Aspects on the green side are Broad aspects, which have an element of multiplicity to them. On the red side are Sharp aspects, which have an element of singularity. Code (center) is Broad, Null (down and left from center) is Sharp. So, from top to bottom and left to right, they are...
Space: Physics and creation. Space is traditionally regarded as one of the most powerful aspects, as it represents the laws of physics and the three-dimensional nature of Paradox Space. Position, velocity and size are commonly affected by Space users. Space players are often bubbly and naive, loving everything, yet are usually scientific rather than religious in this bliss, taking joy in studying that which exists around them.
Blaze: Activity and transformation. Energy cannot be created or destroyed, only transformed, and Blaze represents the ever-changing nature of the universe at large. Fire, transmuting wood into charcoal, is a primary example of Blaze's philosophy. Blaze players are usually hyper-active and cannot keep their mind focused on one thing for long.
Dreams: Wonder and inspiration. Dreams has a connection with dream selves, and represents the infinitude of the human imagination. Dreams players are often artists, skilled at bringing that which exists only in their heads into vibrant reality. What exists in their heads, however, could just as easily be nightmares as they could be dreams.
Life: Rebellion and indulgence. Life represents more than simply the plants and animals of nature. It's also that little voice in your head which compels you to go places and do things you never thought you would. Life players live every day as if it was their last.
Storm: Eruption and violence. Some things are just too powerful to keep locked up, and Storm is what manifests when it finally breaks loose. Its players deal in fierce, unpredictable force, and much like the element of lightning, it can easily turn on them. Storm players often come from a volatile, unstable environment and/or have an abusive guardian.
Hope: Belief and possibility. Some would call Hope the single most powerful aspect, as its domain lies on the cracks between what is and what could be. Empires rise and fall on the whim of Hope, and what its players believe in always proves formidable. Hope players gain power from all belief, however, regardless of who it is from. As a preview of this trait, Hope players are often a neutral party among their friends, unbiased refusing to take sides in an argument.
Joy: Trust and humor. Joy is the sort of youthful innocence which brings both happiness and potential danger. Like children, its players tend to be quick to make friends, and their refreshing naivety leads to them generally being both adorable and annoying. Joy players will all too often not see a danger until it is too late.
Din: Chaos and vagueness. The sheer complexity of quantum physics is a Din player's greatest asset, letting them reap advantage from clouded uncertainty. Din has been noted as being the only aspect besides Void known to disrupt omniscience. A Din player is often a rebel, refusing to bow before the moral, legal, social and economic systems around them.
Forge: Usefulness and productivity. Reason and method have no place in the realm of Forge. To its players, the only thing that truly matters is results. Cold, callous and calculating, Forge represents getting the job done, no matter the consequences. Forge players tend to rub others the wrong way due to their willingness to dispose of important objects and possible allies as if they were mere tools and resources.
Blood: Unity and relationships. Life can be difficult without people to back you up, and it's Blood which urges people to work together when faced with adversity. The blood of the enemy, interestingly enough, is thicker than the water of the womb. Blood players are usually very good at making permanent friends and allies, even out of former enemies.
Want: Intention and desire. Want is like a coin, with clear ambitions on one side and virulent avarice on the other. Its players understand a concept which confuses others: That selfishness comes not from the price of what one wishes for, but from its cost. Want players will often have a goal or object that is the subject of a strong desire, and they will be forced to withhold this desire to be effective in their role.
Waves: Reaction and resonance. Having a Waves player indicates that Time is not strictly straightforward in a session. Specializing in the consequences of actions between timelines, they can sense how continuity ripples outward from a single event. Funnily enough, surfing is a common hobby among Waves players.
Masks: Illusion and falsehood. People tell lies to each other constantly, often without even realizing it. There are many reasons for this, and Masks players are familiar with them all. They will put on their best show, disguising ugly truths wherever they can. Masks players will often find themselves keeping secrets for both themselves and their friends.
Light: Insight and context. Light represents the revealing of information, and how the information one has can change the way they look at things. Particularly, they often deal in the normally-unnoticeable background variables which cause what we call luck. Light players often like to analyze things, but unlike Space players they will do this out of an inherent distrust of the world around them, stemming from a pessimistic attitude.
Nerve: Confidence and opportunity. The realm of Nerve is one of moving forward, favoring the greatest reward even with the greatest odds of failure. A Nerve player will never look back, or in any direction, before leaping into the fray as fast as a thought. They are usually headstrong and stubborn, and are so hasty they will often charge straight into their doom.
Might: Strength and bluntness. Direct and to-the-point, Might is raw, unrefined power. It doesn't waste time with puzzles or subtlety, and neither do its players, who often skirt the line of cheating in the search for the quickest path to their goal. Many Might players will not hesitate to tackle a problem best solved with grace or cleverness with brute force, which usually just makes things worse.
Flesh: Health and virility. Flesh is everything visceral about the body, and the feeling of being comfortable in one's own skin in spite of any perceived flaws. It also covers bodily functions, including digestion and reproduction, since Piss is a stupid aspect. Flesh players often devote their life to their body, and any knowledge or wisdom they have was probably gained in an effort to become as physically fit as they can possibly be.
Zen: Harmony and forgiveness. Zen represents inner peace, the backbone of enlightenment, and the ability to prevent oneself from being controlled by outside influence. Before ascending, a Zen player will often find that they are their own worst enemy. Zen players will often make a sudden transformation when they realize that their life and goals up to that point, which are usually less than noble, have been relatively pointless.
Doors: Obstacles and impediment. Every hero must face rigorous tests to claim their reward, and the Ultimate Reward is no different. Doors represents the challenges presented before the players, marking each leg of their long and arduous journey. Doors players are very good at finding problems that need to be solved, but poor at finding solutions to the problems they dig up.
Stars: Beauty and grandeur. The aspect of Stars describes schemes, the sort of idealized thinking which tends to lack solid strategy. Stars players often have their heads in the clouds, but that's because they know that you have to dream big to do big. This often leads to a case of "small name, big ego", and if not it is usually because they actually had a big name and let it go to their head.
Spawn: Occurrence and reality. Everything which exists does so and continues to do so because of the aspect of Spawn. It represents the will to act, how reality is shaped by such will, and through that, the Ultimate Riddle which permeates the game. Spawn players love to see new things brought into the universe, but are very bad at saying farewells or letting go of that which has been lost. Upon finding out about the Reckoning, Spawn players will usually suffer a mental breakdown if not going off the deep end entirely.
Wealth: Possession and value. Everything means something to someone, even if only in a sentimental way. Wealth comes in many forms, and sometimes the greatest treasure of all is the knowledge that you still have something to hold onto. Wealth players will often come from a background of luxury and decadence, and as a result are either spoiled brats or "money isn't everything"-types who would gladly give away their wealth in return for finding meaning to their life.
Peace: Respect and empathy. Rather than the lack of conflict, Peace represents the acceptance of conflict and the capacity to understand the motives of one's enemies. Its players know that simply disagreeing with someone doesn't make them wrong. Peace players will usually be the negotiators of their team, finding compromise between feuding parties.
Clay: Adaptation and flexibility. Like its namesake, Clay is fickle and malleable, able to shift its qualities to suit the situation at hand, but often unable to commit to anything. Clay players wield their aspect as a fragile, slimy, infinitely manipulable mass. While not hyperactive like Blaze players, Clay players are often runaways and wanderers, unable to settle down due to fear of loss or aging.
Links: Expectations and normality. What counts as normal is a very subjective question, and the associations made between two things vary with many factors. Links is all of the things that we take for granted and don't tend to question in our daily lives. As a contrast to the majority of Clay players, Links players do not like to give up where they were born and raised, and will often take the loss of their home planet very personally.
Heart: Instinct and emotion. The inner self can be an elusive thing, because once exposed, every mental defense comes crashing down. A skilled Heart player can weave their way through the maze of knee-jerk reactions which define the beast in everyone. Heart players rely on their emotions and instinct because it helps them protect that which is dear to them, and they are crushed when a close friend dies or the Reckoning kills someone or destroys something they cherished.
Smog: Pollution and wastefulness. Smog is like a coal-powered steam engine, trying its hardest to be industrious. Its players must be careful with the byproducts of their actions, because one false move could lead to the poisoning of everything they love. Smog players are often consumerist and wasteful, due to a shallow attitude of appearance being more important that substance.
Code: Skaia and transcendence. All aspects except for Null fall under the domain of Code. Code is the aspect of Skaia itself and the elements of the games it plays. But beware, because this central aspect only tends to appear when Skaia has fallen ill... Code players are not so much a "master" aspect as a direct line to Skaia. Rookies are a combination computer technician and the world's first open heart surgeon, forced to tinker with something (Skaia's "DNA" of 1s and 0s) that they barely understand just to learn enough about it to fix the problem. Once they have mastered their class, most God Tier Code players will gain a subconscious telepathic connection to Skaia, allowing them to know of lethal problems and convince Skaia to direct the Alpha timeline to not put the players in the way of said problems. Seers and Mages instead gain a fundamental understanding of the root of the problem, allowing the team to work towards fixing it. However, usually a problem that prompts the use of the Code aspect creates a Glitch, which removes normal classes like Seers and Mages from the roster of possibilities. Code players tend to change their minds quite often, and will go from nothing to everything and back faster than you can say "bipolar".
Tech: Inventions and efficiency. As Smog is a steam engine, Tech is a fast-breeder nuclear reactor. Tech players are typically masters of long-term thinking, able to produce the maximum reward with minimum waste over an extended period of time. In addition, Smog players tend to be more wasteful than polluting, while Tech players often have a closer relationship with inventions than efficiency. This usually changes with time, however, as they soon become aware of the increasing need for efficiency. One must also remember that complex machines are not the only inventions; Tech covers all that is not naturally occuring, including things like hammers and spears, or ideas for both new technologies and new works of fiction. As an aspect, Tech is almost always a boon to the sessions it appears in, consistently improving the whole situation, but there are a few dangerous exceptions. Splore relies on machines to be played, and Foes, Banes, Bards and Princes of Tech would wreak havoc on machinery of all sorts, including those machines that are part of Splore itself rather than mere computers built by the player's species. As such, any session with the misfortune of a destructive Classpect of Tech is unlikely to be fruitful, and may even break the Ectobiology time loop rule.
Mind: Logic and choice. Mind represents how we change our thinking to accommodate those around us. Every decision we make at every point in our lives is putty in the hands of a Mind player. To put it another way, it's the superego which counters Heart's id. The average Mind player is calculating and manipulative, but also morally grounded. Though they pay little attention to their emotions, they understand that finding the logically best outcome does not exclude justice, love and friendship from the equation. A Mind player will often have some sort of rival, either someone equally manipulative but of selfish nature, or someone who is very chaotic in temperament.
Rifts: Divergence and unexpectedness. Rifts is every moment where you didn't see something coming. It's the aspect of irony, equal parts amusing and cruel to those it encounters. Finally, Rifts is the breakdown of the linearity of both Mind and Time... If there is a Rifts player and a Waves player, you will have a very unusual session indeed. Rifts players are often reckless pranksters, meddling in others' affairs for their own amusement.
Null: Nonexistence and annihilation. Null's domain goes beyond the simple lack or nothingness covered by Void. Somehow, Null manages to represent total metaphysical blankness, wherein there is not only a lack of anything, but a lack of nothing as well. Null players aren't. Literally. There is no such thing as a Null player, and the aspect only exists because "metaphysical blankness" isn't covered by Void. Where Void allows a Thief or Rogue to steal the fakeness from an idea and make it real in the process, the existence of Null counters it with a permanent inability to do even that.
Glitch: Errors and corruption. Every so often, something comes along that no aspect can predict. Not Mind, not Light, seemingly not even Code. Glitch is these bugs in the system, constantly threatening to eat away at the essence of the fourth wall itself. Glitch players often have a grudge against Splore for one reason or another, and will attempt to subvert other sessions at great personal expense.
Steel: Solidarity and conviction. Steel will always persevere, standing by its promises under even the harshest circumstances. It is stubborn, unwavering and infinitely determined, never compromising or giving way until its task has finally been completed. Steel players tend to be equally determined, never giving up or giving in, even against impossible odds. However, they will sometimes put their energy to a meaningless or even counterproductive task, and hate admitting they are wrong.
Hate: Contrariness and spite. Conflict is rarely as simple as good versus evil, but while Peace accepts conflict, Hate instead chooses to breed it. It always believes that there is an enemy to overcome, and will sooner die in battle than talk things over. Hate players are often a double-edged sword, skilled in combat but too hasty for their own good. Unlike nerve players, however, Hate players tend to be unpredictable and biased. Where a Nerve player can be convinced of the truth if caught before it is too late, a Hate player will be unyielding in their convictions.
Depth: Gravity and meaning. The significance of something is not always limited to the one who owns it. Depth represents the literal and metaphorical weight of an object, person or event, and can turn even the most unlikely underdog into a champion. Depth players often feel "weighed down" constantly, leading to a lazy and gluttonous lifestyle as they attempt to soothe their tired mind and body.
Ground: Foundation and modesty. Ground is everything which requires structure and careful planning. "Grounded" in reality, a good Ground player will likely be meticulously organized and have a lot of common sense (along with a reputation as a buzzkill). Conversely, they are unskilled at improvising and are generally hesitant to take action without a solid plan.
Keys: Progress and solutions. Keys is what shows the players how to move forward, both in terms of the game and in terms of their own personal growth. It is the conquering of everything which holds one back from becoming who they always wanted to be. Keys players are frequently good at finding solutions to known problems, but terrible at discovering new problems right under their nose.
Hell: Grudges and revenge. In stark contrast to Zen, Hell is a stubborn refusal to let go of past wrongs, and it brings with it a desire to punish those whom the Hell player perceives to have slighted them. It is justice, in a way, but the question is, for whom? Hell players often have a severe grudge against someone or something, and much like Glitch players they will pursue revenge at great personal expense.
Soul: Memory and individuality. What exactly Soul entails has been the source of much confusion. It represents a person's ego, their personality at the crossing of Mind and Heart. Fail as a Soul player, and you run the risk of losing track of who you really are. Soul players tend to be unsure of themselves. Nervous and/or confused, they will have to discover their purpose or create one themselves to progress in their role.
Grace: Dexterity and subtlety. Necessity is the mother of invention, and so too is weakness the mother of ingenuity. Grace players may not be the biggest or the strongest, but by using what they have to its greatest extent, they can do nearly anything. Grace players tend to be fragile due to some handicap or genetic disease, but with hidden strengths reflecting their Heart, Soul and Mind.
Sweat: Anxiety and exertion. Sweat comes from both the panic of risking it all, and from the effort of a long day's work. It believes that one is only entitled to what has been earned, and its players don't take kindly to those who expect to gain without pain. Sweat players have often worked very hard to get to where they were before the Splore session, and become upset by the fact that they will lose all of it on the whim of the cosmos.
Void: Absence and obfuscation. Inverse to Light, Void is the intrigue of mystery, the thrill and terror of not knowing what comes next. It is also the piercing loneliness of darkness and silence, and (almost) everything else governed by lacking and nothingness. Void players tend to like mystery, and take great joy in the thrill of the hunt. Give them a challenge, and they will become determined if not obsessed with meeting it. In a majority of cases they find anticipation to be far more satisfying than success, though this is often not true of many of the more accomplished Void players.
Truth: Honesty and exposure. Truth is what lies underneath the surface, and the process of unveiling it. Its players believe in openness and communication, but sometimes seeing the truth causes us to understand why someone would wish to hide it. Truth players often become great friends with Void players, complimenting each other's skills and personality. Where Void likes a mystery and a challenge, Truth likes answers and success, yet they both express this in the opposite way expected. Void players will tend to work to undermine the very mystery and challenge they enjoy, while Truth players will tend to ask more questions than they can get answers to and can often discover a victory is more Pyrrhic than they first thought.
Groove: Alignment and suitability. Groove players know that there is a time and a place where one thing just plain works better than another. Like a gear in a machine, they can make a session run like clockwork... so long as all of the pieces are in place. But despite the metaphor, Groove players tend to eschew the complicated gambits and mechanisms that Tech players excel at in favor of Occam's Razor. The average Groove player feels that the best way to open a Door is to use a Key you already have, pick the lock with Grace or the most suitable existing Tech, or barring that, to use Might to smash through it. Slow, complex solutions of broad scope will often confuse a Groove player as they try to reach beyond the precise path they try to follow to victory.
Need: Requirement and obligation. What one needs and what one needs to do are two branches of this oddly versatile aspect. Need players understand that while there may not be such a thing as perfection, it is still possible to get reasonably close. They are also often obsessed with this perfection, and will try to stay as close to it as possible at all times.
Breath: Freedom and direction. You might think that this would be an expansive aspect, but Breath is something which many players do not truly understand. To know Breath is to know one's own meandering path and what lies at the end of it. Breath players often feel trapped and/or isolated before Splore, spending their entire life cooped up indoors whether by choice or not.
Ash: Consumption and idleness. Ash is the sort of aspect which eats and eats, but rarely has anything to show for it. Still, when they are accused of being lazy and hedonistic, they will be the first to say that all Forge and no Ash makes Jack a dull boy. Ash players start out in much the same position as Depth players, but do so by choice and rarely change even once Splore starts.
Law: Order and security. Some rules are made not by the universe, but by a society as it attempts to keep its people from bursting into anarchy. Law dances a deadly tango with Breath, for if one slips, both may tumble headlong into the abyss. Law players are often unfriendly rivals with their session's Din player, and will conflict often if not kept in check by the other players.
Fear: Skepticism and horror. It is rejection and jaded revulsion from someone trying to be mature, and the urge to distance oneself from what they don't want or believe in. Fear players may have one of any number of reasons for being the way they are, but what they all have in common is that they will view a concept or entity as something that is the root of all the world's problems, regardless of whether this view is justified. In addition, how a Fear player deals with their aspect is very different depending on their class. A Foe of Fear will try to fight it, while a Nurse would quite ironically try and spread it like a disease. A Smith would intensify it, a Queen would try and abuse the Fears of others, a Monk would concentrate it to a single point and thus reduce the overall damage while increasing it locally, an Imp would lessen it, and a Spy would hide their Fear from others. Fear players are a very mixed bag of an aspect, and you never know what kind of psychological damage they might accidentally create.
Rage: Resignation and certainty. Speaking of disbelief, Rage is the idea of predestination, and the anger of fighting what seems to be a horrible, unavoidable fate. This is a dangerous aspect, often both murderous and completely blind to any alternatives. Rage players will often appear to be calm and mellow at first, but have secret triggers which can cause them to go berserk. Religious or political views are all too common a source of "berserk mode" for Rage players, and they will not stop until everything and everyone around them lies in ruins.
Form: Condition and composure. Form applies not only to the physical appearance of something, but also the ability to stay collected and "in good form". One's looks reflect one's life, and a Form player can usually see when someone is on the edge. Form players are usually very fit and healthy, with no bad habits and a seemingly perfect life which others may envy to the point of anger. But looks aren't everything, and Form players tend to feel they are being held to a high standard and wish for some slack.
Doom: Restriction and sacrifice. Life sometimes allows its vigor to get it into trouble. Doom is the voice in your head which tells you that something is a terrible idea. It is self-control, and giving up some of the things one wants simply for one's own good. Doom can be overdone just as easily as Life, however, and often Doom players will resign themselves to a sad fate that is not necessarily unavoidable. Doom players are often the first to see the Reckoning coming, and end up convincing other players to play Splore as an attempt to avoid what seems like certain Doom, only to discover that not playing would have prevented the Reckoning.
Tears: Turmoil and depression. Tears has an association with water, and the swirling monsoon of pain which can destroy a person from the inside out. Its players know what it means to hurt, and in many cases, wish to make others know it as well. Tears players have it pretty bad, and almost always live a life of poverty with a crippling disability and an abusive guardian, in a place that feels hopeless and hostile. Unlike Rage players who would snap at this kind of situation, or Doom players who would feel it is impossible to defy, Tears players become deeply depressed and may even attempt suicide, only to fail at even that. Once they actually have some power in a situation through their Aspect, they often seek revenge by raining down misery on everything they encounter. On the other hand, they are also the only aspect likely to be happy that the Reckoning occurred, viewing it as a new beginning.
Frost: Patience and preservation. The more things change, the more they stay the same. Frost mingles with its partner Blaze like oil in water, creating the paradoxical truth that there are in fact patterns to be found among the eternal shifting of Paradox Space. Frost players are often slow-witted and slothful, but also surprisingly insightful. Frost players will be the last to notice the obvious, but the first to notice that which everyone else has missed.
Time: Continuation and decay. The other side of Space's coin, Time gravitates toward the inevitability of the end and the mortality of all living things. Its players swirl it and splatter it like paint on a canvas, always knowing that it is bound to run out eventually. Time players tend to have a passing interest in that which has died, "passing" being the key word. Nothing is truly permanent in the personality of a Time player, and often they will slowly lose interest in things which once captivated them. Of course, history can repeat itself, and old interests may be rekindled upon reviewing them after a long Time. One should keep in mind that in the end, even Time itself will stop, and likewise Time players will often simply stop using their powers out of an opinion that they never truly make a difference.
A Bard of Tears who invites destruction of turmoil through depression would be a blight on their team, though they might not seem like it at first. Their influence would slowly poison those around them with short-sightedness, leading them to believe at first that something can solve their problems, only for those people to realize after it's too late that they've numbed their pain to the point where they can't feel anything anymore, and the fire in their gut which might once have driven them to fight has fizzled out and turned to ashes. Alcoholism is a common form for this "something" to take, due to Tears' association with the classical element of water.
Meanwhile, a Bard of Tears who invites destruction of depression through turmoil would likely be hateful toward others and hated in kind, and would subtly lead others into unpleasant circumstances or even outright harm which might spur them into raging against their situation rather than wallowing in self-pity. Even so, this Bard would be unable to fully determine what kind of effect their powers would have on others, leaving the question of whether the subject would be affected in a positive or negative manner entirely up to the subject in question and their capacity for dealing with trauma. In this case, the Bard would be more like a violent flood, pounding against a house to force its inhabitants to higher ground, yet not truly caring who drowns in the aftermath.
All in all, if you're looking to succeed, then pray you get the latter, as it has at least some hope to it. Keep in mind, however, that a Bard can only invite destruction of what is already there, so you have to ask yourself which is more common in your session: Turmoil or depression?
Would a prince of form destroy physical appearance, leaving the soul or its non-material or basic energy behind?..
Explain a lord of glitch to me if you can, can it overpower a lord of space?
Wonder if glitch can bring forth the impossible... a null player... he would be emotionless, lacking even the basis to have emotions at all.
Following this, a Prince of Form would actually destroy the ability of a person or thing to stay in one piece, either literally or metaphorically. Form is next to Law for a reason: Both of them have an association with the idea of order. To put it another way, if a Prince of Form were to destroy something's form, they would be breaking it down to the primal forces and energies it would normally contain. A soul (or the equivalent) would only be left behind if the destroyed thing was a being who possessed one.
The definition I extrapolated about Lords was that they control their aspect, opposite to a Muse who allows control of their aspect by others. A Lord of Space would have their work cut out for them if they WERE to end up in a direct fight with a Lord of Glitch, as it is their very aspect which is in danger. Under normal circumstances, a Lord of Glitch should not theoretically be possible, since by its very nature, Glitch normally corrupts a session's data to the point where most standard classes are inaccessible. But for argument's sake, they would be a force to be reckoned with, as the aforementioned corrupting nature can break down a universe and everything which exists within it, transmuting the domain of Code into the domain of Null. Though Time and Space are vital to the creation of a universe, they would probably be outmatched in this case. I imagine the only thing that would be able to counter a Lord of Glitch would be a similarly powerful class (such as the Beast) of Spawn. I imagine you haven't seen my description of the Beast, so take a look here for an idea of what I'm talking about. topher-rl.deviantart.com/art/T…
It would need to be an extraordinarily powerful variety of Glitch, as the very existence of a Null player is a hazard to everything and everyone around them. Not only would they be emotionless, they might very well be shapeless and eldritch, difficult if not impossible to even recognize as a thinking being, let alone a participating player. To this end, other players would probably treat them as a force of nature in need of direction, if not outright try to eliminate them due to their potential to destroy in ways that would put your average Prince to shame.
I see, a prince of form is pretty dangerous.. Wonder if he can break atoms into quarks.
Lords in my definition: 'rule over X' and 'rule with X' meaning a lord of space rules over space, then rules with space, meaning he can change and bend it to however he pleases, so he can rule with it, a lord of glitch would rule over glitches, knowing and understanding them, glitches would be at his feet, then he would be able to order them and make them happen everywhere.
A lord of glitch could be just the very thing to cause a null player.
And I just thought of at least, a story concept, which could lead to such a potential shift... if we take the green sun, the universes or multiverses could align, with something that is said to happen if they do, the lord of glitch could make the process glitch up, leading to an influx of power that it under the lord of glitch's control, which will then form, a null player... what would be the most powerful null class?... The conclusion to the story, could mean redirecting the null player or possibly 'he who exists as null' to mend and control the universe, thoughtlessly, fairly and perfectly, for a mind of null like a computer, would have so much open space and open CPU... but a mind of null would need to be filled with a void, then space and time at the same moment, with perhaps, code included in the process, done in a specific way to cause what could be, the universe's moderator and the preventer of glitches.
And out of the possible, both canon and fan, out of all aspects and classes, what do you think is the most brokenly overpowered combination(s)?
Rather than a Lord of Glitch, a glitched class such as the Sire (creates the glitch through X) would cause the appearance of the Null player, who would likely be a Rook (benefits from the glitch through X) or the Wretch (worsens the glitch through X).
Out of all of the classes, I think a Lord of Code would be the most broken, since, through mastery of Code's domain, they could essentially do anything. Not that it'd help much, considering Lords are often confined to a dead session.
Most powerful null class if it were made possible through the story thing I presented?
Think of it like this: The aspects are like a metaphysical spectrum. Code would be white, from which all other aspects are derived (except Null, which would be black, as it is defined by lack of any light at all). Spawn would be a famous color like red, Glitch would be its complement, all other aspects would be other colors. Now, you can't do a whole lot with white if you're trying to make something beautiful. A universe is like a painting, requiring a balance of colors (that is, aspects) to be considered whole.
While other aspects represent something within Paradox Space, Code represents an entirely different plane: The "code" which acts as Skaia's DNA. The Code player must act like a combination of a computer technician and an open-heart surgeon, piercing into the delicate and volatile innards of the game itself. Its players are naturally averse to doing so, of course, as one false move could destroy everything they've worked for.
Anyway, because they're working with the ones and zeroes rather than a proverbial GUI, it's nearly impossible for them to do achieve a specific result, and this is made even harder by the fact that a lot of the time, they have no idea what they're doing.
Question: what kind of person would Xyz of Code be? Like, time player's collecting dead stuff and not showing emotions or Breath players being innocent and fairly nice.
I like the idea of Null. It's great since it can show the difference between Rouge/Thief of Void and Prince/Bard of Void- stealing "nothingness" indicates that it is kinda stored somewhere, while destroying it leaves less than nothing behind.
So here's the deal: We were both wrong. According to aspects don't affect powers like that. The aspect is akin to a piece of land you own, while the class is the type of structure you're allowed to build on it. However, just because the law says you can build any commercial building there, doesn't mean that there's no bylaw that says a suburban neighbourhood is not a suitable place for a corporate skyscraper.
Vriska as the Thief of Light was capable of acquiring Insight and Context. By chance the end result is the same as what a Seer of Light would do as well, but a Seer of Blaze and Thief of Blaze for example would be quite different, with the former predicting massive changes and the latter accumulating ways of causing massive changes to happen.
With most aspects in the case of the Thief the problem becomes having all that power but being unable to know if a given action won't backfire horribly. A Thief of Light fall under "knowledge IS power" and thus the very power they wield gives them knowledge of how to apply their power in a way that is both devastating to the enemy and harmless to allies. A Thief of Light doesn't steal luck, it acquires means of "cheating".
Unfortunately, Vriska's manipulative personality led her to abuse that power, something which is not common among Light players. However, continue to read to see why it IS common to Mind Players.
Rose as the Seer of Light passively invited knowledge of Insight and Context. This is by chance what a Thief of Light would do as well, but a Seer of Blaze and Thief of Blaze for example would be quite different, with the former predicting massive changes and the latter accumulating ways of causing massive changes to happen. A Seer of Light doesn't actively seek good fortune, but kinowledge comes to them of how to avoid bad things.
Terezi as the Seer of Mind passively invited knowledge of Logic and Choice. This allowed her to essentially read minds AND predict the future actions of people. A Seer of Mind has knowledge come to them of what people are going to do and thus give an edge on how to react towards otherwise unpredictable living beings.
Mind players are manipulative by power of Aspect, but they do not have the power to properly manipulate timelines and alternate realities. A Mind player often wants to manipulate that which exist around them. But only a Light player is the aspect that actually has enough information to manipulate literally anything with little chance of it backfiring. For a Mind player, the lesson that must be learned is "just because you can, doesn't mean you should".
The problem here is that both Terezi and Vriska were manipulative in their own ways which made me somehow confuse the two when thinking about both simultaneously. But the mechanic is not how you think:
"No, that's Mind players. Predicting outcomes and creation of alternate timelines is exactly what she did fighting Vriska"
"Logic and choice. Mind represents how we change our thinking to accommodate those around us. Every decision we make at every point in our lives is putty in the hands of a Mind player...The average Mind player is calculating and manipulative, but also morally grounded. Though they pay little attention to their emotions, they understand that finding the logically best outcome does not exclude justice, love and friendship from the equation. A Mind player will often have some sort of rival, either someone equally manipulative but of selfish nature, or someone who is very chaotic in temperament."
Terezi as the Seer of Mind did NOT predict outcomes of alternate timelines, she DID predict outcomes because her Seer class allowed her to see the future of her Mind aspect and thus know the future decisions of everybody around her aka Mind. She did this because she felt the impulse to manipulate circumstances in a manner favorable to as many allies as possible, as do most Mind players.
"Light players often like to analyze things, but unlike Space players they will do this out of an inherent distrust of the world around them, stemming from a pessimistic attitude.
Rose as the Seer of Light predicted outcomes of events because her Seer class allowed her to see the future of her Light aspect and thus know about future events of great importance aka Light. Rose was pessimistic but not manipulative, as she was not affected by the Mind player's high likelyhood of a rivalry.
Vriska as the Thief of Light predicted outcomes of events because her Thief class allowed her to acquire her Light aspect and thus control events of great importance aka Light. Pessimism was the least of Vriska's problems, not only was Vriska a terrible person, she ended up fulfilling the "rival" slot for Terezi and took that rivalry way too far.
Sometimes personality traits common to certain aspects affect other players of that session, which is why according to the Galaxygripped fanon it works the way it does. Since the only two Mind players were Trolls and Trolls have the Kismesis quadrant of their relationship, this supports this extrapolation. As for aspects, aspects are normally like a limitless energy source, so Classes act as a nozzle to permanently direct that energy in a particular way.