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Published: 2019-08-30 02:53:43 +0000 UTC; Views: 8988; Favourites: 45; Downloads: 17
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Description
When I asked about the missing Class explanations on the Tapestry of Regal Designations , I was told that the Galaxygripped Classpecting system (which is the Tapestry and the Honeycomb of Trancendental Concepts ) is now open source, so I've worked on a reboot of it that I could in a sense call my own, based on various Classpecting systems (like kakity's, as you can see by the format of this picture and some of the Aspect designs). I've been working on it on a Discord server for a while, and I've finally gotten up to 100 Aspects (and counting), so I've decided to post every fifty here (turns out 100 is too much for DA descriptions to handle). List below, but be wary of the (ones past Time in the comments):Space: Physics and creation.
Complement: Time
Element: Portals, Green Energy
Whisperings: The World
Stereotypes:
• [I love frogs. Love love love ’em.]
• [I am very familiar with Prospit and its inhabitants. ]
• [I view carapacians as people rather than game abstractions. ]
• [I have a very good sense of direction and never get lost. ]
• [I love to create things of beauty. ]
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.
Complement: Frost
Element: Fire
Whisperings: The Flame
Dream: Wonder and inspiration.
Dream has a connection with dream selves, and represents the infinitude of the human imagination. Dream 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.
Complement: Tears
Element: Transparent Dream Constructs (Glass?)
Whisperings: The Zone
Stereotypes:
• [I need to practice my art every day.]
• [Don't interrupt me.] (Dreams players are known to react to interruptions... violently.)
• [You can't knock me out by force.]
• [I insist on always getting my sleep.]
• [My dreams are always lucid.] (Not that this is much help in Sgame proper, but it does mean that you'll always know if you're in a dream bubble.)
• [I get angry when asked to repeat things.]
Life: Rebellion and indulgence.
Complement: Doom
Element: Earth (Specifically the Grass-type subset)
Whisperings: The Growth
Stereotypes:
• [I feel the pain of others as acutely as if it were inflicted on me.]
• [I must put others’ needs above my own.]
• [I cannot handle people or plants roughly.]
• [I must never kill, not even inhale a gnat or step on a blade of grass.]
• [I feel an overwhelming love for all things.]
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.
Complement: Form
Element: Weather
Whisperings: The Thunder
Hope: Belief and possibility.
Complement: Rage
Element: Light/Holy
Whisperings: The Faith
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.
Complement: Fear
Element: Flowers
Whisperings: The Cheer
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, much like 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.
Complement: Law
Element: Quantum Fluxuations
Whisperings: The Lulz
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.
Complement: Soot
Element: None, it just refines elemental manifestations around it.
Whisperings: The Task
Blood: Unity and relationships.
Complement: Breath
Element: Some kind of red pulse that goes inside stuff
Whisperings: The Pulse
Stereotypes:
• [I act “hot-blooded”.]
• [I can control my circulatory system consciously.] (As a safeguard, it will revert to normal if you become unconscious. Seriously, though, don’t be stupid with this. If you try to stop your heart it actually will stop and you will fall down. If you pinch off a vessel inside your brain you will make yourself have a stroke. WTF, Sgame, why is this even a thing?)
• [I’m fascinated by pumps, circuits, tubes of liquid, and things that pulse.]
• [I feel emotions strongly.]
• [I never leave someone behind.]
• [I think my friends are the most important thing in the universe.]
• [I fall in love too easily.]
• [I am extremely physically affectionate.] (Hugs and slaps on the back for friends count, too.)
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.
Complement: Need
Element: Some kind of sparklies that make stuff appealing to those around it
Whisperings: The Desire
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.
Complement: Groove
Element: Water
Whisperings: The Waveform
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.
Complement: Truth
Element: Y’know Phantos from Super Mario Bros. 2? Yeah, pretty much those.
Whisperings: The Script
Light: Insight and context.
Complement: Void
Element: Light
Whisperings: The Shine
Stereotypes:
• [The places where I live tend to be cluttered with stuff. Everywhere.]
• [If it has print on it, I've already read it all before you can blink.]
• [My vision is incredibly sharp.]
• [My eyes reflect light, like a cat's, so I can see in the dark.]
• [I hate losing, and would rather cheat than fail honestly.]
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.
Complement: Sweat
Element: Cracks
Whisperings: The Impulse
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.
Complement: Grace
Element: Reddish Energy
Whisperings: The Strength
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. 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.
Complement: Soul
Element: Double Helixes/DNA Strands
Whisperings: The Pulse
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.
Complement: Hell
Element: Fluidly-moving tendrils of energy
Whisperings: The Enlightenment
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.
Complement: Keys
Element: Locking Mechanisms
Whisperings: The Gate
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.
Complement: Ground
Element: Glitter, Solar Flares, Fireworks
Whisperings: The Glitz
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.
Complement: Glitch
Element: Circuitry Patterns
Whisperings: The Will
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.
Complement: Depth
Element: Gemstones
Whisperings: The Treasure
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.
Complement: Hate
Element: Feathers
Whisperings: The Mediators
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.
Complement: Steel
Element: Claylike Mass
Whisperings: The Doh
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.
Complement: Rifts
Element: Lazers connected between things
Whisperings: The Chains
Heart: Instinct and emotion.
Complement: Mind
Element: The Heart-thing (Shinies/souls and the like)
Whisperings: The Soul
Stereotypes:
• [I love to have conversations about your feelings.]
• [I try to sympathize with everyone, even people who really shouldn't be sympathized with.
• [I am a good listener.]
• [I want people to understand my perspective.]
• [Integrity is important to me.]
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.
Complement: Tech
Element: Poison (especially poison gas)
Whisperings: The Smog
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".
Complement: Null
Element: All of them, but good luck getting anything but raw creative energy.
Whisperings: The Program
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 occurring, 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. Sgame 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 Sgame 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.
Complement: Smog
Element: Circuitry Patterns
Whisperings: The Machine
Mind: Logic and choice.
Complement: Heart
Element: Electricity
Whisperings: The Path
Stereotypes:
• [I always think things through carefully.]
• [I believe in free will.]/[I don’t believe in free will.]
• [Take a third option.]
• [If something bad happens it’s my fault.]/[If something bad happens I will believe it’s my fault.]
• [My aspect pledges me to defending people’s free will from whatever might threaten it.]
• [My aspect pledges me to defending the value of logic and thought.]
• [If I understand how systems work, I can exploit them.]
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.
Complement: Links
Element: Portals
Whisperings: The Twist
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. This is because Null is less of a true aspect and more of a placeholder for those who lack one. There is no such thing as a Null player, or at least there isn’t supposed to be. As was explained with the Null class, if Null truly is part of your title, then you technically shouldn’t exist. You’re effectively a walking glitch in reality, so broken on a fundamental level that you literally don’t have that half of your title and Sgame has to compensate and give you a placeholder lest the hole cause things to break down.
Complement: Code
Element: None, but it can confuse the game enough to spawn placeholders and other debug shit if you go about it the right way.
Whisperings: The
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 Sgame for one reason or another, and will attempt to break any mechanic in the game at great personal expense.
Complement: Spawn
Element: JPG artifacts, squares, Missingno-esque effects
Whisperings: The ⟲̴͈̘̫̙̱̩͕́ͅඤ̧̥͎̬̖̪̹̺͢ණ̸̡͙̺̗̬̺̤̮̹̝͖̼̹́⬲̭͙̖̰̙̯͔̞̤̱́͡͠ͅꔞ̷̶͟͢͏̮̞̻̯̭̙̦͍͍̞̠͖̣̯̟͓͖⥺̴̷̢̻̻̮͖̲͙̼̜̣̦̙̖̥͎ͅ⟴͏̢̖̻̲͈̱̪̫̗̤̗́͟⬡̤̩̟͉̭͍̗͖̲͜͡
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.
Complement: Clay
Element: Metal
Whisperings: The Will
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.
Complement: Peace
Element: Black smoke that flows like pouring sand
Whisperings: The Grudge
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.
Complement: Wealth
Element: Gravity
Whisperings: The Pull
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.
Complement: Stars
Element: Earth
Whisperings: The Quake
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.
Complement: Doors
Element: Unlocking mechanisms
Whisperings: The Password
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.
Complement: Zen
Element: KR
Whisperings: The Judgement
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.
Complement: Flesh
Element: Soul-O-Vision (kinda like Black Lanterns have)
Whisperings: The Self
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.
Complement: Might
Element: Petals
Whisperings: The Dance
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 Sgame session, and become upset by the fact that they will lose all of it on the whim of the cosmos.
Complement: Nerve
Element: Blue drops
Whisperings: The Task
Void: Absence and obfuscation.
Complement: Light
Element: Darkness/Eldritch
Whisperings: The Silence
Stereotypes:
• [I often hide things where they can’t be found.]
• [I often hide where I can’t be found.]
• [I drop letters from words and sentences sometimes.]
• [I’m very good at pretending nothing happened.]
• [I don’t like being around people.]
• [Space players confuse me.]
• [My eyes are black. My soul is… actually very much not black at all, I don’t know where you got that idea.]
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, complementing 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.
Complement: Masks
Element: All-seeing eyes
Whisperings: The Truth
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.
Complement: Waves
Element: Tools
Whisperings: The Gears
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.
Complement: Want
Element: Quest Markers
Whisperings: The Call
Breath: Freedom and direction.
Complement: Blood
Element: Wind
Whisperings: The Breeze
Stereotypes:
• [I haven't a care in the world!]
• [The Breeze looks out for me.]
• [I have suddenly discovered that I hate a particular type of food.]
• [Freedom is the first and foremost of the natural rights.]
• [I can act in extremely windy conditions as if the air was perfectly still.]
• [I like to sleep outside, where the wind can reach me.]
Soot: Consumption and idleness.
Soot 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 Soot makes Jack a dull boy. Soot players start out in much the same position as Depth players, but do so by choice and rarely change even once Sgame starts.
Complement: Forge
Element: Ashes
Whisperings: The Burnout
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.
Complement: Din
Element: Chains
Whisperings: The Word
Stereotypes:
• [I must always follow the rules.]
• [I’m secretive with my knowledge.]
• [I keep getting into arguments about technicalities and loopholes in the things other people say.]
• [I love hiding things where nobody else will find them, even if I can’t find them again.]
• [My security precautions are rather paranoid.]
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.
Complement: Joy
Element: Spoopy stuff
Whisperings: The Chill
Rage: Resignation and certainty.
Complement: Hope
Element: Purple, smoky flames
Whisperings: The Wrath
Stereotypes:
• [I yell a lot.]
• [I want the world to know I'm here.]
• [Do not get into an argument with me. I will win.]
• [I have a well-defined and crisp vision of what I want things to be like.]
• [I will not be persuaded to go against my own best interests.]
• [I hold onto grudges far longer than I should.]
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.
Complement: Storm
Element: Shapeshifting
Whisperings: The Pressure
Doom: Restriction and sacrifice.
Complement: Life
Element: Poison
Whisperings: The Blight
Stereotypes:
• [I have a fondness for mixed drinks that contain highly toxic ingredients.]
• [I am fascinated by decay and rot, rather than repulsed by it.]
• [I still continue to age normally, rather than being “restored” to an age-20 body, every time I have to use a dreamself backup.]
• [It's the dose that makes the poison.] (And so you can use small amounts of otherwise poisonous stuff to do useful things. Like homeopathy that might actually work.)
• [I will never need a gas mask.]
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.
Complement: Dream
Element: Curses
Whisperings: The Fury
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.
Complement: Blaze
Element: Ice
Whisperings: The Glacier
Time: Continuation and decay.
Complement: Space
Element: Timepiece Effects
Whisperings: The Beat
Stereotypes:
• [Past Me/Future Me is my own worst enemy.]
• [I’m not lazy, I just don’t waste energy if I don’t have to.]
• [I like making diagrams, flipcharts, timelines, and so on.]
• [I’ve seen many people die many times.]
• [I often try to take control and leadership.]/[I hate taking control and leadership.]
• [I instinctively understand time shenanigans.] (Watching Primer, or other movies involving similar types of time shenanigans, with a Time player is fun. They’ll pull up a big piece of paper after the movie and make a plot of what happened in the movie in actual chronological order, with a bunch of lines leading down to a second timeline below explaining what order things happened in the movie.)
Related content
Comments: 27
AProudHomestuck [2022-02-14 00:06:05 +0000 UTC]
👍: 0 ⏩: 1
Luigicat11 In reply to AProudHomestuck [2022-02-14 01:24:18 +0000 UTC]
👍: 1 ⏩: 1
AProudHomestuck In reply to Luigicat11 [2022-02-14 01:41:59 +0000 UTC]
👍: 0 ⏩: 1
Luigicat11 In reply to AProudHomestuck [2022-02-14 01:55:23 +0000 UTC]
👍: 1 ⏩: 1
AProudHomestuck In reply to Luigicat11 [2022-02-14 03:01:48 +0000 UTC]
👍: 0 ⏩: 1
Luigicat11 In reply to AProudHomestuck [2022-02-14 03:41:51 +0000 UTC]
👍: 1 ⏩: 1
AProudHomestuck In reply to Luigicat11 [2022-02-14 04:44:50 +0000 UTC]
👍: 0 ⏩: 1
Luigicat11 In reply to AProudHomestuck [2022-02-14 07:22:15 +0000 UTC]
👍: 1 ⏩: 1
AProudHomestuck In reply to Luigicat11 [2022-02-14 10:44:17 +0000 UTC]
👍: 0 ⏩: 1
Luigicat11 In reply to AProudHomestuck [2022-02-14 13:04:13 +0000 UTC]
👍: 0 ⏩: 0
Luigicat11 In reply to GMQUilmataalpha [2019-09-04 07:29:54 +0000 UTC]
Yeah. It'll be a while.
👍: 0 ⏩: 1
GMQUilmataalpha In reply to Luigicat11 [2019-09-04 21:50:37 +0000 UTC]
welp guess i'll have to wait to draw more gods
👍: 0 ⏩: 1
Luigicat11 In reply to GMQUilmataalpha [2019-09-04 23:38:55 +0000 UTC]
LOL
You can join my Classpecting Server if you wanna see more Aspects before I post Part 2.
👍: 0 ⏩: 1
Luigicat11 In reply to crown-of-clouds [2019-09-02 19:45:10 +0000 UTC]
Yeah. A lot of these were made in 2018 and most of them were made earlier, but I am still making them.
👍: 0 ⏩: 0
GMQUilmataalpha [2019-08-30 05:20:59 +0000 UTC]
Kinda wanna turn every Whispering into a werid god of some kind like cultist simulator
👍: 0 ⏩: 1
Luigicat11 In reply to GMQUilmataalpha [2019-08-30 09:11:41 +0000 UTC]
LOL, that'd be weird. Kinda cool too in a way, tho.
👍: 0 ⏩: 1
GMQUilmataalpha In reply to Luigicat11 [2019-08-30 16:53:24 +0000 UTC]
THE
Deity of Nothingness
👍: 0 ⏩: 1
Luigicat11 In reply to GMQUilmataalpha [2019-08-30 22:16:43 +0000 UTC]
LOL
The is basically SCP-3930.
👍: 0 ⏩: 1
Luigicat11 [2019-08-30 03:01:17 +0000 UTC]
Sauce: Corruption and amalgamation.
Sauce is one of those “aspects” that is actually an entity screwing with Sgame to exert its influence. This entity perpetuates itself through time loops and glitches, and enables those corrupted by its influence to use aspects not present in their session. The caveat is that they must know said aspects. Sauce players are doomed to become amalgamated into the Sauce Entity, and are often corrupted to an extent that they either won’t care or will be delighted at such a prospect.
Complement: Juice
Element: Corruptive green “sauce”
Whisperings: The Sauce
Juice: Purification.
The aspect of Juice is all about purification, and the anthesis aspect of Sauce. Juice is not a directly independant aspect. While it can still function in sessions and on its own, the Juice aspect exists to counter the Sauce entity and its aspect. Seeing as the Sauce relates to corruption and overall the negative factors associated with that kind of decline and influence, the Juice was created by Sgame to counter the ideology and practices of the Sauce entity through purification.
Complement: Sauce
Element: Purifying glowing apple juice
Whisperings: The Juice
Ash: Power and change.
Ash players start out with a lot of power in some form, and need to learn the restraint to not just blow shit up or force their way through whenever they encounter a problem. Their first instinct is to brute force through things and this can instill a might makes right mentality in them.
Complement: Egg
Element: Silver Energy
Whisperings: The Force
Egg: Responsibility and surprise.
Egg can be broken down into Responsibility, Surprise, Easter Eggs, Being Susceptible to Corruptive Forces.
Egg players have immense power locked inside of them, but do not access it until they realize it is there. It has to be nurtured. They can either be late game powerhouses, or walking disasters.
Complement: Ash
Element: Egg!
Whisperings: The Shell
Voice: Communication and rhythm.
Voice players are adept at reading others' movements and emotions. They can come from a variety of backgrounds, from artists to martial artists to socialites. Their strength comes from the ability to observe and/or manipulate others and they tend to make excellent spies. Voice players are also capable of manipulating vibrations, which can be as gentle as a whisper or as destructive as an earthquake.
Complement: Flakes
Element: Vibrations
Whisperings: The Signal
Flakes: Strife and solitude.
For Flakes players, the best way to describe them is "a square peg in a world of round holes". They have trouble playing nice with others, but this doesn't make them an automatic antagonist to their co-players. They simply see the world in a different light and step to a beat no one else can follow. They're outcasts, and may prefer their own company to that of others.
Complement: Voice
Element: Cold
Whisperings: The Blizzard
Night: Dreams and death.
Night players' dreamselves may wake up on their moon long before the game starts. Unlike their co-players, Night players experience their time as their dreamselves in full clarity. To some, it may feel as though the real world is a dream and dreams are the reality. They may be somewhat detached from their surroundings and space out often. They are also far more attuned to the dead, and are able to interact with ghosts and incorporeal objects better than others. After all, if you think of death as an eternal sleep, then the afterlife is an eternal dream.
Complement: Day
Element: Calming Darkness
Whisperings: The Moon
Day: Awakening and rebirth.
A Day player will often have an awakened dreamself early on if not from their first dream. They are very aware of their surroundings, however often lose focus of their thoughts. They are often the first to know big reveals and they have an awareness of new beginnings, but many dread death and endings, often refusing to believe any form of ending is forever. After all, if death is an “eternal” sleep, then there must be some way to wake them up.
Complement: Night
Element: Energizing Light
Whisperings: The Sun
Snow: Order and rationality.
Snow players tend to prefer things neat and tidy and will be able to see and replicate most any obvious pattern. They have an aspectual connection to things like crystals, lattices, and grids. The Snowbound prefer to base their beliefs on evidence and will build off of their previous worldview as new evidence pops up, discarding the bits that no longer make sense as necessary, however, unlike Rage players, they will calmly walk those with dissenting beliefs through their logical process and look through the dissenter’s process for the purpose of finding the most rational idea. They prefer things calm and collected, and will be greatly distressed by disorderly conduct and non sequiturs.
Complement: Rain
Element: Crystals
Whisperings: The Lattice
Rain: Chaos and insanity.
Rain players paradoxically understand things the most when they make the least sense. They can navigate a mess with ease, yet will find themselves lost in an ordered an organized setting. They are often in tune with the weather, and enjoy viewing just about anything with shifting or inconsistent colors. They are often the cloudcuckoolanders of their respective player groups, speaking nonsense that mostly makes sense to only them, as well as being able to do things simply because they think they can. They usually somehow know what’s going on and are often the first to know, though, so keep good track of the weirdness they speak. Sometimes the nonsense and non sequiturs aren’t as much so as one may initially think. They also tend to be immune to both aspectual Corruption like Sauce and Glitch can cause and the kind of Corruption that can be brought by Angels and Others.
Complement: Snow
Element: “Headaches”
Whisperings: The Voices
Stereotypes:
• [I'm laughing. Always. Even when it isn't funny. Especially when it isn't funny.]
• [I'm habitually split into a handful of repliclones.]
• [I always have a fresh new perspective on the situation.]
• [Everything's better when it's as colorful as possible!]
• [I'm always using something really weird (yet useful) as a fashion accessory.] (For example: wearing a traffic cone as a hat, carrying a big fistful of eating utensils when you don't have utensilkind, always keeping two extra tent poles strapped to your forearms, folding a tarp into a paper crane shape and wearing it like a backpack, slinging a hot pink extension cord over one shoulder...)
Heat: Energy and ideas.
Heat players are all about the stuff that can’t directly be sensed, but still has an effect on the world around it. They are often on the extreme ends when it comes to level of activity, either preferring to remain on the move or stay inside and muse. They tend to be well-versed in art, science, or both. Once a Heat player has either awakened on their dream moon or entered the Medium, they’re likely to quickly take up an understanding of their role and may even pursue knowledge of the roles of those around them.
Complement: Mass
Element: Kinetic Energy
Whisperings: The Wavelength
Fleur: Purification and beauty.
Complement: Wabi
Element: Flowers
Whisperings: The Meadow
Mass: Materials and gravity.
Mass players are all about the physical, going with mostly their senses and partially their gut. They tend to put a lot of weight on small things they happen to care about and will often be a bit obsessive and materialistic. That isn’t to say, however, that the Massbound are always irrational. Depending on the class, they might even be right about most of the weird things they’ve decided to focus on. They tend to be confused upon seeing the Medium for themselves for the first time, but when they realize the reality of their situation, they can be quite formidable.
Complement: Heat
Element: Gravity
Whisperings: The Crunch
Mold:
While Null is the absence of all Aspects and Code is the culmination of all Aspects, Mold is the irreducible concept of what it is to be an Aspect. It is the in-between of all Aspects, and the lens through which we see the others, often without being aware of it. In this sense, it is unto apples and unto circles. It lacks laconicism, for it is laconicism itself. While a Nullbound is fundamentally broken and literally lacking an Aspect, the Moldbound merely don’t fit any other Aspect, fitting right in the middle. A good example of how Mold permeates the way we view Aspects is the fact that just about everyone has already seen what most Classes look like as Mold players. In fact, one could even go as far as to say that for many, their first look at a Class’s design is how it appears with Mold’s color scheme. I’ll let you think that part over for yourself.
Complement: Mold
Element: PGOs, Apples
Whisperings: The Default
Flow: Momentum and movement.
Flow is the aspect all about “Not stopping until dropping”. It will be hard to get them out of their “Flow” when they find it. Flow players have fire powers, and are determined to be the fire in the team and they show it by firing up the team.
Complement: Rhyme
Element: Fire
Whiperings: The Groove
Stereotypes:
• [I can’t stop moving.]
• [I really like staring at fires. They’re pretty!]
• [I perform best when the heat’s turned up – when things get dangerous and the pressure’s on.]
• [I love to run.]
• [I set my physical movements to the beat of the music I’m playing.]
• [Nothing can stop me. Nothing. Not even people telling me to consider what I’m doing first.]
Rhyme: Inertia and idleness.
Rhyme is about taking a chill pill and takes cool to a new meaning. They would rather take things slow and relax by a TV than do quests and battle bosses. They make sure the team takes a break from time to time and has fun while playing. They mainly focus on Ice powers.
Complement: Flow
Element: Ice
Whiperings: The Shade
Stereotypes:
• [I’m always calm and collected, no matter the situation.]
• [I do everything to my own rhythm. Nobody can rush me.]
• [I’m fascinated by ice and snow.]
• [I eat all my food cold, even if it’s food that could only be improved by heating it.]
• [I always have a cooler of drinks stashed somewhere nearby.]
• [I don’t do anything until I’ve taken the time to figure out what’s going on.]
Wabi: Impurity and Ugliness
Just as Fleur is an aspect of idealism akin to Hope taken in a direction that can show deceit and illusion, Wabi is an aspect of realism akin to Rage, taken in a calmer direction that can reveal the true nature of things, warts and all. Everything is imperfect, impermanent, and incomplete, and that’s not necessarily a bad thing to remind people of, even though it can be upsetting for some. While a Ragebound would get pissed off and rebel in the face of wrongness and a Fleurbound would just as quickly deny its existence outright, those bound to Wabi are of the sort to see the beauty in the imperfections in their world and accept them as they are.
Complement: Fleur
Element: Wilted Flowers
Whisperings: The Cracks
State: Physics.
Whether it’s state of matter or state of being, State players can shift all manner of things about the world around them to their will. They tend to be innately curious about how things work and will often love taking things apart to see what makes them tick. The game sets up their quests so they learn restraint and their curiosity is properly nurtured before they learn that they can do the very same to the physically-bound parts of reality. This is because if they don’t, well… Let’s just say that most sessions with State players that God Tier early in the Alpha Timeline crash. On the other hand, if a Statebound is properly prepared, they can be incredibly formidable.
Complement: Force
Element: Elementary Particles
Whisperings: The Forces
Spark: Activity and physics.
Movement is a constant feature of reality. Whether it’s the movement of the planets or the movement of small particles responsible for bigger ones feeling warm, it’s practically inescapable. More than most people, Sparkbounds seem to always be on the move, unable to catch up with modern-day society no matter how hard they try, and they noticeably try hard. In some circumstances, it’s so bad that when they realize the world’s about to stop and they’re about to get off, they actually calm down a bit. If there is one in their session, expect them to either envy or be in a moiraillegiance-analagous relationship with the Sootbound.
Complement: Change
Element: Electricity
Whisperings: The Grind
Acid: Physics and transformation.
While the more things change, the more they stay the same, one thing that always stays the same is the fact that things change. Acidbounds know this all too well. Acid is the Aspect of all things caustic and acts as a catalyst for all manner of transmutation. Expect Acidbounds to reflect this causticness in their attitudes, and try not to put it past them.
Complement: Real
Element: Bubbling green transmutative liquid; basically Hollywood Acid meets I Love Nuclear Power
Whisperings: The Ooze
Real: Physics and reality.
Some things are immutable, whether it’s the laws of physics, the way destiny acts on the Players, or the inevitability of the game to be thrust upon unwitting doomed worlds. Realbounds have been hit hard by this lesson, and those who haven’t will. Their Aspect can reveal these deadlocks and make new ones, but it takes prowess to get through them. There’s no forcing one’s way in. It requires finesse. A patient enough Realbound can pick such locks, but by the time they gain this ability, most of them wouldn’t want to use it unless absolutely necessary.
Complement: Acid
Element: Bedrock
Whisperings: The Chains
Start: Creation.
Everything has an origin, and Startbounds have a tendency to, whether deliberately or unintentionally, be that origin for many. If a Startbound is in your session, expect something new to come up in it. Often, they are responsible for the game “updating” and gaining new features, and indeed most successful updates since the Start Aspect’s implementation into the game have been brought forth by a session containing a Start player. Their sessions have an occasional tendency to generate players with Null somewhere in their title, and it’ll be up to the Startbound to fill in the gap for the baby version of their coplayer to ensure their Class and/or Aspect exists in the first place. Whether it catches on depends on whether their session bears fruit and the line of succession adds to the overall universe gene pool.
Complement: End
Element: Scan lines and interfaces
Whisperings: The Beginning
Force: Activity and creation.
Force deals with, well, forces . Whether it’s anything that acts on anything else or even as far as the fundamental forces, there will be some sort of connection. However, these powers are somewhat misleading when it comes to the actual potential of Force. Forcebounds can use these forces, these sources of energy, to pull objects and ideas into being. They can feel the quantum fluctuations inherent in reality itself and when attuned to them can be very versatile in their use, although while it takes skill to manipulate these fluctuations to do anything noticeable, it takes even more skill to get them to do anything useful (unfortunately doing things that might break everything or fuck your whole session over are somewhere in between).
Complement: State
Element: Virtual particles
Whisperings: The Flux
Spell: Creation and transformation.
Magic. The power to make and change things as long as you know the right symbols, words, and regents. Spell players have one of the most traditionally-based forms of RPG powers. Spellbounds, funny enough, don’t often engage in magical thinking. In fact, despite the resemblance, they will be the ones to insist more than anyone that magic isn’t real. It’s little more than sufficiently advanced and analyzed game powers.
Complement: Ploy
Element: Pretty much magic
Whisperings: The Thaum
Sketch: Wonder and creation.
The joy of creation. What better to express that love of making things than an Aspect with abilities stemming around a way nearly everyone can make something: drawing. Sketch players have the power to make makeshift versions of nearly anything, like a sort of upgrade to the Pictionary Modus that actually allows you to use the ghost images if just for a short while. They love to express themselves through art (although most start off horrible at it), so such incentive to improve their craft will usually be taken in stride. It’s not all fun and games, though. This is Sgame after all. The further in they go, the more their skills will be challenged, and there’s more at stake and less room for screw-ups. All this potentially on top of frog breeding (many of said frogs not existing and needing to be drawn into existence) because Sketch contains the Creation attribute.
Complement: Ink
Element: Drawings/Ghost images
Whisperings: The Pen
Art: Creation and chaos.
The freedom of not worrying if your ideas are good enough. Art is the Rain to Sketch’s Dream. Unrestricted creativity juxtaposing structured and deliberate creativity, yet not necessarily a complementary force. Art players construct fantastical and anomalous things, and love to worldbuild in their own way. They have minds that are full of the weirdest and most wonderful ideas and they’ll put them together in ways that most would have a hard time following. If you see a fully-realized Artbound in action, expect to come out of it wondering what the fuck you just witnessed. Maybe that’s why their Aspect is called “Art”. As a play on the platitude that true art is incomprehensible.
Complement: Stage
Element: Paint/clay; something in between
Whisperings: The Pleuroma
Speed: Activity.
Speed is all about that energy. Gotta go fast and all that. It’s not that Speedbounds don’t have enough time; in fact they often have an excess. It’s just that they have a lot of energy and tend to spend a lot of their time on their feet (or equivalent extremities). The rest of the world just seems too slow to them, and they’ll need to learn that sometimes a little patience is required for those who can’t keep up.
Complement: Sloth
Element: Wind
Whisperings: The Rush
Lava: Eruption and activity.
Lava is a very destructive Aspect. It’s energy refined to a point and kept in place until it explodes outwards. Indeed, much like a volcano, its players don’t seem very volatile until you see them blow up at everything around them. They tend to be warm and behind-the-scenes under normal circumstances and absolutely catastrophic fireball of fury when scorned. Literally. Well, literally once they’re able to use game powers anyway.
Complement: Hail
Element: Molten rock
Whisperings: The Volcano
Change: Transformation.
Transformation given its purest essence is one of the more broken abilities one can roll. Those bound to Change find themselves constantly changing, but they can’t quite adapt to it. Most of a Changebound’s quest will be about finding themselves and figuring out who they actually are under all that shifting and changing going on at the surface level. Given a bit of time to understand themselves and the world around them, a Change player will be able to see the properties of the various objects surrounding them and will learn how to alter them for the desired results.
Complement: Spark
Element: Green flames
Whisperings: The Shift
Stage: Wonder.
Wonder is a hard concept to grasp on its own. That sense of awe when you see something truly brilliant or inspiring. Stage players see the world for the performance it entails and can put on quite the show when given the proper motivation. All the world’s a stage, after all, and when someone’s a good actor, they may find the audience cheering you on. Stagebounds take advantage of this, because the more of a following they have, the harder it is for people to oppose them without finding themselves in a horrible positions.
Complement: Art
Element: Colorful curtains
Whisperings: The Audience
Sand: Deceit and charisma.
Despite the stigma, Sand isn’t solely about lying. Their job requires lies and deception, but it’s more about rules lawyering and cheating. The distinction is that Sand, as an Aspect of rules lawyering and cheating, does still include lying and deception, but in a much smaller role than one might expect. They are not actually required. It is sufficient for a Sand player to pick at the holes in rules until they bleed. Incidentally, this also makes Sandbounds excellent gamebreakers. Make of this what you will.
Complement: Tides
Element: Cutting kinetic force, shredding, earthquakes
Whisperings: The Break
Stereotypes:
• [I've got sand in my pockets. And in my shoes. And in my bags.]
• [Well, you didn't say I wasn't allowed to do that!]
• [If you aren't making me do it, I'm not doing it. And how are you going to make me?]
• [I amuse myself by pointing out how this whole thing could've been avoided... after the fact.]
• [If you present me with a story, or a plan, instead of enjoying or committing to it I'm going to poke the premise full of holes.]
• [Honor? What honor?]
Mist: Reality and multiplicity.
Mist is the aspect of essence – of what makes something real. A Mist player is a thing of substance – they are, in fact, so real that they cause all sorts of problems, because the Game thinks that they are everyone and everyone is them. This is not actually helped by the fact that they can become anyone they like. In short, this means the game can haphazardly believe two things: that every Player is the Mist Player and that the Mist Player is every Player. This randomly messes up a majority of Sgame scripts and even abilities. For example if you use an ability on a Player who stands next to a Mist Player, your ability might benefit your original target, or both the target and the Mist Player, or it might misfire completely and only lock unto the Mist Player. Heck, if you try to target an ability on a Mist player, it might loop around and target YOURSELF. There's no limit to how confused things can get in Sgame.
Complement: Flare
Element: Some kind of fog or smoke that copies things
Whisperings: The Haze
Stereotypes:
• [I don't respond to my name. I respond to Lord/Lady of the (Reverberata type).]
• [I find it unusually easy to copy other people's abilities.] (This can then be applied to reduce or remove the usual obstacle to copying abilities!)
• [I have a knack for breaking game constructs in my favor.]
• [I can see through fog/mist/smoke easily, no matter how thick it is.]
• [I find it easier to copy other people's voices, mannerisms, and phrasing than come up with my own.]
• [I give nicknames to everyone I know.]
• [The Game glitches heavily if people try to use other kinds of Game magics on me.]
Dust: Value and patience.
Dust is an Aspect about the fact that, if you invest time into something, you’ll get something in return. Mind you, the return might not be worth your time… but even something frivolous like thinking about a fantasy world all the time can pay real-life dividends like “actually you turn out to have an interesting and well-written fantasy series”. If you invest your time and your effort and your love, you will get something back. “If the fool persists in his folly, he will become wise.” and all that. You may not get what you expected, and if you were of a more calculating bent you could certainly use Dust’s abilities to figure out what activities give you the highest rate of return, but that’s not the point: The point is that Dust is about value in the opposite way that Coins was. Coins is about the flash, about what something can give you now. Dust is about what something could give you, in the future, if you worked for it.
Complement: Coins
Element: Gray powder
Whisperings: The Ethic
Stereotype:
• [I tend to hang on to empty bottles, boxes, jars, and suchlike - and I’ll use them, too.]
• [A little TLC, and everything will be as good as new!]
• [I dress formally all the time. And will dress you formally, too, if you let me.]
• [Long hours of work on [hobby] have taught me many things about the world.]
• [I have a tendency to commit myself to what everyone else says are “lost causes”.]
Coins: Value.
Coins is the Aspect of assessing value, in yourself and others. It’s a good, honest look at what something is actually worth in the here and now, without having to put in anything additional to improve it. Labor costs extra, after all. The Coinsbound know how to get big returns in the present time with as little risk as possible, and can haggle you out of anything they want, often even if you know what their game is.
Complement: Dust
Element: Metal, intangible sparkles
Whisperings: The Flair
Stereotypes:
• [I speak honestly about how useful you are.] (“With all due respect, you just completely fucked things up for me.”)
• [I’m really good at handling my own finances and giving advice to others about money.]
• [I’m really good at predicting stock markets.]
• [I’m really good at finding cool cheap stuff at flea markets, thrift stores, and bargain bins.] (There’s a lovely secondhand store on Prospit – about half of what they have is junk, but people dive in and occasionally come up with awesome armor, cool legendary weapons, and – if you believe the rumors – secondhand fraymotifs.)
• [I love auctions!]
• [I’m miserly with money.]
• [I hoard stuff.]
Sight: Subjectivity and perception.
Sight is the sister aspect to Sound, which, as you may remember, is the Aspect of communication - or at least it’s called that. The thing about Sound’s communication is that it flows outward and around the player, but they don’t really hear, which is kind of a glitch, but also significant in an immeasurable way, like most of Sgame turns out to be when closely investigated. It’s like sound itself: it’s a physical thing, it exists independently from our capacity for hearing, but we read the noise something makes as independent from what it is. It’s output. Correspondingly, Sight has an independent component, the visible spectrum, which would exist without being seen, but the medium that represents (light) and the object that is represented (a coffee cup, say) are, to our senses, indistinguishable. The communication is the entity, for Sight. They’re both communication aspects, really; it’s just that Sound separates the characteristics of whatever from its essence, where Sight recognizes no difference between them. The music and the instrument are not one, but the story and the narrator’s voice are.
Complement: Sound
Element: Prismatic colors, rainbows, the Fuck off Symbolism Zone
Whisperings: The Outline
Stereotypes:
• [I have a thing for mirrors - I want to be near them, carry some around, and even wear them.]
• [Everything is a metaphor, if you look at it the right way.]
• [Everything is art, if you look at it the right way.]
• [I’m not going to use just any metaphor. I’m going to use a metaphor nobody has ever used before.]
• [My art is… idiosyncratic. But not in a bad way!]
• [I shroud my advice and opinions in allegories, parables, and fairy tales.]
Sound: Objectivity and communication.
Sound is the Aspect which rules communication, objective reality, and common goals. Soundbounds can tell what is meant and what is conveyed no matter what is said, and don’t have to deal with the same barriers most do when it comes to figurative language or even differing languages. On top of this, an experienced Sound player can grant this ability to others to an extent. Sound operates not through sound waves, but through thoughts and concepts, the one universal language.
Complement: Sight
Element: Static, white noise
Whisperings: The Orchestra
Stereotypes:
• [I hear other people’s thoughts all the time, whether I want to or not.]
• [I broadcast my thoughts into other people’s heads all the time, whether I want to or not.]
• [I am deaf.]
• [My ears can handle arbitrarily loud sounds, without overloading or temporarily deafening me.]
Wheels: Rotation and progress.
Wheels is the Aspectual embodiment of “Keep moving forward”. It’s connected to progress, industry, technology, the economy, and pretty much everything that physically spins. On top of that, there’s an element of freedom to Wheels. Wheels is connected to theme park rides, especially rollercoasters, which can inspire such a feeling of freedom.
Complement: Loops
Element: Rollercoasters
Whisperings: The Park
Tides: Strength and honor.
Tides is the aspect of collective strength, honor, and the ocean. Tidesbounds are all about chivalry when it comes to combat, but in a casual situation, they’re total bros. They fight fair, and if you don’t, an experienced Tidesbound knows how to make it more costly for you to fight dirty than it would be to give a clean fight. They’re also a formidable force (there’s a reason some older versions of the game called it “Might”. Hell, there’s still some versions where it’s called Might, coexisting with the Might we know under the name “Vim”).
Complement: Sand
Element: Water
Whisperings: The Wave
Stereotypes:
• [I fight with honor.]
• [I'm always carrying water.]
• [Believe in the me that believes in you!]
• [Tides is the best aspect ever. Fight me.]
• [I am a large ham.]
Ink: Beauty and obfuscation.
Ink is dark and murky, yet it can also be used to make things of beauty. While Sketch brings forth makeshift objects, Ink is a more illusory sort and Inkbounds are quite talented at producing inky facades. They can shroud and disguise things around them for a wide variety of purposes from aesthetic to making an item’s purpose seem completely different from what it actually is. This power can also be used offensively, and often to terrifying effect.
Complement: Sketch
Element: Ink
Whisperings: The Reel
Fault: Separation and change.
Fault is connected to the necessary separation and isolation of things that makes them substantial. Fault players are grounded and flexible, their heads always in the game and able to keep up with any new developments. Their affinity for the present, however, renders them somewhat reckless, and often renders them unaware of the consequences of their actions.
Complement: Web
Element: Fissures
Whisperings: The Chasm
Web: Interrelation and patterns.
Web is connected to the self-influencing and connected nature of Sgame's mechanics, and represents the patternicity of all existence. Web players are crafty and predictive, knowing how and/or why certain things happen, being able to predict the outcome of an event and using it to their advantage. However, they tend to be a little bit dissociated from reality, never really seeing anything for what it is, looking instead at the ways in which it fits into the grand cosmic fractal of the universe.
Complement: Fault
Element: Spiderwebs
Whisperings: The Tremors
Viy: Corruption and possession.
Viy is another of the unnatural Aspects that have invaded Sgame, originally starting as an Aspect made to make puppets of its players until an opposing force drove Viy to the conceptual plane. It is now an Aspect akin to Horrorterror influence, and the Viybound are often interested in Eldritch lore of some sort and have an intensely pessimistic view of the world and their importance in the grand scheme of things.
Complement: Cwc
Element: Shadowy Tentacles
Whisperings: The Dread
Cwc: Indulgence and purification.
Cwc is a shenanigan-fueled Aspect that was brought into Sgame by the “defeat” of Viy by an entity that took the Aspect’s name. Cwc is akin to Angel influence, with shades of Skaia’s influence, with the Cwcbound being fascinated in mythology that features prominent images in their session and having an inflated view of their importance in the grand scheme of things, usually to a fault.
Complement: Viy
Element: Rainbows
Whisperings: The Cosmos
Loops: Cycles and recursion.
While Wheels is an Aspect of moving forward, Loops is an Aspect of moving in circles. Loops is the Aspect of the Bootstrap Paradox; things that happen in a cyclical and infinitely self-causing manner, whether it’s deterministic self-fulfilling chat bullshit or physical objects like jujus, Loops is so connected to that which has no beginning or end that you could say “the cycle of stupidity” is the Arc Phrase of the Loopsbound.
Complement: Wheels
Element: Jujus
Whisperings: The Relevance
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Luigicat11 In reply to Luigicat11 [2020-02-23 04:49:20 +0000 UTC]
Addendum: Cwc's description is no longer accurate and needs to be updated but I can't edit the comment because DeviantART is being a shitload of fuck. The updated description is:
Cwc: Indulgence and purification.
Cwc is a shenanigan-fueled Aspect that was brought into Sgame by the “defeat” of Viy (or in some Paradox Spaces, an Aspect that replaces it) by an entity that took the Aspect’s name. Cwc is akin to Angel influence, with shades of Skaia’s influence, with the Cwcbound being fascinated in mythology that features prominent images in their session and having an inflated view of their importance in the grand scheme of things, usually to a fault. The Cwcbound deal with the effects of notoriety as well, both positive and negative.
Complement: Viy/Abs
Element: Rainbows
Whisperings: The Cosmos
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