Mathmatt878

Aspects

Mar 3rd, 2016
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  1. Space: Space is the aspect of creation. Space is one of the two aspects required to be in every successful Sburb session, along with Time. Space players have a lot of space to themselves, and are usually rather distant from other people, learning to embrace them later. Space players are destined to be the ones who breed the Universe Frog, which must be done in order to complete the game. As such, Space players always have a land that contains "Frogs" in it.
  2. Canon examples of Space players are Jade Harley, the Witch of Space, and Kanaya Porrim, the Sylph of Space.
  3. Being a Witch of Space, Jade was able to break the rules of space, bending objects to her will, manipulating the size and momentum an object has. She was able to shrink planets to fit into her palm, and make an entire spaceship move at the speed of light.
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  5. Time: Time is the aspect of death. Time is one of the two aspects required to be in every successful Sburb session, along with Space. Time players tend to have an interest in some kind of death, and are usually rather distant from other people, like Space. Unlike Space, however, Time players don't tend to warm up to others, they usually start and end on their own, which is an important skill for them to have. With Time travel, Time players usually turn hardened or mentally broken, due to the amount of time they spend surrounded by death. Time players have a large machine called a "Scratch Construct" on their land, which is a failsafe in case the session becomes unwinnable. To activate the scratch construct, any player needs to find the giant machine, and scratch it in an intricate way, completely resetting the universe, and starting from the beginning. (IMPORTANT NOTE: DO NOT DO THIS, YOU WILL DIE IN THE PROCESS!)
  6. Canon examples of Time players are Dave Strider, the Knight of Time, and Aradia Megido, the Maid of Time.
  7. Being a Knight of Time, Dave improves himself with time, living through alternate timelines to gather information. Chronologically, Dave experienced three days worth of time during the same span that his session mates experienced one.
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  9. Void: Void is the aspect of nothing, or nothingness. Void players always seem to be missing something, whether it be friends, purpose, or information, and they usually need to find a way to make do with what they are given in order to grow as players. Void players usually have some connection with the dark, evil creatures living in the furthest ring, the Horrorterrors.
  10. A canon example of a Void player is Equius Zahhak, the Heir of Void.
  11. Being an Heir of Void, Equius receives nothing, and is protected by nothingness. In a universe where an omnipotent enemy watches everyone to gain power, Equius is not noticed, or blacked out. Equius's super power is just not being relevant.
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  13. Light: Light is the aspect of fortune or luck. Light players typically tend to be rather charismatic and are always informed of what's going on. They tend to stack the odds in their favour, even when chance is not an issue, they often want to ensure success.
  14. Canon examples of Light players are Rose Lalonde, the Seer of Light, and Vriska Serket, the Thief of Light.
  15. As a Thief of Light, Vriska made everyone around her misfortunate, causing mass destruction around her while she sat upon her throne of riches that she stole for herself. Using her magic dice, the Fluorite Octet, in conjunction with her power to steal all of the luck, Vriska could control the outcome of her rolls, making her an extremely powerful character.
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  17. Mind: Mind is the aspect of knowledge and information. Mind players always understand what is going on, and want everyone in their session to know that they have things under control, even though they might not understand as well as the Mind player does. Mind players tend to do things by the book, and may take strange actions that make sense to them.
  18. A canon example of a Mind player is Terezi Pyrope, the Seer of Mind.
  19. Being a Seer of Mind, Terezi sees an overwhelming amount of knowledge, despite being physically blind. The extent of Mind powers are incredible in Terezi's case, giving a specific order of instructions to another player while they travelled through time, in order to create new timelines where things turned out better.
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  21. Heart: Heart is the aspect of self, or souls. Heart players have very distinct personalities to them, and tend to focus on personalities, or who people actually are, deep inside. Heart players tend to find themselves splitting apart often into different versions of themselves, causing massive disasters among the individual character.
  22. A canon example of a Heart player is Nepeta Leijon, the Rogue of Heart.
  23. Being a Rogue of Heart, Nepeta feels the constant need to ship her friends with each other, taking the personalities that match with one another, and helping them be together, because she thinks it will make them happy.
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  25. Rage: Rage is the aspect of strong emotions. Rage players are often docile until provoked, and once provoked, they go berserk, entering rage mode on the scale of The Hulk himself, becoming a formidable opponent while the raging lasts. Rage players feel very strongly about things, not specifically negative emotions, and as such, they often do not change their minds. When they make a decision, they stick with it, as it is the one true path. As such, Rage players are often linked with religion, believing that their cause is the only truth in the world.
  26. A canon example of a Rage player is Gamzee Makara, the Bard of Rage.
  27. Being a Bard of Rage, Gamzee is significantly more unstable than other Rage players would be. He begins off being casually discarded as a harmless stoner, until he runs out of drugs, and goes on a murderous withdrawal, killing almost half of his session, and causing mass paranoia among the survivors.
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  29. Hope: Hope is the aspect of potential. Hope players are similar to Pages, as they begin out very weak compared to the rest of the session, but scale into the end game extremely well. Hope players have firm beliefs, and can use those beliefs to their advantage, going so far as to create an entire new player because they believed he was real.
  30. A canon example of a Hope player is Eridan Ampora, the Prince of Hope.
  31. Being a Prince of Hope, Eridan has a strong belief that magic is not real, and uses his magic wand to fire beams of "white science" at his enemies to attack them. As Princes destroy their aspect, Eridan destroyed the hope for their species, using his magic to destroy the last egg with the potential to creature more of his species.
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  33. Doom: Doom is the aspect of rules, or inevitability. Doom players are often linked with tragedy, very often suffering because of it. Doom players have a good understanding of how things work, understand programming or how they can use the rules to their advantage.
  34. A canon example of a Doom player is Sollux Captor, the Mage of Doom.
  35. Being a Mage of Doom, Sollux was constantly tormented by the voices of the imminently deceased, who informed him that the world would be ending soon, and that he was the prophet who would suffer the tragedy of lost eyesight. Sollux was also an experienced hacker, in fact, he created the version of Sburb that he and his co players made through scraps of code sent back in time for him to discover.
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  37. Life: Life is the aspect of fertility and growth. If Doom is based on the rules, Life is based on breaking them. Life players are often very charismatic characters, having lots of friends, or being popular by other means.
  38. A canon example of a Life player is Feferi Peixes, the Witch of Life.
  39. Being a Witch of Life, Feferi is able to manipulate the lives of those who have died, creating an entire universe for them to live on it, the Dream Bubbles. In the dream bubbles, dead players from all different timelines are able to continue to survive and discuss things with the living players who visit the dream bubbles in their sleep.
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  41. Blood: Blood is the aspect of unity or friendship. Blood players surround themselves with other people, whether they like them or not, they hate to be alone. Blood powers are not portrayed particularly well in Homestuck, but the general consensus is that they take on the powers of people around them, using their strengths to everyone's advantage.
  42. A canon example of Blood player is Karkat Vantas, the Knight of Blood.
  43. Being a Knight of Blood, Karkat is surrounded by eleven of his friends in Sburb, having an abnormally large session in which unity is very hard to come by. Karkat demands that he be the leader, and that everyone follows his command, for he shall lead them to victory together.
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  45. Breath: Breath is the aspect of freedom. Breath players cannot sit still, they feel the constant need to be on the move and to not be tied down to one place for too long. Breath players usually have significant ties to the wind, and can use it in ways to benefit themselves.
  46. Canon examples of Breath players are John Egbert, the Heir of Breath, and Tavros Nitram, the Page of Breath.
  47. Being an Page of Breath, Tavros begins with no freedom. He starts the game with his legs broken from one of his session players, and forced into a wheelchair during his teenage years. Without his server player making the house specifically designed to support his wheelchair, Tavros is unable to ascend to the gates, missing out on his freedom. However, as the game progresses, Tavros learns to stand up for himself, at first receiving a flying car to travel in, and then robotic legs, granting him the freedom he has always been denied.
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  49. Oh gosh, it's 1am, I need to sleep zzzzzzzzzzzzzz...
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