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Generic Sburb 0.8 draft Ending/Partial Notes

Apr 26th, 2016
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  1. ENDINGS:
  2. The Jump ends not at the end of ten years spend here, but on succesful completion of the game. Without completing the game, of course, you won't be able to leave. Except by ending your chain itself...
  3.  
  4. Nevertheless, you persevered by having build up your house, completed your quests, confronted your Denizen, fought the Black King with your team, took the Queen's Rings, and helped in the creation of the new universe...
  5. As the Vast Croak of your Genesis Frog resounds through your Incipisphere, the victory platform will change to allow you to pass through a door and leave the session.
  6.  
  7. But you still have one Choice to make.
  8.  
  9.  
  10. Go Home: You step through the door, and stand back in your own room again. At long last, you are back home. It's been fun, but you're done now.
  11.  
  12. The Ultimate Reward: You step through the door, and now stand inside of your own universe, at the dawn of ages. Here, you will be free to do as you please.
  13.  
  14. Move On: You step through the door, and walk into your next jump with everything you gained here. Thank you for playing.
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  16.  
  17. In addition, with completion of the jump, you receive a care package containing a special Gristwidget 12000, which can recycle Captchalogue Cards and their contents back into Girst for a scaling amount of money, which can be any currency instead of only Boondollars. As well as a disk labelled Sburb: Warehouse DLC, which when installed on any computer will allow you to manipulate the interior of the Warehouse, as your Server Player would be able to manipulate your house while playing Sburb. This includes the ability to move things around for the price of some of your Grist, the ability to build walls and such, and perhaps most importantly, the ability to recycle objects into Grist to be used for other purposes. What it doesn't include through, is scrolling out to look at the outside of it, or enlarging it by adding extra rooms.
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  21. ON TIMETRAVEL AND TIME PLAYERS:
  22. Yes, you get the ability to timetravel if you go for the Time Aspect.
  23. No, that doesn't mean you can flip causality the bird and wank yourself into being unkillable, having everything, or winning forever. Causality is still very much a thing for Time Players.
  24. More so than for others even, because the Time Players are tasked with making sure your timeline doesn't fuck up into paradox and becomes Doomed because of that. Doomed timelines are what they sounds like, they inevitably fall apart no matter what.
  25. You'll have to keep in mind that Time Players die when they cause paradox by trying to change things. A lot. And you won't have the grace of just going further with the Alpha timeline in other jumps.
  26.  
  27. The purchaseable Weird Time Shit perks helps with all that, but only in so far that you can keep all the shenanigans straight, and that you will know how to avoid Paradox.
  28. 'Avoiding' paradox, in this case, meaning not that you can ignore causality, but that you will know how to make sure every timeloop is tied up correctly by following the main or Alpha timeline.
  29. Or as one Anon put it:
  30. "I think you're misinterpeting. The perk doesn't make you immune to paradox, it shows you how to avoid it. Avoiding paradox, in Homestuck, means you're locked into the single timeline and can't change it. Anything you do change was something that was predestined anyways, so you didn't really have a choice in changing it. It doesn't give you unlimited power to alter history, it just means you won't accidentally wind up in a doomed timeline due to causing a paradox. Which is good, doomed timelines are exactly what they say on the label. They inevitably fall apart and kill everyone in them. Basically, being the Time player in a game of Sburb SUCKS. You don't get unlimited power to alter history, you just get the job of playing janitor for everyone else's paradoxes so that space-time doesn't fall apart."
  31.  
  32.  
  33. EXAMPLES OF CANON CLASS AND ASPECT COMBINATIONS:
  34. Heir of Breath: Can control the winds on a massive through mostly inaccurate scale, turn into breath/wind itself, have their scent masked by the winds, and generally be helped out by random gusts of wind sometimes.
  35. Witch of Space: Use telekinesis, change velocity and the size of things, as well as teleport. Please note that the Canon Witch of Space is using First Guardian power to boost herself, and you'd be a far more toned down version.
  36. Knight of Time: Can travel back in time, up to four months has been shown, create timeloops to do things like manipulating the stock exchange, hop timelines, 'summon' future versions of themself to fight alongside by travelling back in time during the battle, and speed themself up a bit by manipulating time.
  37. Seer of Light: Able to use x-ray vision if you concentrate. And more importantly, illumination of the road to victory, which is the ability to see the path that leads to a specific future/victory condition you want to accomplish.
  38. Maid of Life: They can resurrect anyone whose body you can reach. This only works once for any person, but you could also revive yourself this way... except that still counts as a loss for the chain.
  39. Prince of Heart: Can use purple lightning/Hearty powers to tear someone's soul out, through it takes a while. It hurts the target a lot. 'Splinter' copies of them tend to turn up a lot.
  40. Page of Hope: Could make a spherical field of hope energy around themselves for a short time, while being unable to do anything else. When super-charged (artificially, and which only lasted for a little while), they made a giant impenetrable forcefield of pure Hope energy around themself, through they still weren't be able to do anything else while doing so, aside from blurting out random phrases with a boosted voice. The sheer belief pouring out momentarily gave an 'imaginary friend' physical form, through that may have been influence by being a Prince of Heart splinter.
  41. Rogue of Void: Can turn invisible, blanked monitoring of the entire game session, and by meditating on the platonic ideal of an object, they can 'steal' the nonexistence from it, summoning it out of the Void. This is /hard/, with anything more than a simple perfectly generic objects requiring intense amounts of time and effort to even pull off once.
  42. Seer of Mind: You can see into alternate realities that reveal what would happen based on the decisions you or others make. Or set 'beacons' of thoughts for someone to follow when travelling back into your own past.
  43. Thief of Light: They can steal the luck from someone or something, making themself luckier while making the other unluckier. Also stealing memories/thoughts on mental contact, or stealing the spotlight to focus on themself.
  44. Prince of Hope: With enough belief in whatever they're doing, they can fire powerful beams of white light. They're also able to make the future look just a bit bleaker by talking to people.
  45. Maid of Time: Can travel forward and backwards in time, up to a month has been shown, and hop timelines, as well as freeze someone or something in time, as long as they concentrate. This gives others time to prepare, until you let whatever you're freezing go.
  46. Heir of Void: Blanked facts from an almost omniscient being, while only living next to what he was hiding, and seemingly without knowing he was doing it.
  47. Mage of Doom: Able to forsee a coming Doom, and then acting to avert it. Through sacrificing themselves if need be.
  48. Witch of Life: Healed a fist-sized hole in someone's chest.
  49. Knight of Blood: Able to keep people in line, recruit them, and calm them down by forging bonds with them.
  50. Bard of Rage: Call forth dark purple lightning around them, hit extremely hard to the point with any weapon.
  51. Page of Void: Blanking out everything around him from a near omnisciencent being. And looked inwards to try and understand himself... and found a seemingless infinite abyss, from which he pulled concepts into his being/mind. "Their power is to embrace nothingness, to become one with it, to see the limitless potential in the void. To find everything within nothing, and bring it into being."
  52. Sylph of Light: Able to heal sight with a touch, and momentarily unlocking the 'full' potential of Hope player by showing them what they could be.
  53. Bard of Hope: In their presence hope is lost, and the best outcomes will never be. For both the player and others. Atleast that seems to be it, might just be that guy.
  54. Heir of Doom: In some great exertion, that causes grave damage to the player, able to avert a terrible Doom to others by taking it upon themselves instead.
  55. Thief of Life: Able to take and then give life with a touch. Either killing by draining life energy, or extending life past natural lifespan or healing wounds.
  56.  
  57. And for posterity's sake, the master classes. No, you still can't get them, but perhaps this sheds a little light on why.
  58. -The Lord of Time instinctively twists causality so that he pretty much always wins, and casually travels from the end of an universe back to the beginning.
  59. -The Muse of Space creates a black hole that sucks up a magic sun with the mass of two universes, and then the afterlife.
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  61.  
  62. ON PAGES:
  63. Yes, they are the class with the highest potential power level. Of those you can pick atleast.
  64. No, taking it isn't automatically the best choice.
  65. Every class works differently. A Page of Hope isn't going to be able to destroy hope or shoot hope-lasers like a Prince would. A Page of Breath won't be able to turn into wind or be passively helped by it like a Heir would.
  66. Pages seem to tend towards manifesting grand displays of their Aspect, and will probably not be able to do the subtle things well or even at all.
  67. In addition, the Page class is handicapped by starting out really, really weak and taking much longer to reach the potential they do have. Until then, their class is essentially useless.
  68. And yes, you aren't limited to having to unlock that power during the game for it to matter, so it's less useless for a jumper. BUT, I would like to note that none of the canon Pages ever did realise their potential. The Page of Hope only showed a fraction of his 'full potential' (As seen when boosted) on his own, at his climatic battle, and absolutely nothing before. This took atleast half a year from entering the game. The Page of Breath managed to unlock jack squat after three years. The Page of Void appears to have made /some/ progress, but is also still in the early stages of getting something useful, after working on it for EONS.
  69. It is NOT a 'take and train for a decade or two' road to phenomenal cosmic power. You're playing the long game instead, and in my personal opinion probably looking more at Post-Spark awakening of your full potential.
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