QuestionAlso, and haha, I know I'm asking a lot here :/ but a Page of Mind? and one final question, which I swear is the last ^_^ could you do a session analysis for the Knight of Breath, Page of Mind, Muse of Time and Sylph of Space pleease? thank you so much in advance :D Answer

Alright! Well, we’ll do the Page of Mind thing first, and then regroup for the team thing later on. We’re sorry this took so long to put together.

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Powers: CA

The Page and the Knight are the passive-active pair for the Exploit class. The Page is notorious for being a class without many powers to start off with, even after they achieve god tier, but once they achieve their “full potential,” they become a force to be reckoned with. Many times, it has been admitted over the course of Homestuck that Pages are potentially the most powerful class known, but given their passive nature, this cannot affect themselves, and even given their power, it takes a very long time to reach, leaving many Pages never even recognizing their true potential in the end, a tragic fate, and one that may cause them to invert once they realize the tragedy in it. But thankfully, it hasn’t happened yet. Anyway, the Page requires others to help them to reach their full potential, whereas Knights are capable of reaching their potential on their own. But even if it takes longer for them to reach this full potential of theirs, it pays off immensely, as the Page is viewed as one of the most dangerous classes in the game, even if they don’t use their abilities for themselves. I mean, just look at the damage Jake did as the Page of Hope: he was able to allow “thought Dirk” to essentially threaten Aranea with destroying her soul. The only thing that stopped that from happening was that Aranea was the person who allowed Jake to reach his potential in the first place, and kept him screaming old-fashioned mannerisms while surrounded by a halo of Hope energy. Dirk was armed with Jake’s belief in him, allowing him to use that as a weapon, and without her, he lost his potential.
The thing about Pages is that their potential isn’t in the same place Knights’ is. Say that a Knight was given a sword. I’m certain they could do about twelve billion different things with that same sword until it breaks. They could level mountains, raise armies, whatever they well like. While the Page, when you give them a sword, they give it to others. I have heard it said before that where Knights are amazing, a Page can be likened to a king, leading an army of Knights. And the reason why they can do that is because they can give a Knight’s sword, a Knight’s abilities, to another person. They can create an army of Knights by giving their swords to others, and giving back their powers to the people who helped them reach their potential.
So essentially the Page of Mind’s ability is to make their allies Knights of Mind. Mind is the Aspect of thoughts and choices, so therefore, those who the Page arms with their ability would be able to arm themselves with thought and choice. The Page might be well-suited as an intelligence gatherer, now that I think of it, as they would be arm others with specific thoughts, their thoughts. They would be able to pass on their thoughts and the information that they gathered to their Knights using their abilities. In a way, a Page would be capable of telepathy, arming others with their thoughts. Those equipped with the abilities of a Knight of Mind would be able to arm themselves with the knowledge of choice and the consequences. The Knights in the Page’s army would be excellent builders of Rube Goldberg machines, capable of setting things up one after the other to harm their enemies, be this through physical harm, insanity, or another mean. They would be able to weaponize thoughts and create revolution or raise an army for themselves. It’s possible that those armed with knowledge of the Aspect of Mind might have some sort of understanding of justice through their understanding of choice and consequence. After all, as Latula Pyrope, the Knight of Mind, said that karma made some sort of intuitive sense to her. They understand that there is a balance among all things, and justice, whether or not it is fair, must be served as consequences.
So a Page of Mind would be able to bestow to others the abilities of a Knight of Mind, bestow upon their allies thoughts and information in a sort of telepathic manner. This could open up multiple roles. A spy or an intel-gatherer would work quite well. By working with the rest of the team, they could provide a communication role by passing along thoughts for others to arm themselves with. In this way, they might be able to transfer information faster than people could type it. In the case of communication failures, like all members of their team fails to keep five computers on them at all times like a sensible person, or they just happen to lose them all, the Page of Mind would be able to allow for communication between teammates. They would be at the center of a web of communication, and an invaluable teammate.


Weapons: TC

Well, pages are interesting in terms of weapons, since there is no real set pattern to them.  I mean, what can you think of that a lance (Tavros), a bow and arrow (Horrus), and a pair of pistols (Jake) have in common?  Then I realized that all of these are all weapons in the conventional sense.  Mind players, also have a potential pattern, as I mentioned earlier, assuming that Latula and Terezi use the same weapon.  Even if they do not, the other theorized weapon that Latula used was her skateboard, meaning that at the very least, Mind players gravitate towards melee weapons.  So, as such, the following strife specibi would fit both of these patterns.

  • Axekind: I’m a lumberjack and I’m okay.
  • Bladekind: Well, how else would you use a blade?
  • Chainsawkind: Well, it’s better than a viola.
  • Clawkind: How did you manage to get to be the CEO of a company?
  • Clubkind: Turkey.
  • Hammerkind: This is not a drill.
  • Knifekind: So I said it’s knife to meet you!
  • Lancekind: Not the biker.
  • Shieldkind: There’s a reason why it’s an acronym.
  • Spearkind: Believe it or not, also an acronym.


Land and Quest: TC and CA

We have discussed this before, with our Bard of Mind post, so a lot of this is repetition, but let’s go about it once more.
Of the Mind players we have known in Homestuck (Terezi, the Seer, and Latula, the Knight), we have only seen the former’s land, The Land of Thought and Flow, so all ideas we have about a Mind land comes from inferences we have drawn from Terezi’s. As with TC’s land, we suggest the use, once again, of this word list to aid you in the creation of your land, in both its quest and its aesthetic.
So, dissecting Terezi’s land. We don’t know what her quest was, but we know that both words can relate to Mind in some way or another. Thought is the obvious one, as Mind is the Aspect of thought, but what about Flow? Well, flow is a reference to either the rivers all over her land, or the lights flashing and flowing through the sky (the lights that look suspiciously like the Mind symbol). Either way, we can probably imagine that “Flow,” might have been the aesthetic word for her land, leaving “thought,” to have been both the word related to her Aspect. Although we don’t know which word was her quest word, we can at least dissect that much into her land.
Now, the word relating to the Mind Aspect is easy to make. But the quest, that is the harder bit. As we had said before, Mind is the Aspect of thought and choices, of consequences and possibility. This, as such, could lead to a variety of potential quests for a Mind land and Mind player, but to help a Page of Mind understand their abilities once they reach their full potential, might I suggest a quest in which they have to solve a puzzle but using their whole land. It’s timed, in a way. Like there’s only a certain window of time during which the Page may reach a treasure or something, and the Page needs the help of their consorts or other players to reach it. You know how in video games there are those puzzles where once you press a button, you have a limited amount of time to cross ten platforms, juggle some lemons and blitz a few enemies? Yeah, it’s a bit like that, except there are twelve buttons that need to be pressed at the same time and they’re all on different parts of the Page’s world. Under normal circumstances? Impossible. But if they use their allies (consorts, teammates or otherwise), and give them the information that they need in order to help them, they should be able to complete it.
This would help them in learning to use their abilities to transfer information. They would be able to learn the basics of their abilities, even if they haven’t reached the god tier yet. They could just use a computer and IM system to give their allies the go-ahead. They just need to use their ability to arm others with information in order to finish their quest.
Well, I think I just came up with your quest word and Aspect word. Puzzles. Or maybe Trials. It’s up to you.


Team Analysis: CA and TC


Knight of Breath, Page of Mind, Muse of Time, Sylph of Space

First time to do this. Okay, well, you reached the first checkpoint, i.e., the Time and the Space player. The Time player helps with giving enough time to the creation of the Genesis Frog, and help others with finishing their quests as well, this ringing especially true given this Time player is the Muse. The Time player is also in charge of Scratching the session, should it be necessary. And although we aren’t sure if it’s necessary, the fact that this session has an even number is pretty helpful, especially when getting the planets aligned. The ring has always been surrounded by an even number, so, if it does happen to be a necessary factor to the game, you’re good there.
However, there may be a couple of problems, and those problems come in the form of the Knight and the Muse in the session. Admittedly, they are very awesome classes, but the Knight’s Aspect is exactly what the session lacks, and a session without Breath (a.k.a., freedom), is almost immediately crippled. As I mentioned in the post about the Knight of Breath, some possible ways the session could lack freedom include the portals that the players need to get around their might be too far away to reach, there might not be enough building materials to reach them in the first place, or the portals might not even exist. This lack of mobility can take many forms, but no matter what form it takes, the session will be crippled by it, and to keep the session from dying, the Knight will have to get in gear as fast as possible as far as mastering their abilities. The Knight will have to be willing to fly everyone around through the portals, get people where they need to be and when they need to be there (as per the Muse’s specifications), and not get too tired out from doing it. It’s an immense challenge.
Speaking of the Muse, the problem with that is that the Muse’s existence in the session may throw things out of whack: a powerful class has a fair amount of problems to balance things. For example? The Muse may learn that they have to leave their session partway through the make The Choice to save gods know how many people from the person who chose to destroy things. The Muse’s planet is dead, which means that they had to oversee everyone else’s quests, but without the Muse to do that, the session may fail. Their sacrifice has consequences, consequences that the Page in this session may be able to help understand, or, rather, help the Muse themselves understand. In any case, Muses are powerful, and their existences in a session tend to mean that something major is going to happen. Caution is advised.
Alright, now let’s talk about their cooperation:
The Knight of Breath is an interesting person to look at, because Knights are infamous for hiding behind a sort of shell or mask. Dave hides behind a “cool,” exterior, Karkat hides behind a mask of anger, and Latula, behind the guise of a “gamer girl.” This hiding is done entirely to protect a sort of insecurity, or perhaps a problem they see with themselves that they don’t want to face. Dave hides behind the entirely unflappable cool person exterior because he believes that he can’t amount to the same thing as his brother or John (at least he believes as much in the game, especially once John reaches god tier, hence his, “I’m not a hero, I won’t die a Heroic death, etc., etc., etc.” shpeal). So, depending on what the mask of this Knight of Breath is, the Knight might cause a problem very early, especially so given the team’s dependence on them! Just imagine the problem an aloof Knight of Breath may hold (e.g., shows up 15 minutes late with Starbucks just to give the impression that they don’t care too much). The Page of Mind will likely be needed to help them if their mask turns out to be problematic and the Sylph will be there to help with any problems their mask may cause with the other teammates. The Muse will likely take on a different role for the Knight: one of the coach. They will have to help train them to use their powers, devote and give time to them, be this Time they stole from their enemies, Time they inherited, or Time they created for them, because without this Knight knowing how to use their abilities, the session may fail. So this Knight’s role? Integral.
The Page of Mind would be a protege of sorts for the entire team. Not necessarily someone they would feel like pushing around, per se, but Pages have a tendency to be fairly mild-mannered, I suppose. The Page would have to allow others to understand their mistakes before allowing someone else to step in to correct them (if the people themselves don’t correct them themselves, that is). Whereas the Sylph would likely mediate using the pathos (emotional appeal), the Page would likely use logos (logical appeal) and really just show them that they made a mistake objectively. They, like the Knight of Breath, would likely be a major devotion of the Muse’s Time and resources (i.e., Time), especially so if the Knight has a “mask,” that’s causing problems for others. By allowing the Knight of Breath to know the abilities of a Knight of Mind, they would be able to know the consequences of the persona they’re hiding behind, and the problems it’s causing for others. They would know that they have to modify their behavior in order to bring the session to a successful close. So the Page is an important part of this session, as they would be able to allow their teammates to weaponize their thoughts and choices, and also understand the consequences that occur as a result of their actions.
The Muse of Time would likely serve as mission control and teacher for the group. Practically everything would be their job, as per their quest, and they would be able to decide what the next best course of action would be. They would teach the Page to reach their full potential, and they would help the Knight understand and use their newfound abilities, not to mention helping the Sylph with creating the Genesis Frog. Given how barren their world is and how good they’ll end up at Time shenanigans once they reach god tier (or possibly even before), they ought to have little standing in their way of reaching god tier. Their biggest problem would be learning how to use them all in time to get their new universe created. But with a little help from their innate Knowing and their teammates, especially the Sylph, they should be fine, and they should be able to tell whether The Choice needs to be made at all.
The Sylph of Space’s role would most likely be as a fairly good mediator, as shown by Kanaya being a prime auspistice. The whole “creating Space for others,” schtick of their powers would likely reflect in their ability to know how to get conflicts resolved most of the time: separate the parties involved. If they’re given some time on their own, they will likely realize what it is they want to say to one another, and why things went wrong. Sylphs are fairly helpful and calm people on their own, but between trying to make sure any disputes end up finished and making a universe, they, like everyone else in this session, have a lot on their plate. The Sylph would serve as a grounding force for their team. While the Knight is messing around with all their fancy new powers or whatever, the Sylph would likely be the one to tell them that they need to help out other teammates move around their world. Where the Page would be too harsh in trying to tell the Knight to get to work, the Sylph knows exactly what to say to get their teammate to help. Where the Muse is likely working themselves to death, the Sylph would be willing to get them to rest a bit, knowing that they would be able to work just as hard, if not harder, later, with the Time they have accumulated.
Other potential problems include the abundance of passive players, players who can’t use their powers for themselves. If they have an agenda they have to accomplish, and their teammates either can’t or won’t help them with it, they wouldn’t be able to accomplish it, no matter how important it is that it be completed. Cooperation is key for a session with a lot of passive players outnumbering active players.
But looking on the bright side, we have people whose abilities should compensate for each other’s, and if they have enough bite to support their bark, then the team should be fine and the Genesis Frog should look splendid on the other side of that door.
Prognosis? As long as they’re already willing to put up with each other’s shit, they should be good. It’ll be a hard session, but with the right strings pulled, everyone should come out of it alive.

QuestionBrilliant! Thank you so much, that was really well done and the land analysis was brilliant! If it's not too much trouble, and if you don't mind analyzing such an ambiguous and loosely defined master class, could ya do the same for a Muse of Time?? Answer

Thank you for the compliment. It was quite exciting for us to receive an ask, and we’re glad to have helped you out. Happy Halloween.

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Powers: CA


The Muse and the Lord are the two Master Classes, the most passive and most active (respectively) out of all the classes, and are extremely rare titles (only one character has ever had the title of Muse in the webcomic, and sadly, she’s dead. Her brother might still be alive, but the Lord of Time doesn’t talk much about his abilities). As such, there is very little known about the Master Classes. But I will, all the same, try to relate to you what I can.
They are hypothesized to Embody their Aspects, and, as such, are hypothesized to have all the abilities of the classes that fit their descriptions as passive or active. For the Muse, that would mean they would have the Seer’s ability to Know, the Heir’s ability to Manipulate, the Sylph’s ability to Create, the Bard’s ability to Destroy, the Page’s ability to Exploit, and the Rogue’s ability to Steal. As I’m sure you’ve noticed, most of these classes have to do with other people and their ability to use their Aspect in conjunction to others. The Muse would Know their Aspect and generally give that knowledge to others to work out amongst themselves. They would be able to Manipulate their Aspect, but be controlled by its whims, and perhaps, in a way, inherit their Aspect. They would be able to Create their Aspect for others, and perhaps heal them using their Aspect. Just as similarly, they would be able to Destroy their Aspect by giving others the tools to do it for them (or something similar). They would be able to allow their teammates (or just other people in general) to Exploit their Aspect as a weapon, and, to reach higher levels of power, would be forced to depend on others (not a bad thing, perhaps a little time-consuming, but not bad). And finally, they would be able to Steal their Aspect and give the spoils of their efforts to their teammates or allies.Furthermore, even better, is that it may very well be impossible for either the Muse or the Lord to invert their Class and Aspect. They would suffer no risk for inversion, meaning that they would have no need for balance between the use of their abilities and the lack of use of their abilities.
So, now that we’ve figured all that out, how would a Muse of Time function? What would their powers be? This is going to be a very long post here on abilities.
Well, to start out with, in working as a Seer of Time, they are unbelievably useful. The abilities of a Seer of Time (to put it simply because this is going to be a long enough post already) are to find what they’re looking for information on throughout all of time. If they wanted to know what the future would hold and if there were any way to avoid it if necessary, they would be able to look for that information, and if it exists, they would be able to find it. As such, their abilities would allow the Muse to guide their teammates towards the best possible Alpha timeline.
As an Heir of Time, the Muse would be able to manipulate Time, while still being constrained by its rules. Imagine Time as a parental figure. You cannot stop this thing from happening, they say. You try it. It keeps you from doing it by creating another problem somewhere else that you need to fix. The Muse would inherit Time in a sense, but really, in this context, as soon as they “receive,” Time, they’d likely just give it away to someone else. Which leads us on to our next role.
As a Sylph of Time, the Muse would be able to create Time for others, and, speculatively, heal using Time (or just heal Time). To create Time for others, I think that the Muse would be able to impart a sort of time travel gift to her teammates and allies (likely by collecting the minutes that they receive as the Heir). That would buy them time. It would allow them to become stronger, more skilled. It would relate back to the Page ability that I’ll mention later: the Muse, by giving their allies Time, would allow them to weaponize it to make themselves stronger. It would give all of their teammates Time to exploit. The Muse would basically be able to make all of their teammates Knights of Time, if only for a short while. Again, incredibly useful, and unbelievably powerful. And to heal Time or heal using Time is similar to the ability mentioned not long ago in the Sylph of Space post. Time would be the one deciding what needs to be healed if the Sylph means to heal others. If Time doesn’t miss it (or, rather, won’t miss it), then a person can’t be healed. But if the idea of healing Time is what the Muse is after, they would know who or what needs to be in when and where in order to, say, undo a paradox and set a timeline right again, and therefore heal Time.
As a Bard of Time, the Muse would be able to destroy Time using others, and invite destruction through Time. Destroying through Time is fairly simple to imagine. It’s like how aging can destroy anything. But to be honest, if things were just that easy, that would make them a Prince. Say that a teammate is about to do something incredibly stupid, and the Muse doesn’t want them to do it. The Muse would be able to convince them (again, the voice is the most powerful weapon a Bard has) to either stop doing the thing, or, if that fails, convince them to do something else first, and have them waste their minutes as the Knight of Time (read: have someone else destroy Time), and then not give them that ability again until they can convince them that what they were doing was stupid.
As a Page of Time, the Muse would rely on others to learn to reach their full potential, and in doing so, become incredibly powerful, and allow others to exploit Time as a weapon. This relates back to the Sylph abilities. They would be able to allow their teammates to exploit Time more actively than they ever could. The Muse would be able to give them the abilities of a Knight of Time, making time their weapon and their tool.
And finally, as a Rogue of Time, the Muse would be able to steal Time from others, and give their teammates the power-ups that come as a result. They could easily steal Time from beings that are around them, perhaps steal minutes from their lives, and give them to their allies. They would be able to prolong someone’s life as long as there are beings from which they could steal Time from. Of course, this could mean more than just minutes of life. It could mean that they could use those minutes for time travel. Almost like a cell phone plan, in hindsight.
This all seems really, REALLY awesome, right? Well, it is. The Muse isn’t a Master class for nothing. But a Muse will be really busy during the session, and furthermore, the Muse will have to keep all of these Time-related shenanigans straight. It’s possible that the Muse might cause a lot of problems if they accidentally (or otherwise) create a problematic paradox. Will they know how to avoid it? Yes, they would. Would they be able to undo it if the need arises? Yes, they would. But not all damage can be undone, and its negative repercussions might harm a lot of people, including the Muse themselves.
Another facet of the Muse was explained by Yaldaboath. When meeting with Yaldaboath, there are two choices that are presented to the player. Lords presumably always pick the choice that would grant them the power to “destroy anything they want for as long as they want,” while Muses assumably always take the other choice that was offered: “to give up all ambition and accept one’s death in exchange for the promise that their sacrifice will benefit all who ever lived by ending a force of unfathomable evil and destruction.” In other words, they are promised that their sacrifice will stop the person who made the first choice. Although this power may only be relevant in one-person (or maybe two-person) sessions, this does have a huge link to the Muse’s rating as the most passive of classes. After all, if everything works out okay, Calliope’s sacrifice as the Muse of Space would work out to everyone’s advantage, as it means that she would stop Caliborn’s rampage, and the only thing she had to do was die.
These abilities would not place the Muse in the front lines. They would likely be behind the scenes, far out of reach of the enemy, where they can orchestrate a battle as it goes along. They would give pretty much everything to their teammates, give them a clear path to victory and try to clear out any brush that might accidentally get in their way. A leadership role might be a good one for a Muse of Time, given their propensity for directing their teammates towards the ultimate goal. If not a leader, then at the very least a tactician.
Altogether, the abilities of a Muse of Time can be summed up pretty easily:
With great power comes great responsibility.


Weapons: TC

Well, my guess as to what weapons someone that belongs to either of the master classes would wield some of the more powerful weapons, but with Muses having more unassuming weapons than Lords.  The main evidence for this would be Calliope’s wand/pistol being less threatening looking than Caliborn’s scepter/assault rifle.  However, despite the unassuming appearance of Calliope’s weapon, it is assumed to be more powerful than Caliborn’s, as he abandoned his own weapon in favor of his sister’s, which he used to double kill some ghosts (and which Hussie tried to use to presumably kill him).
As such, these seem to be the type of weapons that a Muse of Time would use:

  • Artkind: If it’s not baroque, don’t fix it.
  • Bookkind: You can read your foes like a book.
  • Cardkind: What do you mean this isn’t your card? Oh, well. I have all the time in the world to find it.
  • Dicekind: Snake eyes.
  • Glovekind: The gloves are off now… Well, technically, they’re on, but you get the point.
  • Penkind: Now you, too, can feel INKluded.
  • Pistolkind: Shoot to thrill…
  • Staffkind: Gambit’s got nothing on you.
  • Wandkind: Yer a wizard.


The top four out of these weapon types are Artkind, Bookkind, Cardkind, and Penkind.


Land and Quest: TC and CA

Okay. Last bit. And possibly the most challenging.
See, the Muse, as one of the Master Classes, might have a land that is different from the other classes. The only problem is none of us know. The only Master Class player whose session we’ve seen is Caliborn, and his session was a one-player session, which we already know to be automatically different from that of any other kind of session. So we have no clue what type of world the Muse or the Lord, when found in another type of session (one with other people), would have. But personally, TC and I tend to agree on a sort of headcanon world for the Lord or Muse of anything in any session that has other people:
It would be completely barren. Almost like the worlds in Jane’s, Jake’s, Dirk’s, and Roxy’s Void session, but with fewer enemies, and possibly with no life on it in the first place. There would be no consorts in the land for the Muse to investigate. There would be no puzzles to solve. Nothing, save for the Muse’s quest bed and the Scratch Device, a necessary component to all Time lands. We imagine that the Muse’s denizen would be Yaldaboath, but there’s no certainty for Muses. It would allow them to make the choice that all Muses are expected to make.
But what, then, is their quest? If they have no definition to their land, no consorts, and practically the only monster in their land being the Denizen whose only act would be to offer them to choice all Muses must face, what quest could there possibly be for them? Well, the only possible quest that I can think of is the one that reflects their abilities: everyone else’s.
That’s right. Their quest is to make sure that everyone else’s quests happen while the session is still ongoing. Before the Black King is defeated, their quest is to give everyone else enough time, to give them enough ability to complete their own quests, all the while preparing for the final battle with the Black King. They have to use their abilities to the fullest here. They have to be able to see what needs to be done to defeat the Black King, to secure their session, they have to be able to give both themselves and their teammates enough time, and they have to make sure nothing gets messed up along the way, and then simultaneously try to set things up so that their teammates can finish their quests, so that they can finish their own, and so they all may better from it.
So how, then, would one design the land of a Muse of Time? Well, you could use the parts of this land that we hypothesize to actually exist. A word to describe the world’s aesthetic could be something related to the barrenness of the land. The other word could be a word that relates to both the Aspect of the Muse and the aesthetic of the world. For example, the Muse of Time could have words like Endings, Termination, or Death in their Land’s full name, given how Time is viewed as an Aspect connected to endings (as compared to Space, which has connections to beginnings). They might just even have their own Aspect as their Aspect word. Again, Muses and Lords take what we know of the rules of creating things like lands and quests and turn them on their heads. Which is entirely why we imagine that Muses and Lords wouldn’t have a quest word for their lands. They’re in charge of managing others’ quests, and, if the time should come, making the choice to sacrifice their lives to stop a force of great evil.