Salad apocalypse fanfic! (also MERRY CHRISTMAS)
Thursday, December 26th, 2013 02:15 pmYes. The title says a LOT about this post. I am currently writing this from the past so hello future. Hopefully it's on Christmas. Have this fatherdump. I posted the motherload a few hours ago from when I'm writing this but it's roughly a week from before this goes up. My original idea was something else but that is taking more work than I expected which will probably surpass the Christmas deadline so expect a New Year's gift. (I only need a free hosting website which I can paste HTML codes into and doesn't override almost everything with their own elements like Weebly. Can you guys help I promise it will be epic)
Anyway, back on track. I plan to have the people I pick with some sort of power. I'm going to be a bit more fussy than my previous post about the Salad because there would be way too many people otherwise. I'll choose a Homestuck way of picking powers. If you know what you want you can bend the selection the way you want it to and specify it but if you don't know and/or care, this is still a very effective system nonetheless.
Under the cut, yo. I know you guys love these things where you can interact and affect the story in very minute ways.
Firstly, I'm explaining that there's going to be classes and aspects. Even if you're a Homestuck all this information is going to be very helpful. Classes are how you affect your aspect but they aren't bound very tightly to that specific class. Aspects are how you affect reality and unlike classes they are bound very, VERY tightly. Unless your aspect is Rage but I'll get to that later. When both a class and aspect is combined, it becomes a title. Something like 'Class of Aspect'. I am a Witch of Rage for example. I am not actually that but that's not the point.
Inversion is something that happens when someone heavily resists their true calling. If my aforementioned pretend class was inverted which means I myself invert, I would become a Seer of Hope. That sounds more positive than my title but it actually isn't. Inversion isn't healthy and it focuses on the negative traits of the inverted title. If you want your character to be inverted, put it in brackets beside your un-inverted title. But don't completely ignore your inverted title. I'll get to that later when this all makes a bit more sense.
Remember that your character's personality doesn't need to include ALL of the character traits listed, especially if the class and aspect personality traits contrast. You should pick the classpect combination that fits you best and not fit yourself in the title. Sort of like a tall person trying to get into a small door when there clearly is a door that fits them.
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Now a class table. No HTML stuff here because I'm too lazy.
Purpose - Active - Passive
— Standard Classes —
Know - Mage - Seer (Change)
Change - Witch - Heir (Know)
Destroy - Prince - Bard (Create)
Steal - Thief - Rogue (Exploit)
Create(/Repair) - Maid - Sylph (Destroy)
Exploit - Knight - Page (Steal)
— Shits 'n' Giggles —
Andrew Hussie - Huss - Waste
Nic Cage - Nic - Nic
The purposes in brackets is the inversion of the purpose. Like the inversion of 'Know' is to 'Change'. The inversion of 'Create' is to 'Destroy'. Etcetera. I'll get deeper into title inversion after I've covered aspect inversion.
There are also two more classes, 'Lord' and 'Muse'. They are Master Classes which is more powerful than the standard classes. But nobody is more important than anybody else by such a large margin so we're tossing that idea out of the window. It is also hinted that there are 48 classes that exist due to the Huss saying something completely ridiculous on his tumblr. Which is a 48-player session consisting entirely of Squiddles exists somewhere out there. Go search Squiddles on Youtube… you'll probably get what I mean. If that video, pardon my language, fucks you up in any way, I sincerely apologise that I ever mentioned it anywhere outside of the HS fandom and maybe the furry fandom. I'm not a furry though so I'll probably never touch that fandom. Not with a nine-foot pole, but maybe with an eleven-foot one.
Classes are not gender-specific. In canon, there is a female who is a Knight of Mind. I won't spoil it for any Homestucks who haven't passed that point in the story. There is also a male who is a Seer of Blood though you would expect Seers to be either gender I suppose.
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Mage:
• Is mainly focused on doing what needs to be done even if other people understand or don't understand why.
• Understands their aspect and understands through their aspect.
• Has a hard time understanding their inverted aspect. Means increased chances of a overembracing which means completely ignoring their inverted title.
• Tends to know the future of the aspect but is not confirmed due to only having two Mages and both of them don't play a very big role.
• Is assigned to both males and females.
Examples of the class in action:
• A Mage of Doom heard voices of the dead telling him his entire group was going to die. And so they did, but only their dreamselves.
• A Mage of Heart understood her friends' Hearts, and became a matchmaker to get them together. She resoundingly succeeded all the pairings. Possibly due to her nature of shipping her friends and writing friendfictions but at least she understood them.
Other:
• (from infinitywhale on tumblr) A Mage's job is to use this understanding to change reality. They use their aspect like a scalpel or a sword if neccesary and take control for themselves. (other things in between) So the job of a Mage is to first understand and then act.
• From the point above, this strengthens the connection between 'Know' and 'Change'. They take their inverted class and sometimes the aspect to help their purpose. For example, the Mage of Heart uses the Heir of Mind part of her to pair her friends in their best interests and not just pair them by her own ships. That would just be a disaster.
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Seer:
• Sees the flow of their aspect better than any other class.
• Understands their aspect and understands through their aspect.
• Uses information they obtain to lend aid and advice.
• Is horrible at affecting reality on their own.
• Has a hard time understanding their inverted aspect. Means increased chances of a overembracing which means completely ignoring their inverted title.
• Tends to know the future of the aspect like the Mage.
• Is assigned to both males and females.
Examples of the class in action:
• A Seer of Light is a lot like a fortune-teller. S/he *sees* through her crystal orb or something.
• A Seer of Mind knew if she didn't kill her friend, everyone else would die promptly followed by the friend herself due to her seeing how her friend's Mind worked. Though this event was under the influence of a Bard but it didn't really affect that much, other than narrowing her choices down to 'kill' or 'not to kill'.
• A Seer of Blood… *adds more dots*… *more dots*…*yeah I'm stalling*…*you're not going to convince me to do this any faster*…*DOTS*…*have you ever noticed how elegant dots are*…*if you look closely my dots are more elegant than any other cake pir8*…*okay I'm going to stop stalling* He didn't do anything other than lead his session into failing. *I'M SORRY I JUST REALLY LIKE THIS CHARACTER OKAY*
Other:
• (from infinitywhale on tumblr) A Seer does not always know the future, but can usually use their understanding of their Aspect to chart or plan it, even help shape it.
• Seers use their information to *change* the future, as stated above. Another connection. The Seer of Light uses the Witch of Void in her to change what she doesn't know to understand something instead of just form explanations from her knowledge which wouldn't be much if she didn't change Void in the first place which is fairly difficult.
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(to speed up my writing since THERE'S ONLY THREE DAYS LEFT FOR ME BEFORE CHRISTMAS I'm going to combine the active and passive classes together)Witch/Heir:
• Witches take charge of their aspect and shape it as effectively as they can to get the change they want in reality while Heirs inspire change in their aspect and through their aspect.
• Both can assess situations quickly and change it to their favour.
• Witches tend to have to give up some important part of themselves in order to be a fully-recognised Witch of Something. (a Witch of Space was inverted at the beginning at the story and she had to give up her personality and inversion so she could have cool teleporting powers AND be a furry she liked furries but didn't think to be one especially being combined with her own dog that raised her from birth that is totally messed up yo) (I mean combining with her dog is messed up not her dog raising her is) (if not him then who) (her grandpa was dead and she's deluded into thinking he can still respond to her come on give the poor lad a break)
• Heirs tend to have to get something very important passed down from his own family in order to be a fully-recognised Heir of Etcetera. A Witch and Heir would work well for a family and so that's what Hussie did. The Witch didn't really give him anything… except a robot-bunny that she and her young biological grandfather-from-another-universe-and-in-that-universe-she-is-his-grandmother worked on which came from himself which came from a Seer which came from himself again which came from a Knight which came from eBay which came from a Nic Cage film. Weird Time Shenanigans with the first letters capitalised and a little bit Odd Space Tomfoolery with the first letters also capitalised.
• Witches 'submit' themselves to their aspect in order to gain power while Heirs 'move' their aspect. Heirs are also 'moved' by their aspect. For example, the Witch could get lost in Space and the Heir completely alters someone else's Breath and decisions completely without directly controlling it. An Heir of Doom was inspired by Doom to make a great off-screen sacrifice that no one knows yet.
• Witches have to learn to be determined and a tiny bit ruthless while Heirs have to learn to lead. Heirs also tend to be the leader of their party and if they aren't, they're the leading (wo)man in something at least.
(no more examples I am very tired)Others:
• (from infinitywhale on tumblr)Their inherent understanding of their aspect is usually used so that they can make known the current state and thus know how they need to change it in order to achieve their goals. This is seen in the Witch of Space’s quick ability to assess the state of the meteors raining down on Skaia and still take Skaia out of the fray, and in the Witch of Life’s knowledge of how the food chain works in relation to her aspect.
•(from myself on here)Heirs usually use their understanding to lead other people towards a common goal. If he doesn't know what to do, his aspect will guide him to where he needs to be and let him take the ropes from there.
• No there's nothing here anymore.
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Maid/Sylph:
• They create their aspect and creates through it.
• The Maid tends to lean towards making things (get it Maid sounds like Made) and the Sylph tends to lean towards healing.
• Creating and healing can take different forms. For example, a Maid of Time spammed doomed timelines then travelled back to the original. When a Sylph of Space visited a particularly messy friend of hers, she always cleaned up her room. Yes she made Space in a very lame way don't question it.
• The Maid of Time also stalled a boss for her friends which included the Sylph of Space, to *create* a universe which falls under the category of Space because outer space duh. She *created* time for her friends in that aspect.
• The Maid of Time has to mantain the original timeline but that's a duty of all time players and nobody knows how much of that is the Maid-y part of her. A Sylph of Light loved to patch holes in people's understanding with her 'exposition' and through that also try and repair problems. And if the Sylph of Space is considered as Space itself, she would have patched a hole through her stomach.
Other:
• (from infinitywhale on tumblr) In history, a Maid has been the servant of a lady and it has been her job to aid the lady in any way necessary. Through this task, they gained great autonomy, to the degree that they were in control of themselves and simply did what they felt was necessary to get the job done. This links to their active nature and the taking care of the lady is both creation and healing.
• (infinitywhale tumblargh sup) While we never see her get enemies to make peace in effect, it is clear the Sylph of Space is focused upon healing and repairing reputations.
• sup theres absolutely nothing here just scroll through im totally not making a reference to another reference whatre you talking about caw caw etcetera go away (Translation: 'Sup. There's absolutely nothing here. Just scroll through. I'm totally not making a reference to another reference, what're you talking about. Caw caw etcetera. Go away.)
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Prince/Bard:
• Princes are fueled by their aspect to the point they destroy their aspect and destroy through their aspect. Bards mock all aspects and other people through, usually, their own aspects. Sort of like how a Bard stays in the King's Court to entertain him, yet at the same time play dangerously by mocking him.
• Princes can destroy their aspect in name of their aspect. A Prince of Heart once destroyed his Heart (IT'S FEELINGS NOT HIS ACTUAL HEART) for another guy (he had the yaois yes just like what most of the posts in this community are about) to get his team to unite through Heart. Bards usually are filled with their aspect at first but something bad happens and to get their frustrations out they mock other people.
• Not much else.
Other:
• (from infinitywhale whom I just found out is not posting anymore *sad face*)The Prince of Hope, who always dreamed of a better world, to the point that he first used his hope and belief to destroy other people, defeating the Mage of Doom and killing the Witch of Life, and then destroying Hope itself, such as blowing up the only way his species could reproduce and setting the whole team in disarray.
• (*is still sad face-ing*)We see this mocking in the Bard of Rage, who would tear down the belief that things could be impossible, encouraging people to believe in miracles. Then, when he later started to invite destruction through Rage, he played on the Knight of Blood’s fears and negative emotions, a surprisingly similar method to before, just focused on Karkat instead of Rage.
• *ECHOS ECHOS Echos echos...*
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(OH SNAPPERS I ACCIDENTLY SKIPPED ONE DAY HOW WOULD I KNOW I WOULD SUDDENLY GET ADDICTED TO RE-CODING NAMCO HIGH SO THERE'S A BIT MORE OPTIONS FOR THE PLAYERS GODDAMNIT)Thief/Rogue:
• Thieves steal their aspect from others for themselves, like a Thief of Light stealing Light (luck) from everyone so she can have ALL the luck. All of it. A more accurate description is the control and placment of their aspect. They then use it to control what happens next.
• Rogues move their aspect and move through their aspect for the benefit of everyone, unlike Heirs who both move and are moved by their aspect. A Rogue of Heart rearranged and moved her friends' emotions to try and maximize her friends' happiness through shipping.
• Thieves start out with simple theft, like the aformentioned stealing of ALL the luck. All of it. That reference is getting a little old. She also steals information which is a part of Light too and agency because "luck" really is just circumstantial importance, whether you are more important than the other item/person at that current moment. Thieves also have the tendency to 8e pir8s with a loooooooot of lucky 8r8ks. Pirates with lucky breaks (streaks) if you didn't understand. If not pir8, then usually some occupation relating to selfishness. They then move on to smarter usage of thieving, like a Thief of Life killing her friends so they could continue existing in the afterlife before their entire universe blew up, leaving no trace of them whatsoever. Also thieves steal their aspect, from their aspect and through their aspect.
• Rogues are not afraid to steal. In history, rogues are basically thieves for hire that worked for armies to steal the information from the enemy. History lesson from an eleven-year-old. Ironic. The Rogue of Heart also took roles upon herself by roleplaying with others. She steals other's motivations and stop their emotions like how she stops her best friend from acting rashly and motivating him when it is needed.
• The Thief of Light used other's information and wills about themselves in order to gain the wealth she wanted. A Rogue of Void takes secrets and other artifacts from the Void and moves them where neccessary, telling her friends secrets and details in order to facilitate a smoother group dynamic as well as giving them a cloak of Void to keep them protected from the omniscience of an evil mastermind which isn't Vechs. I don't even know why I mentioned him but meh. Rogues basically ensure a smooth, constant flow of things. It is essential for a group to have one, which is the reason why Homestuck is so long because either there wasn't a Rogue or the Rogue didn't do his/her job right.
(I feel like abandoning this section because I don't just copy-and-paste I make sure it is spoiler-free and boy is there a hundred and one spoilers)Others:
• (pchooooo) Although it starts about thievery, the Thief grows to be about control, allocation to self and thievery.
• (from infinitywhale on tumblr wow I actually did it normally again for once) The Rogue moves things around as they see necessary, for the benefit of all and to further their goals. Also, they move things through their aspect.
• You still think there's something here, don't you.
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Knight/Page:
• Knights usually start out with a dearth of their aspect like the Knight of Time had very little patience or Time for shenanigans. But since his aspect was Time of course there was going to be Weird Time Shenanigans. The Knight of Blood had very little friends to start out with due to his personality and Blood is unity, bonds and stuff like that. Pages start off with the negatives of their aspect, like a Page of Breath was indecisive, a Page of Hope had lack of determination and ability to make up his mind and a Page of Void was always unfortunate and lacked information.
• Both classes use what they have to good use instead of taking it from others, like Thieves and Rogues which is the exact reason why they're inversions of each other. The Knight of Time quickly learned how to handle it despite the very, VERY frightening implications thereof. His future, doomed timeline self went back in time to save everyone's butts. Almost literally. (ghost butt reference for the WIN) The Knight of Blood used his bonds with his few friends to form the group. They don't only weaponise it, they use it for almost everything. Attack, defense, information gathering, money laundering, house security and stupid jokes. Anything you think of, it's nearly guaranteed they'll use it for that. Pages don't get enough of their aspect until later when they can start to use it productively. When they do, the results are, excuse my language again, motherfuckin' miraculous. They can inspire those around them to use their aspect for good and even give them some if they need it. Basically Knights help people while Pages teach and inspire people. "Give a man a fish and he will eat for a day, teach a man how to fish and he will eat for a year," as I believe the saying goes.
• MYTHOLOGICAL OR HISTORY ROOTS TIME! Even though this is the first and the last one we'll have. A page is a lowly servant or a knight-in-training. Like a squire but he doesn't have to be a knight's servant in his training regimen. You could also look at the page as an actual piece of paper. It's plain but you can still draw a magnificent picture of a majestic horse attacking a football player. (Andrew Hussie reference secured)
• Knights are usually obsessed with hiding their true personality. The Knight of Mind hides behind a G4M3RZZ GURLZ facade, the Knight of Time is obsessed with coolness and the Knight of Blood is supposedly perpetually angry at everything that he could hate a hole through paradox space, breaching to a new reality fresh for the hating. *Spoiler: This is true, except Dave has to die forever and Davesprite has to raise the scratched version of Calliope for her to be the new reality. Also John will either end up with Roxy or Vriska. Same with Tavros.* Pages are usually very liked or disliked in their group. The Page of Hope was hit on by everyone in his group, the Page of Breath was considered useless due to him being legless and the Page of Void was seen as the "gross sweaty guy who likes horses, making machines and weird games".
(thank god it's Friday actually wait it's Wednesday and CHRISTMAS JEGUS CHRIST GOG DAMNIT NAMCO HIGH HAS RUINED BOTH MY SOCIAL AND INTERNET LIFE 0M0)Other:
• (sweet mother of gog) As they grow, the amount of their aspect at their disposal grows, eventually increasing their total power and how they can use it.
• (and hella swiss cheese)When a Page is done, they have raised and army, an army who knows how to use their aspect and charge into battle. An army of Knights.
• haha you wasted your time the ten easter eggs was a lie and this is actually ivylily speaking not davesprite im just writing like him yeah when i recoded namco high i didnt see anything about easter eggs in the code sorry dudes maybe that part of the code is hardcoded into the namco high accounts im looking more into it after writing this
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Now aspects. Oh how fun this is going to be. Another table.
Aspect - Brief description
— CANONICALLY —
Space - Reality's fabric, informational substance (Time)
Life - Raw energy, disliking restrictions (Doom)
Breath - Having freedom, pursuing goals (Blood)
Mind - Decision making, seperating emotions (Heart)
Rage - Limiting decisions, negative feelings (Hope)
Void - Information obfuscation, shadow cloak (Light)
Time - Reality's fabric, inevitable uncertainty (Space)
Doom - Dead end, rule abiding (Life)
Blood - Loyal bonds, societal restraints (Breath)
Heart - Emotional desires, internal strength
Hope - Multiple choices, believe possible (Rage)
Light - Luck's wealth, knowing importance (Void)
— META STUFF —
Lips - Andrew Hussie, the troll (???)
Cage - Nicholas Cage, Con Air (???)
Aspect pairs. Oh no.
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Nevermind I'm copy-pasting. SAY THANKS TO BLADEKINDEYEWEAR FOLKS. Also say thanks to me since I edited out all the spoilers of which there were many. (p.s. when I have something to say I'll put it in brackets along with a Vee-da-vee)
The Aspects in Homestuck represent, comprehensively, the vectors through which reality unfolds. The following theory states that each aspect has a matched pair… an ‘opposite’, in a sense, though there are similarities and parallels between them. Each pair represents two sides of the same coin; it’s better to think of each duality as a dichotomy.
If a hero opposes their aspect or entire role, they are liable to invert, manifesting qualities and attitudes of both their opposed aspect and their opposed class.
Below are brief descriptions of all the aspect pairs, and their functions:
— LIFE and DOOM —
• Life is raw energy and power over reality, a gift shared in differing amounts between all living things. To live is to have the raw, uncrystallized power to affect how reality unfolds and project one’s will, applicable in all directions; to die is to lose that ability. Life mentally involves eagerness, self-love, and excitement, the optimism to act, change, and live, and it physically manifests in the form of wealth, status, vigor, psychic powers, lifespan, and even physical strength. Life entails doing what you want to do, putting your desires over hesitation, fear, over obstacles like rules or sometimes ettiquette.
• Doom is the way Life’s energy decays, is destroyed, expended, consumed, and sacrificed. Sacrifice is one of the key definitions of Doom, as well as its true power: through Sacrifice, one can ignite parts of one’s Life in an enormous conflagration, achieving impossibly strong effects on reality at the expense of permanent damage to your later ability to affect it. Doom mentally involves pessimism about action, entails regret and reluctance, caution and hesitation (often in the sense of restraint), self-hatred, holding back on what you want, as well as bipolarity - bursts of frustrated anger followed by mellow depression, like an ignited flame leaving behind cool ash - while it physically manifests in great acts of bursting energy, explosions, lost limbs and organs, permanent damage, and death. Doom entails not doing what you want to do, both in the sense of sacrifice or hesitance and in the sense of enduring punishment and restriction, being forced to obey under penalty. Punishments and rules which may fall upon you with deadly strength even if you don’t know what they are when you break them.
While Life seems largely positive on its face, and Doom largely negative, this isn’t always true. Overindulgence in Life can result in shamelessness, selfishness, an inability to hold oneself back from one’s desires or instant gratification, and a lack of caution/hesitation, dangerous tendency to ignore responsibilities and consequences… all things which Doom prevents when respected in healthy amounts. (Vee-da-vee: like insanity that is mostly shown by my Lily side)
Both of these aspects are similar in their purvey over the energy to effect reality, and how that energy grows or diminishes, is applied or burned and exhausted.
SYMBOLS:
• Life is symbolized by Cake, which represents the energy and power found in nourishment, enjoyment, and a healthy mix of maturity and immaturity. Also by Utensils, which reflect the propensity to indulge in Life. The aspect is epitomized by Kings, Queens, Emperors and Empresses. Life is of course also symbolized by the Organic in the form of plants and animals, living, growing, reproducing and spreading with wills of their own.
•Doom is symbolized by Red Fire and Explosions, that which burns brightly but leaves behind destruction and useless ash, often with Black-and-White Bombs as their harbingers; just as the game, pitting the Black and White factions against each other, always results in initial victory on Destruction’s behalf. Doom is also symbolized heavily by Skulls, and by the Robotic/Technology especially when it serves in place of the organic, and the constrained technological instructions it follows. The aspect further manifests in Rules and Punishment, the restrictions and consequences incurred for straying outside lines inscribed around you by authority and reality. (Vee-da-vee: hmm what about actual death itself actually wait that's not even plausible is it HMM)
— LIGHT and VOID —
• Light is information, illumination, agency, clarity, and importance, that which demands attention. An unordered string of letters lacks importance; however, by ordering them into the sequence of a genetic code, it suddenly gains immense importance in reality’s progression, as meaning has been interwoven with its order. This ‘importance’ is the essence of Fortune: the luckiest individual in a situation is simply the one with the most “Circumstantial Importance”, the one who happened to be in the right place at the right time making the right moves, perhaps twisting the flick of their dice roll just so, or glancing a slice at just the right angle for their blade to graze an immortal. Agency is a manifestation of circumstantial importance as well: when one is put to sleep, or has control of their motor skills and abilities possessed by another via psychic powers, the importance of their will over how reality is unfolding is being temporarily diminished or ceded. To see the Light is to understand the truth, to understand what’s important. And the immediate presence of Light draws the attention of observers, like a bonfire: Light is that which is noticeable and difficult to ignore, when one shares a situation with it. Hence, those who understand Light can manipulate events by drawing people’s attention to something specific, such as a distraction, and those who crave and steal Light greatly desire the attention of others.
• Void is nothingness, darkness, obfuscation, submission, mystery, the destruction of information, uncertainty, and irrelevance, that which is or ought to be ignored. To be plunged into darkness is to be plunged into obscurity, rendered unimportant in the progression of reality, disregarded as a factor by others or the world around you. To submit your will to substances, sleep, or other wills is to render your own unimportant. Misfortune serves the same role, happenstance interfering with and overriding the importance and influence of your will. Mysteries are strands of truth enveloped in Void, information hidden beneath locks or a veil of the obscure, sometimes enticing the curious to investigate and make them known. If information is out in the open, Void can garble and obscure it via partial destruction, as in typos. And if information - or any ordered object, like a legendary rifle touched by inordinately STRONG hands - is to be rendered permanently irrelevant, it may simply be destroyed. In addition to disorder, lies and fiction are also Void, that which is ordered but meaningless; however, both tend to be shot through with rays of Light beneath the distractions. The uncertainty of Void even serves to move objects and individuals, in a way almost analogous to the uncertainty principle: unlike Light, which travels in a near-straight line, since ‘position’ is meaningless for something plunging through the Void, it can pop out again virtually anywhere! Void is that which is unperceived, unknown, and perhaps unknowable: that which is invisible to everyone is thought of as unimportant, at least until it steals into the Light. After all, as the opposite of Light, Void embodies an antithesis to that which commands attention, and by definition one ensconced in it may find themselves ignored by those around them; a property which is annoying when there exist grains of usefulness you wish to pry and share out of the irrelevance, but useful when one instead wishes to remain hidden.
While Light seems largely positive and Void largely negative, this isn’t always true. Void in the environment represents the mystery which keeps life exciting and allows for adventure, and in an individual represents the ability to remain out of others’ notice. Overindulgence in Light can draw the attention of those who would harm you, not just admirers, and deciding that your ‘importance’ outweighs the ability for others to even have a say over reality is a quick route to death.
Both of these aspects are similar in their purvey over information and importance: where it resides, when it is seen and understood, how it is hidden and woven both above and underneath the folds of reality.
SYMBOLS:
• Light is symbolized by Eyes, the windows to our souls which perceive more information than any other sense. The aspect is embodied by Skaia, which sees, knows, shares, but rarely acts. (Vee-da-vee: Light is occasionally represented by light too)
• Void is symbolized by Cracked Shades, reflecting the blackness of the Furthest Ring (Vee-da-vee: a place where space and time doesn't matter). The aspect is embodied by the Horrorterrors, which writhe unknowably and invite submission to their desires between their fog of gnashing and singing (Vee-da-vee: aka creatures who turn people evil that's what). Void is also symbolized heavily by Oceans and dark water, their depths plunging things into obscurity, or rain and dark stormclouds punctuated with crack-like lightning. Furthermore, as of late, it turns out Pumpkins have extremely strong Void associations, with the narrative refusing (what pumpkin?) to acknowledge their presence and their spooky disconnection from spacetime. (Vee-da-vee: halloween and the first MS paint adventure SPOOPY and CREPPY)
SPACE and TIME — While very alike by even players’ admission, time and space operate on perpendicular axes. A space player will enforce their will via movement, positioning; their adventure is one of travel. A time player may be challenged in the form of patience, like loops stitched cleverly across existence, enforcing limited means over non-limited time rather than the other way around. Each understands things about the fabric of reality that the other does not. Both of these aspects are similar in their purvey over spacetime, the base makeup of universes and reality.
SYMBOLS:
• Space is symbolized by Frogs, small and large alike, which make up the fabric of universes. The aspect is embodied by Genesis Frogs, the ultimate results of the process of Creation which hold entire universes within them from start to end; it is epitomized by First Guardians (Vee-da-vee: beings that watch over our universe and will be explained almost immediately after this) and the Green Sun (Vee-da-vee: where the First Guardians draw their powers from), an artificial system granting beings with a certain genetic makeup nigh-insurmountable and flexible control/knowledge over Space. The aspect often announces its presence with Stars and Galaxies, and is also heavily represented by the color Green, and Creation in general by the color White. There’s an association between Space and Art, painted, crafted, or written, acts of lasting creation. (Vee-da-vee: also Space players tend to like things that represent how people view them/others like the Witch liking furries, Sylph liking fashion, Maid liking some sort of feminism and Muse liking cosplay)
• Time is symbolized by Clockwork Mechanisms, like clocks, gears, music boxes, and End of Act curtains, representing how time ticks by toward the end of all things. The aspect often announces its presence with oft-disastrous Countdown Timers, and is also heavily represented by the color Red, and Destruction in general by the color Black. There’s an association between Time and Music, the art form most tied to progression. (VOCALOID AND HOMESTUCK SPOILER! *Vee-da-vee: if you know Vocaloid there's a likely chance you know Akuno-P's series. Aka MOTHY. He has made Clockwork Lullabies too. If you know Homestuck, you'd probably be caught up enough that you know Dave has timetables and Aradia has music boxes.*) (Vee-da-vee: also it is connected to us being uncertain and the inevitability of things like death)
HEART and MIND — Heart represents the soul, desire, love, and pure force of will. Mind represents one’s reaction to the choices and decisions presented to oneself, the façades one presents to the environment, and how one approaches and interprets one’s options in general, in which paths one enforces their will. What you would inwardly do in a vacuum or unhindered, versus what you would externally do when confronted with obstacles and choices. Both of these aspects are similar in their purvey over the whole of an individual, and the influence on reality an individual has! Heart is like hardware, raw potential, inclination, and inner integrity, whereas Mind is like software querying it for results.
SYMBOLS:
Heart is symbolized by Hats, hoods, and other headgear, each symbolizing the wearer’s individual uniqueness. The aspect is also symbolized by a Kiss, which functions as a means to connect with and reawaken the soul. (Vee-da-vee: in Homestuck people can revive by being kissed if their other self which awakens when their actual body sleeps is still alive)
Mind is symbolized by a Two-Faced Coin, representing the calculated face one portrays to one’s environment and the Choices between Good and Bad, paths which lead toward or away from one’s eventual destruction or that of others. The aspect may be involved wherever you see mentions of the mind, brain, thoughts, lies, justice, karma, right and wrong, good and bad, and especially choice and decisions. Mind also carries connotations of Balance like scales, as it comes into play when one’s environment confronts one with a choice that is too even for one’s Heart to automatically decide, even if in reality one option weighs somewhat heavier than the other.
BREATH and BLOOD — Breath represents direction, inspiration, detachment, knowing and having certainty in one’s path. Breath leads one to establish objectives and leads one to those objectives, accelerating players where they would go with flight and shortcuts. Blood represents blood bonds, loyalty, friendship, worldly ties, and shared purpose. Unity is Blood’s primary concern, with direction second – they find other reasons to bind and unite than the direction itself – whereas a Breath player finds or drives the direction of themselves or another first, with unity a possible consequence thereof. Both of these aspects are similar in their purvey over overall bearing: the shared course of individuals, as in the direction of that course and the extent to which that course is shared. Breath and Blood have a joint role in a living body, as well. Breath comes and goes, repeatedly but always necessary, and imbues Blood with oxygen to circulate constantly and nourish. Losing either for too long means death. Direction without Unity is folly, and Unity starved too long of Direction falls apart.
SYMBOLS:
• Breath is symbolized by Flight, which carries people and objects where they need to go and offers them freedom, Mail, which is delivered between individuals over distances, wherever they reside, and Prestidigitation, pranks and tricks that subvert onlookers’ stubborn adherence to reality and entail escape artistry. Mail as a symbol shows that Breath needs Blood: without addressed mailboxes tied to the ground and their red flags, the insubstantial Breath detached from reality would have no frame of reference to tie its source and goal together.
• Blood is symbolized by Rings, representing the ultimate commitment between individuals in the form of matrimony, represented by Handshakes representing pacts, Hugs representing bonds, or Shackles representing forcible ties to the ground, as well as many appearances of blood itself of course, and Deals and dealing with people, responsibilities. Finally, Blood itself is represented by Flags quite prominently, especially red ones, under which people may rise up and unite for the sake of a cause. This last symbol shows that Blood needs Breath: flags need wind to fly, and won’t unite anyone if they’re tied down without a purpose to unite behind.
HOPE and RAGE — Hope represents belief as a whole, the unknown and that which one wishes to exist. It also may represent the encouragement derived thereof, that derived from the unlimited possibility sourced in belief. Rage may actually represent cruel, frustrating resignation, at reality or the appearance thereof. (Or, more clearly: Hope is one’s belief in the breadth of the possibilities open to them for pursuit, for delivery into reality, while Rage is how one’s perception of them is narrowed considerably through anger and fear.)
SYMBOLS:
Ivylily here and there's absolutely nada symbols.
~~~~~~~~~
Inversion. Well. Inversion.
…
The basics should probably be covered up there already. Seer to Witch, Mage to Heir, etcetera as well as Space to Time, Life to Doom, etcetera.
Your inverted role is unhealthy if you fully immerse yourself in it. Like the Seer of Light inverted into a Witch of Void, destroyed everything she could and was unintelligible due to Void. If there was an actual Witch of Void, she would be less destructive and more helpful. Like you only get the negatives of your inverted role. Yeah. You can use it healthily like the Heir of Breath who inverts into a Mage of Blood. He uses his understanding of his friends (Mage of Blood) to lead them towards a goal (Heir of Breath).
What am I talking about I'm the one writing the story here. You guys don't need to hear all this.
Okay form time. Phew that was long.
Name:
Age:
Title:
Personality:
Likes:
Dislikes:
Hair:
Attire:
Accesories:
Specific powers (optional):
Others:
Yes the form is very simple. I recommend keeping it as simple as you possibly can too. Plain shirts and such. This IS the apocalypse after all. Jackets, watches and things like that would weigh your character down.
Also I don't want any, excuse my foul language yet again, half-assed descriptions about your personalities. Like just, "Happy, excitable". You think I can magically think of the same thing as you. I want sonething like, "Generally rather happy, overreacts when there's a shocking revelation occasionally threatening to kill herself, kills fishes on sight, blah blah.".
Don't write too many things in the likes and dislikes section. Just things you would find in an apocalypse. No fandoms. There's no time for discussion and fangirling about those kind of things. Maybe they like cakes and planning. So be it.
If you want your character to be inverted, just put 'invert' in brackets after your un-inverted title. Like 'Witch of Rage (invert)'. Simple.
Now this impossibly long post has finished. I thank you for taking the time to read this. This is a Waste of Space and Time.
Anyway, back on track. I plan to have the people I pick with some sort of power. I'm going to be a bit more fussy than my previous post about the Salad because there would be way too many people otherwise. I'll choose a Homestuck way of picking powers. If you know what you want you can bend the selection the way you want it to and specify it but if you don't know and/or care, this is still a very effective system nonetheless.
Under the cut, yo. I know you guys love these things where you can interact and affect the story in very minute ways.
Firstly, I'm explaining that there's going to be classes and aspects. Even if you're a Homestuck all this information is going to be very helpful. Classes are how you affect your aspect but they aren't bound very tightly to that specific class. Aspects are how you affect reality and unlike classes they are bound very, VERY tightly. Unless your aspect is Rage but I'll get to that later. When both a class and aspect is combined, it becomes a title. Something like 'Class of Aspect'. I am a Witch of Rage for example. I am not actually that but that's not the point.
Inversion is something that happens when someone heavily resists their true calling. If my aforementioned pretend class was inverted which means I myself invert, I would become a Seer of Hope. That sounds more positive than my title but it actually isn't. Inversion isn't healthy and it focuses on the negative traits of the inverted title. If you want your character to be inverted, put it in brackets beside your un-inverted title. But don't completely ignore your inverted title. I'll get to that later when this all makes a bit more sense.
Remember that your character's personality doesn't need to include ALL of the character traits listed, especially if the class and aspect personality traits contrast. You should pick the classpect combination that fits you best and not fit yourself in the title. Sort of like a tall person trying to get into a small door when there clearly is a door that fits them.
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Now a class table. No HTML stuff here because I'm too lazy.
Purpose - Active - Passive
— Standard Classes —
Know - Mage - Seer (Change)
Change - Witch - Heir (Know)
Destroy - Prince - Bard (Create)
Steal - Thief - Rogue (Exploit)
Create(/Repair) - Maid - Sylph (Destroy)
Exploit - Knight - Page (Steal)
— Shits 'n' Giggles —
Andrew Hussie - Huss - Waste
Nic Cage - Nic - Nic
The purposes in brackets is the inversion of the purpose. Like the inversion of 'Know' is to 'Change'. The inversion of 'Create' is to 'Destroy'. Etcetera. I'll get deeper into title inversion after I've covered aspect inversion.
There are also two more classes, 'Lord' and 'Muse'. They are Master Classes which is more powerful than the standard classes. But nobody is more important than anybody else by such a large margin so we're tossing that idea out of the window. It is also hinted that there are 48 classes that exist due to the Huss saying something completely ridiculous on his tumblr. Which is a 48-player session consisting entirely of Squiddles exists somewhere out there. Go search Squiddles on Youtube… you'll probably get what I mean. If that video, pardon my language, fucks you up in any way, I sincerely apologise that I ever mentioned it anywhere outside of the HS fandom and maybe the furry fandom. I'm not a furry though so I'll probably never touch that fandom. Not with a nine-foot pole, but maybe with an eleven-foot one.
Classes are not gender-specific. In canon, there is a female who is a Knight of Mind. I won't spoil it for any Homestucks who haven't passed that point in the story. There is also a male who is a Seer of Blood though you would expect Seers to be either gender I suppose.
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Mage:
• Is mainly focused on doing what needs to be done even if other people understand or don't understand why.
• Understands their aspect and understands through their aspect.
• Has a hard time understanding their inverted aspect. Means increased chances of a overembracing which means completely ignoring their inverted title.
• Tends to know the future of the aspect but is not confirmed due to only having two Mages and both of them don't play a very big role.
• Is assigned to both males and females.
Examples of the class in action:
• A Mage of Doom heard voices of the dead telling him his entire group was going to die. And so they did, but only their dreamselves.
• A Mage of Heart understood her friends' Hearts, and became a matchmaker to get them together. She resoundingly succeeded all the pairings. Possibly due to her nature of shipping her friends and writing friendfictions but at least she understood them.
Other:
• (from infinitywhale on tumblr) A Mage's job is to use this understanding to change reality. They use their aspect like a scalpel or a sword if neccesary and take control for themselves. (other things in between) So the job of a Mage is to first understand and then act.
• From the point above, this strengthens the connection between 'Know' and 'Change'. They take their inverted class and sometimes the aspect to help their purpose. For example, the Mage of Heart uses the Heir of Mind part of her to pair her friends in their best interests and not just pair them by her own ships. That would just be a disaster.
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Seer:
• Sees the flow of their aspect better than any other class.
• Understands their aspect and understands through their aspect.
• Uses information they obtain to lend aid and advice.
• Is horrible at affecting reality on their own.
• Has a hard time understanding their inverted aspect. Means increased chances of a overembracing which means completely ignoring their inverted title.
• Tends to know the future of the aspect like the Mage.
• Is assigned to both males and females.
Examples of the class in action:
• A Seer of Light is a lot like a fortune-teller. S/he *sees* through her crystal orb or something.
• A Seer of Mind knew if she didn't kill her friend, everyone else would die promptly followed by the friend herself due to her seeing how her friend's Mind worked. Though this event was under the influence of a Bard but it didn't really affect that much, other than narrowing her choices down to 'kill' or 'not to kill'.
• A Seer of Blood… *adds more dots*… *more dots*…*yeah I'm stalling*…*you're not going to convince me to do this any faster*…*DOTS*…*have you ever noticed how elegant dots are*…*if you look closely my dots are more elegant than any other cake pir8*…*okay I'm going to stop stalling* He didn't do anything other than lead his session into failing. *I'M SORRY I JUST REALLY LIKE THIS CHARACTER OKAY*
Other:
• (from infinitywhale on tumblr) A Seer does not always know the future, but can usually use their understanding of their Aspect to chart or plan it, even help shape it.
• Seers use their information to *change* the future, as stated above. Another connection. The Seer of Light uses the Witch of Void in her to change what she doesn't know to understand something instead of just form explanations from her knowledge which wouldn't be much if she didn't change Void in the first place which is fairly difficult.
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(to speed up my writing since THERE'S ONLY THREE DAYS LEFT FOR ME BEFORE CHRISTMAS I'm going to combine the active and passive classes together)Witch/Heir:
• Witches take charge of their aspect and shape it as effectively as they can to get the change they want in reality while Heirs inspire change in their aspect and through their aspect.
• Both can assess situations quickly and change it to their favour.
• Witches tend to have to give up some important part of themselves in order to be a fully-recognised Witch of Something. (a Witch of Space was inverted at the beginning at the story and she had to give up her personality and inversion so she could have cool teleporting powers AND be a furry she liked furries but didn't think to be one especially being combined with her own dog that raised her from birth that is totally messed up yo) (I mean combining with her dog is messed up not her dog raising her is) (if not him then who) (her grandpa was dead and she's deluded into thinking he can still respond to her come on give the poor lad a break)
• Heirs tend to have to get something very important passed down from his own family in order to be a fully-recognised Heir of Etcetera. A Witch and Heir would work well for a family and so that's what Hussie did. The Witch didn't really give him anything… except a robot-bunny that she and her young biological grandfather-from-another-universe-and-in-that-universe-she-is-his-grandmother worked on which came from himself which came from a Seer which came from himself again which came from a Knight which came from eBay which came from a Nic Cage film. Weird Time Shenanigans with the first letters capitalised and a little bit Odd Space Tomfoolery with the first letters also capitalised.
• Witches 'submit' themselves to their aspect in order to gain power while Heirs 'move' their aspect. Heirs are also 'moved' by their aspect. For example, the Witch could get lost in Space and the Heir completely alters someone else's Breath and decisions completely without directly controlling it. An Heir of Doom was inspired by Doom to make a great off-screen sacrifice that no one knows yet.
• Witches have to learn to be determined and a tiny bit ruthless while Heirs have to learn to lead. Heirs also tend to be the leader of their party and if they aren't, they're the leading (wo)man in something at least.
(no more examples I am very tired)Others:
• (from infinitywhale on tumblr)Their inherent understanding of their aspect is usually used so that they can make known the current state and thus know how they need to change it in order to achieve their goals. This is seen in the Witch of Space’s quick ability to assess the state of the meteors raining down on Skaia and still take Skaia out of the fray, and in the Witch of Life’s knowledge of how the food chain works in relation to her aspect.
•(from myself on here)Heirs usually use their understanding to lead other people towards a common goal. If he doesn't know what to do, his aspect will guide him to where he needs to be and let him take the ropes from there.
• No there's nothing here anymore.
~~~~~~~~~
Maid/Sylph:
• They create their aspect and creates through it.
• The Maid tends to lean towards making things (get it Maid sounds like Made) and the Sylph tends to lean towards healing.
• Creating and healing can take different forms. For example, a Maid of Time spammed doomed timelines then travelled back to the original. When a Sylph of Space visited a particularly messy friend of hers, she always cleaned up her room. Yes she made Space in a very lame way don't question it.
• The Maid of Time also stalled a boss for her friends which included the Sylph of Space, to *create* a universe which falls under the category of Space because outer space duh. She *created* time for her friends in that aspect.
• The Maid of Time has to mantain the original timeline but that's a duty of all time players and nobody knows how much of that is the Maid-y part of her. A Sylph of Light loved to patch holes in people's understanding with her 'exposition' and through that also try and repair problems. And if the Sylph of Space is considered as Space itself, she would have patched a hole through her stomach.
Other:
• (from infinitywhale on tumblr) In history, a Maid has been the servant of a lady and it has been her job to aid the lady in any way necessary. Through this task, they gained great autonomy, to the degree that they were in control of themselves and simply did what they felt was necessary to get the job done. This links to their active nature and the taking care of the lady is both creation and healing.
• (infinitywhale tumblargh sup) While we never see her get enemies to make peace in effect, it is clear the Sylph of Space is focused upon healing and repairing reputations.
• sup theres absolutely nothing here just scroll through im totally not making a reference to another reference whatre you talking about caw caw etcetera go away (Translation: 'Sup. There's absolutely nothing here. Just scroll through. I'm totally not making a reference to another reference, what're you talking about. Caw caw etcetera. Go away.)
~~~~~~~~~
Prince/Bard:
• Princes are fueled by their aspect to the point they destroy their aspect and destroy through their aspect. Bards mock all aspects and other people through, usually, their own aspects. Sort of like how a Bard stays in the King's Court to entertain him, yet at the same time play dangerously by mocking him.
• Princes can destroy their aspect in name of their aspect. A Prince of Heart once destroyed his Heart (IT'S FEELINGS NOT HIS ACTUAL HEART) for another guy (he had the yaois yes just like what most of the posts in this community are about) to get his team to unite through Heart. Bards usually are filled with their aspect at first but something bad happens and to get their frustrations out they mock other people.
• Not much else.
Other:
• (from infinitywhale whom I just found out is not posting anymore *sad face*)The Prince of Hope, who always dreamed of a better world, to the point that he first used his hope and belief to destroy other people, defeating the Mage of Doom and killing the Witch of Life, and then destroying Hope itself, such as blowing up the only way his species could reproduce and setting the whole team in disarray.
• (*is still sad face-ing*)We see this mocking in the Bard of Rage, who would tear down the belief that things could be impossible, encouraging people to believe in miracles. Then, when he later started to invite destruction through Rage, he played on the Knight of Blood’s fears and negative emotions, a surprisingly similar method to before, just focused on Karkat instead of Rage.
• *ECHOS ECHOS Echos echos...*
~~~~~~~~~
(OH SNAPPERS I ACCIDENTLY SKIPPED ONE DAY HOW WOULD I KNOW I WOULD SUDDENLY GET ADDICTED TO RE-CODING NAMCO HIGH SO THERE'S A BIT MORE OPTIONS FOR THE PLAYERS GODDAMNIT)Thief/Rogue:
• Thieves steal their aspect from others for themselves, like a Thief of Light stealing Light (luck) from everyone so she can have ALL the luck. All of it. A more accurate description is the control and placment of their aspect. They then use it to control what happens next.
• Rogues move their aspect and move through their aspect for the benefit of everyone, unlike Heirs who both move and are moved by their aspect. A Rogue of Heart rearranged and moved her friends' emotions to try and maximize her friends' happiness through shipping.
• Thieves start out with simple theft, like the aformentioned stealing of ALL the luck. All of it. That reference is getting a little old. She also steals information which is a part of Light too and agency because "luck" really is just circumstantial importance, whether you are more important than the other item/person at that current moment. Thieves also have the tendency to 8e pir8s with a loooooooot of lucky 8r8ks. Pirates with lucky breaks (streaks) if you didn't understand. If not pir8, then usually some occupation relating to selfishness. They then move on to smarter usage of thieving, like a Thief of Life killing her friends so they could continue existing in the afterlife before their entire universe blew up, leaving no trace of them whatsoever. Also thieves steal their aspect, from their aspect and through their aspect.
• Rogues are not afraid to steal. In history, rogues are basically thieves for hire that worked for armies to steal the information from the enemy. History lesson from an eleven-year-old. Ironic. The Rogue of Heart also took roles upon herself by roleplaying with others. She steals other's motivations and stop their emotions like how she stops her best friend from acting rashly and motivating him when it is needed.
• The Thief of Light used other's information and wills about themselves in order to gain the wealth she wanted. A Rogue of Void takes secrets and other artifacts from the Void and moves them where neccessary, telling her friends secrets and details in order to facilitate a smoother group dynamic as well as giving them a cloak of Void to keep them protected from the omniscience of an evil mastermind which isn't Vechs. I don't even know why I mentioned him but meh. Rogues basically ensure a smooth, constant flow of things. It is essential for a group to have one, which is the reason why Homestuck is so long because either there wasn't a Rogue or the Rogue didn't do his/her job right.
(I feel like abandoning this section because I don't just copy-and-paste I make sure it is spoiler-free and boy is there a hundred and one spoilers)Others:
• (pchooooo) Although it starts about thievery, the Thief grows to be about control, allocation to self and thievery.
• (from infinitywhale on tumblr wow I actually did it normally again for once) The Rogue moves things around as they see necessary, for the benefit of all and to further their goals. Also, they move things through their aspect.
• You still think there's something here, don't you.
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Knight/Page:
• Knights usually start out with a dearth of their aspect like the Knight of Time had very little patience or Time for shenanigans. But since his aspect was Time of course there was going to be Weird Time Shenanigans. The Knight of Blood had very little friends to start out with due to his personality and Blood is unity, bonds and stuff like that. Pages start off with the negatives of their aspect, like a Page of Breath was indecisive, a Page of Hope had lack of determination and ability to make up his mind and a Page of Void was always unfortunate and lacked information.
• Both classes use what they have to good use instead of taking it from others, like Thieves and Rogues which is the exact reason why they're inversions of each other. The Knight of Time quickly learned how to handle it despite the very, VERY frightening implications thereof. His future, doomed timeline self went back in time to save everyone's butts. Almost literally. (ghost butt reference for the WIN) The Knight of Blood used his bonds with his few friends to form the group. They don't only weaponise it, they use it for almost everything. Attack, defense, information gathering, money laundering, house security and stupid jokes. Anything you think of, it's nearly guaranteed they'll use it for that. Pages don't get enough of their aspect until later when they can start to use it productively. When they do, the results are, excuse my language again, motherfuckin' miraculous. They can inspire those around them to use their aspect for good and even give them some if they need it. Basically Knights help people while Pages teach and inspire people. "Give a man a fish and he will eat for a day, teach a man how to fish and he will eat for a year," as I believe the saying goes.
• MYTHOLOGICAL OR HISTORY ROOTS TIME! Even though this is the first and the last one we'll have. A page is a lowly servant or a knight-in-training. Like a squire but he doesn't have to be a knight's servant in his training regimen. You could also look at the page as an actual piece of paper. It's plain but you can still draw a magnificent picture of a majestic horse attacking a football player. (Andrew Hussie reference secured)
• Knights are usually obsessed with hiding their true personality. The Knight of Mind hides behind a G4M3RZZ GURLZ facade, the Knight of Time is obsessed with coolness and the Knight of Blood is supposedly perpetually angry at everything that he could hate a hole through paradox space, breaching to a new reality fresh for the hating. *Spoiler: This is true, except Dave has to die forever and Davesprite has to raise the scratched version of Calliope for her to be the new reality. Also John will either end up with Roxy or Vriska. Same with Tavros.* Pages are usually very liked or disliked in their group. The Page of Hope was hit on by everyone in his group, the Page of Breath was considered useless due to him being legless and the Page of Void was seen as the "gross sweaty guy who likes horses, making machines and weird games".
(thank god it's Friday actually wait it's Wednesday and CHRISTMAS JEGUS CHRIST GOG DAMNIT NAMCO HIGH HAS RUINED BOTH MY SOCIAL AND INTERNET LIFE 0M0)Other:
• (sweet mother of gog) As they grow, the amount of their aspect at their disposal grows, eventually increasing their total power and how they can use it.
• (and hella swiss cheese)When a Page is done, they have raised and army, an army who knows how to use their aspect and charge into battle. An army of Knights.
• haha you wasted your time the ten easter eggs was a lie and this is actually ivylily speaking not davesprite im just writing like him yeah when i recoded namco high i didnt see anything about easter eggs in the code sorry dudes maybe that part of the code is hardcoded into the namco high accounts im looking more into it after writing this
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Now aspects. Oh how fun this is going to be. Another table.
Aspect - Brief description
— CANONICALLY —
Space - Reality's fabric, informational substance (Time)
Life - Raw energy, disliking restrictions (Doom)
Breath - Having freedom, pursuing goals (Blood)
Mind - Decision making, seperating emotions (Heart)
Rage - Limiting decisions, negative feelings (Hope)
Void - Information obfuscation, shadow cloak (Light)
Time - Reality's fabric, inevitable uncertainty (Space)
Doom - Dead end, rule abiding (Life)
Blood - Loyal bonds, societal restraints (Breath)
Heart - Emotional desires, internal strength
Hope - Multiple choices, believe possible (Rage)
Light - Luck's wealth, knowing importance (Void)
— META STUFF —
Lips - Andrew Hussie, the troll (???)
Cage - Nicholas Cage, Con Air (???)
Aspect pairs. Oh no.
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Nevermind I'm copy-pasting. SAY THANKS TO BLADEKINDEYEWEAR FOLKS. Also say thanks to me since I edited out all the spoilers of which there were many. (p.s. when I have something to say I'll put it in brackets along with a Vee-da-vee)
The Aspects in Homestuck represent, comprehensively, the vectors through which reality unfolds. The following theory states that each aspect has a matched pair… an ‘opposite’, in a sense, though there are similarities and parallels between them. Each pair represents two sides of the same coin; it’s better to think of each duality as a dichotomy.
If a hero opposes their aspect or entire role, they are liable to invert, manifesting qualities and attitudes of both their opposed aspect and their opposed class.
Below are brief descriptions of all the aspect pairs, and their functions:
— LIFE and DOOM —
• Life is raw energy and power over reality, a gift shared in differing amounts between all living things. To live is to have the raw, uncrystallized power to affect how reality unfolds and project one’s will, applicable in all directions; to die is to lose that ability. Life mentally involves eagerness, self-love, and excitement, the optimism to act, change, and live, and it physically manifests in the form of wealth, status, vigor, psychic powers, lifespan, and even physical strength. Life entails doing what you want to do, putting your desires over hesitation, fear, over obstacles like rules or sometimes ettiquette.
• Doom is the way Life’s energy decays, is destroyed, expended, consumed, and sacrificed. Sacrifice is one of the key definitions of Doom, as well as its true power: through Sacrifice, one can ignite parts of one’s Life in an enormous conflagration, achieving impossibly strong effects on reality at the expense of permanent damage to your later ability to affect it. Doom mentally involves pessimism about action, entails regret and reluctance, caution and hesitation (often in the sense of restraint), self-hatred, holding back on what you want, as well as bipolarity - bursts of frustrated anger followed by mellow depression, like an ignited flame leaving behind cool ash - while it physically manifests in great acts of bursting energy, explosions, lost limbs and organs, permanent damage, and death. Doom entails not doing what you want to do, both in the sense of sacrifice or hesitance and in the sense of enduring punishment and restriction, being forced to obey under penalty. Punishments and rules which may fall upon you with deadly strength even if you don’t know what they are when you break them.
While Life seems largely positive on its face, and Doom largely negative, this isn’t always true. Overindulgence in Life can result in shamelessness, selfishness, an inability to hold oneself back from one’s desires or instant gratification, and a lack of caution/hesitation, dangerous tendency to ignore responsibilities and consequences… all things which Doom prevents when respected in healthy amounts. (Vee-da-vee: like insanity that is mostly shown by my Lily side)
Both of these aspects are similar in their purvey over the energy to effect reality, and how that energy grows or diminishes, is applied or burned and exhausted.
SYMBOLS:
• Life is symbolized by Cake, which represents the energy and power found in nourishment, enjoyment, and a healthy mix of maturity and immaturity. Also by Utensils, which reflect the propensity to indulge in Life. The aspect is epitomized by Kings, Queens, Emperors and Empresses. Life is of course also symbolized by the Organic in the form of plants and animals, living, growing, reproducing and spreading with wills of their own.
•Doom is symbolized by Red Fire and Explosions, that which burns brightly but leaves behind destruction and useless ash, often with Black-and-White Bombs as their harbingers; just as the game, pitting the Black and White factions against each other, always results in initial victory on Destruction’s behalf. Doom is also symbolized heavily by Skulls, and by the Robotic/Technology especially when it serves in place of the organic, and the constrained technological instructions it follows. The aspect further manifests in Rules and Punishment, the restrictions and consequences incurred for straying outside lines inscribed around you by authority and reality. (Vee-da-vee: hmm what about actual death itself actually wait that's not even plausible is it HMM)
— LIGHT and VOID —
• Light is information, illumination, agency, clarity, and importance, that which demands attention. An unordered string of letters lacks importance; however, by ordering them into the sequence of a genetic code, it suddenly gains immense importance in reality’s progression, as meaning has been interwoven with its order. This ‘importance’ is the essence of Fortune: the luckiest individual in a situation is simply the one with the most “Circumstantial Importance”, the one who happened to be in the right place at the right time making the right moves, perhaps twisting the flick of their dice roll just so, or glancing a slice at just the right angle for their blade to graze an immortal. Agency is a manifestation of circumstantial importance as well: when one is put to sleep, or has control of their motor skills and abilities possessed by another via psychic powers, the importance of their will over how reality is unfolding is being temporarily diminished or ceded. To see the Light is to understand the truth, to understand what’s important. And the immediate presence of Light draws the attention of observers, like a bonfire: Light is that which is noticeable and difficult to ignore, when one shares a situation with it. Hence, those who understand Light can manipulate events by drawing people’s attention to something specific, such as a distraction, and those who crave and steal Light greatly desire the attention of others.
• Void is nothingness, darkness, obfuscation, submission, mystery, the destruction of information, uncertainty, and irrelevance, that which is or ought to be ignored. To be plunged into darkness is to be plunged into obscurity, rendered unimportant in the progression of reality, disregarded as a factor by others or the world around you. To submit your will to substances, sleep, or other wills is to render your own unimportant. Misfortune serves the same role, happenstance interfering with and overriding the importance and influence of your will. Mysteries are strands of truth enveloped in Void, information hidden beneath locks or a veil of the obscure, sometimes enticing the curious to investigate and make them known. If information is out in the open, Void can garble and obscure it via partial destruction, as in typos. And if information - or any ordered object, like a legendary rifle touched by inordinately STRONG hands - is to be rendered permanently irrelevant, it may simply be destroyed. In addition to disorder, lies and fiction are also Void, that which is ordered but meaningless; however, both tend to be shot through with rays of Light beneath the distractions. The uncertainty of Void even serves to move objects and individuals, in a way almost analogous to the uncertainty principle: unlike Light, which travels in a near-straight line, since ‘position’ is meaningless for something plunging through the Void, it can pop out again virtually anywhere! Void is that which is unperceived, unknown, and perhaps unknowable: that which is invisible to everyone is thought of as unimportant, at least until it steals into the Light. After all, as the opposite of Light, Void embodies an antithesis to that which commands attention, and by definition one ensconced in it may find themselves ignored by those around them; a property which is annoying when there exist grains of usefulness you wish to pry and share out of the irrelevance, but useful when one instead wishes to remain hidden.
While Light seems largely positive and Void largely negative, this isn’t always true. Void in the environment represents the mystery which keeps life exciting and allows for adventure, and in an individual represents the ability to remain out of others’ notice. Overindulgence in Light can draw the attention of those who would harm you, not just admirers, and deciding that your ‘importance’ outweighs the ability for others to even have a say over reality is a quick route to death.
Both of these aspects are similar in their purvey over information and importance: where it resides, when it is seen and understood, how it is hidden and woven both above and underneath the folds of reality.
SYMBOLS:
• Light is symbolized by Eyes, the windows to our souls which perceive more information than any other sense. The aspect is embodied by Skaia, which sees, knows, shares, but rarely acts. (Vee-da-vee: Light is occasionally represented by light too)
• Void is symbolized by Cracked Shades, reflecting the blackness of the Furthest Ring (Vee-da-vee: a place where space and time doesn't matter). The aspect is embodied by the Horrorterrors, which writhe unknowably and invite submission to their desires between their fog of gnashing and singing (Vee-da-vee: aka creatures who turn people evil that's what). Void is also symbolized heavily by Oceans and dark water, their depths plunging things into obscurity, or rain and dark stormclouds punctuated with crack-like lightning. Furthermore, as of late, it turns out Pumpkins have extremely strong Void associations, with the narrative refusing (what pumpkin?) to acknowledge their presence and their spooky disconnection from spacetime. (Vee-da-vee: halloween and the first MS paint adventure SPOOPY and CREPPY)
SPACE and TIME — While very alike by even players’ admission, time and space operate on perpendicular axes. A space player will enforce their will via movement, positioning; their adventure is one of travel. A time player may be challenged in the form of patience, like loops stitched cleverly across existence, enforcing limited means over non-limited time rather than the other way around. Each understands things about the fabric of reality that the other does not. Both of these aspects are similar in their purvey over spacetime, the base makeup of universes and reality.
SYMBOLS:
• Space is symbolized by Frogs, small and large alike, which make up the fabric of universes. The aspect is embodied by Genesis Frogs, the ultimate results of the process of Creation which hold entire universes within them from start to end; it is epitomized by First Guardians (Vee-da-vee: beings that watch over our universe and will be explained almost immediately after this) and the Green Sun (Vee-da-vee: where the First Guardians draw their powers from), an artificial system granting beings with a certain genetic makeup nigh-insurmountable and flexible control/knowledge over Space. The aspect often announces its presence with Stars and Galaxies, and is also heavily represented by the color Green, and Creation in general by the color White. There’s an association between Space and Art, painted, crafted, or written, acts of lasting creation. (Vee-da-vee: also Space players tend to like things that represent how people view them/others like the Witch liking furries, Sylph liking fashion, Maid liking some sort of feminism and Muse liking cosplay)
• Time is symbolized by Clockwork Mechanisms, like clocks, gears, music boxes, and End of Act curtains, representing how time ticks by toward the end of all things. The aspect often announces its presence with oft-disastrous Countdown Timers, and is also heavily represented by the color Red, and Destruction in general by the color Black. There’s an association between Time and Music, the art form most tied to progression. (VOCALOID AND HOMESTUCK SPOILER! *Vee-da-vee: if you know Vocaloid there's a likely chance you know Akuno-P's series. Aka MOTHY. He has made Clockwork Lullabies too. If you know Homestuck, you'd probably be caught up enough that you know Dave has timetables and Aradia has music boxes.*) (Vee-da-vee: also it is connected to us being uncertain and the inevitability of things like death)
HEART and MIND — Heart represents the soul, desire, love, and pure force of will. Mind represents one’s reaction to the choices and decisions presented to oneself, the façades one presents to the environment, and how one approaches and interprets one’s options in general, in which paths one enforces their will. What you would inwardly do in a vacuum or unhindered, versus what you would externally do when confronted with obstacles and choices. Both of these aspects are similar in their purvey over the whole of an individual, and the influence on reality an individual has! Heart is like hardware, raw potential, inclination, and inner integrity, whereas Mind is like software querying it for results.
SYMBOLS:
Heart is symbolized by Hats, hoods, and other headgear, each symbolizing the wearer’s individual uniqueness. The aspect is also symbolized by a Kiss, which functions as a means to connect with and reawaken the soul. (Vee-da-vee: in Homestuck people can revive by being kissed if their other self which awakens when their actual body sleeps is still alive)
Mind is symbolized by a Two-Faced Coin, representing the calculated face one portrays to one’s environment and the Choices between Good and Bad, paths which lead toward or away from one’s eventual destruction or that of others. The aspect may be involved wherever you see mentions of the mind, brain, thoughts, lies, justice, karma, right and wrong, good and bad, and especially choice and decisions. Mind also carries connotations of Balance like scales, as it comes into play when one’s environment confronts one with a choice that is too even for one’s Heart to automatically decide, even if in reality one option weighs somewhat heavier than the other.
BREATH and BLOOD — Breath represents direction, inspiration, detachment, knowing and having certainty in one’s path. Breath leads one to establish objectives and leads one to those objectives, accelerating players where they would go with flight and shortcuts. Blood represents blood bonds, loyalty, friendship, worldly ties, and shared purpose. Unity is Blood’s primary concern, with direction second – they find other reasons to bind and unite than the direction itself – whereas a Breath player finds or drives the direction of themselves or another first, with unity a possible consequence thereof. Both of these aspects are similar in their purvey over overall bearing: the shared course of individuals, as in the direction of that course and the extent to which that course is shared. Breath and Blood have a joint role in a living body, as well. Breath comes and goes, repeatedly but always necessary, and imbues Blood with oxygen to circulate constantly and nourish. Losing either for too long means death. Direction without Unity is folly, and Unity starved too long of Direction falls apart.
SYMBOLS:
• Breath is symbolized by Flight, which carries people and objects where they need to go and offers them freedom, Mail, which is delivered between individuals over distances, wherever they reside, and Prestidigitation, pranks and tricks that subvert onlookers’ stubborn adherence to reality and entail escape artistry. Mail as a symbol shows that Breath needs Blood: without addressed mailboxes tied to the ground and their red flags, the insubstantial Breath detached from reality would have no frame of reference to tie its source and goal together.
• Blood is symbolized by Rings, representing the ultimate commitment between individuals in the form of matrimony, represented by Handshakes representing pacts, Hugs representing bonds, or Shackles representing forcible ties to the ground, as well as many appearances of blood itself of course, and Deals and dealing with people, responsibilities. Finally, Blood itself is represented by Flags quite prominently, especially red ones, under which people may rise up and unite for the sake of a cause. This last symbol shows that Blood needs Breath: flags need wind to fly, and won’t unite anyone if they’re tied down without a purpose to unite behind.
HOPE and RAGE — Hope represents belief as a whole, the unknown and that which one wishes to exist. It also may represent the encouragement derived thereof, that derived from the unlimited possibility sourced in belief. Rage may actually represent cruel, frustrating resignation, at reality or the appearance thereof. (Or, more clearly: Hope is one’s belief in the breadth of the possibilities open to them for pursuit, for delivery into reality, while Rage is how one’s perception of them is narrowed considerably through anger and fear.)
SYMBOLS:
Ivylily here and there's absolutely nada symbols.
~~~~~~~~~
Inversion. Well. Inversion.
…
The basics should probably be covered up there already. Seer to Witch, Mage to Heir, etcetera as well as Space to Time, Life to Doom, etcetera.
Your inverted role is unhealthy if you fully immerse yourself in it. Like the Seer of Light inverted into a Witch of Void, destroyed everything she could and was unintelligible due to Void. If there was an actual Witch of Void, she would be less destructive and more helpful. Like you only get the negatives of your inverted role. Yeah. You can use it healthily like the Heir of Breath who inverts into a Mage of Blood. He uses his understanding of his friends (Mage of Blood) to lead them towards a goal (Heir of Breath).
What am I talking about I'm the one writing the story here. You guys don't need to hear all this.
Okay form time. Phew that was long.
Name:
Age:
Title:
Personality:
Likes:
Dislikes:
Hair:
Attire:
Accesories:
Specific powers (optional):
Others:
Yes the form is very simple. I recommend keeping it as simple as you possibly can too. Plain shirts and such. This IS the apocalypse after all. Jackets, watches and things like that would weigh your character down.
Also I don't want any, excuse my foul language yet again, half-assed descriptions about your personalities. Like just, "Happy, excitable". You think I can magically think of the same thing as you. I want sonething like, "Generally rather happy, overreacts when there's a shocking revelation occasionally threatening to kill herself, kills fishes on sight, blah blah.".
Don't write too many things in the likes and dislikes section. Just things you would find in an apocalypse. No fandoms. There's no time for discussion and fangirling about those kind of things. Maybe they like cakes and planning. So be it.
If you want your character to be inverted, just put 'invert' in brackets after your un-inverted title. Like 'Witch of Rage (invert)'. Simple.
Now this impossibly long post has finished. I thank you for taking the time to read this. This is a Waste of Space and Time.
no subject
Date: Thursday, December 26th, 2013 07:05 am (UTC)WOO CHARACTER REFORMAT/REPLACEMENT
Name: Ara Neva (goes by Neva)
Gender: Female
Age: 17
Title: Page of Life
Personality: Rather quiet, reserved, and timid, mainly. Generally somewhat cheerful when she does have something to say. Enjoys singing to herself. Doesn't expect to make much of herself.
Likes: Mechanics, exploring, music.
Dislikes: darkness, deep underground/tight spaces, her own powers
Hair: White, tied back.
Attire: Brown shirt, purple pants, black gloves and black goggles. (purple eyes)
Accessories: Glasses.
Specific powers (optional): (something somewhat wild and uncontrollable, preferably. it's up to you, though)
Others: I got nothing.
no subject
Date: Thursday, December 26th, 2013 09:10 am (UTC)Name: Luz Raytheon (Pronounced Lootz WRAITH eon)
Gender: Masculine
Age: 13
Title: Mage of Space
Personality: Luz is a quiet introvert who prefers to stand away and observe other people, learning and taking note of their individual habits and behaviors. Humanity as a whole both fascinates and disgusts Luz, their complexities predictable, yet unfathomable... and for the record, Luz doesn't consider himself as human. 'Human' is clearly what his species is, but after carefully observing how he acts and reacts around other people, Luz has convinced himself that he's something other than his genetic kin. Luz has almost no self-confidence, constantly doubting himself and his choices. He never takes on a task unless he is wholly certain he can accomplish it, and even the faintest hint that he'll fail is more than enough for Luz to break the deal and retreat. Luz often dreams of being something greater, of becoming the most powerful and potentially dangerous being that ever lived; these dreams are often channelled into his love for writing novels, his favorite personal stories are that of a powerful space-time-bending paladin that protects an entire universe after being granted divine powers from the gods of his world.
Likes: Quiet, meditation, observing the world around him, observing others, his personal space.
Dislikes: Loud and jarring noises, being interrupted, people invading his personal space without invitation.
Hair: Kept his head shaved; it can be inferred that his hair was black.
Attire: Simple and non-descript jeans and a dark blue t-shirt (He's the kind of guy that prefers to go invisible and disappear into a crowd.)
Accesories: Simple wire-frame glasses, has a sandalwood rosary on his left wrist (a gift from a dear friend--refuses to elaborate.)
Specific powers (optional): Has a near-Sherlockian keenness for details (if that could be considered a power), has latent telekinesis (much to his alarm; rarely uses this), enhanced senses (which complements his Sherlockian keenness.)
Others:
--It should go without saying: Luz is freakishly brilliant in the headspace. (He knows he's smart, but he refuses to make a big deal of it.) ... if only his social skills were not so dismal.
--Luz has a fascination for the divine that's just as deep as his fascination for humanity. He claims that his 'connection to the spirit world' is key to the essence of who he is and the source of his hope despite the severe isolation his introversion has locked him into. He obviously guards his 'connection' jealously as it's the one thing that's keeping Luz from tipping straight into outright murderous insanity. Beyond this, he rarely talks about his 'connection', and refuses to engage in any sort of 'discussion' regarding it. "It is not wise to force faith," he claims, "... even if the force is meant to defend faith. No. In faith, one must only live and point the way. Others can only choose whether or not to follow." (This aspect of Luz must remain constant! It must not change.)
--It should be obvious that Luz rarely talks. Almost all his words go straight into his writings. Most of his communication is through body language, expressions, and acting through example. When he does talk, though, it is often either profound or very important.
--He is a light in the dark, a guardian, provider, host, and inexhaustible source of hope. (Ironically, his aspect IS NOT Hope!) While he doesn't consider himself something--if anything at all; remember, he doesn't hold himself in any sort of high regard and refuses to acknowledge otherwise--Luz will go out of his way to ensure others are lifted up and well-cared for.
--Luz's companion growing up was a blind white cockatiel (named Viza) that he taught how to speak. The bird had no eyes, and glowed green at night (the glow was comforting and helped him sleep at night), but he often observed the bird acting as if though it could see (and effectively, too). Luz has not seen Viza in several months, as the bird vanished inexplicably one day and never returned to her perch...
--Luz doesn't look like it (being as peaceful as he is 99% of the time, after all) but Luz has a terrifying violent streak that he privately fights to keep locked and subdued. There are echoes of this in his writings, some of them sickeningly disturbing... and he is very much ashamed of it. Only once has this explosive rage surfaced, and it ended with blood on a knife and a body on the bed.
(Will add more later when possible)
no subject
Date: Thursday, December 26th, 2013 12:48 pm (UTC)no subject
Date: Thursday, December 26th, 2013 12:53 pm (UTC)no subject
Date: Thursday, December 26th, 2013 03:50 pm (UTC)Name: Nera Alstoni
Gender: Female
Age:12
Title: IDK, you choose, I have no preference.
Personality: kind and sorta shy. can be really happy and excited. likes to help people
Likes: Technology, music, art
Dislikes: is fine with anything
Hair: long, black curly hair
Attire: blue shirt, jeans, and black sneakers
Accesories: nothing
Specific powers (optional): wahtever
Others: nope (I have no imagination)
If you need more, just ask!
-Beca
no subject
Date: Thursday, December 26th, 2013 03:52 pm (UTC)-Beca
no subject
Date: Thursday, December 26th, 2013 03:54 pm (UTC)no subject
Date: Thursday, December 26th, 2013 04:04 pm (UTC)Really excited about anything, but always focused on what's going on. Doesn't think highly of herself. Timid and shy around friendly strangers. Helps her friends all the time.
no subject
Date: Thursday, December 26th, 2013 06:57 pm (UTC)no subject
Date: Thursday, December 26th, 2013 08:06 pm (UTC)Name: Elsa Destiny
Gender: Female
Age:15
Title: Mage of mind
Personality: enjoys meeting new people, outgoing but not a show off, but she is not all what meets the eye as she is
secretive when alone.
Likes: sweet people, good friends
Dislikes: People talking behind her back
Hair: french platted around head, blonde, side fringe (if it makes it easier I mean like Katniss Everdeen from hunger games but a differnet colour) and with a streak of icy blue
Attire: dark blue ripped skinny jeans, white short sleeved top, red converse
Accessories: purple stud earrings
Specific powers (optional): shape shifter
Others: eyes- icy blue
no subject
Date: Friday, December 27th, 2013 02:04 pm (UTC)no subject
Date: Friday, December 27th, 2013 02:08 pm (UTC)no subject
Date: Friday, December 27th, 2013 02:15 pm (UTC)All I'm saying is this is under-developed but still has quite a lot of potential if thought through well enough.
no subject
Date: Friday, December 27th, 2013 03:29 pm (UTC)Name: Lucera Alstoni
Age: 13
Title: Mage of light
Personality: has no high self confidence, timid and shy when she talks to new people but always greets them cheerfully, loves to help others, can get REALLY mad occasionally when things aren't going as planned, leader, likes to take control of things that are getting out of hand, great writer, is great at persuading and arguing with people for a good cause
Likes: music, adventuring, action
Dislikes: people arguing over unimportant things, really loud noises
Hair: long, black, curly, normally in a side braid
Attire: Dark blue shirt, Blue jeans, and dark green sneakers
Accesories: old watch inherited from her grandpa
Specific powers (optional): can read people's emotions (<--if that's too much, you can remove it)
Others: Can be a neat freak at times
Hope this works!
-Beca
no subject
Date: Friday, December 27th, 2013 04:45 pm (UTC)Age: 16
Title: Rouge of Heart
Personality: Quite quiet, she tries to be tough all the time. Loves singing. Can move very quietly when she has to
Likes: Water, romance, night, and weapons.
Dislikes: Underground and big crowds
Hair: Dark brown, pulled back in a ponytail.
Attire: Black leggings, black pumps and a loose purple shirt.
Accesories: 2 bangles on her left arm.
Specific powers (optional): Can turn invisible, but not for long.
Others: Uh, can't think of anything.
no subject
Date: Friday, December 27th, 2013 06:02 pm (UTC)Name: Elsa Destiny
Gender: Female
Age:15
Title: Mage of Heart? or Heir of Heart?
Personality: enjoys meeting new people, outgoing but not a show off and shy at times, loves to be romantic
Likes: sweet people, good friends and Romance
Dislikes: People talking behind her back
Hair: french platted around head, blonde, side fringe (if it makes it easier I mean like Katniss Everdeen from hunger games but a differnet colour) and with a streak of icy blue
Attire: dark blue ripped skinny jeans, white short sleeved top, black leather jacket, red converse
Accessories: purple stud earrings
Specific powers (optional): Can make her eyes twinkle almost a red colour and make someone fall in love with her
Others: eyes- icy blue
no subject
Date: Sunday, December 29th, 2013 10:11 am (UTC)no subject
Date: Sunday, December 29th, 2013 10:15 am (UTC)no subject
Date: Sunday, December 29th, 2013 10:18 am (UTC)no subject
Date: Sunday, December 29th, 2013 01:03 pm (UTC)no subject
Date: Sunday, December 29th, 2013 03:56 pm (UTC)Yes. I'm totally not repeating. Yep.
no subject
Date: Sunday, December 29th, 2013 09:19 pm (UTC)Name: Renn Heartgold
Age: 14
Gender: Female
Title: Witch of heart
Personality: Shy, sneaky, but don't get her mad, she will "unleash the hell" (if you know what i mean), is a little anti-social but isn't afraid to speak up!
Likes: Space, Stars, Rain, learning about new things in nature, and friends
Dislikes: Mean people, Public Speaking, and being shy (she just cannot help it)
Hair: Dark Brown, long (up to half of back), has a red single highlight
Attire: Black jeans with a floral print (that has faded a little), light green camo shirt, and a navy blue hoodie with patterns of mosaic all around it.... that she always wears (wears the hood part to hide her facial expressions)
Accessories: a green and purple watch
Specific Powers (optional): can look into peoples hearts and find their true intentions and what they care for most (mostly a blackmailing ability xD) but she can only do this for a certain amount of time. And getting her mad give her the ability to control and create fire (ya thats a secret trait)
Others: Uhhhh leave a message after the beep.....BEEP
-
I hope you are still taking in submissions..otherwise this comment was kinda useless... :P
no subject
Date: Monday, December 30th, 2013 02:32 am (UTC)no subject
Date: Monday, December 30th, 2013 02:42 am (UTC)no subject
Date: Monday, December 30th, 2013 03:25 am (UTC)(actually waaaaaaaaait her likes don't really fit her title you might wanna change that too)
no subject
Date: Monday, December 30th, 2013 02:20 pm (UTC)For her likes, Friendship, love, family, nature, and music
Would that do?
*grabbed cup of milk*
Yussss
no subject
Date: Wednesday, January 1st, 2014 05:36 pm (UTC)Name: Marcus
Gender: Female
Age: 17
Title: Mage of Time
Personality: She's quiet when you first meet her, but will soon discover that's not so; she simply doesn't inherently trust people. However, once she does decide you're trustworthy, you'll find she's quite snarky and can be the loudest voice in the room (if she feels the need to). She doesn't like not being in control of a situation and will try to take charge if she disagrees with a decision. At the same time, she has a tendency to second guess herself and her decisions until her decisions come to pass. She is apathetic about a lot of things, but not emotionless. She cares about her friends and would die to protect them. She's perfectly willing to work with untrustworthy folks if it helps her, but she's also prepared to stab them in the back (metaphorically and literally) before they stab her's. She get's frequent headaches and migraines, and when it get's cold her knees, shins, and ankles tend to ache.
Likes: Music,
Dislikes: Silence, Lack-of-Control,
Hair: Very short, dyes it red whenever she comes across red hair dye, otherwise blonde.
Attire: Black shirt, cargo pants ("lotsa pockets :D" she says whenever someone questions the attire), army boots, leather fingerless gloves, prescription steampunky goggles she wears around her neck unless she needs them (nearsighted. Uses the goggles because glasses are more likely to fall off her face)
Accesories: Oh, I guess the goggles ;^^
Specific powers (optional): She makes loops. However, her loops may not be the most stable things. If she's in a spot of trouble she'll think "I'm going to loop back and put a knife in the bush over there", run over to the bush, and grab the knife that she will have put it. She also sometimes has flashes of the past, present, and future (awake and asleep) that are usually about herself or the people she's with, however, the future ones are sometimes literally seconds before they occur so she can't do much more than watch them play out in front of her.
Others: Um..she has blue eyes?
no subject
Date: Thursday, January 2nd, 2014 07:15 am (UTC)--If you're going to have Luz use the chatsystem, his particular typing quirk is the fact that he 'talks' mostly in emoticons.
Examples:
:| (neutral, 'meh')
@_@; (dizzy, headache)
^_^;;; (embarrassed)
^_^ (happy)
o_O;; (Surprised, confused)
o.o;; (ermergerd. just ermergerd)
~_~ (amused)
-_- ... (exasperated)
>_> # (annoyed)
=_= ... (disappointed)
:3 (devious, coy)
>:3 (manic)
:| ... (concerned)
{you can request to have more emoticons in his 'vocabulary'. Just let me know <3}
He rarely uses actual words when in using the chat system. The only exceptions are when text emotes cannot convey what he's trying to 'say' or if words are necessary for the situation.
no subject
Date: Thursday, January 2nd, 2014 10:58 am (UTC)no subject
Date: Thursday, January 2nd, 2014 11:05 am (UTC)Except describe her likes and dislikes a bit more? The only thing that needs changing. Yeah. *rolls away*
no subject
Date: Thursday, January 2nd, 2014 11:09 am (UTC)*kira kiras away*
no subject
Date: Thursday, January 2nd, 2014 01:57 pm (UTC)!!!!!!!!!!!!!!!!
That should help. :3
no subject
Date: Thursday, January 2nd, 2014 05:35 pm (UTC)Likes: Music, Cats, Sleep, To confuse people, Having her hair dyed (like I said, if she comes across dye she will usually use it. Preferable red but will use colours like blue, green, or something if she wants to), Fire (she finds it really nice to look at but would also be somewhat terrified if she was dealing with it outside of a controlled enviornment)
Dislikes: Silence, Lack-of-control, Not being given a reason (ie: If someone tells her "because I said so" and continually refuses to give a proper answer she gets super pissed), the idea of being completely alone, stupidity
Also, I saw Lioness's quirks and figured I should give you mine too :3
-She usually uses proper grammar-such as commas, dashes, periods, and quotation marks-except when rushed. She'll tend to forget the period of the last sentence, however, when she's on a phone instead of a computer (and sometimes on the computer as well)
-She worries that people won't pick up on the emotion she's trying to convey so she tends to use emoticons. :3 is her most used. :D >:3 >.> :o are also common.
-if she is trYING TO CONVEY A POINT OR MIMIC SHOUTING SHE WILL START IN LOWER CASE AND SWITCH TO CAPTIALS WHEN IT GETS IMPORTANT AND NOT USE PERIODS OR COMMAS OR ANYTHING AND THE SENTENCES WILL RUN ON
-Has a habit of both writing and saying "waterever" (whatever), "Water you doing?", "Watt" (what), though if she's serious or just doesn't think of it she doesn't.
no subject
Date: Friday, January 3rd, 2014 03:09 pm (UTC)(p.s. why and how is your character so goddamn interesting)
no subject
Date: Friday, January 3rd, 2014 04:02 pm (UTC)no subject
Date: Sunday, January 19th, 2014 05:13 pm (UTC)male
17
prince of blood
quiet chatty shy philosophical bored lazy random caring helpful patient sanely insane
silence music friends philosophy blood
hunters large crowds
grey messy longish
black shirt, jeans, black shoes, black coat grey sleeved
glasses
can choose between human wolf and werewolf form at will
has tendency to be sparatic and dissappear and sing to himself