Anonymous Asked
QuestionHey guys! Can you do an analysis on a Page of Light? Thanks! Answer

Oh gods, this took forever. So sorry.

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Powers: CA

The Page and the Knight, as I mentioned last post, are the passive-active pair for the Exploit class, and where the Knight relies entirely on themselves to reach their full potential, and can only arm themselves with their Aspect, Pages rely on others to reach the tip of their abilities, and are heralded as the most powerful class in all of SBURB. Pages equip others with their Aspect, and the abilities of Knights of their Aspect. So take, for example, Jake, as the Page of Hope. By granting Mind Dirk the abilities of a Knight of Hope, he was able to threaten taking Aranea’s soul in an undeniably painful process, all aided by Jake’s arming him with his beliefs, i.e., in him.
Therefore, the Page of Light would be able to make their teammates Knights of Light, arming others with both luck and sight, and, also, information. I had remarked in an earlier post that the Page of Mind would have a sort of telepathic ability due to their being able to equip others with their thoughts. In this case, the Page of Light would likely have a very similar ability, as the Page would be able to equip others with information, make things clearer for their teammates, an ability most, if not all Light players possess. The Page would also be able to do more than the Page of Mind, as they would be able to transmit what they were seeing to their teammates. So a Page of Light would probably do even better than a Page of Mind in an espionage role, as they would be basically able to arm their comrades with whatever information they see and know, rather than having to think it first.
But in addition to that, the Page would be able to make Knights of Light out of their teammates. The Knight of Light would be able to arm themselves with Light, which can take a more literal, and a more figurative approach, both making a Knight of Light, let alone a whole army of them, a formidable enemy. The Knight of Light would be able to use information as a weapon, and I imagine this as the Knight being able to see and know the weak points of their opponents in battle, whether they favor their left side, or that their downward block doesn’t quite block the entirety of their legs. The Knight would enter a state of heightened observance in order to arm themselves with knowledge now made clear to them. They would also be able to arm themselves with the more common interpretation of Light, luck or fortune. In a way, they might be able to become the Marvel hero, Scarlet Witch. Where they might not be able to manipulate it in quite the way that she could (Witch indeed- a Witch of Light), they would be able to understand luck, see where their fortunes and their enemy’s fortunes lie, and be able to arm themselves with the knowledge of who would be more likely to slip on the banana peel they just dropped. Finally, the more literal interpretation of the Knight of Light’s abilities would be to arm themselves with actual light and the energy within it. The Knight might be able to pull off something like what Jake did with his halo of Hope energy, except most likely less deadly. They would be able to blind their opponent, make them more susceptible to attack. They might also be able to make an outright weapon from solid light (as it is possible, and not just in the Portal games). The Knight would be well-armed by the Page’s abilities.
As I mentioned earlier, their abilities might give the Page an immediate advantage as an information-gatherer or a spy. Another possible position the Page of Light might have is as a tactician, giving a far-away outlook of the battle and passing on advisory notices to their teammates as for waves of enemies and possible advantages in a battle.


Weapons: TC

Lots of asks for Pages recently, aren’t there?  Well, as I said for the other Pages’ weapon analyses, Pages tend to use traditional weapons, like swords or guns.  However, this is contradicted by the pattern set by all of the Light players whose weapons have been revealed so far, as all of their weapons have not been things that one would typically think of as weapons.  The revealed weapons that have been used by Light players were Rose’s knitting needles and Vriska’s Fluorite Octet.  However, both of these weapons have some sort of magical quality, for lack of better phrasing.  Rose’s needles doubled as magic wands, and Vriska’s dice did something different for each different possible roll.
As such, combining these two patterns together, we would have to change the definition of “traditional weapons”.  The traditional weapons that a Page of Light would use would be traditional weapons for wizards, witches, or magic users.  The following strife specibi come to mind.

  • Bookkind: TWI-LIGHT-IS-NOT-LITERATURE!!!
  • Broomkind: Fly, my pretties, fly!
  • Mirrorkind: Mirror, Mirror, on the wall, which of these is the most cliched of all?
  • Staffkind: I’m looking on someone to share an adventure.
  • Wandkind: And it isn’t a “wwhite science wwand”, either.

And an honorable mention to:

  • Umbrellakind: For anyone who’s practically perfect in every way.



Land and Quest: TC and CA

This is the first time we’re doing a Light player. Fun. And as always, our usual disclaimer: If you’re having trouble coming up with the quest or Aspect word for your land, we suggest the use of thepageofhopes’ word list to create your land.
So far, the planets of two Light players have been seen in the comic, Rose Lalonde’s land as the Seer of Light, and Vriska Serket’s land, as the Thief of Light. Rose’s land as a Light player, being the easier of the two to dissect, will be the first one we do. The Land of Light and Rain was Rose’s land, and where Light is obviously the Aspect word, the quest and aesthetic word is Rain. Rose’s job on LOLAR was to learn to play the rain, but we don’t know to what end, Rose never actually completed her quest in the Alpha timeline.
The other planet, Vriska’s, was the Land of Maps and Treasure. The sky of her land is covered by glowing compasses and landforms, exuding the image of an old map, which gives us the impression that Maps is the aesthetic word. This leaves the word Treasure to be the Aspect word of Vriska’s land. And given how we never saw much of that world in the first place, there isn’t much data we have been given as far as what the quest for Vriska’s world was. Or much about her world in general, really.
So of the two Light lands, the patterns that can be drawn between the two worlds are that they are relatively bright, and while the decorations between the two worlds vary, one thing I’ve noticed is that it looks like the sun is always in some degree of out-ness. In Rose’s world, it looked like it was at noon, but in Vriska’s it was at sunset, perhaps a symbol, of sorts.
But speaking of quests, an optimal quest for a Page of Light would be something that gives others good fortune. But how would that work? I mean, luck is an intangible concept before god tier, right? How would they be able to give their allies any form of luck?
Well, the answer, my friend, is simple: cheat.
The world has a sort of coliseum in it, run by an “elite,” set of consorts, I suppose. To put it simply, Karl Marx would think very poorly of this world.The “elite,” happens to have something that the world needs desperately to solve some sort of problem the world has.
In order to reach their ranks, a certain group of trials had to be overcome, and these trials would be decided by chance. A machine. Like a roulette wheel or a spin machine.
Our Page’s task is to obtain that item and solve that world’s problem by using the “elite’s” resources. Only problem is, the Page themselves can’t enter these trials to obtain these resources for themselves. So what do they do? They choose a proxy and arm them with luck by making it so the trials that are chosen by the machine are easy for them. They fix the roulette wheel, hand out loaded dice in the casino, and make the spinning machine wheels stop at all the right places. And they use their gift to their advantage.

QuestionCould you do a session analysis for a Knight of Void, Mage of Space, Rouge of Life, and Page of Heart? Also could you explain the powers and things a Page of Heart would have, I haven't found a good analysis anywhere. Answer

Sure thing! Once again, like with the Page of Mind post we did not too long ago, we’ll do the specific god tier first and then go about describing the team.
Also, sorry it took so long. TC and I have been hella busy. Hope you like it.

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Powers: CA

The Page and the Knight are the passive-active pair for the Exploit classes. Their jobs are to allow themselves, or, in the Page’s case, others, to exploit their Aspect as a weapon. Pages and Knights must both reach their full potential in order to completely use their abilities, and given how Pages rely on others to reach their full potential, it takes an infinitely longer time. However, all this time spent on the Page is not in vain. Once they reach their full potential, Pages are hypothesized to be the most powerful Class in SBURB. Pages arm others with their Aspect, granting them great power in a sort of repayment for allowing them to reach their full potential. Pages are like kings, leading an army of Knights of their Aspect. And with the Page of Heart, that is a very apt description, especially given the abilities of the Knights this Page would be leading.
The Page of Heart would be able to arm others with the Aspect of Heart. This means that the people they arm become Knights of Heart, in addition to giving the Page an ability to give others a certain emotion that they may already be feeling a spark of. It would almost be like a cleric in an RPG or something similar, making their teammates feel pumped for battle. If the Page’s team feels as though they will lose the battle against their Black King, then the Page will be able to take their fighting spirit, for that always exists going into a battle, and boosts it. They boost their team’s morale, in order to give them the feeling that they will win, and giving them more of an ability to win (you know, if you think it, you can do it).
Another ability of the Page of Heart to equip others with Heart as a weapon would be allowing their allies to become Knights of Heart. A couple of posts ago, I explained the abilities of the Knight of Heart, but in the case you hadn’t read that, that basic abilities a Knight of Heart would have include an intuitive knowledge of Heart, leading to a sort of empathetic ability in order to know what emotions to exploit, the ability to create a sort of “soul weapon,” which may reflect the person who uses it or the Knight in question’s strife specibus, and the ability to splinter themselves, making an army out of the parts of themselves that feel or act certain ways. For example, let’s say that Vriska came into contact with a Page of Heart who reached god tier and their full potential, and they happen to bestow the powers of a Knight of Heart on her. Her splintering might occur between the side of her which is entirely victory-driven, another might be the side of her which feels a fair amount of crushing remorse for her actions, and yet another might be the homicidal maniac who believes those who drag down the group shouldn’t be around to do as much and so on and so on. She’s a very conflicted person at some points, and not so much at others. This Page will have more of an “army” to lead than others, given how their Knights would be able to split themselves up into different people.
In any case, this Page will likely have a role in their team as a motivator of sorts. Someone who can get their team up and at ‘em as far as completing quests and other jobs and the like. This makes them a prime choice for a leadership role, but I’ll be analyzing that role more in-depth later on in the team section.


Weapons: TC

The tendency for a Page is to use an ACTUAL WEAPON as a strife specibus as opposed to the item lying nearest to them.  A Page would use a sword as a weapon instead of, say, a broom.  Heart players tend to gravitate towards melee weapons with a sharp and/or pointed edge.  As such, when taking both of these factors into account, we get the following weapons.

  • Axekind: Hope you’ve played The Forest…
  • Bladekind: BAN…KAI!
  • Chainsawkind: The most efficient way to carve a pumpkin.  Suck on that, knifekind!
  • Knifekind: Speaking of which…
  • Lancekind: Would you rather be a girl with a flower, or a boy with a stick?  Bear in mind that the stick is pointy as all hell.
  • Scythekind: For whom does the bell toll? Meh, it’s up to you, I guess.
  • Sicklekind: No hammer this time.
  • Spearkind: These monsters sure are scary.  Especially with those sticks.



Land and Quest: CA and TC

A lot of this will be repetition from the Knight of Heart post we made not too long ago. So here we go.
So far, we’ve seen the lands of two Heart players, Dirk Strider, the Prince, and Nepeta Leijon, the Rogue, but of those two, we can probably only use one as an example, as Dirk’s session is a Void session, which leads to some automatic differences between his world and the world of a Heart player in a normal session. For example, his entire world is covered in a noble gas, and is filled with dead, skeletal consorts…or maybe those are just monsters? And of course, time for our usual disclaimer-like quip: 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.
In any case, the unfortunate fact is that we are now limited to only using one land, the Land of Little Cubes and Tea. Nepeta’s land is an oddity in its nomenclature, given how it is made of an extra word. While this was presumably done only on Hussie’s part to make the abbreviation for the land LOLCAT, this is an interesting thing and I felt need to make a note of it.
In any case, Nepeta’s land is rather easy to deconstruct and decipher. The “Little Cubes,” part is likely a reference to the little cubes forming staircases and such all along the land, looking suspiciously like sugar cubes. This is likely the Aspect word. Heart lands tend to be sweet and soft, and these “Little Cubes” are most likely made of sugar. The “Tea,” part is quite obviously a reference to the teapots sitting on top of the mountains on the land. We aren’t entirely certain which is the quest and which is the aesthetic word given how little time there was spent focusing on the characters in the Land of Little Cubes and Tea, but that’s as much as we can learn from the name and brief glances we have gotten of the land.
As a side note, if none of the words in thepageofhopes’ list appeal to you or they don’t seem to fit the land you had pictured for your character (if you thought of a quest beforehand), it is possible that the Aspect word for a Heart land is meant to sort of reflect the nature of the player. Nepeta, despite having her underlying metal-as-all-hell nature, was a sweet, adorable individual, a personality that made her easy to like, and as such, her land reflected that. Dirk didn’t have an Aspect word, but his land reflected him, as it was a very interesting land with great levels of depth to it, like Dirk.
As for the Page’s quest, I imagine it a little like this: Dominoes. There is a problem on the Page’s world. The consorts, although they recognize it’s a problem, have no real motivation to get rid of it. This is similar to the Knight of Heart’s quest, but rather than the Knight themselves motivating everyone, the Page is smart (this isn’t to say that the Knight isn’t, their abilities work in a different way than the Page’s, which would have made this quest a bad idea for them to undertake). They realize that, given the nature of their abilities, a lot less work can be put into things if you simply have some people act as the motivators. Motivate one in the right way, and you have a Knight of Heart to motivate others. Spread them out, give them enough time, and these Knights of Heart would have spread Heart throughout their area like wildfire. Now the Page can point the Knights in the right direction, tell them what they need to do, in order to get rid of the problem. This might be making something. This might be getting a weapon from somewhere else on the world for the Page to use to slay some sort of monster. Whatever it is, with an army of Knights to motivate the consorts, the quest is a lot easier to manage.



Team Analysis: CA and TC


Knight of Void, Mage of Space, Rogue of Life, and Page of Heart

Well, there’s an immediate problem that I spot with this session: There’s no Time Player. Time Players are vital to the session. Doc Scratch, I believe, said something along the lines of, “A session without a Time player is doomed to fail.” And what’s worse is that without a Time Player, your players wouldn’t have a Scratch Device to help start the session over, so their game is doomed and without some Deus Ex Machina sort of thing going on, and a healthy session intervenes and gives them something to work with, then this session won’t have any sort of good ending. More likely than not? The Reckoning will happen, and everyone will die. The end.
But I’m not going to end it there. You have a Space player, one of two necessary parts for this game. There’s still some sort of hope here, so what I’m going to do? I’m going prescribe you a Time player based on what kind of Time class would help balance out this session. I might even help and prescribe another player to help out if it comes down to it (I know a fair amount of people I’ve worked with want sessions with an even number of people, and it may even be required by SBURB anyway, so I’m going to help you out there). So let’s see what kind of things the team you already have need.
The Knight of Void would provide an immediate benefit to this session. A Knight’s presence in a session means that whatever their Aspect is, their session lacks it, and this session is given a great gift by this Knight. Under most circumstances, the Knight of Void would likely constitute an immediate advantage to their session, as the lack of Void means that this team would have everything they need to complete their session successfully. In this session, though, given how there is no Time player, they would have everything they need except Time to help the Genesis Frog or to prepare themselves. This Knight would be an army, a construction crew, basically anything, able to call out anything they need from the nothingness, and able to show up wherever they may be needed. The weaponization of Void would likely allow this Knight the ability to teleport into and out of existence wherever they need to be, or, at the very least, turn invisible. But with this boon comes a potentiality for the session’s curse: Knights have a mask that they hide behind. For Dave, it was the impermeable “cool kid” act, for Karkat, it was anger, and for Latula, it was the identity of the gamer girl. If this Knight hides behind a mask that makes them keen on overworking themselves, or, on the flip side, not working at all, then the session has more problems than simply no Time. But that’s why the Page will be helpful, once they reach their full potential. Now, this may seem manipulative, but if the Page were to arm the Knight with a feeling of guilt whenever the Knight doesn’t show up on time, or a feeling of happiness whenever they do something good, then the group may be able to train the Knight to step out from behind their mask and simply act for the group. The Page will have to be careful with when and how they do this. If they simply do this with their abilities, rather than talking to them and using pathos to convince the Knight that what they’re doing is problematic, then they might accidentally invert themselves into a Thief of Mind, stealing the Knight’s thoughts and giving themselves a boost while doing so.
The Mage of Space. Now, I know a fair bit about Mages, TC being one, and I know a fair bit about Space, that being my Aspect, so I know that an unprepared Mage will cause a pretty large degree of problems. First off, Mages have a tendency to be bitten in the butt by their Aspect. And Space is a very big thing to have its teeth digging into your ass. Space has a connection to creation, and if the Mage breaks the rules, then gods know that the game might glitch out, and the Mage might end up standing on an enemy spawn point working double-time. But altogether, a Mage balanced by their teammates would be an asset to their team. Their massive knowledge of how Space works would allow them to go around at super-speed or make their enemies go around a lot slower. They could teleport themselves and other things. They could make things bigger or smaller, within the rules of how matter works, and they might even be able to, given enough time learning, make one of those never-ending corridor type deals. You know, when the protagonist of something or another is running towards a door at the end of the hallway or whatever, but no matter how fast of long they run, it never seems to be getting any closer? That’s likely something the Mage could manipulate into existence. They would be the person who needs the Knight’s services most, even outside of their quest, as the Knight would be able to pop test subjects into existence for them to learn more about their abilities and the rules of Space once they reach god tier. But again, the Mage’s inevitable backlash will have to be something that the Mage is prepared to get rid of, and they will have to help prepare their teammates to do the same. The Mage will need to learn or already have some sort of good work ethic, because if they want to complete their quest and learn to manage their abilities as the Mage of Space, then they will have to work double-time, and the Page would likely be able to help motivate the Mage, too.
Next up, the Rogue of Life. Now, let’s face it: with Nepeta’s ship-making, Roxy’s drunken speech obscuring what she’s trying to say, and Rufioh’s wings, Rogues have always had the tendency to reflect their Aspect. But with what I can tell, as soon as the Rogue enters the session, that tendency to reflect their Aspect is gone. Nepeta didn’t have much in the way of shipping time until the trolls were on the meteor, as far as we can tell, Roxy became sober (and as such, her speech stopped obscuring information, a major symbol of Void), and Rufioh ended up becoming paralyzed from the neck down, thereby losing his freedom. So this Rogue would likely be a very lively person before the game started, they would be all for all the possibilities of their Aspect, and then when the game starts, they might not show this all too much. This isn’t to say that they end up being as bland as dead!Aradia, but it might mean they their priorities get put in order. Let’s say that this Rogue, before the game starts, is all for screwing the rules (a more symbolic showing of Doom, Life’s antithesis) for some reason or another that may have to do with affluence, but when they enter the game, something happens that makes them realize that the rules are important in this game, and they embrace the control that Doom has over their life. They realize the limitations of Life, and respect them. The Rogue would be a grounding force for the rest of the team, understanding where Life’s jurisdiction ends, but that doesn’t mean that they might not stretch those rules if something very special to them were on the line. The Rogue would be taking the life from their enemies and giving it to their teammates, a fearsome ability that would be very useful in making sure people tend not to die. But when the Reckoning comes, not even they will be able to keep things from dying.
And finally, the Page of Heart. I had mentioned a something about Pages earlier in another team ask, and I’m thinking that a lot of it rings true here, as well. The Page will likely be at least somewhat mild-mannered, and likely a sort of protege for some of the other members of the team. The Rogue and the Page would likely keep the other members of the team in check, what with the Rogue’s newfound understanding of rules and the Page’s understanding of emotion. But funny enough, I have a feeling that this Page might be more likely to be looking at a lot of the session in a more objective manner. I talked about some of their roles earlier, with the Knight and Mage, but they would probably be the one who lets the Knight and Mage know what they are doing right and what they are doing wrong. They would make the Knight and Mage aware of things by using their abilities, but they have to be careful that they don’t just make their teammates feel things on the fly, lest they invert by the surprising overuse of their abilities. The Page would have to be willing to talk to their teammates, let them know that things are going wrong, and that they can be a part of the solution. Counselling, you know.
Altogether, this is a pretty good bunch. A fair balance of people grounded by an understanding of problems and solutions, and a fair amount also aided by their ability to do awesome things. But we are still missing two players. So first off? We’ll add the Time player.
For this session, we recommend the Sylph of Time. Once they reach god tier, the Sylph would be able to create Time for others, giving everyone enough Time to finish their quests, master their abilities, and then be back in Time for tea. They would have time travel, like all Time players, but they would also be able to give Time to their other people. It would be like giving others a hyperbolic Time chamber (give the player ten minutes in the Sylph’s abilities, and they would be able to complete a day’s, a month’s, etc., worth of stuff). The Sylph, as a healer, would be able to heal using Time, basically undoing whatever damage had been done, provided Time was willing to do that much. I would recommend having this Sylph’s major concern be reaching god tier, at which point the ability to make hyperbolic Time chambers for everyone else be an option. They would be a major asset to this team, but would also be able to help solve any arguments people might be having in the team (give them Time). Then they would know when to send in the Page to help.
Now, for your last player, TC and I had a bit of a debate. We both knew that achieving a balance between active and passive players was probably for the better, but where I was thinking Mind player, you know, logos to the pathos, TC was thinking Hope (because all sessions could use a bit of Hope) or Rage (to motivate). Now, I don’t know about you, but I’ve always thought Rage players were a bit dangerous (no offense, Rage players, a lot of times, dangerous is good, just a bit scary), especially in a session that might have Space itself causing problems with the Mage in it. Then he suggested the Witch of Blood. Active player. Not a member of an Aspect already used. Also, incredibly helpful. You know those horrible (and I mean HORRIBLE) fanfictions you might be able to find gods-know-where if you’re not careful? Those ones where not only are physics questionable, but everyone’s acting out of character as fuck? Well, the physics would likely be the Mage’s job, but the OOC team-building-in-five-minutes thing would be the Witch’s. This session, with the Sylph and the Page and Rogue acting as grounders, and the Mage and Knight being powerhouses, is already very good. They would have a good chance of succeeding. But if their teamwork is shoddy, not much could be done with it. The Witch would be able to rewrite any encounter like it were a bad fanfic. They would make the Knight completely abandon their mask to help their teammates with little to no prompting courtesy of the Page, the Mage would be willing to work just as hard as they need to, and the Rogue, well, the Rogue may be poorly written, but at least they pose a good point: don’t break those rules, Mage. The Witch of Blood would be able to make the team cooperate as never before. If they were good before, well, with the Witch by their side, as TC put it, they’d be “a well-oiled machine.”
Add a Sylph of Time and a Witch of Blood, and your team has a very good chance of surviving. Nice job choosing a variety of Classes and Aspects.

QuestionThese interpretations are amazing! Would you be willing to do a Sylph of Hope? Also, would Broomkind be a suitable weapon for that class? Answer

Thank you kindly for your statement!  It’s always lovely to hear from followers, and it is, of course, without a doubt, a pleasure to answer your questions!  So without further ado, we shall commence with that.
Oh, and happy Thanksgiving, everyone.

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Powers: CA

As I mentioned before, the Sylph and the Maid are the passive-active pair for the Creation class. While they were once both believed to be entirely female-exclusive, Hussie just about nullified that idea given his verdict on a female Prince’s potential existence. The Sylph would create their Aspect for others, using it to help them, like Aranea Serket, the Sylph of Light, bringing back Terezi’s eyesight (although technically, it didn’t really help her, but it’s not like she really knew that). In any case, the Sylph potentially has the ability to heal using their Aspect, or outright heal their Aspect. The Sylph of Space, Kanaya Maryam, tried to use the Matriorb to heal Space of her race’s absence.
A Sylph of Hope, therefore, would have the ability to create Hope for others. This means a varying degree of things because Hope is a very, VERY powerful Aspect. Hope is an Aspect that has been mentioned multiple times to be a force of unparalleled power and strength, and Hope players have been shown to have quite the destructive power at their side (e.g., Eridan, the Prince of Hope, destroying the Matriorb, Jake, the Page of Hope not only making ‘Mind Dirk’ real enough to threaten Aranea’s life, but also surrounding himself in a blinding halo of pure Hope energy). A Sylph of Hope would be capable of a lot of destruction, despite their being a member of the Creation class, because nothing is more dangerous than Hope, even in the literal sense of the word. We have had so much time to ponder of revolution, recently, given events, and I know now that Hope is a very dangerous thing for a single person to have, let alone a groups of hundreds or thousands. If there is Hope in a group that what they work for will mean something in due time, and they will only work harder because they know that what they are doing will amount to something. So it’s a powerful tool, and to create Hope in others means that the Sylph can make people believe in very powerful and very important things. The Sylph could make allies believe in themselves or in their abilities. On the flip side, the Sylph could make their enemies believe that they are going to lose or that they will miss. If they think that, why would they want to stick around, am I right?
Hope, in its less literal sense, could literally just be pure energy, like the “white science,” that Eridan uses with his wand, or the halo that Jake was surrounded with when Aranea allowed him to reach his full potential. A Sylph could create that energy for others, meaning that they could potentially surround their allies in a protective halo of Hope energy, or supply their allies with energy when they are dead tired or hurt during a battle.
Speaking of injuries, the Sylph’s potential role as a healing class is quite the interesting one. As far as healing Hope is concerned, it means that if Hope lacking, or is outright gone, the Sylph of Hope would be able to create it, and heal both the session and Hope itself by replenishing its supply. They would have to be careful about where they have their teammates and allies place their beliefs, though, because if something happens to go wrong with the object of their faith, then something could end up very wrong. The more interesting of the two healing abilities, though, is the Sylph’s speculated ability to heal others using Hope. Where this could mean healing using the energy that is at their disposal, I like to think that the Sylph of Hope would be able to use their belief to heal people. That’s right: this Sylph, provided they’re well-versed with their abilities and whatever they place their faith in, they can simply pray the injury away. How this looks to others may be something as simple as a short prayer and touching the wound and having it disappear, or more along the lines of glowing miraculous Hope energy emanating from the person and healing the wound, I don’t know. I just know that Hope is a much more flexible Aspect to work with as far as healing because it works as long as the Sylph believes they can do it, and that the object of their faith can help them, be that object themselves or some sort of deity.
So in conclusion, the Sylph of Hope, armed with the proper Hope, is very, very terrifying to be facing off against.


Weapons: TC

Well, I’ve been waiting for a while to do a Hope player, so I thank you for this.  Hope weapons have a very obvious pattern to them, as all of their weapons are some form of a gun.  Eridan and Cronus Ampora, who are the Prince and Bard of Hope, both used Ahab’s Crosshairs, which is a “legendary” harpoon gun.  Jake, the Page of Hope, wields his dual pistols.  However, the only Sylph whose strife specibus has been revealed is Kanaya, and her weapon transforms from something rather unassuming (her lipstick) into something quite intimidating (that bloody chainsaw).  Also, it has been speculated that Aranea uses the Fluorite Octet as her weapon of choice, which also fit the transformation pattern, transforming from something unassuming (dice) into something that would strike fear into the hearts of her foes (a guillotine, a sword, or a large number of other things).  As such, Broomkind is still fair game, but in order to fit the pattern, it would have to be able to transform into a gun of some sort.  I still definitely like that original strife specibus, though, as nobody ever thinks to use it (also CA likes it because of the whole “witch but more magical” imagery that Kanaya set up for Sylphs).  In any case, here are the strife specibi that your Broomkind strife specibus may be able to transform into.

  • Automatickind: WHERE IS THE GUN CONTROL???
  • Flamethrowerkind: Fire indeed hot.
  • Laserkind: IMMA FIRIN MAH LASER!  BWAAAAAH!
  • Launcherkind: A potato gun?  I see why you preferred the broom.
  • Pistolkind: DON’T MOVE OR I’LL SHOOT YOU WITH MY INVISIBLE GUN!
  • Riflekind: Bang bang, badow badow badow, bang bang.
  • Shotgunkind: Aaah, you got me.



Land and Quest: TC and CA

Hope lands. Well, this should be a bit of an adventure, given how we, ONCE AGAIN, only have information from one land. Eridan Ampora, the Prince of Hope, and his land, The Land of Wrath and Angels. Where Jake English was the Page of Hope, his session was a Void session, thereby making his land inherently different from that of a normal session. Once again we recommend this word list to aid you in the creation of your land, in both its quest and its aesthetic.
Eridan’s land is fairly easy to dissect. Angels is more than obviously the Aspect word because Wrath is more of a Rage word anyway. Where we don’t know which is the quest and which is the aesthetic, I would hazard a guess that Wrath is the quest word, and that Angels is the aesthetic word, given how the angels were apparently fairly peaceful before Eridan started shooting them, meaning that Eridan’s planet wasn’t inherently wrathful, so that’s not the aesthetic. As a side note, this might mean that Eridan knew a lot more about his planet than he was letting on, and that he knew that Wrath might have been necessary for him to finish his quest.
For a Sylph of Hope’s quest, though, I would not recommend shooting a bunch of angels with a broom gun, or shooting anything really. See, the Sylph’s quest is to learn to create Hope and faith, rather than destroy it (even if Eridan was technically only destroying a sort of symbol of faith in the angels), so I would recommend a quest that takes an inherently different route. To learn to create Hope, I would recommend a land that has a deity of some sort that they worship and a fair amount of problems. This deity can be a god, a goddess, some sort of animal- hell, it could even be the Sylph themselves (provided these consorts seem unable to recognize them) or maybe their denizen. The Sylph’s job is to provide some sort of faith back into them, I suppose. If you read my Bard of Mind post, you’ll recall something like that in their quest, too. Their job was to make their consorts understand that some sort of disaster was going to have them accept the Bard as some sort of prophet or fortuneteller. The Sylph’s job would be, in a way, similar, but rather than have the object of their faith be the Sylph, they would renew faith in whatever that deity of their consorts is. They would have to, one at a time, solve this group of consorts’ problems and then blame their deity for the solution. They would slowly renew the consorts’ faith in their god, and also solve a lot of problems in their world as well. Faith is a powerful motivator. Eventually, given enough support courtesy of their deity, the consorts would try to make things better themselves.

QuestionYo! So, I thought I should ask about my title (the one from WAY back when). How would a maid of breath work? And would her land ,land of pillows and bees (bees being her quest word), actually work? Cuz when we originally worked on it, I wasn't too sure how everything worked. :) Answer

For those of you who are unaware, this is a friend of TC and I (CA). She figured out her god tier by using thepageofhopes’ title quiz (a link for which I am providing here for those of you who may be curious) and then decided to write a little story detailing a session between her, myself, our friend the Knight of Doom, and another friend of ours, the Prince of Hope (who decided to be a Prince of Time in that case). She asked me to write this disclaimer on this post: She had no idea what she was doing.

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Powers: CA

As I’m sure you remember from our earlier posts regarding Sylphs and Maids, the Maid and the Sylph are the active-passive pair for the Creation class, both hypothesized to be exclusively for female players, but Hussie had thrown most gender limitations out the window when he said female Princes were possible. When Maids create, their creations are for themselves, like with Aradia creating Time for herself as the Maid of Time when she slowed down Bec Noir to a stop when he attacked Derse and was going to kill her. While that luckily also created Time for her allies, her first instinct was self-defense, a reasonable response to a psychopathic, winged dog flying at you, sword and teeth bared.
In any case, Breath is the Aspect of freedom and wind. As such, the Maid of Breath could create for themselves freedom and wind. As far as creating freedom for themselves, I don’t doubt that the Maid would be capable of teleportation, or, at the very least flying. Creating freedom for themselves means that they would be able to move around as much as they would need to to not get caught by something, whatever, this “something,” may be. Gravity, an enemy, a trap, a person, whatever. If they want to leave, and they can’t, their powers would easily manifest themselves in allowing them to become free once more. Whether this means that the Maid can turn into wind, or just outright poof into and out of situations at will, I imagine depends on the skill of the Maid in question, and how well they can use their abilities. As for creating wind, this is the fun bit. It essentially makes the Maid of Breath an airbender, more so than even the Knight of Breath. After all, the Knight has to use Breath as a weapon, but the Maid can do what they well like with it. The Maid would be able to create things as soft as breeze to catch something falling, or as strong as a hurricane to blow enemies or flames away. For instance, if Bec Noir were flying at a Maid of Breath, they would create a gust of wind or, I don’t know, a hurricane to blow Bec Noir away. They would essentially be able to do “the windy thing,” whenever they want, and they might not even need air around them to do it. They would break the basic laws of matter by creating wind. SCIENCE, BITCH.
In any case, this puts the Maid safely on the front lines, poofing to safety whenever they may need to and making a hurricane (or more accurately, a tornado, because a hurricane is wind and water, whereas a tornado is just wind) on the battlefield to get everything and anything out of their way. They might even go on to become some sort of spy. They couldn’t ever be caught, I mean, they just go ahead and poof into where they need to be to find information, and then poof away to their teammates to pass it on.
Altogether, quite the nice group of powers.


Weapons: TC

Maids.  Awesome.  Well, Maids have a tendency for close to mid range weapons, having used such things as a whip (Aradia had this specibus, but rarely used it), a giant fork, and (probably) a chainsaw.  These items, as previously mentioned, are also related to the interests of the maids who use them.  As for Breath, their weapons also tend to be mid range, like Tavros and Rufioh’s lances and John’s hammer.  As such, when these two restrictions are combined, these weapons strike me as best suited for our Maid.  Please note that while I normally wouldn’t account for the interest portion of this very much, since I personally know this particular Maid, I will make an exception.

  • Artkind: Let me paint you a picture.
  • Beautykind: No Rogues allowed.
  • Bookkind: Our good friend’s primary choice.  I’m just affirming that it fits the patterns.
  • Flagkind: Might I recommend a runner-up to Bookkind?
  • Needlekind: Well, we’re nearly at the end, here.  Hopefully, I’ve left you in stitches.
  • Penkind: I hope you were taking notes.


And now, other weapons for other Maids of Breath that may read this.  I recommend that these Maids who may or may not be reading this select a strife specibus that reflects their interests.

  • Axekind: Mustn’t.  Picture.  Lumberjack.  Maid.
  • Ballkind: For when a couple of guys who are up to no good start makin trouble in your neighborhood.
  • Boomerangkind: I had a really good joke, but then I lost it. Don’t worry, it’ll come back to me.
  • Brasskind: Well, your parents probably aren’t home…
  • Cardkind: Read ‘em and weep.
  • Dartkind: All balloons must cower in fear.
  • Entertainmentkind: With every job that must be done…
  • Fankind: On a serious note, this should’ve been an obvious weapon, no?
  • Forkkind: Must, by definition, have four prongs.  Otherwise, it’d be ‘three’kkind or something like that.
  • Gamekind: …there is an element of fun.
  • Gravekind: Who wants a corpse party?
  • Hammerkind: Whosoever holds this hammer, if they be worthy, shall possess the power of… John Egbert.
  • Pankind: They’re quite handy, or so I’ve been told.
  • Paperkind: Surprisingly effective against rocks.
  • Percussionkind: The least appreciated section of any music group.  Take out your frustrations on the imps!
  • Propkind: Oh, sure, it’s just a “fake gun”.  What damage could it do, right?
  • Pubkind: You drink til you vomit, and punch like a comet.  Good for you, mate.
  • Puppetkind: There are no strings on me.
  • Sciencekind: Physics.  Physics, physics, physics… I hope you’re getting all this down.
  • Scissorkind: Much less effective against rocks.
  • Soundkind: Make sure you plug it in first.
  • Spatulakind: Apparently Spongebob’s a Maid of Breath?
  • Spoonkind: Is it too big?  How does one define when one’s spoon is too big, exactly?
  • Sportskind: Hit a home run, or something.  I’m not a sports person, ok?  DON’T JUDGE ME!!!
  • Toolkind: Look at this tool.
  • Toykind: NOT THE FURBY!
  • Wandkind: It’s levi-OH-sa.
  • Woodwindkind: Go Hieronymus Bosch on those imps.
  • Yoyokind: Not yo momma’s yoyo.



Land and Quest: TC and CA

The Land of Pillows and Bees. For those of you who are reading this with no prior knowledge of trollinthehumanfandom’s land, it’s filled with giant bees and talking flowers. Fairly pretty. Not entirely unlike one of Lewis Carroll’s better drug trips. I can’t quite recall, however, where the “Pillows,” part came into play, and to be honest, I think that’s a shared problem between the two of us.
The quest of this land is to defend its consorts from giant bees, hence the “Bees,” part, leaving “Pillows,” to be the Aspect word. I assume it’s also the aesthetic word, given how the planet is unlikely to be covered in the same thing which the Maid is supposed to be killing. Not long ago, I made a post concerning the word “Pillows,” as an Aspect word for a Breath player, and my thoughts on it are just repeated at this point: “Heart lands tend to reflect their players: soft, inviting, and, on average, not very intimidating (be this in looks or sounds). Pillows follow this trend, being soft and inviting, but we can see what you were looking to do with the idea. So a word or object that retains the Breath identity and is pillow-like. This could be Clouds, Fog, Mist, Cumulus, Heap, Stratocumulus, Mammatocumulus, etc. There are a lot of clouds that look like pillows and might be able to suit your purpose.”
As for your quest, though, I find that it will suit your purpose very well. You want to learn to control and create your own freedom? Well, imagine the bees as fairly organized (despite being, you know, insects), and they’re fairly well surrounding the planet. You can’t go too far from a certain area without risk of being attacked (for that matter, neither can your consorts). You kill them one at a time, or take them on all at once, it doesn’t matter, as long as you can actually manage it. If you do it, you can control where you go, and you can learn to create your own freedom, simultaneously creating the freedom of others.

Anonymous Asked
QuestionHello! Could you tell me about the powers of a Knight of Heart, and possibly weapons and land/quest for them? Sorry for bothering, thanks! Answer

It’s not a bother at all.

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Powers: CA and TC

The Knight and the Page are the active-passive pair for the Exploit class. Where the Page allows others to use their Aspect as a weapon, the Knight does it themselves. Similarly, where the Page requires other people to reach their full potential, the Knight relies solely on themselves, for better or for worse. Where this can lead to some (fairly prolonged) soul-searching on the part of the Knight, it generally also means that the Knight, when the Page finally reaches their potential, has already reached their potential and has since become a lot more used to their abilities and knows how to use them very well at that point. Comparisons aside, Knights are very powerful classes for weaponizing their Aspects. Karkat was able to use Blood (unity) and was able to pull his team together to pull off the perfect combo at the perfect time to kill the Black King: a monstrous amalgamation (the phrase I was thinking of was something like ‘incestuous slurry,’ but I know that’s not right) of all of their lusii.
I know I’ve probably done this point to death with other Knight posts, but for those of you who don’t know, Knights have the tendency to embody the Aspect that their session lacks. In this case, the Knight’s presence in the session has a direct impact on the other members of the session. There would be a lack of emotion in this session and perhaps a lack of self. This might mean that the Knight is in a session full of Dirks (i.e., “stone cold motherfuckers,”), or a lack of any real differentiation between the people in the session as far as personality. The entire session might even be comprised of twins or triplets, to further accentuate the lack of self, given a presumed lack of physical difference given the similar genetic material.
So a Knight of Heart would be able to exploit their Aspect as a weapon. This could mean a couple of things, the first that’s coming to mind being emotions being a weapon. You know how Moriarty from the Sherlock Holmes movies with Robert Downey Jr. said something along the lines of, “My task for you was to manipulate Holmes’ feelings for you, not succumb to them.” Well, replace “manipulate,” with “exploit,” and you’ve basically got the gist of it. The Knight of Heart would have some basic intuitive understanding of their Aspect, and might have something akin to an empathetic ability (being able to feel what others can feel) in order to know exactly what emotion to exploit in their target. They would know just what to say or do to make someone do exactly what they want by exploiting that which they already feel and allowing it to either grow or shrink on its own. They could make people fall in love with them if that spark is already present, or they could make another person hate them, if they believe it would serve their purpose, but all it takes is the spark to be present. They could make themselves angry or sad or happy, they could make themselves feel anything if the spark is already there. The spark they need has to be there, because they themselves cannot Create their Aspect, as only Sylphs and Maids are capable of doing that. Knights and Pages can only Exploit that which is already there.
Similarly, the Knight should be able to weaponize the soul.  They would utilize their own soul as a weapon to protect themselves and smite their foes.  Like a soul shield,  a shield made out of their own soul to protect their comrades.  Sounds melodramatic enough to be the sort of gimmick a Knight of Heart would keep stashed inside their bag of tricks.  Of course, that would almost definitely be dependent upon what type of person this Knight in question truly is.  If they are a caring person, the soul shield would not be a far fetched possibility.  However, if the Knight is a more barbaric, brutish type, then perhaps their soul would not take the shape of a shield, but rather a weapon, stronger than any other, in order to crush their foes like insects beneath the might of the Knight’s onslaughts. If the Knight prefers to distance themselves from conflict or emotion, this might mean that their “soul weapon,” would take the form of a long-range weapon like a bow and arrow. Or the soul weapon might actually take the form of a weapon fitting their strife specibus, who knows?
Another possibility for weaponizing Heart is the Knight making an army out of the different pieces of them. Heart players are semi-well known for having some “splintering,” issues (Dirk being the most infamous of all- his Dream self was awake every time he was!), and what this means for the Knight is that they could potentially make an army out of every facet of themselves. There might be a “happy,” Knight, there might be an “angry,” Knight, there might be a “sad,” Knight, and so on and so forth. Like that Legend of Zelda game where Link was split up into four versions of himself, green, blue, red, and violet. If the Knight could control them, they’d have the equivalent of an army at their side (really I think that this is why Knights should never be allowed to team up in SBURB- they’d be too powerful, which is why, normally, there’s only one Knight per session, the game knows and compensates for it).
Knights really are warriors first and foremost. Being a Knight of Heart would just allow them to arm themselves with that which everyone has.


Weapons: TC

Weapons for both Heart players and Knights could simply be summed up in two words.  These words in question are as follows: Sharp things.  Both Knights and Heart players are generally more accustomed to wielding melee weapons, and generally bladed or sharp ones.  Dave and Dirk’s swords, Nepeta and Meulin’s claws, and Karkat’s sickles are all examples of this pattern.  As such, the following types of strife specibi would work well for a Knight of Heart.

  • Axekind: To sit in solemn silence on a dull, dark dock…
  • Bladekind: In a pestilential prison with a lifelong lock…
  • Chainsawkind: Awaiting the sensation of a short, sharp shock from a cheap and chippy chopper…
  • Clawkind: The claw decides who will stay and who shall go!
  • Knifekind: I got all my fingers, the knife goes chop, chop, chop…
  • Pizzacutterkind: Really?  You do know imps are not made of pizza, right?
  • Polearmkind: Work dat pole.
  • Razorkind: Give your foes the closest shave they will ever know.
  • Scissorkind: Suck it, paperkind!
  • Scythekind: On a big, black block. *claps*
  • Sicklekind: I HATE COMMUNISM!!!


Land and Quest: TC and CA

So far, we’ve seen the lands of two Heart players, Dirk Strider, the Prince, and Nepeta Leijon, the Rogue, but of those two, we can probably only use one as an example, as Dirk’s session is a Void session, which leads to some automatic differences between his world and the world of a Heart player in a normal session. For example, his entire world is covered in a noble gas, and is filled with dead, skeletal consorts…or maybe those are just monsters? And of course, time for our usual disclaimer-like quip: 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.
In any case, the unfortunate fact is that we are now limited to only using one land, the Land of Little Cubes and Tea. Nepeta’s land is an oddity in its nomenclature, given how it is made of an extra word. While this was presumably done only on Hussie’s part to make the abbreviation for the land LOLCAT, this is an interesting thing and I felt need to make a note of it.
In any case, Nepeta’s land is rather easy to deconstruct and decipher. The “Little Cubes,” part is likely a reference to the little cubes forming staircases and such all along the land, looking suspiciously like sugar cubes. This is likely the Aspect word. Heart lands tend to be sweet and soft, and these “Little Cubes” are most likely made of sugar. The “Tea,” part is quite obviously a reference to the teapots sitting on top of the mountains on the land. We aren’t entirely certain which is the quest and which is the aesthetic word given how little time there was spent focusing on the characters in the Land of Little Cubes and Tea, but that’s as much as we can learn from the name and brief glances we have gotten of the land.
As a side note, if none of the words in thepageofhopes’ list appeal to you or they don’t seem to fit the land you had pictured for your character (if you thought of a quest beforehand), it is possible that the Aspect word for a Heart land is meant to sort of reflect the nature of the player. Nepeta, despite having her underlying metal-as-all-hell nature, was a sweet, adorable individual, a personality that made her easy to like, and as such, her land reflected that. Dirk didn’t have an Aspect word, but his land reflected him, as it was a very interesting land with great levels of depth to it, like Dirk.
But as for the quest, well, that’s a bit of a difficult one. Knights of Heart would have a quest that would give them the tools they need to understand their abilities, and that means that they need a quest that would help them exploit feelings (as the whole ‘soul weapon’ and splintering things would only come after they actually reach god tier). Now: how would this work? What would they need to accomplish that would require the use of feelings? What would they need in order to arm themselves with feelings? Well, let’s say that this land’s consorts desperately needs something. I wouldn’t really know what this ‘something’ is, but perhaps it’s something that would be needed to prevent consorts from getting hurt, or something that the world itself needs, as in the environment. This ‘something,’ can be anything from a machine to a group of people to complete a task (it depends on the Knight in question’s interests and skills). The consorts want to make something, but they’ve never had the materials to do it. This is a teamwork thing. You provide the materials and then make the consorts have a more potent desire to make that something, and you’ve got yourself a quest practically done.
The quest is to make that thing, which would be, under most circumstances, impossible to do in the time the session lasts. The consorts, however, would be more than enough workers to get your quest done and over with. Their emotions exist. You have to decrease their apathy and increase their determination, or whatever it might be that would drive them to create anything from a machine that makes snow to a firefighting squad. You could potentially learn to use the basic empathy and emotional exploitation while completing this quest, similar to how Karkat created an impossible team with an odd unity, and Dave managed to learn time travel before he reached god tier.

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.

Anonymous Asked
QuestionMight I ask your opinion on the Maid of Heart's roles/path/challenge? And some possible weapons? Answer

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Roles, paths, and challenges: CA

Okay. Maid is the active counterpart to the passive Sylph class, both of which create their Aspect. Maids are hypothesized to be an exclusively female class, but, again, anything is possible with god tiers. Maids, however, unlike Sylphs, actively create their Aspect, meaning that, first and foremost, the creation for their Aspect is for themselves. Take Aradia, as the Maid of Time, for instance. When she first was shown in god tier, her first act was to slow Jack down to a stop, thereby creating Time for herself. This simultaneously happened to create Time for her friends, but her first act was one of self-preservation. Not that this is a bad thing. To be honest, we were all kind of surprised by what was happening, and we didn’t expect Aradia’s dream self to already be god tier, so…
Anyway, Heart is the Aspect of self, emotion, and embodies the idea of a soul (hence how Dirk managed to attempt the ripping of Aranea’s soul out of her new body). A Maid of Heart would be a person who would go around creating either one of two things for themselves:
One: they could create emotions for themselves. This doesn’t mean IN themselves, although it could be that if it was really something they wanted. No, they would create emotions for their own purposes. If a Maid of Heart didn’t want to fight an army, they could create enough sympathy for themselves to either stop the army from fighting them and get it to fight themselves, or, if powerful enough, they could turn the entire army to their side. If they wanted to pump themselves and their team up to fight the Black King or something, they could create that fighting drive in themselves. They would be able to give themselves and others power through emotions.
Or, two, they could create Souls. I imagine it as an ability that would, at least most of the time, use an existing soul for a template, and it would create some slight physical form for the copy of the soul in question. Yes, a Maid of Heart would be able to copy souls to make clones of them. They would be able to create an army- an army with little in the way of physical form, meaning any blow they take would likely just be like passing through air, and any blow they make, would hit the soul. Any creature with a weak soul would be hurt really, really badly, practically destroyed by any blow they took from that army the Maid created. Even an enemy as potent as the Black King, given the existence, his being, if it was harmed every time the Maid’s army hit him, not even he would be able to stand up to it.
So as for roles, a Maid of Heart would likely be a more behind-the-scenes fighter. Allowing their army every chance to fight on their own, to heal them by recreating their template, to allow emotion and soul-crushing power to destroy their enemies for them. They would help their team by giving them high doses of fighting spirit. They’d be like one of those mage types from RPGs, providing buffs and making really powerful attacks.

As for paths…well, the Maid of Heart’s true path would have to involve embracing their emotions and their ability to manipulate others. This doesn’t mean that they’re going to utilize this ability. Hell, they could hate that they have it! They just have to recognize this ability of theirs, and recognize that using it is a good thing, providing they only use it in moderation. After all, their abilities are given to them for a reason, and that reason is to help them, believe it or not. Other paths involve using their powers too little (be this due to fear or some other factor), or using their powers too much (which would likely lead to class inversion, turning a Maid of Heart into a Bard of Mind).

As for challenges, I’m a bit confused as to what you mean. Do you mean quests? In which case I recommend a quest that would let them learn to use their foremost abilities (creating emotion and thereby manipulating people) better, maybe creating something that would stop a war between two factions of their consorts? This could be a speech, a song, a monument, really just anything that would help them stop whatever destruction is happening in their world.   A grander, overarching mission for all Maids would be to learn how to support their friends with their aspect, as support is the main purpose of both the Maid and their passive counterpart, the Sylph.
If you’re talking about personal problems, however, things like overcoming doubt or fear or such, I would say it would depend heavily on the Maid of Heart themselves. Some Maids of Heart might hate their ability to create emotions in people, or might not understand it, leading to them not knowing how to use their abilities when the time comes. Other Maids of Heart may be too eager to use their abilities, which might drive those on the tail end of their skills insane (as rapid and uncontrollable and unexplainable changes in mood sometimes can), destroying their thoughts, thereby turning the Maid of Heart into a Bard of Mind, with negative connotations for the Maid in question. I mean, just take a look at Jane, the Maid of Life, inverted by Her Imperious Condescension’s mind control tricks, forced into a Bard of Doom’s role. It results in her threatening Jake with rape (a result of her romantic feelings for Jake mixed with her frustration towards him and her just general anger), killing Karkat just to bring him back to life again (more anger with a mix of proving herself), and doing a ton of other pretty horrible stuff.

So, my altogether opinion of the Maid of Heart is that they would be a useful teammate, and have the makings of a pretty good grounding member for the team as an excellent communicator. All it would take is a bit of understanding their abilities.


Weapons: TC

The pattern for the most well known Maids’ weapons is that it is related to something that they are interested in.  Jane enjoys cooking and baking, so she uses a spoon/fork as a weapon.  Aradia enjoys archaeology, so she uses a whip like Indiana Jones.  Porrim supposedly used Kanaya’s chainsawkind specibus as well, showing her interest in fashion (it turns into lipstick!).  As for Heart players, they tend to use melee weapons that also reflect their interests, with Dirk’s anime and Nepeta’s roleplaying/cat theme (Theirs are based on slashing attacks, but I’ll cut you a break).  Seeing as I do not know what you are interested in, I will mostly use the Heart player pattern as a reference and make occasional guesses for your interests.
As such, the following would be suitable weapons:

  • Artkind: That’s why it’s called painting.
  • Bladekind: Always an option, especially if your interests are anime.
  • Bookkind: Interested in reading?  Why not destroy your foes with LITERATURE!!!
  • Chainkind: Anyone who shops at Hot Topic tends to have many weapons for this strife specibus.
  • Chainsawkind: Like chainkind, only sharper.
  • Clawkind: Ooh, shiny.
  • Entertainmentkind: Are you not entertained?
  • Fankind: I could say some cliche like “I’m your biggest fan”, but even I’m not that horrible.
  • Forkkind: Stick a fork in it.
  • Instrumentkind: The hills are alive…
  • Keykind: The fastest way to unlock a person’s heart?  Stab a key in their chest, of course!
  • Knifekind: One of our most over-recommended strife specibi, back with a vengeance.
  • Needlekind: Thankfully, there’s no need to thread these bad boys.
  • Penkind: Its name is Anaklusmos. For all you non-demigods out there, that means Riptide.
  • Pubkind: For all you alcohollics out there.  *Alcoholics.
  • Puppetkind: If you really feel you must.
  • Sciencekind: Blind them with science.  No, really, like stick a scalpel in their eye or something.
  • Scissorkind: Make sure someone prototypes paper.
  • Signkind: You said stop, now make sure they hear you.
  • Soundkind: …with the sound of music.
  • Sportskind: Touchdown, or whatever.  It matters little to me.
  • Staffkind: YOU SHALL NOT PASS!!!
  • Toykind: No more playing around.  (Yes, I know my puns are awful)
  • Wandkind: Expelliarmus!
  • Yoyokind: You’ll always bounce back.
QuestionHey, can you do Knight of Breath for me? Thank you so much! :) oh also would the Land of Pillows and Streetlights be a valid Land? Answer

Certainly. It’s great to receive an ask.

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Powers: CA

Alright. So, as I mentioned last post (the one about Knights of Doom), the Knight is the active counterpart to the Page class, and they both fall into the Exploit classification, meaning they exploit their Aspect, either for themselves or others. Knights learn, by themselves, to reach their full potential, and that takes a little bit of soul searching or whatever, but in the end, they turn out okay. Anyway, while the Page may learn from others to reach their full potential, and they may end up more powerful as a result of it, whatever skills the Pages have, by the time they reach them, the Knights already know their powers inside and out, and they know how to do a lot more with them. But it’s not like it’s a competition.
So, combine the Class and the Aspect, and what do we get? We get a one-person army who has the wind fight for them. Breath is the Aspect of freedom and of, well, wind. That means that the Knight’s ability to keep moving, to remain as free as, well, wind, proves to their advantage. It, like so many other things for a Knight, can be used as a weapon. They can position themselves advantageously, and when the going gets tough in one spot, they know that to remain tough, they’ve got to get going. One of their greatest assets in battle is their ability to dodge and get themselves far away from their enemies, if necessary. They can’t be caught. And if they can’t be caught, then their attacks can keep landing.
Now, if we’re going to be going for more “the windy thing,” of the Aspect, then, yes, a Knight of Breath would essentially be able to airbend (in the case that you or anyone who reads this in the future has no idea what I’m referencing, it’s just a one-word term for controlling the air), and, in turn, weaponize the air. They might be able to suffocate their opponents, or blow them around in a tempest. Combine that exploitation of the winds and a Breath player’s lack of tether to much of anything (as per usual for Breath players, having freedom), and you might have a flying Knight on your hands. My thoughts on this flying ability pretty much sum up my thoughts on the Knight of Breath in total: Incredibly useful, potentially dangerous, but very awesome.
Now, I’m pretty sure I mentioned this before with the Knight of Doom post, but be aware that Knights tend to embody whatever Aspect is lacking from their session. Now in a Knight of Breath’s session, that might mean many things. It could mean that the gates that allow the player to teleport easily are really (and I do mean REALLY) hard to reach, or maybe just don’t exist at all. It could mean that, in the Knight’s world, or in everyone’s worlds in the session, there’s just a lack of enemies who supply enough grist to create what is necessary to reach the gates. A lack of freedom could easily be stifling for a session, and might even turn dangerous. The Knight would have to really embody their Class’ nomenclature and help everyone in their team out to do what needs to be done for their session, be it flying their teammates to their gates (once the Knight realizes their abilities, and maybe even reaches god tier), or supplying them with enough grist to get things moving. Good luck.


Weapons: TC

While we weren’t sure if you wanted a weapon analysis, we figured we’d throw one in for free!
As mentioned in the Knight of Doom analysis, the pattern for all currently revealed Knights’ weapons are bladed ones.  As for the Breath aspect, a common trait in its weapons is that they all have long reach, like John’s hammer and Tavros’s and Rufioh’s lances.  As such, the following weapons sound suitable for a Knight of Breath:

  • Axekind: You may not have a bow, but you have this axe.
  • Bladekind: Oh, yeah, you also have some of these swords.
  • Boomerangkind: Use a bladed boomerang.  The wooden ones are a huge stereotype.
  • Cardkind: Was this your card?  Yes.  Yes it was.
  • Knifekind: You wanna know how I got these scars?
  • Ninjakind: Go ninja, go ninja, go.
  • Polearmkind: I support the right to pole arms.
  • Scythekind: Seasons don’t fear the reaper, but they totally should.
  • Spearkind: First time using this one.  But it works.
  • Umbrellakind: I have this if only for things like the Barber’s best friend.



Land and Quest: TC and CA

Alright.The Land of Pillows and Streetlamps.
We like where you were going with this. It’s quite an interesting decor idea in our mind. Pardon us if we take a little creativity with this.
There’s a city. Sort of. I mean, how much of a city can consorts really make? Anyway, in this city, there are tall, and I mean REALLY tall, streetlamps, far beyond the reach of the Knight (and most of the consorts for that matter, so it’s a bit of a surprise that they were made). They were snuffed out some time ago, perhaps blown out by a denizen or another beast, or perhaps some sort of physical phenomenon (like a huge gust of wind), and since then, there were never any lights to protect the streets. The Knight’s quest is to learn to take advantage of their newfound mobility to light the streetlamps.
As far as I know, the quest word is good, and it also gives a feel to the land, so that’s all done. The only remaining problem is the Aspect word, and we’re not too sure “Pillows,” fits the bill. To be honest, it sounds a bit more like a Heart word than much of anything else.
Heart lands tend to reflect their players: soft, inviting, and, on average, not very intimidating (be this in looks or sounds). Pillows follow this trend, being soft and inviting, but we can see what you were looking to do with the idea. So a word or object that retains the Breath identity and is pillow-like. This could be Clouds, Fog, Mist, Cumulus, Heap, Stratocumulus, Mammatocumulus, etc. There are a lot of clouds that look like pillows and might be able to suit your purpose.
Hope we helped you.

Knight of Doom

Time for another one of our friend’s titles.


Powers: CA

The Knight and the Page are the active-passive pair for the Exploit classes. The Exploit classes are known for using their Aspect as a weapon, or, in the Page’s case, giving it to someone else to use as a weapon. But there are many major questions about Pages, and those are, “What is up with them having to pretty much wait to use their powers? Why do they have to wait to reach their full potential? Why are we talking about this now, when we’re supposed to be talking about Knights?” Well, simple. I have a theory about the relationships between Pages and Knights, and it’s more than just their ability to exploit their Aspect. My thought on this is that they both actually have to wait to use their abilities until they reach their full potential, but what’s special about the Knights in comparison to the Page is that Knights don’t have to depend on others to reach their potential. The whole ‘loner’ thing? Yeah. Knights learning to depend on their own abilities is really kind of a soul-searching moment. So, now that that detour is over, what can the Knights do? Well, once they reach their full potential, they can learn to equip themselves with their Aspect as a weapon. Depending on the Aspect, that can mean a variety of different things. Dave, the Knight of Time, can use Time as a weapon. His ability to use time travel, his ability to slow things down so that he can move faster in comparison to them, all of that is just him weaponizing Time to his benefit. And although Karkat never reached god tier, we still can see a bit of his weaponizing his Aspect, i.e., Blood, the Aspect of bonds. He brought his team together to act as a well-oiled machine and defeat a huge-ass monster that was an amalgamation of their lusii. He created their bonds, allowed them to actually complete their session, even if it didn’t end fruitfully.
Another thing that should be noted about the Knight class is that, so far, there’s been a pattern of Knights’ Aspects being that which their sessions lack. I say pattern because it’s not just been two, there’s been three Knights, and their titles and sessions fit this rule. Dave’s session is short on Time, Karkat’s session is short on Unity, and Latula’s session was filled with idiots. So any session would seemingly be lucky to have a Knight of Doom, provided the lack of Doom isn’t in their enemies.
So, what specifically does weaponizing Doom mean? It means that the Knight would be able to weaponize laws, limits, and endings, mostly bad ones. They would have an intrinsic knowledge of Doom, and while they might not always be able to explain their Aspect to other people who don’t actually have their Aspect (for example, Latula said that karma, the consequences for one’s choices, made some sort of sense to her as the Knight of Mind, and Dave never really being able to put the intricacies of Time into words). A Knight of Doom would be able to understand laws and rules and why endings happen, but the most important thing would be the power that they have to weaponize rules. Now this is difficult for me to write about because weaponizing rules? That’s something a Mage should do, right? *nervous sweating* But then I realize that it’s not the class that’s allowing the Knight of Doom to do this, more the Aspect and then I eat some macaroni and cheese and I’m okay.
So, to weaponize rules is something that would actually be pretty useful for a player, especially once you remember that Sburb or Sgrub is, by its definition, a game. To weaponize the rules is to take what the game gives you. You could essentially use cheat codes and give yourselves powerups by weaponizing the rules and implementing your own. You could implement the “bad end,” into the rules by putting in what could essentially be called a one-hit-kill cheat code into Sburb’s or Sgrub’s programming, allowing you to, as you might imagine, kill everything in one hit. Not to mention Doom’s link to outright destruction. As a Knight of Doom, you’re essentially allowed to weaponize destruction’s powers for yourself. A Knight’s ability to be a one-person army (or maybe just have the ability to gather an army really, really quickly) is hella useful.
Another thing to note is that Doom players might have two dream selves. So far, the only two Doom players that we’ve had are players whose aesthetics center around a duality theme, so that might be what is the cause to their two dream selves, but it might also be something regarding Doom’s relation to death and bad endings, and the game trying its best to balance these factors out.


Weapons: TC

A major pattern that seems to occur in the weapons of Knights is that they all tend to use bladed weapons.  Dave used a sword/broken sword, Karkat used sickles, and nobody knows what the hell Latula used.  As for the weapons of Doom players, there is no major pattern here, since they never used a strife specibus, and preferred to utilise psionic abilities to fight their foes.  However, Sollux was shown to have the ninjakind strife specibus.  In any case, the main pattern which will be observed is the pattern in the strife specibi of Knights.

  • Axekind: Sharp objects for lumberjacks.
  • Bladekind: Duh.
  • Canekind: For cane swords, of course.
  • Cardkind: For bladed throwing cards.
  • Chainsawkind: Watch out, I’ve got a chainsaw! rrrumrumrumrumrumrumrum, rrrumrumrumrumrumrumrum!
  • Clawkind: Now you can pretend to be Wolverine while slaying all your enemies.
  • Knifekind: That’s a knife.
  • Ninjakind: Count the sharp objects that the ninjas use.
  • Polearmkind: Now this is interesting, sharp objects on a long stick!
  • Razorkind: Alright! You, sir. How about a shave?
  • Sciencekind: …Dissection.
  • Scissorkind: Okay, maybe not a shave, but how about a haircut?
  • Scythekind: Here’s some more death.
  • Sicklekind: All the Communists.
  • Toolkind: Sharp objects in the hands of your average person.



Land and Quest: CA and TC

Doom has a lot of negative connotations, given both its nomenclature and its players dying. A lot. But to be honest, there’s a lot more to it than just death and gloom and harming its players. There’s order, and nature, among other forces, needs a natural order. Once again, in order to help find one or more of the words in the “Land of X and Y,” formula, TC and I recommend the use of this word list, courtesy of thepageofhopes.
Similar to our discussion of Mind player’s lands, we only have two Doom players (Sollux, the Mage, and Mituna, the Heir), and of those, we have only seen one’s land: Sollux’s. The Land of Brains and Fire. Given Doom’s link to destruction, we can assume Fire is probably the Aspect word, leaving Brains to be the aesthetic word. Again, we have no idea what Sollux’s quest was, so we don’t know what the quest word was there. Again, that’s for you guys to decide.
Now for the quest for a Doom player, there is, once more, many possibilities. But the one I suggest specifically for Knights of Doom is learning to weaponize the destruction happening around them to defeat some sort of larger boss, maybe even a denizen. Say there’s a large creature terrorizing the consorts of their world, whose weakness happens to be the one thing that keeps the state of destruction happening, and they just happen to know how to avoid it. Well, weaponize that destruction, use your innate abilities as a Knight of Doom, and save the day. Learn the pattern the destruction follows, and lead whatever you need to slay to where the destruction is to occur again, and you have a dead beast and very happy consorts.

Bard of Mind


Powers: CA and TC

The Bard and the Prince make up the passive-active pair for the Destroyer class. Similar to how the Sylph and the Maid were hypothesized to be exclusively female Classes, Bards and Princes are hypothesized to be entirely male, but this is up for question, if not outrightly denied by Hussie given his affirmative answer to the question of whether or not a female Prince could exist. In any case, the Destroyer classes are fairly easy to understand. While a Prince actively destroys their aspect or destroys with their aspect, a Bard invites the destruction of their aspect or through their aspect. So take, for example, Gamzee, the Bard of Rage. Even without reaching god tier, he was able to manipulate people’s emotions (specifically rage) and get them to kill each other.
So take all that power and change its meaning: what would a Bard of Mind be able to do? More likely than not, they would be playing a hell of a lot of psychological games. Mind is the Aspect of thought and choices, and the most dangerous thing that can happen to a mind, especially the mind of a leader? Doubt. A Bard of Mind would be able to sow doubt in a person’s mind, they would be able to play every mind game possible, and actively make someone doubt every decision they’ve made until, put simply, it’s checkmate. They would make others destroy their own choices, destroy their own thoughts.
Well, I say doubt is the most dangerous thing, but there are a lot of ways for the Bard of Mind to manipulate other people, and doubt is just one of them. There’s fear, there’s distrust in others, there’s (for the egotistical) flattery. Again, it’s a lot of mind games that the Bard of Mind plays, and they play them very very well. They will use every tool at their disposal to block off any or all choices in their enemies’ mind(s). They would make their enemies destroy their own choices and destroy their own thoughts. They will make their enemies their tools, making them work exactly the way they want them to. Think of it as an extended puppet master metaphor. They would be able to get anyone to do exactly what they want to by making the only choice their enemies can see complete and utter submission.
“But how would they do that?” some of you might be asking. “Mind games do a lot, but they can’t do that much.”
Well, this is where the powers of a Bard of Mind come into play. To destroy thought and choice, they would make others do it for them, and to make them do that, it would take more than just human manipulation. Bards of Mind would have something akin to a charmspeak ability. They would be able to make anyone think for themselves what the Bard is saying. If they tell a Dersite that their royalty will betray them, if they tell their whole army that their royalty will betray them, they will believe it. The greatest weapon of a Bard, as one would imagine given their nomenclature, is their voice. And if it is heard, well…depending on who’s using it, it could be disastrous.
Anyway, to invite destruction through Mind is something I liken to the use of a Rube Goldberg Machine. A Bard of Mind would have something in the way of basic Seer powers and would be able to understand the choices that someone would make and the thoughts that would lead up to those choices. They know what pieces need to be in place to finish up this machine of destruction. The larger the destruction they need to create, the larger the machine that needs to be put together, and the more preparation that needs to go into it. There’s a lot of things that can happen with little preparation, but to turn, say, an entire army, or to turn someone or something who is very powerful? That would take a lot. And the Bard would be able to see it all as though it was just happening in front of them.
So, in conclusion? You give a Bard of Mind enough time and a loud enough voice, and they would be able to take down a government and set up the new one right in the palm of their hand, and only by using the power of their voice.


Weapons: CA and TC

As I said earlier, the Bard’s greatest weapon is their voice, and their ability to have people notice them and believe them. Therefore, their weapon should reflect this. Another possibility for their weapon is something that would possibly make their job easier. Something big, intimidating, and/or frightening that looks as if it could kill you quite quickly and/or painfully, perhaps?

  • Axekind: Who’s afraid of the big bad wolf? Well, definitely not the person who disemboweled him.
  • Bonekind: Is that a bone in your codpiece or are you just happy to see me?
  • Clubkind: This is mostly for the higher-level items.  What’s more intimidating than an opponent who swings about a sun on a stick?
  • Chainsawkind: 9/10 Bards who use this strife specibus report never having the same problem twice.
  • Diggerkind: Can you dig it?
  • Explosivekind: I recommend this mostly, if not entirely, for the megaphone. That’s right. Louder voice for the Bards.
  • Flamethrowerkind: Funny. It seems we’ve been recommending this weapon a lot.
  • Hammerkind: Stop- we’re not going to make that joke.
  • Launcherkind: Well, we don’t know where you’ll go from using a spud cannon, but have fun with it.
  • Macekind: Yes, you swing around that big pointy ball on a stick.
  • Ninjakind: Because nothing’s more intimidating than the enemy you can’t see.
  • Polearmkind: There is honestly nothing I can say about this one. But you can at least attempt intimidation using it.
  • Riflekind: Now THIS is more like it.
  • Scythekind: You are not fire. But you might be death using this thing.



Land and Quest: CA and TC

Here, given how we can’t use our lands as examples, so we’re going to talk about what makes a Mind land a Mind land, and how a Mind player’s quest would be special for them.
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. They could be asked to learn how to solve a puzzle, one that has perplexed the consorts of the land for generations. They could be asked to try and take down boss whose attacks happen to play out through a logical sequence, like a video game boss. But if you’re trying to find a quest that would make a Bard of Mind character really have to embrace their role, might I suggest one where they try to do something like making their consorts aware that a great disaster would befall them if they should not try to stop it, and then make them actually stop it? It would be something akin to an episode of Avatar: The Last Airbender called The Fortuneteller. For those of you who don’t know the show or the episode I’m referencing in particular, in that episode, the three main characters find out that the fortuneteller in a small village’s prediction that a volcano wouldn’t destroy their town was actually wrong, given how active the volcano was. By creating an omen of death for the fortuneteller to read, the group is able to convince the villagers to take the necessary precautions to save their village from the volcano’s wrath (thereby actually proving the fortuneteller correct, but that’s beside the point).
Although a Bard of Mind probably shouldn’t do this exactly as it was written (copyright issues), it does ring a lot like something a Bard of Mind should be able to do in order to understand their own abilities. They would essentially take the role of the fortuneteller, telling their land’s consorts of an impending doom and understanding just what kind of omen it would take for them to believe them. Furthermore, there would be consequences for whatever actions the Mind player would take, whether or not they manage to complete their quest, which is something all Mind players have to come to terms with, especially Bards. If they don’t manage to complete their quest, their group of consorts would likely die, or at least have to be relocated. If they do manage to complete their quest, the consorts might feel dependent on the Bard of Mind, feeling as though they’re capable of understanding the earth (or whatever disaster there might have been) rather than their Minds. It’s a balancing act between the saving and the consequences of the saving, which, although isn’t really something destructive, does lend itself to the choices the Bard will have to be able to see through to the end once they reach their god tier.

Sylph of Space


Alrighty, then. With TC’s god tier posted, I guess it’s time for mine (CA’s). Once again, we’re going to do powers, weapons, and the land and quest. Let’s go.

Powers: CA

The Sylph and the Maid are the passive-active pair for the Creating class. Both classes are hypothesized to be female-exclusive classes, but given Hussie’s response regarding the possibility of a female Prince (which was a yes), it is fully possible that any gender restrictions on the classes are null (male Sylphs, rejoice!). In any case, both Maids and Sylphs create, but generally do it for different people. Where the Maid does for themselves, the Sylph generally does for others. There aren’t many examples to illustrate this contrast, as there is only one Maid and Sylph each who have reached god tier and use their powers in the way they are supposed to (Aradia, Maid of Time, and Aranea, Sylph of Light). I did not include Jane in that list because nearly as soon as she reached god tier, she was forced into inversion by Her Imperious Condescension, and she was never able to use her abilities as the Maid of Life in the way they were meant to be used.
In any case, another speculated additional ability of any Sylph is to heal using their Aspect or to simply heal their Aspect. One example of this is Aranea Serket healing Terezi’s eyes, allowing her to see again (a more literal interpretation of the Light Aspect, but an interpretation of it all the same), therefore healing her with Light, and at the same time, passively creating light in her eyes. A less fortuitous example of this would be Kanaya trying to use the Matriorb to recreate her race, or, in other words, perhaps, heal it. Or just heal Space of its absence.
The Sylph of Space creates for others using Space, but the funny thing about Space is that it is a very science-y aspect. It is hypothesized to have ties to creation, similar to how its countering Aspect, Time, is related to death, but its major ties are to the velocity, size, shape, and position of various things. So a Sylph of Space would basically be a cleric from an RPG: they would provide buffs to their teammates. This would generally mean that they would be no where near the front lines, opening up a potential tactician position, which is only augmented by their abilities. They could give speed to a teammate, making them able to go around like a certain Marvel mutant and screw shit over. They can change the position of their allies, allowing them to get away from enemies quickly or, perhaps, if the advantage would be theirs, let them go straight to the front lines in preparation for a massacre. They can make their allies large as life, giving them brute strength, or make them small so that they can easily dodge enemy attacks. They could also create Space for their enemies as well: they could slow down their Space, or make them small or insignificant. They could alter the position of their enemies, pushing back a horde to leave just one to fight. It would be like conducting an orchestra, altering what needs to be altered of their allies or enemies with merely the flick of a hand.
But, if we’re talking about the Sylph’s infamous other ability, i.e., that of healing, then we’re speaking of two things. To heal Space might mean replacing something that was destroyed, something that was meant to be, meant to exist, and simply doesn’t. I imagine this as opening Rifts, taking something that doesn’t need to exist in one universe to fill in for something missing from our universe. You can’t open them when you want to, but rather, when it is needed (much like Kanaya’s Chastity Fetch Modus). And to heal using Space may mean stealing a little bit of something from Space’s “creation” theme, in other words, healing by recreating what is missing in a person’s Space. Again, infinitely powerful, but with two drawbacks: A Sylph can’t use this ability on themselves, and even if they are using it on others, they can only use it if Space is missing it (and Space is one finicky son of a bitch to negotiate with).


Weapons: CA and TC

As I mentioned earlier, the Sylph of Space has no powers that they can use explicitly for themselves. The buffs that they have, they can’t use on themselves, which means they need a hella powerful weapon to back up their claims.
One possible theory concerning the weapons of a Sylph is that they are generally items that would not be considered very threatening, but can change into a different weapon.  For instance, Kanaya’s lipstick could change into a chainsaw.  Another possible example would be if, like most of the other Beforus trolls, Aranea used the same weapon as her dancestor, which in her case would be the Fluorite Octet, which does a different thing for each different roll.  However, it is unknown what weapon Aranea used. So there are two ways a weapon can be made for a Sylph: start out with something very powerful and just add more stuff to it as you go along, or start off with a weapon that allows for a bit of subtlety, that comes off as something that isn’t really a weapon, and then allow it to become uber-powerful by buffing it up like a Sylph would their teammates.
In any case, the following strife specibi come to mind for the Sylph of Space:

  • Artkind: ART IS AN EXPLOSION!!!
  • Cardkind: Yes, use cards for Space, unlike another game character we know who would use them for Time.
  • Chainsawkind: I think you and I both knew that was going to be a thing. However, this would kind of make your character a bit of a Kanaya knock-off.
  • Cubekind: Kneel.
  • Dicekind: This isn’t the best choice of weapon for a Sylph of Space, although they fit with the subtlety theme of using a weapon that doesn’t seem like a weapon.
  • Explosivekind: This time, you have our full permission to use the megaphone.
  • Fankind: Yes, now even you can become a Kyoshi Warrior.
  • Flamethrowerkind: ‘Tis true, even Sylphs can set things on fire, and quite effectively.
  • Mirrorkind: When will my reflection show who I am inside?
  • Penkind: Because we all know the pen is mightier than overused clichés.
  • Sciencekind: Get in, bitches, we’re doing science!
  • Umbrellakind: Supercalifragilisticexpialidocious.
  • Wandkind: Because not even science can create big problems for your aggressors with as little as a flick of the wrist (would not recommend using while conducting an orchestra).
  • Yoyokind: Nothing better embodies the karmic cycle than a little colorful spool of thread that just WON’T COME BACK QUICK ENOUGH.

CA’s weapon falls into the umbrellakind strife specibus.


Land and Quest: CA

I decided to hijack this part of the post to explain my land, and the land of Space players in general, although TC is, as always, a part of the editing process.
In any case, the Space player’s land is simultaneously both the easiest to design and the most important of the entire session, given how the Space player is responsible for the creation of the Genesis Frog, which, in turn, creates the new universe that the winners subsequently play god in. This means that the Space player’s quest is ultimately to create the Genesis Frog, although there may be a quest that leads up to this (i.e., that lights the forge or gathers the frogs or keeps them from getting eaten, etc.). In any case, the land itself with be created following the formula: “The Land of X and Frogs.” Frogs is the quest word, so you don’t have to worry about that, but you do have to worry about planning out what the world is like. If you have a secondary quest already in mind for you or your character, then put a word describing it, and there you go, you have your land.
My land is The Land of Music and Frogs. There are large marble structures as far as the eye can see, which create tones when the wind blows through them. There’s also the necessary volcano for Space lands (well, I use “necessary,” as a way to describe that it’s a pattern between Space Players’ lands), and the ocean and a beach not too far away from the volcano below. In order to start up the forge, I have to learn to use the marble structures to alter the tones on the breeze. It’s a puzzle that uses my ability to detect patterns and my creativity to my advantage. My problem? Music itself isn’t specifically my forte as far as theoretical application. Not to mention, I wouldn’t have much in the way of the slightest idea on what pattern I would have to use in order to get the desired results of lighting the Forge. And then there’s the whole “creating a new universe in the belly of a Frog” thing, so I’ll need all the help I can get from my teammates.
Again, if you want our help to try and design a specific Land and quest to play up the strengths of your character or to try and challenge them, by all means, send us an ask.

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.