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#homestuck classes
spacebound-oracle · 6 months
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I don't think I ever posted the art / designs I did for my old broken Sburb Classes website separately so here they are!
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cringefail-clown · 4 months
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so ive been writing out a more indepth analysis of TB!Hal for an ask and its,,, long, but i wanna share this one tidbit about the mage class ive got cooked up on its own:
I’ve got an ask once where someone concluded that Mages are the pathfinders of Homestuck classes, and I really like the implication of it. In the same ask, they summarized that Seers, as the passive counterpart, understand their aspect and steer others with that understanding, while more active Mages experience their aspect and steer others with that experience. (Slight tangent but fr if you’re the person who send this ask (sadly it was from anon) i want you to know that it’s been such a based take i think about it daily, and also i’m kissing you on the lips rn.)
When i was doing research about the classpects, people often concluded that Mages must suffer from their aspect and gain knowledge through that suffering. While both Mages we were introduced to in the original comic, ie. Sollux and Meulin, could steer people into believing that to be the case, i want to propose a different explanation: Mages job is to experience their aspect, and through experiencing it they gain a vast understanding of it. A big part of learning about a new subject is the act of failing at it.
Let’s make an example: if you pick up a pencil and decide to learn how to draw, you won’t produce the next Michelangelo masterpiece on your first try. Or your ten, or one hundredth. But, if you fail and identify why you failed – your proportions were wrong, your shading didn’t match the lighting scenario – and start to consciously avoid making those mistakes again, you’ll start to see the improvement. But the process is slow, and the results often don’t meet our expectations, which is what makes people give up and decide that drawing is just not their thing. Or sometimes people get stuck, frustrated with the lack of improvement, because they haven’t identified what mistakes they’re making and simply keep on making them again and again, instead of steering away from them, which also drives them into quitting.
The art of learning about any subject is a steady stream of constant failures, identifying what went wrong, remembering to avoid it, and at last realizing that you’ve improved and succeeded, and this is what the Mage experience is about. We keep on seeing miserable Mages because they either get overwhelmed and give up on learning about their aspect, instead avoiding experiencing it at all costs, or they gain the knowledge of why they failed and try to guide others with it, but they themselves are unable to apply that same knowledge to their own life, instead falling into the same fucking potholes again and again.
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alicesoinions · 8 months
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ultra-clashpects · 10 days
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have u done heir of time? i can't find it on the wiki :P
THE HEIR OF TIME
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The Heir of Time is someone who is wonderful when it comes to time management because they seem to have a perfect internal clock that they run off of 24/7. They probably don’t like to sit still and do nothing all day, they always have to be doing something to keep the bad thoughts at bay, whether this be creating music, hanging out with loved ones, or just doing whatever thought pops into their head first.
The Heir of Time understands that nothing lasts forever, but there’s something sickly sweet about the idea of everything crumbling around them and turning into shambles before their eyes, because with Time comes destruction and decay. They believe that they have all the time in the world, and this might lead to them leading a stagnant life where nothing ever changes or they never do anything exciting because “if my life never ends, I’ll have plenty of time to do something new tomorrow.”
The Heir of Time might have an interest in something like fortune-telling or destiny, because it’s neat to see how people try to predict the future, and there’s always a possibility that they’ll fall into delusions about how things are supposed to end or how things are supposed to go, but internally they’ll always know what’s right and what’s wrong. They are caring and trustworthy, if not sometimes a little hard to keep plans with, but they’ll be by your side forever. The Heir of Time is the person you want to go to if you have concerns about issues in the present, because no matter how trivial or stupid everything might sound, you’ll never find a more patient and caring person than the Heir of Time.
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dreadedender · 1 year
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Rage Aspect Thoughts
Rage inspires revolution. Rage breaks rules.
Rage knows negative emotions intimately, how to destroy from the inside, how to get under people's skin.
Rage can calm and rage can infuriate. Rage can make the enemy mindless with fury and can pacify betrayers in a session.
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A Witch of Rage is the ultimate destroyer.
They can make anything possible with enough self-justification. Meaning, as long as they stay feeling negative emotions strongly (fear, disappointment, anger, sadness), they can do anything in the moment. Think of it as their flight or fight senses kicking in at extremes, letting them teleport away if they're too upset / too scared, or giving them immense strength and whatever powers they can imagine to fight off what's bothering them. Their powers are handy, but dangerous as they feel negativity so passionately, it can literally destroy them. They have to be careful.
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An Heir of Rage is especially susceptible to feeling rage and is receptive to other's upset emotions. They would able to shift people's rage through showing them how ridiculous their anger is (by mirroring it) or joining them in their anger/dejection and doing so helps them both deal with it together. Once god-tiered, an Heir can embody their aspect, so this could mean an Heir of Rage can shapeshift to what someone fears the most, or become the very bad thoughts that infiltrate their enemies' brains, like entering their minds to create a tailor-made hellscape they can't escape.
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Don't mind me getting a bit personal as I try to describe my thoughts on my Classpect, lol. With how apt Mages of Rage are in sensing negativity, they are able to distinguish who is trustworthy and who isn't, essentially being able to sniff out intent. They have the most potential to be the group therapists. They understand all aspects of Rage, both the good and the bad, and treat it with compassion. They can understand anyone's troubles and be the perfect person to come to for help on what should be fair and how to deal with conflict. On the other hand, the classpect is also stubborn, and when their advice isn't taken, they can take it as a personal affront as their views on an injustice are unbreakable.
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A Thief of Rage hoards all negative attention. They like taking all the blame; wants noteriety to be their brand. It can be a kindness that helps calm others and bring peace to the group, to have someone that's always taking the brunt of everyone's emotions so that they may pass, or it can be disastrous as they cause conflict by hogging all attention, concern, and energy that shouldve been given to the bigger picture problem. They make for a great distraction in battle, able to dodge attacks as enemies can't take their eyes off them, even zapping the very motivation to fight out of them the longer they chase and using it to make their movements faster. They can be the biggest detriment to a session or the biggest surprise asset.
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A Prince of Rage works to soothe. They want things to stay calm and for everyone to work together in harmony. They would never want to rock the boat, never giving in to their anger with an ocean of pacience and understanding. They prefer doing everything they can to motivate people to see the bright side of things, lulling anger and fear into the background. They're the most comforting of people, knowing just what to say to make you wipe away your tears and giving the best hugs.
In god-tier, I can imagine them having the strongest pacifying power out of any Rage player. Just by being in the battlefield, their opponents start feeling chiller and forget what they're even fighting for. Like a teabag seeping in hot water, the effect can slowly take over and turn the tide.
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time-and-spuds · 10 months
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"you feel something tugging on your shirt. You look down and notice a small humanoid creature with brightly glowing eyes trying to get your attention.
your eyes meet and the small Person gestures for you to Take it's hand. Once you hesitantly grab it, it turns around and leads the way forward"
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Funny little concept for a Sky and Homestuck Crossover which adds a whole new class to the Game
More Info about The Traveler:
Travelers are the Explorers of the world. They're rarely found lounging at home and even if, they're probably already planning their next hike or Trip into the wilderness.
While they are often on their own, they can be great helpers with any Kind of journey, be it physical or even mental, you might have. They Seem to always nudge you in the right direction, sometimes even without intending to do so.
When it comes to their aspects, Travelers a very conected to theirs, although not in the way that it is a part of them but rather Like a all-in-one Tool or even a trusted pet.
Travelers of any aspect are great Players to have in your party, especially for Players that aren't Well versed in the game, because of their ability to Guide others through almost any situation.
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aortaobservatory · 5 months
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The Master Classes and Why They're So Odd
(A Brief Overview of Classes)
(Thoughts on Active vs Passive, with a focus on the Sylph and Maid)
-aortaObservatory
When I first began my research into classpecting, I left the Master Classes alone. My desire regarding classpecting was to provide feasible and realistic descriptions of what human beings are able to be, with enough vague wiggle room that allowed for uncountable variations within each classpect. This wiggle room accounts for just how different we as human beings can be, but also in part, accounts for Lunar Sway.
The Master Classes are also written off in canon; they are the consequence of playing a two-player session of SBURB. So I too wrote the Master Classes off as infeasible, for how could any human being realistically be what a Lord and a Muse are meant to represent?
I still believe it quite close to the realm of impossible for human beings, but I do think the Master Classes can be represented quite well with intention in fiction. They are quite tricky, however. I'm of the opinion that these classes are meant to be very extreme; I would go as far as to say that every Lord and Muse has a true classpect outside of the Master Classes, but that happens to be a personal opinion, so take this statement with a grain of salt.
The Master Classes are not focused on interacting with a particular aspect in a particular way. Rather, they are focused almost entirely on the Active and Passive relationship a class has to an aspect. In short, a Lord is an Active version of every Passive regular class, and a Muse is a Passive version of every Active regular class.
A Lord is Active, focused majorly on a direct relationship with their aspect. They are very active, having all cause words from the passive classes (Know, Change, Use, Allocate, Enhance, Destroy).
A Muse is Passive, focused on the Lord who gives them an indirect relationship with their aspect. They have all the effect words from the active classes (Experience, Embody, Skill, Value, Reliance, Obedience).
My understanding of the Master Classes draws heavily upon my understanding of the regular classes and how I've set them up. I'll attempt to show what I mean below.
Know:
Mage (Active) has Too Much Experience and Knows
Seer (Passive) has Too Little Experience and does not Know
Lord (Active) has Too Little Experience and Knows
Muse (Passive) has Too Much Experience and does not Know
Change:
Witch (Active) has Too Little Embodiment and Changes
Heir (Passive) has Too Much Embodiment and does not Change
Lord (Active) has Too Much Embodiment and Changes
Muse (Passive) has Too Little Embodiment and does not Change
This pattern continues with the other two sets of classes, with Utilizers and Enhancers following the Knowers pattern, and Allocators and Destroyers following the Changers pattern. I will list them below, then summarize the Lord and the Muse separately.
Utilize:
Knight (Active) has Too Much Skill and Utilizes
Page (Passive) has Too Little Skill and does not Utilize
Lord (Active) has Too Little Skill and Utilizes
Muse (Passive) has Too Much Skill and does not Utilize
Allocate:
Thief (Active) has Too Little Value and Takes
Rogue (Passive) has Too Much Value and Gives
Lord (Active) has Too Much Value and Takes
Muse (Passive) has Too Little Value and Gives
A brief note; I've realized that I've mistakenly switched out the Destroyer class' effect word. Where the Enhancers have reliance upon their aspect, the Destroyers have obedience from their aspect. I have switched out the word "obedience" for "control", but it should still make sense within the context of the classes themselves.
Enhance:
Sylph (Active) has Too Much Reliance and Enhances
Maid (Passive) has Too Little Reliance and does not Enhance
Lord (Active) has Too Little Reliance and Enhances
Muse (Passive) has Too Much Reliance and does not Enhance
Destroy:
Prince (Active) has Too Little Control and Destroys
Bard (Passive) has Too Much Control and does not Destroy
Lord (Active) has Too Much Control and Destroys
Muse (Passive) has Too Little Control and does not Destroy
A note on the Bard; the Bard does not destroy personally, but rather allows it to deteriorate. As with all the passive classes, they eventually grow into their cause words and balance themselves out.
As I mentioned before, the Master classes are based on the Active and Passive binary, but they are not the regular classes. Rather, the Master Classes are their mirror counterparts, distinctively NOT inverses. Since their Active and Passive dynamics do not line up with those of the regular classes, the Master Classes get a surface level spread of each class.
The diagram below restates all of this listed information in a different layout. I found the visual layout helpful to refer to when analyzing the Master Classes. (i know tumblrs gonna eat this image quality i am so sorry in advance)
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To restate, an "Active Class" means they have a direct relationship with the aspect in question. A "Passive Class" in that case, means they have an indirect relationship with the aspect in question. This means a Muse will always be shaped by the actions of a Lord, and a Lord will always shape a Muse through their actions. They can, but typically do not exist without each other.
To make my findings more readable for the Master Classes, I'll compile only the Lord and only the Muse below.
The Lord (Active):
Knows but has Too Little Experience with...
Changes and has Too Much Embodiment of...
Utilizes but has Too Little Skill with...
Allocates (Takes) and has Too Much Value towards...
Enhances but has Too Little Reliance on...
Destroys and has Too Much Control over...
... in regards to their aspect.
The Muse (Passive):
Does not Know but has Too Much Experience with...
Does not Change and has Too Little Embodiment of...
Does not Utilize but has Too Much Skill with...
Does not Allocate (but rather Gives) and has Too Little Value towards...
Does not Enhance but has Too Much Reliance on...
Does not Destroy and has Too Little Control over...
… in regards to their aspect.
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charliesinfern0 · 2 years
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in homestuck, the Time aspect is connected to death and endings , while the Space aspect is connected to creation and new beginnings. Aradia is dead by the beginning of Hivebent, MANY different Daves die, and the whole thing of Space players is they need to breed the Genesis Frog, and winning Sburb (by having both a Space and Time player) is both an ending of the game and the beginning of a new universe. They’re influenced by their aspects, things happen to them because of it. But Caliborn and Alt Calliope (the versions of them that godtier) act sort of outside of their aspects, because they are the master classes of Lord and Muse. Caliborn, the Lord of Time, cannot die, because he destroyed his godtier clock and created the stable timeloop of the entirety of Homestuck, making the story repeat itself. Alt Calliope, the Muse of Space, cannot create, she can only inspire creation in others, and the only thing she can create is the black hole that will destroy everything in the game. The Muse and Lord act in antithesis to their aspects, since the Lord has complete control and the Muse can only inspire.
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yaboipandy · 1 year
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happy 413!!! heres 12 new classes based on the ancestor songs from Land of Colors and Mayhem: Universe A
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servant (passive+) and mother (active-) archetype= THE CAREGIVER word= SOW one who sows through their aspect or sows their aspect, for themselves or others example1: servant of breath would ensure the ability of their fellow players to be free. example2: mother of blood would be concerned in reinforcing their relationships to others to strengthen themselves.
mariner (passive+) and pilot (active-) archetype= THE EXPLORER word= NAVIGATE one who navigates through their aspect or navigates their aspect, for themselves or others example1: mariner of time would be able to steer their party into the alpha timeline. example2: pilot of space would be able to move freely through the universe undisturbed. ruler (passive+) and tyrant (active-) archetype= THE KING/THE QUEEN word= LEAD one who leads through their aspect or leads their aspect, for themselves or others example1: ruler of doom would be able to dictate how their fellow players survive an encounter. example2: tyrant of rage can take advantage of the enemys emotions and make them succumb to their will.
patriot (passive+) and infidel (active-) archetype= THE PRIEST/THE TUTOR word= TEACH one who teaches through their aspect or teaches their aspect, for themselves or others example1: patriot of hope is always sharing the good vibes. example2: infidel of light can teach themselves how to thrive.
scribe (passive+) and hunter (active-) archetype= THE SLEUTH word= TRACK one who tracks through their aspect or tracks their aspect, for themselves or others example1: scribe of heart is always aware of their partys troubles and disputes and chooses to mediate. example2: hunter of mind can deduce almost flawlessly what their enemies are up to.
rebel (passive+) and corsair (active-) archetype= THE PIRATE word= TERRORIZE one who terrorizes through their aspect or terrorizes their aspect, for themselves or others. example1: rebel of life would be able to threaten the safety of the enemy example2: corsair of void can be secretive and scare away those who seek their knowledge.
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cryptoidantagonist · 1 year
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If you don't know your class, take a quiz or just choose one that speaks to you (and stick to it for the purposes of this poll!)
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eldritchpenguin44 · 1 month
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Some context on the character:
-They are nice to fault
-They are bound to the Doom Aspect.
-They die a lot but they are always resurrected from whatever caused their death no matter what
-they lives in a somewhat abandoned house in an area that rains a lot
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alicesoinions · 8 months
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A New Way to Look at Classes
I've been thinking of Homestuck classes. And how people generally try to analyze them by their powers, and then analyze the rest. I started analyzing classes by their role in the game, instead of their powers directly. Along the way, I paired some classes in an unusual way. Here's what I came up with.
Thieves
Thieves are mean but effective solo agents. They can be hard to work with, but are powerful and have the jerkassery needed to do necessary things that the other players won't. Thieves are a counterpart to Rogues.
Rogues
Rogues are emotional support. They do not do great on their own, but are great at regulating the party, acting as the emotional glue that keeps everyone collaborating. Rogues are a counterpart to Thieves.
Heirs
Heirs are immensely powerful within the game. Whether through physical power or raw Aspect strength, they are the bludgeoning instrument when the players need something done. Heirs are a counterpart to Pages.
Pages
Pages might not be very powerful in the game, but gain immense strength outside of it. They unlock their hidden potential when fighting entities foreign to the session. Pages are a counterpart to Heirs.
Knights
Knights excel at the game's quests. They are not quite so much powerful as resourceful, and are generally great at completing necessary Sburb objectives and using its systems. Knights are a counterpart to Witches.
Witches
Witches excelt at cheating the game. Their powers go beyond the boundaries of the game, doing things that should be impossible, that go beyond the stated parameters. They operate more in Paradox Space than in their own session. Witches are a counterpart to Knights.
Mages
Mages have knowledge of the game itself. They can see what players must do, and help others with seeing the game's past and future. Some Mages even bring about the ultimate knowledge of the game — its source code itself. Mages are a counterpat to Seers.
Seers
Seers have knowledge and vision beyond the game. They don't know about Sburb itself — as much as they wish they might — but see into the darkness beyond, into other sessions and possibilities, even being capable of sending knowledge across Paradox Space. Seers are a counterpart to Mages.
Maids
Maids help players survive by creating extra lives or chances. A Maid's team might suffer many casualties, but the Maid's work will give them extra bodies or lives in some way so that they pull through. Maids are a counterpart to Sylphs.
Sylphs
Sylphs help players survive by stopping conflict, whether through mediation or violence. The stresses of the game can turn players against one another, and Sylphs are supposed to mediate conflicts or, if necessary, fight players too far gone for negotiation. Sylphs are a counterpart to Maids.
Princes
Princes bring order to their sessions. They can manage many factors and pull through intricate plans in order to turn chaotic situations into success. However, if left to their own devices, they might become authoritative and think they know best. Princes are a counterpart to Bards.
Bards
Bards bring chaos to their sessions. Their actions might not seem to make sense, but they are all necessary in the grand scheme of things, even if this fact is unknown even to the Bard performing them. They are Sburb's agents, performing tiny acts, seemingly inconsequential. Bards are a counterpart to Princes.
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ecoamerica · 25 days
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sandwizard9 · 9 months
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Here's my interpretation of how Denizens are assigned to players in sburb.
It's pretty long!
I think it's assigned not necessarily according to class or aspect but often on the capability of the player. It was shown that Dirk was assigned the most powerful of denizens, Yaldabaoth, as he was himself skilled. So is the case of Caliborn. Abraxas can be assigned to those who are less skilled or non violent. Or as is the fanon interpretation. Which means if you think you're capable for a particular denizen you may determine that that is indeed your denizen. You can even have Abraxas if your self confidence is that poor.
One more thing, Each denizen has a quirk, which can collerate with an aspect or a class.
Typheus is pretty tricky, which could be assigned to Mind players as they use their aspect to answer him or fight him.
Similarly, Hephaestus has fire as a theme, the Doom aspect too has this. Maybe it can have a tendency to be assigned to heroes of Doom like Sollux. His land's theme was fire, maybe the denizen set it on fire? It could make for an interesting quest, for him to learn about Doom. Hephaestus is also the lord of the forge, whig means he can be assigned to Time players too, thought not necessarily.
Cetus has an asshole tendency. It'd be funny if she was assigned to Thief players, who we've seen mostly tend to be asshats too.
Echidna is assigned to Space players as we have seen, with Jade, Kanaya, and Calliope. Unlike Time players, it is pretty important that the denizen of a Space player HAS to be Echidna because shei is most helpful as the mother of all denizens, and gives information on the scratch and stoking the forge. I don't think she was Aranea's denizen, and even if she was. Perhaps she is assigned to other players if the session is doomed, or destined to be scratched with the players.
[Also, my headcanon is that players with the same denizen tend to either clash or get along. (John and Terezi, Dave and Sollux, Rose and Vriska, or as for the latter - Jade and Kanaya etc.)]
Hemera and Nix so far are, I think, similar to Jane and Rozy respectively. If Echidna is the mother of all the denizens then I think Hemera and Nix are most sisterly like, like twins because of their designs. Although we didn't even see her, I think Hemera would have the personality of a stereotypical Prospit dreamer, and for Nix that of a Derse dreamer. Jane sounds like a Derse dreamer while Roxy a Prospit dreamer personality wise, a cool detail to notice. Maybe Feferi and Nepeta respectively could have Hemera and Nix?
I think we probably know well of Yaldabaoth. Powerful and difficult. Could Gamzee have him as a denizen? I don't think so and think so at the same time. Maybe.
Abraxas is theorized to be assigned to weak players and as karkat puts it, HE had a very easy denizen. Maybe it could be Abraxas. He would be a friendly guy and even underestimate the weakest player.
There are eight existing denizens, and you can make up four more on your own to find out what the rest of the trolls' denizens (For Tavros, Eridan, Equius and Aradia) might be.
You can also share your thoughts on who the dancestor's denizens were! :D
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ultra-clashpects · 8 days
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THE LORD OF VOID
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The Lord of Void is someone who is one with the shadows and the secrets, someone who is forgotten by history and everyone around them, and someone who can control history if they so chose to. The Lord of Void dominates the Void and everything that exists within it, meaning that all the secrets of the universe, of the game, all the lies that have ever been told, and so many more things are now under the control of the Lord.
They embody nothingness and the power that comes with being invisible, they are completely invisible to those they don’t want attention from, and they basically exist outside of our reality in their own little reality. They can pick and choose what facts they want to be real and which ones are fake, and they have the power to just completely rewrite history and cloud over any event with believable lies and false truths. The Lord of Void holds the power to erase history and turn it into whatever they want, covering up anything or anyone with falsehoods and believable lies to the point where anyone who remembers will be questioning their own sanity and memory.
They are powerful, perhaps one of the strongest players in the classpecting spectrum, but with great power comes great responsibility too. The Lord of Void is in charge of making sure that everyone else doesn’t screw up the timeline or history too badly, and they must make sure that relevant people stay relevant, and that those who need to stay forgotten are.
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whit3-lotus-fac7 · 6 months
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Alright so this is my first post hello!
These are fanaspects but gonna bffr the only reason these are being crated is bc I was annoyed some were making a 7 deadly sins but wouldn’t make all of them so I’m here (so couple things 1 i haven’t read any of the others so if any of them sound similar to another 7DS fanassprcts it’s bc we’re doing the same words and concepts, 2 sorry for any misspelling I’m dumb) ok imma just explain how there gonna be formatted
7DS aspect
Main thing, secondary thing (like how light is luck, knowledge (I know there’s more I just see those as the main things)
(One bard explanation (I like bards), one other aspect explanation)
Wrath
Pain, vengeance
( like a bard with neglect the pain they went through sort of like coping or disassociating from it, and or invite people to destroy because of their pain, they might neglect the feelings of hate they get from not getting something like their vengeance until they eventually explode and go gamzee, or invite people to do whatever it takes to get their vengeance, and a sylph might heal peoples pain, whether mentally or physically or heal a lack of pain (I know this sounds like doom, but it’s more like torture bc it’s just pain), or my work through somebody not getting there vengeance sort of like a therapist, or heal somebody’s lack a vengeance getting them to get their vengeance (closer to doom as this could involve murder)
Greed
Possessions, literal greed
(Like a bard would let There possess either or be destroyed without putting up a fight, and there greed for others would destroy there social life or like make the person affected do bad, like petty theft, or something of the sort, and a Thief would litterly be a Theif, maybe they would be able to steal items from someone to there advantage like “lol I have your weapon now tf you gonna do” or “lol I have your diary now time to expose your ass)
Lust
Obsession, needs
(Like a bard would like neglect them selves/things are supposed to take care of or etc. for obsession/what their obsessing over mediate might be like they would ignore everything in the outside world for what they’re obsessing over sort of like a hyper fixation, a mage would have a bad experience with obsession and/or needs, like may be a stocker or hyper-sexuality, or something like that)
Envy
One’s desires, litterly envy
(like a bard will neglect what they want or neglect, their feelings of envy towards others, , or a hier would naturally gravitate towards the things they want,and envy would mean that especially at the start they don’t get the things they want, but they’re surrounded by them, sorta)
Sloth
indolence, ideal
(Like a bard would well be more of a bard they’re already naturally lazy but now there lazy to a point where things were like start being murdered and destroyed, and they just wouldn’t care to much effort, and they were just to believe everything is going to work out, and a prince would be like a drill sergeant destroying indolence, and
Would destroy peoples ideals or something like that)
Pride
Self/ego, honor
(Like a bard would neglect their honor as they think they are too important to do whatever it is that’s going to damage their honor, they would basically think everyone to bellow them, a knight might be extremely self doubting, or self hating but disguise it with a false ego to not seem lesser or to not let people know there lesser and might not have a lot of respect to them or their name but basically would reject that may be a parent was a Lying scumbag and now they’re like trying to fix that, and after God tearing the more sense of self-worth they have and like the power/honor behind their name could create like weapons or shields, or etc.)
Gluttony
indulgence, excessive
(Like a bard would neglect indulgence to explain that better instead of having too much they would have to little by choice or if they feel like fulfillment, they might have like imposter syndrome about it and wouldn’t have anything more then the bare minimum, maid would start out relying on others for what they need or what they want, but eventually, they will become indulgence they will become the sense of gratification they will do what they want when they want and they would never do anything in moderation, the more the better like instead of, just killing you, they’ll kill your entire family, and basically whatever they were leaning on for help will now become excessive like if they were leaning on somebody because they could never get something they want now they’ll have an excessive amount of everything they want)
Yea so that’s it hope you enjoy, I’ll probably make colours and sign for it sooner or later, if you wanna know how it would work with another class do ask
Love you, have an amazing day/night
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time-and-spuds · 10 months
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Now all the Traveler aspect combinations!
I'm tempted to do more with this so I think i'll call These concepts Sky-stuck for now
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