Anonymous Asked
QuestionCan you do a Mage of Void please? Answer

Anonymous said:  please please please plEASEEE do a mage of void!!

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Powers: CA

The Mage and the Seer are the active-passive pair of classes that make up the Knowing classes. And where a Seer might spread their knowledge amongst their teammates for them to do with as they wish, a Mage would use this knowledge for themselves. Sure, they might share what they find, but their major concern is how they can find out more, learn to use their Aspect’s rules to their advantage, play the system, predict—no, know what will happen and learn how to use the rules of their Aspect to alter what might happen, to trap their enemies in it, to aid their allies with it, and to altogether simply have the system that is their Aspect work for them. After all, the first step to winning the game is to know the rules.
The Mage of Void is a funny little oxymoron of a god tier. The Mage is a Knowing class, and yet Void is the Aspect of knowing nothing at all. Truly, the only difference between a successful Mage of Void and a Mage of Void spurned by their Aspect is a capital letter (knowing Nothing vs. knowing nothing). In any case, a Mage of Void is, by their nature, a fairly….unnerving character, to say the least. They know a lot of secrets, and they have eyes that seem to stare into your soul. But there is a reason why they know all those secrets and that’s because they are deserving of the trust they have been given. And of all the Mages, a Mage of Void is the least likely to screw up with their Aspect, and it’s not entirely by the Mage’s virtue, either. Void is an old Aspect, patient and hard to track, and once the Mage of Void learns to use the system of Void, those traits will lend themselves to them. The Void will accept the Mage as one of its own, letting them learn to make themselves invisible, intangible. They will be able to erase knowledge, to obscure what they want or need to. They will be able to learn how to read destruction, remnants of what once was to know what happened to it. Their skills in this won’t be quite so good as, say, a Mage of Doom, but they will have an impressive grasp of it for someone not related to the Doom Aspect in the first place. What’s more, though, is that a very skilled Mage of Void might even know how to speak with the old gods in the Furthest Ring. A Mage of Void would be able to speak with those ancient ones, garner advice from them, their patrons. They would know how to use that language of the Void to obscure themselves  and perhaps others, should they feel like it. But a Mage of Void must be careful—while Void is patient and understanding, it is not an Aspect which forgives easily. To break Void would prove a hard backlash to recover from.
The Mage of Void, with their intrinsic knowledge of how to become one with the nothingness inherent in everything would likely serve their team best as a spy of sorts. They would be incredible at hiding and sneaking around enemies, and a sneak attack dealt by a Mage of Void would be hard to see coming, if possible at all.


Weapons: TC

Magey weapons.  And Voidy weapons.  Cool.
Well, Void players tend to use weapons designed to be used silently, or use weapons that are as close as possible to using nothing at all.  For instance, Roxy’s rifle, which could be silenced, Horuss’s bow, which tend not to make an abundance of noise, and Equius’s bare hands, which are literally nothing.
As for Mages, they tend to use an item that both plays to their strengths and suit them as an individual.  Now, I know what you’re thinking.  But TC, don’t all players use weapons that play to their strengths?  And my answer is that that doesn’t always happen as often as you would think.  I mean, look at John.  When he first started, he couldn’t even lift a hammer.  Equius kept trying in vain to use a bow, and Vriska used dice despite having abysmal luck at the start of the session.  Not even the trolls, who are raised to fight, all used weapons that they were familiar with.  While most of them do, admittedly, Mages use weapons that they not only already know how to use, but that shows who they are as individuals.  For example, Sollux used his psionic powers, an ability that was almost entirely specific to him and his caste on the hemospectrum, which he had possessed all his life and could wield to deadly effect.  Meulin used claws, which not only were a weapon which she (assumedly) could use to kill wild beasts with, but that showed her catlike graces and her affinity for felines.
Put these things together and you get a weapon that can kill silently that the Mage can use well and shows the strengths of the Mage.  I will give some possible suggestions.

  • Boomerangkind: Aaaaaaand it’s back.
  • Bowkind: It’s Hawkeye, not Hawkguy.
  • Fankind: Time to pull off some Mulan type shit.
  • Footwearkind: You’re lightning on your feet.  And that’s what they don’t see.
  • Knifekind: Roll sneak attack damage.
  • Ninjakind: Ninja Art!  Bad Internet Connection!
  • Pistolkind: Snake?  Snake?  SNAAAAAAAAAAAKE?!
  • Wirekind: Your jobs now include answering the door, cleaning up the estate, and taking out the trash.


Land and Quest: TC and CA

Okay, disclaimer time: If you can’t think of a good word, we suggest this here word list made by thepageofhopes.
With that said, of the three Void players we have seen in canon, Equius Zahhak, the Heir of Void, Roxy Lalonde, the Rogue of Void, and Horuss Zahhak, the Page of Void, we have only seen two’s lands (Roxy’s and Equius’), but, of course, given how one is a member of a Void session, one that is inherently different to other sessions (read: regular ones), we can only use one, Equius’, the Land of Caves and Silence. This was an empty-looking land that, in an obvious (and, I imagine, intentional) contrast to Light lands, looked like it was perpetually night. Silence is a lack of sound, and the “lacking” part makes it the Aspect word, and I think it’s possible that Caves might be the aesthetic word, as one would think that they are a permanent structure, leaving Silence to be the quest word, but given how little time that was spent in the Land of Caves and Silence, even in Paradox Space, there isn’t much we know about the land. We can imagine that Void lands would have a direct contrast to Light lands as for the light that’s on it, and where Light lands look like they’re at various stages of the daytime, Void lands would be in darkness.
So, with that general idea in mind, what specifically would a Mage of Void be doing as a quest? They have to learn to use that knack of theirs in regards to knowing and keeping secrets and learning to master Knowing an indecipherable Aspect such as Void. So what would lend itself to that?
….Look, I don’t want to let TC say noir world, but noir world.
You know those old, kind of over-the-top but undeniably classy detective films? Well, think a little bit like that (except hopefully not so silly). Something got stolen, an artifact of particular importance to the land’s consorts, and with a bit of sleuthing on either the consorts’ or Mage’s part, they know it was one of the consorts who stole it. This artifact would probably have historical connotations, providing information to the consorts of their civilization’s past, but really as long as it provides some sort of information to the consorts at all, it should be good. It’s the Mage’s quest to traverse this land of secrets and betrayal (gods, so melodramatic) to find out who took this artifact, why, and to return it to its rightful place. I give you bonus points if the artifact as the consorts knew it in its description was just an outer shell, and the Mage finds it in its true form, that’s some damn good detective work.

Mage of Time

Starting off, TC and I have decided to do our own titles. We thought it would prove a useful exercise to start off with, and might help people who share our titles.

For the first post, we've decided to do TC’s title. And with nothing better to do, we’re doing the whole shebang: power(s), a good weapon, and a land and quest. So with no further ado, let’s begin!

Powers: CA

The Mage and the Seer are the active-passive Knowing pair. What that means is the Mage and the Seer have their use of knowledge in common. But while they both use it, they generally use it in drastically different ways. A Seer would gather the knowledge they need of their Aspect in general and then give it to their teammates to allow them to use that knowledge to their advantage for them (i.e., Rose, as Seer of Light, would gather knowledge of the most fortuitous path and pass it on to her teammates for them to follow to the letter). A Mage, however, would use the knowledge to their own advantage. The average Mage would gather knowledge of the rules of their Aspect, and use those rules to their own advantage as they manipulate their Aspect themselves. Their intimate knowledge of their Aspect would allow them to use the rules, whatever loopholes there are, to their advantage. Or maybe the rules suit them just perfectly and the parameters there are work just fine for the Mage in question. Either way, despite what similarities there are between a Witch and a Mage as far as powers, there is one key difference: where a Mage may bend the rules of their Aspect, they never outright break them, like a Witch easily would.
But consider this a warning: the Mages tend to get a little bit of backlash from their Aspect, and although there are only two canon Mages, both seem to have gotten at least slightly bitten in the butt by their Aspect (i.e., Meulin’s luck with her romantic partner (Heart) and being deafened by him in the end, and Sollux’s, well…dying 2.5 times), and where two may be a coincidence, I would still advise caution to those Mages out there in the case that it may be a pattern.
So, as far as powers, there’s the obvious time travel imparted to all Time players. In addition to that, a Mage of Time would be very good at making as little damage as possible as far as dooming timelines. They would make as few doomed timelines as necessary to keep the Alpha timeline afloat, and their intimate knowledge of the rules of Time would allow the most daring Mages of Time to dance the line keeping the parameters of their Aspect in check. Finally, there’s a fascinating ability to escape paradoxes they may have created. Given their knowledge of the rules, Mages of Time would likely be able to undo any damage they may have caused to the timelines.
As far as militarizing their abilities, Mages of Time, have at least one major unique ability that I can see: using their manipulation of Time to create time loops for their enemies. What this would entail is keeping certain enemies in place doing a certain action as though it was the first time repeatedly. It would be like a skipping record, over and over, and over. While this would not kill enemies under most circumstances, the Mage can either be creative with where they place the time loop for the enemy, or keep the enemy in place long enough for them to be killed by the Mage themselves or perhaps a teammate. As far as somewhat regular abilities for a Time player to be able to militarize, there’s always the clone thing: summoning your non-Alpha selves from doomed timelines to have an enemy face not just one you, but as many as you know to be necessary.

So, in conclusion? Mages of Time are very powerful. But a team is necessary for them to be protected from a near inevitable backlash.


Weapon(s): CA and TC

As I previously stated, a Mage would use knowledge to their advantage. And not just any knowledge: knowledge of Time itself. Paired with an ability to put any of their enemies in a time loop, you can imagine Time is no object. Projectile weapons are probably the best choice for a Mage of Time, so that they may continue to evaluate their situation from a distance. And given how Time is no problem to them, Time spent aiming, reloading, recharging, or retrieving isn’t a problem. Therefore, depending on the Mage of Time specifically, the following strife specibi are up for consideration:

  • Automatickind: Consists of any automatic rifle or gun in general.
  • Boomerangkind: Fairly straightforward. I suggest combining with rockets to make it more powerful.
  • Bowkind: Not the hairbow. Arrows included. Have fun Hawkeye. Or Legolas. Or Katniss. Or-
  • Dartkind: Just don’t throw with a blindfold- you won’t know what you’re missing.
  • Explosivekind: Don’t use the megaphone. Those don’t really work for a Mage of Time.
  • Flamethrowerkind: Are you a pyromaniac? An arsonist? Well, have I got the weapon for you.
  • Laserkind: In all seriousness, this only has a small potential of working. I would suggest another specibus for the Mage of Time.
  • Pistolkind: Pistols. Lots of them. Have fun.
  • Riflekind: Rifles. Lots of them. Don’t use this specibus at the same time as pistolkind. Have fun.
  • Shotgunkind: Oh, look, another type of gun. Be the Hunter you always were meant to be.

TC’s weapon falls into the bowkind specibus group.


Land and Quest: TC

The land for a Time player is very important. Its importance is only dwarfed by that of the Space player, who has the duty of breeding the Genesis Frog. After all, the Time player’s world is where the Scratch device is. But as for what the Mage of Time’s quest is, well, that depends on the Mage themselves.  The land’s name is, as most of you already know, formatted as “Land of x and y”, with x and y being the quest word and a word relating to the Aspect, which is, in this case, Time.  For instance, my land is, “The Land of Pendulums and Dragons.”  As for the description of the land, it is covered in golden pendulums of various shapes and sizes, like the kind you would find on old clocks.  The pendulums have attracted dragons who are attempting to take the pendulums for their own and destroy the rest of the land with their fire.  My quest, as you probably have guessed, is to be the hero and slay the dragons.  It’s almost… storybook.
I used this word list to help create my Land, courtesy of thepageofhopes. It gives a list of words related to each Aspect, which can help you create your Land. But that’s only half of it. You have to come up with a quest to suit your character. My quest is my quest because I’m so experienced with storybook endings. Time is the Aspect of experience, and my experience will aid me in my quest. My ability to be a hero, however, is a little questionable.  However, if you should need any help with finding a specific quest to suit you or your character, you need only ask.