Fan Aspects



DEATH

Death works like the tarot card definition, which means change. A Death player would be seemingly hostile and/or frightening to behold at most times, though as a person they may be laid-back and slow, never associating with people and never acting unless provoked. A Death player would realize that not all change is good and be calm with things being as they are but at the same time, they realize change is necessary, and when the going gets tough, they will try for a quick breath of fresh air before immediately returning to fix whatever is broken. A Seer of Death can foresee events of upcoming changes and some of the more massive twists of events that could wreck the party, and Princes of Death can destroy things that would cause great change.

Keywords: Change, Reconstruction, Resign, Loss.

SHADE

Heroes of Shade are linked with the powers of Grimdark and horrorterrors. Sylphs of Shade help others who have gone Grimdark or can allow others to see Grimdark, whereas Bards of Shade destroy using the dark powers of the dark gods.

BLAZE

Not as literal of course, an Heir of Blaze can of course wield the power of fire, though a Page of Blaze delivers motivation towards someone as Blaze is tied in with passion and motive.

FORM

Witches of Form can shape-shift freely, quite fun! Seers of Form can see a persons true self, and Thieves and Rouges of Form can literally steal identity.

DEPTH

Most heroes of Depth aren't affected by changes in atmosphere. A Mage of Depth is given visions of people's true emotions, and a Knight uses his perfect aim and depth perception to mess with people's equilibrium.

PEACE

A fairly passive role, a Maid of Peace goes around being able to calm others and stop conflict that causes issues for the greater causes of the universe, Princes of Peace destroy peace and cause conflict.

GROUND

An Heir of Ground can attack with Earthquakes and has Terra-esque abilities, where a Seer of Ground can see important events that have or will take place on a surface they touch.

MIGHT

Mirroring the hero of Mind, a Rogue of Might is able to steal the weapons off an enemy and give them to others, a Thief of Might can steal the literal motivation to fight and go on from others to benefit themselves.

SOUL

As Heart represents Soul, Soul represents the spirit of someone. A Seer is somewhat of a lie detector and to some extent a mind reader, where a Mage of Soul is given visions of people's mental weak points. Witches are able to astral-project.

STORM

Knights can summon storm clouds, obviously as an elemental power, though a Sylph can help others clouded judgment.

FROST

As another elemental, Heirs are given the ability to freeze things and cause blizzards at will, for the more metaphorical aspect of this tier, it represents preservation. A Rogue of Frost is able to steal preservation values from one thing and allow something broken to be fixed.

FEAR

Witches of Fear can allow others fears to manifest into physical entities, a Sylph can help others overcome phobias.

STREAM

Stream is associated with the flow of things, like the natural progression of events, and is easily represented with flowing water. A Knight of Stream is able to manipulate the flow of battle, and the Witch of Stream can bend water and breathe underwater.

SOUND

Sound means communication and understanding. Pages of Sound literally deliver messages of importance to others and have amazing hearing ability, the more active classes can fight with sound waves. Princes and Bards can destroy the harmony in a group breaking the ties that allow people to understand each other. Thieves can use those ties to their own advantage.

STAR

Sort of synonymous with a Hero of Wish, a Seer of Star will know the directions to anywhere they want to go, a Thief of Star will take locations for their own and Witches can literally allow certain things they wish to come true to occur, though with the rule (If it's a wish of great importance, it will take longer to happen, so it may be too late. The universe also has to allow this as nothing can happen paradoxically out of destiny).

SENSE

A Thief of Sense can enhance their own eyesight/hearing etc by taking it from others. Heroes of Sense come in 5 different ways. Their abilities wrap around only one of the 5 senses. Which one that is depends on your character. A Knight of Sense (Sight) would be able to see far and shoot lasers out of their eyes, where a Knight of Sense (Hearing) would have the same abilities as a Knight of Sound. (See above)

FORGE

Seers of Forge can see how things have been built and know what parts need to be collected to create something. A Page of Forge is able to give parts needed for others and build things very quickly.

SMOG

A Sylph of Smog is able to bring clean air to someone who can't breath for example, an Heir is able to release toxic waves of air to poison others or suffocate.

TECH

Most heroes of Tech have an astute knowledge of how things work without needing to be explained, so long as it's electronic. Witches can attack with electricity and call upon electronics, where a Rogue can take the literal power and energy from electronic device to energize themselves.

RAYS

A Knight of Rays can send out lasers of bright light to both blind and destroy others. For the passive roles, Rays is metaphorically tied in with magic.

GRACE

Often gifted with good balance, a Bard or Prince would allow Grace to destroy things, an Heir is able to attack using an amazing sense of balance and a higher knowledge of the martial arts. Seers can foresee a foes next offensive move.

GRIEF

Princes of Grief actually help others in the sense that they are given abilities to fix things that have caused others grief, where a Sylph of Grief will often allow others to gain grief. This aspect causes a bit of a reverse in the Active/Passive rules.

WANT

A Seer of Want can see the true intentions and goal of anyone. A Thief of Want is able to pinpoint exactly what he/she wants and take it. A Knight of Want will interestingly gain power only as much as they WANT to gain power.

NEED

Need is the ability to decipher what is perfect for a situation and vital for success for a Seer, where an Heir is often handed down something to allow them to defend themselves and attack.

ZEN

A Thief of Zen is able to distress others and gain inner peace, allowing their psyche to calm and give them a more controlled ability in combat. Maids of Zen will use the abilities of complete concentration and peace of mind to stop paradoxes.

LOCK

This is synonymous with the Hero of Keys. A Bard of Lock can destroy obstructions of progression and move forward, where a Seer of Lock can quickly see the secrets of others. A Witch of Lock is able to bind others with a form of magical glowing rope/chains. Heirs and Knights attack with these chains of lock.

HATE

Pages of Hate are powered by hatred and deliver misery and bad feelings to others offensively. For the active roles, it also harnesses the abilities of red miles, inspired by Spades Slick.

JOY

A Sylph of Joy is able to allow others happiness and can literally allow wishes to come true in some sense. Heirs of Joy are able to use sunlight and beams of light as a weapon.

FORCE

Witches of Force are able to manipulate the minds of others with ease to do as they wish, where a Knight of Force is given super strength.

FLESH

A Witch of Flesh can change the materials things are made from and allow their own material to change (eg Metal etc). Knights of Flesh can form their bodies into different materials to attack and a Seer can foresee relations with others.

NIGHT

A Mage of Night is never without energy, manipulated by the inability to ever sleep which can be a pain for their dream selves. A more active Witch of Night can put others to sleep and manipulate light and darkness.

DUSK

A Seer of Dusk can gain great understanding of all things unknown and generally paranormal with the ability of Dusk. A Sylph of Dusk can allow others to understand and see things of a strange nature. (Dusk is when the veil is lifted)

DAWN

A Seer of Dawn can predict new beginnings and see when to restart situations, a Sylph of Dawn can fix things to mint condition as Dawn represents new beginnings.

DAY

An Heir of day is handed down the ability to manipulate the light and wind to create beams of light to be controlled by the player. A Mage of Day is given visions of the future in general.

DREAMS

A Seer of Dreams can locate dream selves at any point and see what others imagine, where an Heir of Dreams can create things by simply imagining them.

SPEED

Heirs of Speed are granted the abilities of super speed and stamina, allowing them to run on water etc.

PRIDE

Heroes of Pride are always fast to realize their powers. Sylphs of Pride can allow others to see their own insecurities and help fix them, also being able to heal physical deformities. A Seer of Pride has an insightful knowledge of insecurity.

WEALTH

Lucky characters in general, an Heir of Wealth is able to attack using beams of the color spectrum, where Pages of Wealth are able to locate good wealth and fortune and deliver it to their friends.