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[–]LitleWaffleCautus Huscal|DM 2 points3 points ago


Hey, so I have a completely wide open question.

How do you think some god-tiers will work? Like Void, Heart, Hope, etc.?

Since the game lacks any sound basis for god-tiering, Austin and I will probably make it ourselves. Does anyone have any ideas as to what the god tiers for these elements might be able to do?

I'm not looking for data like damage, but general potential abilities.

[–]LitleWaffleCautus Huscal|DM 2 points3 points ago*


I'll start, just to keep this rolling. I'm also going to cover Space and Time, since those are kind of confusing as to what they can actually do.

Heart: Control over emotions, perhaps? Can inspire courage, befriend allies with ease, inspire ALL the romance.

Void: Master of the void, you can send the weak minded into oblivion, as well as retrieve stuff that has entered the void.

Hope: Not entirely sure. Inspire courage and hope, I guess. I'm going to need some help on this one.

Time: Master of Time, can apparently freeze an opponent in time, and probably the same potential time shenanigans that could happen before. (Kind of confused with, since all we have seen of god tier of time is freezing Noir in time.)(Expandable)

Life: Master of Life(healing). I guess could bring people back from the dead. That's pretty much all there is to say on the matter.

Mind: I thought about being able to control the minds of the weak?

Rage: Master and controller of rage. Can use bursts of controlled rage to increase power, as well as maybe inspire rage in others.

Space: Debatable, but maybe just similar to dog-tier Jane? More limited though, since you don't have the ever-lasting supply of the GREEN SUN at your disposal, perhaps?

Doom: I'm going to skip this for now, since nobody is Doom.

Blood: I have absolutely no legitimate idea. It appears you are similar to rage, but not really. I guess i'll throw out the idea of literal control of the blood, but no idea.

Edit: Oh yeah, Austin's created ones...

Surge: Master of Amplification of Energy. The tiniest spark can turn into raw power, which you can hurl at your foe.

Sense: Not happening, since Casmir is a mistake. He doesn't even have a quest bed.

[–]so1aceLaisca Savalk 0 points1 point ago


I found this article on tumblr that has to do with the specific classes:

Heir: an offensive class that defends themselves using their aspects. More or less similar to a warrior, although it can vary between aspects. With offensive aspects, they use their aspect physically to attack the enemy and defend themselves. With supportive aspects, they use their aspect against the enemy by sending powerful physical attacks against said enemy that lowers the enemy’s defense (depending on the aspect).

Witch: an interchangeable class, Witches are dependent on their aspects, and they manipulate their aspect to benefit their team. Witches paired with offensive aspects typically serve as offensive players, but when paired with defensive / elemental aspects, they instead use their aspect to debuff the other team.

Seer: a supporting class, they root out the weaknesses of the opposing team and use the weaknesses against them. Different aspects define different ways of detecting and using the weaknesses, as well as what said weaknesses are. A Seer of Heart could see your innermost desires and crush them before your eyes, while a Seer of Doom could see the ways to go about ensuring your demise.

Knight: a defensive class, they defend others by using their aspect. Having low attack but high defense, Knights die more often in battle than other classes. A Knight combined with an offensive aspect will attack the enemy in order to let their friends flee if they are weaker, and a Knight combined with a defensive / elemental aspect will use that aspect to weaken the enemy instead of attack.

Thief: offensive tank. Similar to the Rogue class, but instead of giving the buffs to the team, they give the buffs to themselves and go all out on offensive against the opponent. Sometimes they steal their own ‘negative’ sides or emotions and give it to the other team, such as a Thief of Rage. A Thief of Rage would take their own rage and curse the other team with it, causing them to go beserk, while they become calm-minded and more prepared.

Maid: a supportive class that uses their aspect to power up other team members. Maids use their aspects to buff the team, such as Regen (for Life) or Haste (for Time). Often enough, however, they can also use this against the other team, weakening them for short periods of time so that stronger members of their own team can wipe the opponent out.

Prince: the most powerful offensive class. They are literally destroyers, with the highest physical attack and the lowest defense, and their aspect is what they ‘destroy’ in the other team. A simple but extremely dangerous class, Princes paired with offensive aspects deal extremely high physical damage, but when paired with defensive aspects, they can completely destroy a person from the inside out while keeping them very much alive.

Page: a supportive class that acts as a war medic, in a sense. They have the defensive abilities of a Knight but instead of using their aspect to protect, they use it to heal other members of their team, using their high defense to keep their own health high while expending themselves for the sake of their team members. Pages combined with offensive aspects use the typical healing qualities of the aspect, but when combined with defensive / elemental aspects, they use it to cheer on their friends, by taking away debilitating status effects instead of replenishing their health.

Sylph: an interchangeable class, Sylphs are known for being extremely powerful no matter what aspect they have. Players with this Tier are known for having surprisingly unusual qualities in their personality that one might not detect otherwise, and this reflects in their powers. Sylphs paired wait until they have low health to deal powerful physical attacks to the opposite team, while when paired with defensive aspects, they use their aspect to lower the health and defense of the opposite team slowly, almost unnoticeable, until they deal a sudden powerful physical attack to finish them off. While they are debilitating their enemies, however, Sylphs can also heal other members of their party, losing their own health in the process.

Rogue: an interchangable class, they steal buffs from the opposite team and bestow said buffs on their own team members, expending themselves in the process. Rogues serve as an expendable class due to the fact that they use their aspect in every way possible: to attack and steal. Any buffs stolen are automatically reversed on themselves in the process, but the reversal does not affect the other party members. Therefore, a Rogue of Life who stole Regen from the opposite team would inflict on themselves Curse (the opposite of Regen; drains life), but the other members would still get Regen.

Mage: a defensive class, Mages utilize their aspects to prevent negative effects to befall the team with surprising foresight. While Seers use their aspect to root out the weaknesses in the opposing team, Mages use their aspect to detect their own team’s weaknesses and prevent them from being exposed or used as a weapon. Mages with offensive aspects protect members of the team with low offense, while Mages with defensive aspects protect those with low defense.

Bard: the wildcard class. They aren’t offensive, nor defensive, nor supportive. They use their aspect to invite destruction, chaos, confusion and otherwise, and it’s truly different for each aspect. A Bard with a physical aspect utilizes their aspect to go berserk, causing chaos. A Bard with a defensive aspect unravels the aspect in the opposite team, destroying members from the inside out.


[–]so1aceLaisca Savalk 0 points1 point ago


From the same article:

OFFENSIVE ASPECTS: Space, Breath, Mind, Rage, Doom, Light

DEFENSIVE ASPECTS: Blood, Heart, Time, Hope, Life, Void

Note on aspects: each aspect has healing qualities. Space heals physical wounds, Breath keeps players going despite very low health, Mind removes status effects as well as heals mentality, Rage can either calm players gone berserk or spur them into battle, Doom enhances the abilities of players, and Light bestows extra Luck on players to ensure more critical hits. Blood, Life, Heart, and Void heal health points. Hope removes status effects and heals mentality, and Time reverses physical wounds for a short period of time so that players can keep fighting.