Classes

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Voice: Voices are great at preaching their ideas at other players. They are great at spreading and convincing others of their opinions and views,depending on what their aspect is 

Laird: Lairds are very good with offensive maneuvers to do with bending their aspects, but must learn to use them without being arrogant. They are high-ranked, but are still below some others. Lairds of Time can bend time itself and mess with the opponent's' mental clock. The Laird of Locks can unlock what is inside of a person and screw with them (messing with people's' heads, causing stomach upsets or heartburns, etc.).

Queen: Female counterpart of the Rex. Queen players are extremely powerful and arguably one of the most powerful female classes in Sburb. The power of the queen player is to manipulate other players to use as their own personal minion. The queen convinces others to join her army with the help of her aspect (A Queen of Heart seduces others to join her) While the Rex creates minions that are all uniform in strength and power, the Queen uses an army of a variety of different abilities and power.

Chiefs: Chiefs are natural leaders and commanders, being able to bring out their aspect in others and harness it. Leaders they lead the session to the end and unwavering in such, though their power is harnessing power and dividing it. A Chief of Rage would harness the rage of himself and others to use to empower the team, while a Chief of heart would harness the emotions of all and bring about understanding of his team to ensure victory

Nurse: Nurses are defensive classes and usually only stand in the guidelines and/or are rarely in the front of the battle. They can heal others with their aspect or help them in battle. Example, a Nurse of Rhyme would heal others with soothing music to calm themselves.

Spark: Sparks come out on top when their aspect is at its lowest. A spark of life come up when almost everyone is dead or injured, and a Spark of Hope comes up when hope seems to be gone.

Squire:  Squires, Knights, Knaves, and Dames make up the knight family of sburb. Squires are a highly defensive class, but still need to learn a bit. They can create shields for their team with their aspect, but they will more than likely be very weak. Squires of Blood will take the blood of fallen teammates and form a slightly-secure shield. A Squire of Heart will tap into their desires and fight off enemies with their pure emotion. (Just thought of this right now= Squires can also create "landmines" based on their aspect that will explode on contact (Life, death, etc)) 

Con: Cons are tricky classes and are very good manipulators. Their main power is to increase a person's craving to something without actually forcing them to do it. Example, a Con of Death would make everyone nearby extremely suicidal.

Steed: Members of the Steed class are more like sidekicks or side characters, if anything. They use weak attacks to fight foes, but are fairly good at defensive maneuvers. A Steed of Mind can omit puny healing rays to teammates and attack foes with somewhat strong vibrations that mess with people's heads. A Steed of Breath uses airbending attacks on foes, but they are even better at using air to enclose their team in a shield.

Rake: Rakes are a combat offensive class, who use their aspect to bring about ruin and destruction not to themselves or players, but to the session itself. By tapping into their aspect they rend and crush the session that is linked to their aspect, a Rake of Time for example would rend and destroy time loops, stable or unstable to prevent time shenanigans, while a Rake of Breath would call upon the wind to destroy direction and scatter those with other wind based power. Rakes tend to be unstable and very aggressive, quick to lash out to destroy. However they can be used to save the game if used properly. 

Droll: Drolls are similar to Bards, but with a few differences including gender. They're special talent is to create tricks with their aspect; a Droll of Mind would play mind tricks on others while a Droll of Space could fool others with the objects around them, and a Droll of Soul can play with other's emotions.

Bane: Banes are quite hostile. Their most notable trait is taking their aspect to an extreme and bring the worst out of them.

Ace: Aces are extremely lucky. If you are an Ace, you could afford to take chances and gamble without worrying so much on the outcome. Aces are also extremely prideful.

Dame: Dames are the female counterpart of Knights. They have strong minds, hearts, and fight for what they believe is right. Possibly one of the most powerful female godtier.

Nymph: Nymphs are quick learners and are the titles closest to aspect. They are most powerful when around other heroes of their aspect and are great at camouflaging. Nymphs would be ones who are "freed by their aspect to express themselves".Meaning that nymphs would be freed by their aspect to express themselves and to their team

Scouts:  a scout would be one who "explores their aspect and uses it for other's advantages", meaning they would know more about their aspect over time, and would use their aspect to aid their teammates, but not really doing the fighting. 

Scribe: Scribes are very observant titles, and possibly the most intelligent. They observe their surroundings and take time to think things through instead of just jumping straight into a conflict.

Foe: Foes take away the trait of others that matches their aspect to their advantage. Example: A Foe of Mind takes away the intelligence of others and turns them into brainless zombies that would probably follow them.

Guide: Guides are natural born leaders, and they lead others to whatever their aspect is. They are generous and usually only help others and rarely themselves with their goal. (A Guide of Light would help others "find a light")

Sprites: Imps are the lighter counterparts of Sprites. They are very tricky classes and usually only use their aspect to their own advantages. Imps and Sprites alike use all forms of magic, but Sprites tend to stray closer to light magic.

Hosts: This class's power is that it adjusts to its specific person's characteristics. Hosts have the most inner/hidden power as any other title. They however have to learn to unleash their hidden power based on their preferences(Someone who is hostile will learn to use their aspect in a hostile way)

Judge: Judges are somewhat the female counterpart of a Guide, and even come with their own staff kind (essence holder). Judges are in total control of the fate of their aspect, and they can either choose to embrace it or ignore it, for better or for worse.

Fate: Fates always try to and usually succeed in on trying to fofil their own and other's fate as long as it includes their aspects somehow. They can see into the future of their aspect, also (If they are a Fate of Death, they make sure whoever is supposed to die shall die)

I feel that the previous chapter that I posted on classes didn't go into depth so here you go

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