User:TheUltamate/The Othustuck Expansion

Hey, you there! Are you tired of playing the same boring twelve classes and aspects? If you're a Sburb junkie like we happen to be, you've probably played as a Knight of Breath or Sylph of Rage more times than you can count. Wouldn't it be nice to be able to add some extra classes and aspects to Sburb?

Well, now you can!

With the Othustuck Expansion, you have a wide array of all-new classes and aspects at your fingertips. Ever play as a Knave of Hue? A Scourge of Force? A Sheikh of Keys? No, I didn't think so. Do you want to play as a Hand of Rite? Yes, I thought so. Download the Othustuck Expansion today!

Using Othustuck
"Hey," you might be saying. "I like these fanciful so-called 'classpects'! I want my troll to be a Dean of Sound! How do I go about using this startling new expansion to my current world view?" It's easy, my somewhat excited Victorian friend!

Othustuck is open for anyone here to use. Seriously, go right ahead. We've outlined just about everything you could possibly need here! If you want your character to be a Thane of Mind, you go right ahead. All we ask for is a little bit of credit.

Say you're making your character's template. Where you list the title, type in  Dunce of Tides  and you're set! Your troll will link to Othustuck, credit will have been given, your troll is a Dunce of Tides, and everyone is happy (except maybe your troll, for having to be referred to as 'the Dunce' by the consorts).

Also, it would be great if you could let me know what you're using by dropping by my talk page. That way, I can add your troll to the lists.

Feedback
Want to leave a comment, give a suggestion, or tell us how much we suck at everything? Well, go right ahead and leave all that on my talk page. Comments and haters are welcome. Suggestions will be noted, but it is unlikely we'll use most of them. It's just the way it goes!

Classes
Do note that the active/passive system we use is a little more free than the one Calliope described- where in Calliope's system, active classes benefit themselves while passive classes benefit others, our active/passive classes usually have one varying distinction between them, not just who benefits from use of the aspect. It's a more nebulous system to be sure, but far less restrictive.

Each class includes an Overpowered Class Combination (OPCC) and a Why Even Bother Combination (WEBC) to get an idea of the high and low points of a class's operation (currently in progress).

Dean
The Dean is a potent leading and organizing class. As one who commands discipline through aspect, the Dean can easily organize an attacking or defending force and hold rank through the heat of battle. While a Dean's own martial prowess is generally limited, a Dean provides a passive buffing aura to those nearby that are under his discipline, which can vary depending on the Dean's aspect and the given situation. The buff can be either offensive or defensive, controlled on a subconscious level, as a Dean should best know when to use what sort of buffs. Deans tend to be male, but female Deans are not unheard of.

OPCC: A Dean of Tears would be able to make his teammates progressively stronger simply by being harsh and unforgiving. The more miserable his disciplined are, the stronger the Dean gets, the stronger his buffs get, and the more miserable he is able to make his followers.

WEBC:

God Tier Robes: A Dean's God Tier robes consist of a polo shirt, khakis, and dress shoes. A goatee is optional.

Trivia: The Dean was first created as a joke, describing the dean of TheUltamate's former high school. His voice had a watery quality, causing him to always sound like he was on the verge of crying. Thus, he was once referred to as the "Dean of Tears," and a class was born.

Doge
The Doge is still in progress. It's currently frighteningly overpowered and needs a huge nerf that keeps it viable yet balanced. 20%

Douche
The Douche opposes what he cannot have, figuring if he cannot have it, nobody else should be able to. The Douche differs himself from the Prince by not simply destroying his aspect, but replacing it with another opposite it, as the Douche sympathizes with the opposing aspect. In essence, a Douche has more domain over what his aspect is not. A Douche of Tears would remove such tears and replace them with Hope.

The Douche is a mixed bag of a class. On one hand, the aforementioned Douche of Tears or a Douche of Toil could hold a strong supporting role. On the other hand, a Douche of Light or Life could be an immensely powerful offensive tank. On a third hand, a Douche of Void or Doom could be a very handy defensive buffer. Then there are combinations that don't seem useful at all. Like the class's namesake, the Douche is an oftentimes difficult class, but sometimes, sort of like that friend you have nobody really likes but is easy to use, it can come in handy.

OPCC: The Douche of Fate would actively work to avert any outcome he deems worth averting, potentially bending the alpha timeline to his will and saving doomed allies.

WEBC: The Douche of Life would just make everyone die, with no chance to win the game in general.

God Tier Robes: The Douche's outfit consists of a popped collar polo shirt, skinny jeans, and a tilted baseball cap as a hood.

Trivia: The Douche is one of several classes and aspects originally used as a joke by Hussie, referring to the GameBro writer who reviewed Sburb as the 'Douche of Tears.'

Dunce
The Dunce is potentially an incredibly powerful offensive class, being "one who causes misfortune through the destruction of aspect." Typically, a Dunce is, at best, a minor hindrance to the team, and at worst, could lead to the untimely destruction of the entire session, due to the class's chaotic powers based around the causing of mayhem through destruction. When channeled correctly and the role fully realized, however, a Dunce can be an incredibly potent offensive core, blasting through ranks of enemies and causing massive damage.

The Dunce's passive is the Waste. Dunces can be of either gender.

OPCC: A Dunce of Light would cause untold destruction, at first by destroying the luck of his foes (or his allies), then by using the following misfortune, amplified by the lack of luck.

WEBC:

God Tier Robes: The Dunce's God Tier robes are similar to the Bard's, but without the curled shoes, codpiece, and polka dots. The Dunce also lacks a cape, the sleeves and pant legs are worn and tattered, and the hat comes to a definite point.

Gent
The Gent is currently in progress. Very little progress has actually been made on its powers, but there's an idea or two floating around. 10%

Hand
The Hand is a player who "furthers the use of aspect." The Hand is a strong support class and potential manipulator, as especially crafty ones can manipulate their way to become team leaders, herding the team to complete their own goals. Basically, a Hand provides brief instant buffs that are somewhat weak (not as strong as the Sheikh's), but have a passive bonus that gradually increases the buffed player's capacity to gain in that aspect themselves. Thus, the effects of a Hand are more long-term rather than the Sheikh's short-term bursts of power.

The Hand's active is the Sheikh. Hands don't lean toward any one gender.

OPCC: A Hand of Mind would push the session's players to become so freakishly intelligent they'd figure out a way to force the game into handing them the Ultimate Reward.

WEBC: Congratulations to the Hand of Code for taking the most OP aspect and making it entirely useless. "Watch out, I'll make you interested in CSS!"

Knave
A Knave is "one who commands his aspect by force." A Knave is an invariably chaotic class, which can prove incredibly difficult during early stages, but if they master the resistance of their element, this chaos can be turned against their enemies. Command over the element allows it to be extracted or refined and used as the Knave wills it, possibly even weaponized once the control is high enough and the Knave is advanced enough on his echeladder.

Knaves tend to operate on specific paths for a way to provide a guiding purpose behind their power, which gravitates them to pairings that best allow the completion of the quest. The versatility of the class is countered by the nature of its powers; if a Knave loses control, the consequences are often dire.

Knaves are solely males.

OPCC: Residual or latent mental energies reside in everything that moves, and a full Knave of Mind can strip a creature of its mind and use the memories against it.

WEBC: The Knave of Keys combines the most berserker offensive class with the most introspective support aspect, rendering them both entirely useless.

Monk
The Monk aspires to "achieve a balance using his aspect." A Monk's mission is not to do battle, not to defend others, not to provide buffs or debuffs, but to provide the means by which these happen in better circumstances for the players. Though other players may not notice a Monk throughout the game, they will almost certainly feel the effects of his abilities as he weaves an elaborate system of balances and harmonies, optimizing the team's overall performance.

While overall harmony is the Monk's ultimate goal, twisting the meaning of "balance" can create many different abilities. For instance, a Monk of Life can average the hit points between his damaged partner and an aggressing Giclops, healing his ally while also damaging his foe in order to create a balance. While Monks are not directly suited to combat, playing with the balance mechanic can create some surprising roles.

Outside of this, Monks have no natural combat abilities and are best kept away from danger unless his powers are required, he can defend himself with weapons, or is paired with a defending class.

Monks are primarily male.

OPCC: The Monk of Blood would be able to manipulate a web of bonds and relationships to create a perfect harmony in his teammates.

WEBC: The Monk of Rage would attempt to coerce teammates into harmony through violence and aggression. Emphasis on the word attempt.

God Tier Robes: A Monk's wardrobe consists of a plain robe with no hood, much like those of Buddhist monks.

Nick
Nick best translates to "one who wants aspect back." You figure it out.

OPCC: The Nick of Blood wants his family back.

God Tier robes: The Nick's God Tier robes are essentially Nic Cage's iconic outfit from Con Air.

Trivia: The Nick is one of several classes and aspects originally used as a joke by Hussie. Unlike the others, though, even TheUltamate has a hard time taking it seriously.

Sage
A Sage is one who "obtains knowledge of, or through the use of, his aspect". A Sage is a powerful supporting role, as Sages would be capable of determining how best to put their aspect to best use in any given situation. This great versatility comes with the price of sacrifice of many combat-oriented facets of the aspect, and Sages without pre-entry martial experience are very feeble in combat. Thus, they often form alliances with one of the more powerful martial players; the Sage provides knowledge useful in the battles ahead, while the combat class defends them during the fight. Due to this, Knights or Maids are sought-after combat synergy partners.

Sages have no particular gender preference.

OPCC: A Sage of Fate could determine the ultimate effect and destiny of any object at a quick glance or touch.

WEBC: A Sage of Mind learns by thinking about things, which is generally how learning goes to begin with.

Scourge
The Scourge is "one who turns others' aspect against them." The Scourge is an offensive threat under nearly any combination and is not to be underestimated. A Scourge operates by finding her aspect in another individual, harnessing it, and using it against the individual. Scourges are immensely powerful and destructive when in their element, effortlessly weaving through enemies and decimating them with their own abilities.

This power comes at a cost, though: beyond the specific realm of the title role, Scourges have very little other ways of manipulating their aspects. Because it is nearly impossible for a Scourge to use aspect outside of attacking others, Scourges must find other means to defend themselves, either through an ally (Knights are particularly handy) or martial experience.

The Scourge is exclusive to females.

OPCC: The Scourge of Piss would be able to literally turn her opponent's body against him, either by muscular control or the spontaneous creation of very aggressive, advanced cancer.

WEBC: The Scourge of Rite would only be able to find ways to twist your words into meanings you didn't intend, which is more annoying than threatening.

Sheikh
The Sheikh roughly translates to "one who bestows aspect to others." The aspect specifically comes from the Sheikh's own reserve, making a Sheikh of Life very useful as a healer class but practically made of glass if you don't allow him to recharge his aspect. Sheikhs are firmly anchored in supporting roles, rarely engaging in combat of their own, though a few aspect combinations could make for an offensive Sheikh if built correctly (a Sheikh of Force could transfer kinetic energy into a foe, damaging or pushing them). They are, however, nearly always seen on the front lines, synergizing especially well with offensive roles like Knights, Bards, Princes, and the like. Buffing a defensive player, like a Witch, can create a ridiculous tank, depending on the aspects, especially if the Witch is capable of combat.

Sheikhs have a limited reserve of aspect for balancing reasons. As the player levels up, his "Aspect Reserve" increases, become quite large upon reaching God Tier. Recharge times also become quicker the higher level you are. Completely running out of aspect could have dire consequences, depending on the aspect.

The Sheikh's passive is the Hand, and is nearly exclusively male.

OPCC: A Sheikh of Doom would be able to bring untold destruction unto his enemies by simply handing them his own death.

WEBC: Never accept buffs from a Sheikh of Piss. Ever.

God Tier Robes: The Sheikh's God Tier robes consist of a flowing robe, sandals, and a keffiyeh that covers the full face, save for the eyes.

Sleuth
A Sleuth is one who finds their aspect where that aspect was hidden. A Sleuth does not create their aspect, nor do they move it, but make the presence of their aspect known, as well as making its presence useful. In some classes, a Sleuth tends to use this to track concentrations or anomalies in their aspect, such as would be standard for Sleuth classes of more amorphous aspects. A Sleuth is not a go-to class for combat situations, but in some cases, a casual manipulation of their abilities could disable an enemy or allow for the fight to be won through a new influx of information or a newly revealed font of aspect-based power. The more useful abilities of a Sleuth are not as straightforward as they are in many other classes, as how one goes about discovering two different aspects can vary wildly. Thus, unlike most classes, which have their aspects behave differently depending on the class, the Sleuth tends to behave differently depending on the aspect. Some combinations, such as a Sleuth of Doom or a Sleuth of Force, are decidedly more combat able than others, for example.

Sleuths don't lean toward either gender.

OPCC: Quests and discovery-related missions would be no trouble for a Sleuth of Keys.

WEBC: A Sleuth of Void would discover ways...to hide something.

Smith
The Smith is currently in progress. It's mostly finished, but its operation is a delicate balancing act that either renders it gamebreaking or entirely useless. 50%

Star
As "one who draws attention using aspect," the Star does not seem like a diverse or complicated role. Indeed, most Stars, being either uncreative or simply unaware of the class' full potential, simply use their abilities to create dazzling displays and attention grabbers while standing on the sidelines of combat, distracting liches and basilisks so teammates can pummel them. While that is what one could automatically assume that is all the class is capable of at first glance, the Star is able to do so much more. While it is true that most who earn the title of Star aren't typically those given to creative and practical thought, only a little will reveal that "drawing attention" has a wide range of meaning.

A Star can do nearly anything as long as it uses aspect to gain the attention of someone or something, including attacking or defending others. A Star can use aspect to ambush others, or appear at the last minute of an attack to defend allies. Though given no abilities to do so, the Star operates best under stealth conditions, where the personality type's tendency for drama can work in their favor, drawing attention through a dramatic reveal that the Star was there the whole time and just now chooses to defend a partner from a life-threatening blow or devastate an enemy force with a surprise attack.

However, if a Star is caught unprepared, its powers are very weak and must use created distractions to aid an escape attempt. Stars that choose to work alone are recommended to have martial experience.

Stars tend to be female, but not always.

Thane
The Thane is in progress. It's very nearly done, but needs a few clarifications and a rewrite in order to hammer out kinks and keep it from being to similar to an existing class. 85%

Waste
The Waste is "one who causes misfortune through the use of aspect." Like the Dunce, the Waste can be very strong, but isn't nearly as chaotic. While not being as strong, the consequences if a Waste's powers backfire are less dire, as they are generally more difficult to focus in on a specific target. With practice and level grinding (as well as ascension to the God Tiers), however, a Waste can learn to manipulate its aspect to focus its misfortune.

Wastes can be of either gender. Its active version is the Dunce.

OPCC: A Waste of Life would cause misfortune simply by continuing to exist.

WEBC: The Waste of Light is entirely redundant. Essentially, it uses its own luck to make you look unfortunate, which is what being luckier than another person does anyway.

God Tier Robes: As worn by Andrew Hussie himself, the Waste's robes consist of plain clothing, a short cape, and small hood.

Trivia: The Waste is one of several classes and aspects originally used as a joke by Hussie.

Wraith
A Wraith is "one who uses their aspect for the concealment of themselves and their actions". A Wraith is the archetypical stealth class, taking the role other games might assign to an "assassin" or "ninja" themed class. While lurking out of sight, the Wraith is at its highest potential, but it is adequately capable of attack while in plain view. In those cases, a Wraith's attacks are rather difficult to trace; a strike seemingly aimed from the left might land below, behind, or to the left of its supposed target area, which can leave many types of enemies baffled when attempting to come up with effective counters. Due to the Wraith's defining two characteristics being stealth and speed, conditions that could hinder either leave the Wraith at a disadvantage, and traveling for too long with a single other player might put the Wraith's ambush skills in jeopardy of expectation.

Nonetheless, the Wraith often engages in missions in tandem with others that provide effective class synergy. A common pairing fits the Wraith with the Mage, due to similar styles of attack (though the methods are very different), or the Dunce, which can provide great damage to distract opponents from the Wraith's more ethereal maneuvers. Wraiths, however, typically have poor defensive skill aside from their inherent stealth, and thus can stumble into unknowingly risky situations that are unnoticed due to their powers and the confidence that often springs from them.

The Wraith class has no particular gender preference.

OPCC: A full Wraith of Space could strike several blows from miles away, and the assailed would not notice the damage until it fell down dying from multiple wounds.

WEBC: A Wraith of Keys would hide inside of what is already hidden, which is redundant, or use secrets to hide themselves, which is the point of being hidden in the first place.

Two More Classes
Once the current in progress group of Doge, Gent, Smith, and Thane are completed, two more classes will be made to bring the Othustuck Expansion to a round twenty classes.

Aspects
As a note: due to our own sessions, we have had to designate Denizens of Blood, Rage, Doom, and Mind.

As Blood deals with bonds, the Denizen is Mut, the Egyptian goddess of motherly bonding.

The Denizen of Doom is Tartarus, the Greek primordial underworld god.

The Denizen of Mind is Saraswati, a Hindu goddess of learning, knowledge, and the arts.

The Denizen of Rage is Vajrapani, a Buddhist figure that represents the power of the Buddha.

Blight
Heroes of Blight deal with disease, decay, and entropy. They have an affinity towards disease and poisons, being able to cause, prolong, and worsen sickness and decay. As a passive bonus, Heroes of Blight are immune to most forms of illness and poisons.

The Blight Denizen is Nergal, the Babylonian war and plague god.

Code
Code is an exceptionally rare aspect. A Hero of Code is only designated by the game when it detects a fatal generation error when building the game, but is unable to find the parameters to fix it. The game then designates the best player out of the destined group and overwrites the old aspect, changing elements of the player's land and replacing the Denizen. A Hero of Code is generally designated when Scratching the session would either not work or the means are unavailable.

Heroes of Code have control and understanding of Sburb's inner mechanics, eventually gaining the ability to manipulate and change certain parameters (within Skaia's allowance; certain classes are allowed more control than others due to their nature) in an attempt to fix a broken session.

The Code Denizen is Ptah, an ancient Egyptian creator and craftsman deity.

Dream
Dream is a rather enigmatic aspect; compared to other, more straightforward ones, Dream players often find it difficult to call up the full potential of their power, as it is, at least near the bottom of one's echeladder, as vague as dreams themselves. However, Dream players in their later states are dangerously effective, while their methods are somewhat unorthodox. Simply put, Dream players are tapped into the wide spectrum of power and emotion, which they use to create illusions and pierce untruths. A Dream player's external power focus does not come from a source as concrete as Mind or Breath; it comes from the reaction to events rather than the events themselves.

For example, a Dream player could locate a powerful artifact by targeting the nexus of ambition and apprehension that such items tend to generate, could determine how long a location had been left and who it was that commonly used it along with their intentions, and other such reactive details. Due to their awareness of intent, Dream players are able to both see through lies and create their own lies effectively. Dream players can also use their thoughts or the emotions of others to create illusions, often calling up an image from the minds of their opponents for the greatest impact. The images can be altered based on their impact, which can either increase their effectiveness or provoke doubt as to their actuality, depending on the proficiency of the user and the emotion behind the image.

The Denizen of Dream is Anansi, the spider trickster of African lore.

Fate
Heroes of Fate have command over a portion of the infinite miasma of causal sequences, and can thus determine events that have occurred in the past, the probability of certain events occurring in the future, and what actions can be taken to cause certain effects. A Fate player understands their own limits and those of their friends more than any other, constantly searching for the seemingly inconsequential event that can change their situation. Fate acknowledges that the world is malleable, but cannot be shaped into any from desired; thus, all actions are limited by what was before a specific event and what the event will bring up in its wake.

Fate is a rather indirect class compared to the flashy antics of other classes in the world-affecting subgroup, such as Time and Space, and fits more with the calmer and cooler Void, which provides a complement to Space as it provides a complement to Time. Both classes are concerned with the alteration of events, but Time focuses on the principle behind the events and the full stream of time, while Fate is more concerned with smaller, specific events that it can operate on with more precision. Fate players, when utilizing their aspect most fully, observe and operate the destiny of both the possible paths to the alpha timeline and notable tracts of its constituent portions. Fate holds no illusion of bravado over the universe, and in fact realizes more than many aspects that despite the immense power that they possess, paradox space will always react without heed to any designs upon it.

The Fate Denizen is Ymir, an ice giant of Norse mythology, whose flesh and fluids were used to create Earth.

Fear
Fear deals with the literal manipulation of the emotion of fear. It can be efficiently weaponized depending on the class it is paired with, either using it to strike fear into the hearts of enemies, making them easy pickings, or the class could use its own fear against his or her foes, literally using the player's own fear as a weapon.

The Denizen of Fear is Phobos, the Greek personification of fear.

Flame
Flame describes the classical element of fire, as well as, to a certain extent, plasma. Heroes of Flame are also able to absorb or expel heat in a room or body.

The Denizen of Flame is Prometheus, the Greek titan who stole fire from the gods for the humans.

Force
Force is the domain of most forms of energy, excluding electrical/static and telekinetic. Force could therefore best mean 'kinetic energy.'

The Force Denizen is Tiamat, the Babylonian primordial chaos goddess.

Hue
While Light refers to not literal light, but luck and fortune, Hue is the literal control of light, its wavelengths, and purifying properties.

The Hue Denizen is Quetzalcoatl, the rainbow-feathered serpent god of Aztec lore.

Keys
The aspect of Keys can be somewhat difficult to put into words at times. When put most neatly, Keys deals with the "unlocking" of secrets and hidden knowledge. Heroes of Keys most use this to uncover weaknesses in especially powerful enemies, make discovery- and adventuring-based quests easier, and find hidden paths and quests. Thus, Keys is not an aspect that can be easily weaponized directly, but is very good in a strategic or supportive role. A Seer of Keys would be able to identify a boss's hidden weak point and instruct others on how to act on it, for example.

The Denizen of Keys is Erlang Shen, the Chinese truth god with a third, all-seeing eye.

Land
Land is the classical element of earth. Heroes of Land are able to manipulate the ground beneath their feet, and high-level ones can learn to control molten rock and create vast dust storms (with a little help from a Hero of Breath).

The Denizen of Land is Ēostre, a pagan goddess associated with spring.

Piss
Piss best translates to the domain of 'bodily functions,' including respiratory, digestive, and, yes, digestive and reproductive. Piss basically encompasses any system not already covered by Mind or Blood.

The Piss Denizen is Min, the Egyptian fertility deity (who was always pictured with a massive erection).

Rite
While other classes allow their users to alter their designated section of the world to aid them in accomplishments, Rite reverses this, providing alterations to the world itself with the task in mind. In this way, the class serves as something of a Jack-of-all-Trades, as it often overlaps with many other aspects to achieve its aims. However, the use of the aspect is far less straightforward than it appears, and much of its power scatters quickly, requiring focus through runes or "spells" for any long-term effects. Much of the class's potential can be derived through exploration of the player's Land, as a great portion of the use of the class requires foreknowledge of the runes or words necessary to perform tasks. The class is far more quadratic in progression than most of the more straightforward aspects, as Rite players will be near-useless at the beginning of the game with their piffling innate powers and little knowledge of how to use them; likewise, a high-level and creative Rite player will be devastating as they accrue knowledge and experience, as they lack many of the aspect boundaries that high-level players often suffer from and can, with the right combination of runes and power applications, essentially warp reality itself to meet their aims.

A notable point about Rite is that, due to its Jack-of-all-Trades nature, its players are very dependent on their class, and in fact will primarily be able to use their "spells" only in service of that class. This in effect divides Rite into a collection of potentials depending on class, rather than being a single large power base reflected and limited by the class, and the majority of other classes are.

In its purest and simplest essence, Rite boils down to the use of written and spoken word to alter a player's surroundings.

The Denizen of Rite is Thoth, an Egyptian god who was master over a wide spectrum of facets of the world, but primarily dealt in the fields of words and knowledge, reflecting the ideal Rite player.

Shade
Shade is a literal aspect name, relating to darkness and obstruction, the opposite of Hue. While Shade does have parallels to Void, Void more represents the act of concealment and absence of presence, while Shade represents literal shadows and corrupting forces.

The Denizen of Shade is the Nordic goddess Nótt, the personification of night.

Sound
Sound is the domain of sound waves as a form of energy. Heroes of Sound are typically able to create and withstand massive noises and the shockwaves in the air or ground they produce.

The Sound Denizen is Ramiel, who, in some versions of Christian mythology, is the archangel who blew the seventh horn to cleanse the world. Ramiel's name also translates to "thunder of God."

Spark
Spark encompasses most forms of energy Force does not, most notably electric and magnetic.

The Spark Denizen is Xolotl, the Aztec lightning god.

Tears
Relating to strongly negative emotion, Tears can be used to stop entire opposing forces or remove any negative emotions from teammates.

The Denizen of Tears is Chernobog, the Black God of Slavic mythology.

Tech
Heroes of Tech primarily have control over various forms of machines, including the ability to power machines and control robots. Heroes of Tech can also control metals and alloys.

The Tech Denizen is Ogoun, the west African god of metalwork and patron of smiths.

Tides
Tides fills out the classical elemental aspects, being that of water. Heroes of Tides are able to manipulate the flow and presence of water and use it as both an effective cleansing and attacking force.

The Denizen of Tides is Charybdis, the Greek sea monster that created monstrous whirlpools with its mouth.

Toil
The aspect of Toil pertains to the the relative difficulty of tasks, allowing its users to change a situation to benefit themselves or inhibit their opponents. Toil will not cause or alleviate specific problems, rather, it will effect those within its field by generic means, such as increasing weight, reducing friction, or vice versa. More situational than most aspects, Toil is regardless a useful component of almost any team, as it provides buffs to allies and debuffs to enemies through its power regardless of class.

The downside of this aspect, however, is that is near-exclusively indirect. For example, it can cause a temple in the center of an ocean to be easier to swim to, but it can do nothing to change the fact that the temple is in its current position or that the island is far out in the ocean, while other aspects could transport the user directly or create a path to the destination. Following this, it is useful, but the effects of its use are not nearly as apparent as those of other aspects, which can be either a benefit(trapping a base so that would-be invaders find themselves effectively walking through tar), or a hindrance (a buff to a teammate preparing to flee is not noticed until his new heightened speed causes an entirely different problem by disrupting his natural reflexes) to players, especially those below the god tiers.

The Toil Denizen is Atlas, the titan of Greek mythology who bore the heavens on his shoulders.

Credits

 * Classes and Aspects:
 * Outhra
 * TheUltamate
 * Aspect Symbols:
 * Ilaezha
 * TheUltamate
 * God Tier Sprites:
 * Homestuck Copyright:
 * Andrew Hussie
 * Andrew Hussie