Prospit
Marked by a flexible optimism, the personalities of Prospit Dreamers are reactive and intuitive. They naturally exist in the present, rather than look to the future or obsess over the past. When making decisions Prospit Dreamers tend to rely on gut instinct and whatever emotions they are experiencing at the moment. This makes them quick to act and reliable in a crisis, but it also can make them capricious. They have trouble thinking things through, and their feelings toward specific situations and decisions can change from day to day. They solve problems with creativity rather than cold logic, often seeing multiple options with ease and clarity. Because they generally take things as they come, Prospit Dreamers are less rebellious than they are adaptable-instead of struggling against authority, they will find a way to coexist with it. Possibly because they are so instinctual and flexible, they like having a defined set of rules-a safety net for their passionate lives. Naturally trusting, they have trouble with deception or hiding their true selves, and will often worry about what others think of them. The self they project into the world is often not under their control.
Derse
Derse Dreamers have personalities marked by a distinct and restless skepticism. Whatever their waking circumstances, chances are they will live in a state of dissatisfaction. Rebellion is in their blood, manifesting whether they are fighting back against a fascist dictatorship, or the most recent trend in casual footwear. Derse Dreamers are cerebral and self-aware; they have a far better grasp on the landscape of their own minds than on the world around them, which they can find alienating and confusing. But as so much of their identity is built on control, they will do their utmost to hide any insecurities, often with false humility or self-deprecating humor. They may be inflexible and pessimistic, but they are also great problem solvers, facing conflicts head-on with shrewd, calculating minds. They see one true path among an infinite snarl of wrong ones. They tend to be introverted, but if you win their trust Derse Dreamers are extremely powerful allies. However, they find sincere vulnerability difficult and will often keep people at arm's length. Letting go and living in the moment is hard for a Derse Dreamer; they constantly look toward the future and analyze the past. -
Almost named my character arson
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muppet pastor
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