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[personal profile] zoelogical42
a brief summary of classpect theory for this game. 
 
 
Aspect Theory

  • Space: is. Creation, movement, nurture. Home of the Genesis Frog. Has the ability to teleport, telekinesis. Falls back and moves forward as needed.
  • Time: is not. Destruction, temporality. Home of the Scratch Construct, the restart button. Has the power to loop, change timelines, but has to keep everything consistent.
  • Light: is. Information, luck. Ability to recognize the best way to get to what you want.
  • Void: is not. Nothingness, obsfucation of knowledge. Portals, emptiness, fluidity.
  • Blood: is. Relationships, connections. Affinity, affection, unity to achieve goals. Loads of empathy and insight into how people work. Community is essential to function.
  • Breath: is not. Freedom, wind, resilience and accommodation. Open-mindedness.
  • Life: is. Vitality and survival. the ability to heal, to absorb and move on. A life player can bring each of their teammates back from death once aside from kissing unless cancelled out by class.
  • Doom: is not. Mass destruction, impending death. Negative outcomes. judgment/law. Fate. understanding of system rules and structure.
  • Rage: is. Negative emotions, fury, sanity/madness. Losing control. Frustration at the way things are.
  • Hope: is not. The power of belief to change things. If you believe in it hard enough, it’ll come true.
  • Heart: is. Essence of being; emotions, intuition, motivation. Being whatever you are to the most of what you are. Potential access to selves across timelines, or fragmentations and permutations of self.
  • Mind: is not. Thoughts, decisions, choices, reasoning, decision-making. Mildly psychic. Free will.

Aspect Abilities

Space
Herotier:
  • Nurturer of the Frog: you are the caretaker of the Genesis Frog.
  • Make Space: you move aside or step forward as needed.
  • Find a Way: you can always find a way. 20% chance of teleportation (no actions).
  • Keeper of the Forge: the forge to incubate the Genesis Frog is located somewhere on your planet
Godtier:
  • Nurturer of the Frog: you are the caretaker of the Genesis Frog.
  • Make Space: you move aside or step forward as needed.
  • Find a Way: no travel actions, 100% teleportation.
  • Resize: One side makes you larger; the other makes you small. Ability to shrink/enlarge items/persons.

Time
Herotier:
  • Don’t Cross the Streams: you have an instinctive sense of the timestream and how it should function. Responsibility to keep a record of the timeline.
  • Timetravel: you can make a time loop anytime you want. Essentially: endless actions.
  • Take a Nap: while timetravelling, every five actions you have to take a break.
  • Keeper of the Scratch Construct: if the session needs to be restarted, the method is located on your planet.
Godtier:
  • Don’t Cross the Streams: you have an instinctive sense of the timestream and how it should function. Responsibility to keep a record of the timeline.
  • Timetravel: Can now contact doomed timelines.
  • Take a Nap: while timetravelling, every eight actions you have to take a break.
  • Watched Clock Never Boils: you have a perpetual interior timeclock.

Light
Herotier:
  • Get Lucky: do you feel lucky, kid? +1 on all rolls.
  • Well Informed: there’s information everywhere if you know how to look.
  • Readjust: you have a sense of which way is best. Can reroll 2 actions per time period, and use the highest score on each reroll.
  • On a Roll: you can roll to divine the best path. if over 8, they get an additional +2 to their next 10 rolls.
Godtier:
  • Get Lucky: do you feel lucky, punk? +2 on all rolls.
  • Well Informed: there’s information everywhere if you know how to look.
  • Readjust: you have a sense of which way is best. Can reroll 4 actions per time period, and use the highest score on each reroll.
  • On a Roll: you can roll to divine the best path. if over 6, they get an additional +3 to their next 10 rolls.

Void
Herotier:
  • Like a Ghost: it’s like if the sky were starless.
  • Don’t Know Nothing: sometimes the right answer is hiding right where you weren’t looking. gets ignorance challenges instead of information challenges.
  • Game the System: 40% chance for a failure to count as a success.
Godtier:
  • Like a Ghost: it’s like if the sky were starless. Ability to phase; no ability to touch items while phased. No interruptions during travel while phased.
  • Don’t Know Nothing: sometimes the right answer is hiding right where you weren’t looking.
  • Game the System: 60% chance for a failure to count as a success.
  • Appearify: the ability to pull platonic ideals out of nothingness with a difficulty modifier based on how well they can conceptualize the object. (suggestion: Paint challenge?)

Blood
Herotier:
  • Bleeding Heart: you wear your heart on your sleeve.
  • Social Cohesion: you’re in tune with the rhythm of group dynamics.
  • Antibody Motion: you can recognize when someone is not themselves. roll to heal corruption (horrorterror or angel). 30% chance of success.
  • Inner Sociologist: you’ve made a study of your talents.
Godtier:
  • Bleeding Heart: you wear your heart on your sleeve.
  • Social Cohesion: you’re in tune with the rhythm of group dynamics. +4 to group building challenges. +
  • Antibody Motion: you can recognize when someone is not themselves. roll to heal corruption (horrorterror or angel). 60% chance of success.
  • Equalizing Stasis: keeping the group going requires fluidity. Can equalize health between their own and another player’s.

Breath
Herotier:
  • Resilience: even after everything, it’s still you.
  • Bringer of Change: a new wind for a new day.
  • Equilibrium: you follow the path of least resistance. +1 against any challenge that uses one of your three highest stats.
  • Like a Leaf on the Wind: watch how I fly.
Godtier:
  • Resilience: even after everything, it’s still you.
  • Bringer of Change: a new wind for a new day.
  • Freebird: find your own way. Roll for a third option to open up.
  • The Windy Thing: power of wind as attack/dispersion.

Heart
Herotier:
  • Be Yourself: you can’t be anyone else.
  • Kaleidoscopic Permutation: as many selves as there are mirrors. Ability to interact with fragments and splinters of self.
  • A Mirror Clear: can absorb others’ emotions for what they are.
  • True Colors: Can see the essences of things - what a thing “truly” is.
Godtier:
  • Be Yourself: you can’t be anyone else.
  • Kaleidoscopic Permutation: as many selves as there are mirrors. Ability to communicate through fragments of self.
  • A Mirror Darkly: gains ability to communicate with alternate timeline selves internally.
  • Soulswipe: can pull out the essence of a thing from the thing. Creates something like a soul that can be broken or altered by a Heart player.

Mind
Herotier:
  • Like a Shrink: you have perspective on your actions and those of other people.
  • Get the Job Done: you have what it takes.
  • Karma Consequence: a decision leads to a path. Reroll 3 actions in a row, and then choose either one set or the other.
  • Thought at Play: thought is a game. +2 and +2 for two special interests, determined at onset of game.
Godtier:
  • Like a Shrink: you have perspective on your actions and those of other people.
  • Get the Job Done: you have what it takes.
  • Karma Chameleon: a decision leads to a path. Reroll 6 actions in a row, and then choose either one set or the other.
  • Thought at Play: thought is a game. +4 and +4 for two special interests, determined at onset of game.

Rage
Herotier:
  • Warrior Spirit: you have it inside you.
  • Berserker: you cannot be tamed during this state. +2 against influence challenges. + 2 on any roll for 5 rolls. Can be activated only during a dangerous + difficult endeavour. Can only do negative/harmful actions during this state.
  • An Injustice: one thing you cannot stand. Alternate activation for berserker state.
  • Toxic: Can destabilize others’ sanity; in exchange, loses sanity.
Godtier:
  • Warrior Spirit: you have it inside you.
  • Berserker: you cannot be tamed during this state. + 4 on any roll for 10 rolls. Can be activated only during a dangerous + difficult endeavour. Can only do negative/harmful actions during this state.
  • Judgment: the choice of mercy. Can do 2 positive actions during berserker.
  • Joy of War: you are laughing as you go.

Hope
Herotier:
  • There Once Was a Story: and you believed it to be true.
  • Hope Bubble: you cannot be stopped during this state. + 2 against influence challenges. + 2 on any roll for 5 rolls. Can be activated only during a dangerous + difficult endeavour. Can only do positive/healing actions during this state.
  • Eureka!: a point of inspiration. Alternative activation for Hope Bubble.
  • Gadzooks!: sharing hope with your friends. Can bolster others’ sanity at the price of their own.
Godtier:
  • There Once Was a Story: and you believed it to be true.
  • Hope Bubble: you cannot be stopped during this state. + 4 on any roll for 10 rolls. Can be activated only during a dangerous + difficult endeavour.
  • Excalibur’s Slice: hope has sharp edges, too. You can do two negative actions during Hope Bubble.
  • A Thing With Feathers: that perches in the soul, and sings the tune without the words and never stops at all.

Doom
Herotier:
  • Damocles’ Sword: you can dodge if you know it’s there.
  • Shuttle of Fate: can you truly change your fate? Ability to reroll 2 actions per time period.
  • Domesday Book: you’ve heard about stories like these before.
  • Isaac’s Burden: a destined sacrifice. When disaster comes, you can sacrifice something in order to preserve something else.
Godtier:
  • Damocles’ Sword: you can dodge if you know it’s there.
  • Shuttle of Fate: can you truly change your fate? Ability to reroll 4 actions per time period.
  • Achilles’ Heelies: navigate by failure. Roll to divine the best path. If under 6, your failure brings survival.
  • Zombie Lawn: if at  health, can trigger a zombie state until healed above 2.

Life
Herotier:
  • Verve: existence is a joy. You get a boost from living.
  • Excalibur’s Scabbard: you chose the scabbard instead of the sword. Temporary invulnerability.
  • Heal UP: it was just sitting there, asking to be used. Receives 2 healing items per time period.
  • The Way Things Are: you live in what is.
Godtier:
  • Verve: existence is a joy. You get a boost from living.
  • Excalibur’s Scabbard: you chose the scabbard instead of the sword. Temporary invulnerability.
  • Heal UP: it was just sitting there, asking to be used. Receives 4 healing items per time period.
  • Orpheus’ Lament: what Orpheus could not, you do. 1 extra heal from death per person unless cancelled out by class.
 
Class Theory

  • Heir: passive. attains through gifts and happenstance. Goes after what they want, but also is purposefully redirected.
  • Page: active. attains through work. Is given very little guidance or help and starts off with very little ability, but self-directedly becomes the most powerful piece in the game.
  • Rogue: passive. takes for others. Greatest strength is through connections with other people and how it motivates them. They take, but give as often as they take. Their main symbol is fluidity. 
  • Thief: active. takes. Greatest strength is through connection with self. If their self-understanding is not thorough enough, they can wreck the whole game. They need to figure out what they need and go after it. They can store their aspect.
  • Sylph: passive. influences. Self-contained. Enough in and of themselves, they hold communion and healing with their aspect. Their influence, when they exert it, can be sometimes overbearing. But when they act, they make the necessary decision.
  • Witch: active. influences. Outwardly-contained. They tend towards active manipulation, usually of personal boundaries and their own power, in order to achieve their ends.
  • Seer: passive. understands. Looks in order to direct others, generally the mastermind/navigator figure. 
  • Mage: active. understands. Looks in order to direct self and study. Veers more to comprehension than sight. 
  • Knight: passive. serves. Is given quests and fulfills them. If you want something done, give it to a knight.
  • Maid: active. serves. Cleans her situation up, generally directly serving a higher power. If you want a problem solved, give it to a maid.
  • Bard: passive. ends. Focuses on the way the story is told. Is directed primarily by their aspect.
  • Prince: active. ends. Comes in last minute to kiss the prince/ss and kill the dragon. Directs and commands their aspect.

Class Experiences
 

Heir
: one who passively attains
Herotier:
  • Heir’s Gift: you have an inheritance. wherever you go, there’s a chance of receiving something you need. 
  • Heir’s Fall: it’s easy to take things for granted.
Godtier:
  • Heir’s Domain: you have become your aspect.
  • Heir’s Ear: you’ve learned how to listen.

Page
: one who actively attains
Herotier:
  • Page’s Start: every book has a starting page.
  • Page’s Frustration: it takes so long to get anywhere from the first page.
Godtier:
  • Page’s Success: you’ve worked your way to mastery of your aspect.
  • Page’s Lesson: what you’ve learned, you can pass on.

Rogue
: one who passively displaces
Herotier:
  • Rogue’s Mission: rob from the rich and give to the poor.
  • Rogue’s Equality: equalize your environment.
Godtier:
  • Rogue’s Home: you’ve found one.
  • Rogue’s Heist: no one does it better.


Thief
: one who actively displaces
Herotier:
  • Thief’s Mark: take from anyone and give to yourself.
  • Thief’s Equality: equalize your environment.
Godtier:
  • Thief’s Honor: you have a code so you don’t have regrets.
  • Thief’s Guild: you have your people; everyone does.


Knight
: one who passively serves
Herotier:
  • Knight’s Quest: you know what you’re doing.
  • Knight’s Armor: it’s like a tank.
Godtier:
  • Knight’s Table: you’ve found your crew.
  • Knight’s Ambition: you know what you don’t need.


Maid
: one who actively serves
Herotier:
  • Maid’s Duty: it seems that there’s always a mess to clean up.
  • Maid’s Mop: fortunately you’re good at cleaning up.
Godtier:
  • Maid’s Business: now who runs things around here?
  • Maid’s Insight: nobody knows better than the person who sees it all.


Seer
: one who passively guides
Herotier:
  • Seer’s Mirror: there is a way out.
  • Seer’s Labyrinth: one hall more crowded than the next.
Godtier:
  • Seer’s Philosophy: you’ve come to terms with your experiences.
  • Seer’s Chair: you can boss people around whenever you want.


Mage
: one who actively guides
Herotier:
  • Mage’s Spell: you can change things. But are you doing more harm than good?
  • Mage’s Book: whatever it is, it’s certain to have happened before.
Godtier:
  • Mage’s Feat: things are beginning to happen.
  • Mage’s Generosity: you’ve discovered how to make this work.


Sylph
: one who passively influences
Herotier:
  • Sylph’s Haven: you have a place where you feel completely in control and at home.
  • Sylph’s Haunt: you worry about things that are out of your control.
Godtier:
  • Sylph’s Harmony: you carry your home inside of you.
  • Sylph’s Humility: not so much a submission as an assertion.


Witch
: one who actively influences
Herotier:
  • Witch’s Tower: things are going to change.
  • Witch’s Casting: maybe it’ll help; maybe it won’t.
Godtier:
  • Witch’s Enchantment: it’s the right thing to do.
  • Witch’s Charm: all’s well as ends well.


Bard
: one who passively ends
Herotier:
  • Bard’s Mead: there’s always some set aside for you.
  • Bard’s Regale: you have a true gift with words.
Godtier:
  • Bard’s Egress: you know how to exit a story.
  • Bard’s Epic: you know how to end a story.


Prince
: one who actively ends
Herotier:
  • Prince’s Desire: there must be something that you want.
  • Prince’s Gambit: your strategy will never fail.
Godtier:
  • Prince’s Reign: you’ve stumbled, but you’ve learned.
  • Prince’s Debt: you always pay in full.

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Homestuck RPG

December 2016

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