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.