25th June 2014
Question reblogged from aspectramblings with 24 notes
Anonymous said: Pssst Mages drool, Pages rule, spread the word
the words are on a page. *sets lighter to page and it burns*.
whoops looks like mages are going to be the hottest forever
First of all, how dare you.
13th June 2014
Post with 6 notes
Happy 6/12 to you Trolls out there!
10th June 2014
Post with 16 notes
The Power of a Destroyer of Time
My friend and I got into a heated debate over what my power as a Prince of Time would be, I proposed that I could technically travel much faster if I destroy the time that it take me to go from point A to point B without affecting the game session too much. My friend was too cautious about that and forbid me from using my power for such trivial thing. So please enlighten me on my power?
Ah, yes. The old “with great power comes great responsibility” debate. After all, God Tiers are immensely powerful beings with powers that can shake the very foundations of reality. Our abilities are capable of destroying massive planets, manipulating entire civilizations, controlling complex minds. The consequences of a God Tier misusing their powers can affect entire universes, and can define the paths of countless worlds.
Which is why I cannot stress enough that you need to goof off with your crazy magic powers AS MUCH AS POSSIBLE.
Honestly, one of the best ways to learn how to understand your Aspect is to utilize in small, seemingly trivial ways. Are you a Hero of Space? Teleport everywhere. Hero of Breath? Fly upside down, and mess up your friend’s hair-dos. Hero of Void? Scare people by appearing out of nowhere. These sorts of shenanigans can also reap you massive [role-playing] bonuses if attempted with the right motivation. For example, a Rogue of Space would be considerably stronger if she were to prank her friends now and again by teleporting their shoes to a hard-to-reach place. Such petty uses of your Aspect can actually help increase your stats if done in the correct manner.
Basically, you can use your Aspect in almost any manner you choose, as long as you can justify your Class being likely to do so. The Prince of Time is, by definition, a destroyer of Time. However, he is also a destroyer of entropy, destiny, and inevitability. So yes, you could move at near-instantaneous speeds by destroying the time it takes to get to point A to point B. And to prove my point, I will now back it up with cold, hard physics.
Velocity = Distance / Time
By decreasing time, you increase velocity. They are inversely related, so any change in one will result in an opposite and equal change in the other. It’s a Kinematic Equation.
So yes, breakneck speeds are a thing. But you can do so much more than that. You can heal wounds or erase events by destroying the time in which they took place. You can destroy unfair destinies and allow people to choose for themselves. You can even change the Alpha Timeline by clipping away unpleasant bits here and there. The powers you hold are limited only by your ability to justify them to SBURB’s [role-playing] system.
And really, what’s the point of having time powers if you can’t use them to shoot down a Slip n Slide at Mach 7?
30th April 2014
Question reblogged from aspectramblings with 33 notes
thomas820-deactivated20140529 said: Pros and cons of a Page of Space?
-you look like robin if he had a goth phase
-you taste like disgusting liquorice
-the panties give you the worst wedgie ever
-your cape is not even big enough to be a blanket
13th April 2014
Question with 26 notes
Anonymous said: Alright! I've got a Knight of Space, Witch of Time, Maid of Breath, and Rogue of Life. How's it looking?
Looking oh so fine, doll face.
Knight of Space-
We should just rename SBURB as “Everybody Loves the Knight of Space.”
Because that’s basically all it’s about.
The Knight is an upstanding citizen, stalwart companion, excellent friend, and a bit of a sneaky jerk. They are very well-rounded skill-wise, but have a massive workload.
Of course, the Knight has the teleportation abilities that all Space Heroes have. However, the Knight is particularly adept at utilizing this ability in battle. They can zip back and forth around the enemy, striking and teleporting in one smooth movement. If used properly, this ability can make it almost impossible for opponents to land a direct hit on you. Not only this, but the Knight can increase their momentum, speed, force, and density, making them very formidable opponents, even without their trademark “Flash Step” maneuver.
The Knight of Space also often utilizes the [Space Rave] ability as a distraction/dramatic entrance. Oh man, that’s easily in my top ten favorite special abilities in Sburb. It does exactly what you think it would.
The Knight has the unique disposition of exploiting their Aspect in ways that most other Heroes would never even consider. Knights have a knack for bending the rules, and bending them well.
Unfortunately, this mindset has a serious consequence.
Oh geez, how do I put this…. Well, the first thing you have to understand is that Aspects are a lot more self-aware and intelligent than most people think. They have unique personalities, and unique relationships with all the other Aspects. And they are very sensitive. Oh my gosh, they are such divas. Aspects hate having their feelings hurt, and wow, they are vengeful. Most Heroes have to forge an understanding with their Aspect’s personality, and learn more about what makes their Aspect tick.
Knights don’t do that in the slightest.
The Knight learns how to exploit their Aspect like a conman in Vegas on a Tuesday, not how to connect with it. Knights will cheat, steal, and blatantly exploit game-mechanics to further their own ends.
So the Aspect sulks.
It simply refuses to show up in the Session. The Aspect does the bare minimum it can get away with in any given situation, and drags its feet when the Knight tries to command it. In order to utilize their Aspect to the greatest degree, a Knight must fulfill a very unique role. The Knight must earn their Aspect’s respect. They have to make the Aspect so impressed that they can’t help but, at the very least, grudgingly respect the Knight.
This is especially unfortunate with a Knight of Space, given how important the Space Aspect is to a Session. It should go without saying that if you want to make a healthy universe, you need Space’s cooperation. At least Space isn’t quite as big a drama queen as, say, Light.
Space has a bit of a zen thing going on. At least, it tries to. It’s not very good at being zen. Probably because Space is constantly subjected to paradoxes, infinite loops, and various other things that mess with the poor, poor, fragile fabric of reality. I mean, is it really necessary to turn the universe into your own personal M.C. Escher painting every time you need to solve a simple puzzle? I’m talking to you, Void Heroes.
Anyway, Space tries to be calm, but has a biiiit of a short temper. Most Sessions with a Knight of Space will be unusually small. That means that you’ll have less distance between you and Skaia, and can get there very early. Sounds great, right? No. If you activate The Reckoning too early, when the group isn’t even close to ready, you will get pulverized.
Its part of the reason Knights of Space have such a massive workload. They need to really win points with Space, gain trust and reconcile. Space is a pushover, and she comes around once you get on her good side. Be nice, and you’ll get a bit more time to prepare and make a very healthy Genesis Frog.
Yeah, Aspects are basically Tsundere.
“Y-you’re such a baka, Knight-kun!”
Shoe-in for team leader, right? Wrong. The last thing the Knight wants is another responsibility on their plate. That dubious honor will likely go to the Maid of Breath. The Knight is the team mommy, though. This Space Hero will have to try and break through their stony façade to become a shoulder to cry on for the rest of the team. Good luck with that, bro.
Also, this Knight is the long suffering target of the Witch of Time’s various pranks and tricks. The Knight almost gives as good as he gets.
12th April 2014
Post with 21 notes
Guess who’s back.
Page is back.
Tell a friend.
22nd August 2013
Question with 9 notes
Anonymous said: Would 1/2 scissor-kind be good for a Sylph of Heart?
Ah yes, I happen to be a fan of sharp things in the hands of Sylphs. Sylphs are often some of the most level-headed people in a Session, so they need to be equipped to deal with some of the more…..unsavory sorts.
That’s not to say that all Sylphs are quite like that, it just seems to be a consistent trait among most of the Sylph’s I’ve seen in action.
Anyway, yes, I approve of this weapon for a Heart player especially, because it allows them to get up close and personal with the enemy they are fighting. The closer a Heart Hero is to their opponent, the more opportunity to activate The Shiny Thing.
For those of you unaware, The Shiny Thing is a big ball of, well, shiny stuff that Heroes of Heart can pull out of just about anything. It represents the coding that resides within each game abstraction. Heart players can fiddle with it, and literally change the person or thing they are messing with. It’s a pretty terrifying ability.
It works better on NPC’s than actual Players, because NPC’s are entirely coding, products of SBURB. That means that high-level Heart Heroes are capable of completely rewriting NPC’s personalities and statistics.
The Players, on the other hand, are not pure coding. The only programming that surrounds Players is their stats and inventory. Heart players can make only minor changes to other Player’s average stats, and no changes at all to their personality.
However, using The Shiny Thing on sentient beings is very difficult, and not even God Tier Heart Players can pull it off very well, in most cases.
The most common use of The Shiny Thing is to jack up the stats on a weapon or piece of armor. It gives Heart players one of the most overpowered abilities in SBURB, by allowing them access to high-level equipment much earlier than usual.
Which means you can sneak some very interesting attributes into your little 1/2 scissor-kind. For example, you could program it to extend ten feet in .01 seconds, fooling your enemies into thinking you have only a small dagger, when suddenly BAM they get a scissor tip through the shoulder. Very effective for dealing with team-killers, which is a sad duty often fulfilled by Sylphs.
Or you could simply max out the strength on your scissor half, astounding enemies with much larger weapons when then find their greatsword being overpowered by such a small blade.
Yes, I heartily approve of this weapon for a Sylph of Heart.
(See what I did there?)
18th August 2013
Question with 3 notes
Anonymous said: How full is your ask box currently?
Well, according to the positioning of the moon and stars, exactly 220 asks.
I have completed around 7 Reviews.
It’s going to take a long time to finish all these asks, and I’m thinking about closing the ask box for a while to try and put a dent in that number.
But I just caaan’t. I can’t stand closing out possible asks, but I have so many asks to answer.
DO YOU SEE MY DILEMMA?
However, it is fantastic that you guys are so enthusiastic about this! There are some really great and creative adventures that need reviewing! So fear not! Reviews will continue!
10th August 2013
Question with 13 notes
Anonymous said: What would be a good strife specibus for a knight of space?
Ok, so people like the weapon suggestion idea!
Alright, so if you want to have a good weapon, the first thing you need to know is that it really doesn’t matter what weapon you have. It all depends on how creative and imaginative you are willing to be.
I mean, heck, my Session’s Bard of Doom uses freaking Nerf Guns, for crying out loud. Our Seer of Heart uses a toy Yoyo. And they are devastating with them.
But if you want a weapon that can be used in tandem with your abilities, than I would normally suggest some type of projectile weapon. Space powers are especially effective when used with guns, as they can alter the bullets that leave the barrel, becoming unstoppable homing missiles that can track your enemy no matter where they hide.
However, a Knight can’t always afford to have a long-distance weapon. They need to up there on the front lines, holding the trenches, throwing whatever they have against the enemy. Knights have to exploit their Aspect in order to win, so an unconventional weapon is usually best. What I would recommend specifically for a Knight of Space is some kind of long reach weapon, like a giant Scythe. With the Knight’s Space powers, swinging around something big like that is no problem.
However, if you really want to get tricky, my personal favorite is Chain Kind. A very long metal chain may not seem like such a good idea, but trust me, it can be devastating with effective use of portals. By setting up small instant portals, you can create a veritable web of chains, trapping or crushing any opponent. It would look something like this horrendously watermarked picture.
So those are my suggestions!
I also recommend experimenting, and seeing what best works for you!
10th August 2013
Question with 37 notes
mindfreakdragon said: how well would a session containing a Knight of Space (first in), a Witch of Heart (next in), a Mage of Time (third), and a Page of Life (last) function?
About as well as you might expect.
Knight of Space:
Poor overworked babby. This poor sod is going to be running up and down all of SBURB to finish their missions. Of which there are many!
The Knight of Space is the busiest of any SBURB role. The Space player is usually very busy, what with all the frog-breeding they have to do. Space Heroes are also expected to contribute in the SBURB game with normal duties as well, although they don’t have to deal with their Denizen being a total prick.
That not enough for you? Let’s throw on the duties of a Knight. The Knight is responsible for running back and forth across practically all of Paradox Space protecting his or her teammates. Not only that, but they have to fulfill their Aspect quests as well.
So the Knight of Space has to deal with the Space Aspect, SBURB, their friends, saving their friends, comforting their friends, and just all around being their friends mommy, basically.
Protip: (The Knight loves every minute of it. You know you do, don’t try to deny it.)
Of course, you got your teleportation abilities that all Space Heroes have. However, the Knight is particularly adept at utilizing this ability in battle. They can zip back and forth around the enemy, striking and teleporting in one smooth movement. If used properly, this ability can make it almost impossible for opponents to land a direct hit on you. Not only this, but the Knight can increase their momentum, speed, force, and density, making them very formidable opponents, even without their trademark “Flash Step” maneuver.
SBURB Influence –
The Knight is in charge of the frog-breeding, which in this Session will be much aided by the Mage of Time, who is especially skilled at knowing where, or rather, when to go to pick up the correct frog.
The Knight is also in charge of just about everything else, from protecting their teammates, to handling emotional breakdowns.
Team Influence –
This Knight. This Knight right here, I tell you what. This Knight is going to whip the Page of Life into one mean, lean, healing machine.
Of course, then the Page is going to turn that Self-Improvement right back on the Knight later on, but I’ll explain that in the Page’s Team Influence Section.
Aside from that, the Knight would make a pretty good leader, but their probably way too busy for a job like that.
Witch of Heart:
Oh, what a lovely bunch of feels you have there. Here, let me WRENCH THEM OUT OF YOUR HEART AND CRUSH IT RIGHT IN FRONT OF YOUR FACE.
The Witch of Heart is not a bad person. She is just very…..insensitive.
She sees others as tools, to be used for her own amusement and goals. Everything is a joke to her, and your team is likely to get trodden underfoot if she isn’t reined in a little bit.
(Protip: Trodden underfoot may be taken literally in some cases. Watch out, Page.)
Well, Heart players have one of the most powerful abilities in the game, and the Witch is especially adept at using it.
The Shiny Thing. It’s an ability that allows Heart Heroes to take the “Essence” of an object or person, and change it around to suit their needs. It’s a bit disconcerting, actually. They just rip the glowing orb right out of your chest, and fiddle with it like a toy.
Please ask permission before you use it on your teammates. They may freak out if you stick your hand in their chest without any sort of context. I know I did.
Anyway, the Witch is by far the best at using the Shiny Thing. She can change around her enemies’ targeting system, a weapon’s attack stats, a person’s memory….etc. It’s a pretty freaky ability.
In addition, the Witch of Heart is a very skilled manipulator. She knows exactly what buttons to push in order to gain favor from others, and what buttons to press in order to enrage others.
SBURB Influence –
Heart players have two modes. Really really really empathetic, or icy cold. Guess which one the Witch is? Answer: Cold
As such this Witch is going to have to learn to care more about other people. There’s only one problem. The Witch couldn’t care less about any of that. She will scoff at her Aspect and Land Quests, and skip straight to the Political Questline of Prospit and Derse. And she will be absolutely devastating there. The Queens had better watch out, because the Witch of Heart would LOVE to overthrow both of them and take her place as Grand Tyrannical Despot of the Moons, waited on hand and foot by carapacian servants.
She wouldn’t mind making the other Players on her team into her servants as well, however.
Team Influence –
She will want to be team leader, obviously. And while she may be good at coordination, her leadership also comes with the slightly negative side effect of horrendous tyranny. So I wouldn’t exactly recommend her as team leader.
The Page had better watch out, because the Witch knows a vulnerable chump when she sees one. The Page of Life will be the Witch’s first target of manipulation, messing with them until the Page agrees to work for the Witch.
Mage of Time:
Mages are…..smug, to be sure. They often start out as insecure, as well.
It’s strange, how they can be both “I’m the best thing since sliced bread” and “Why am I SUCH AN IDIOT” at the same time.
The Mage of Time knows Time in and out, and makes sure everyone knows it.
(Protip: No seriously, you’ll be required to carry around synchronized watches.)
Mages are capable of incredible majyyk, and the Time Aspect has a powerful repertoire of useful applications. For example, the Mage could cast a spell that froze time in a wide area, or merge entire doomed timelines back with the Alpha.
SBURB Influence –
The Mage is responsible for the slew of Time shenanigans that allow SBURB Sessions to exploit game mechanics and achieve certain objectives. The Mage is very good at time travel, as one of the few Time players that can really comprehend and keep track of all the different timelines. Normally Time players need a Mind player to help them, or just go the “who cares if a few hundred of me die” route. I don’t recommend that route.
Anyway, the Mage is twisting time loops and stabilizing paradoxes like nobodies business. The Mage is good, and they know it.
Team Influence –
The team strategist, who knows where and, more importantly, when certain events need to occur. The Mage will also make a bid for team leader, most likely, if only to spite the Witch, whom they hate.
The Mage also makes an excellent team with the Knight of Space. The Mage is the brains, and the Knight is the brawn. Very few combinations work better than a Knight and Mage working together.
Page of Life:
No doubt this Page will initially be a very lazy individual, who is too apathetic about their situation to want to change anything. But as they progress along their path, and learn the value of Life and all that nonsense, the Page will begin to take charge and lead the way. They will begin to emanate the Life Aspect, and realize what it is all about.
(Protip: What is Life, baby don’t hurt me, no more.)
A very, very powerful healer. Perhaps even the strongest healer in SBURB. Pages have the ability to “Give” their Aspect to their fellow Players, and Life is something that SBURB Players often need. When the Page is not saving their teammates from various bumps and bruises, they can also overcharge their surroundings with Life, creating explosions of pure Life force.
SBURB Influence –
Some Sessions have the potential to stagnate after a while. The team is simply fed up with SBURB’s overall chumpishness, and decides to just stop bothering. You need someone who can give energy and motion to a Session, someone who fuels the Team to keep going, if only to spite SBURB. The Page of Life is uniquely qualified for this role. The Page gives Life in both a physical and a metaphorical sense, and spurs the Team onward. I don’t want to say you’re the cheerleader, but you’re totally the cheerleader. Just roll with it.
Team Influence –
Life players often foster very…..motherly tendencies. Not in the same way as the Space Player, though. The Space Hero is more of an emotional caretaker, who comforts and soothes those who are overcome by the rigors of SBURB. The Life player is a different kind of mom, a more….forceful one. The kind of mom who rips open the window curtains in the morning, letting sunlight down on your sleepy face, dilating your pupils to the size of pinheads in a matter of seconds. You then wake up confused and thrashing around in agony at the pain in your eyes. You are then forcefully fed a plate of vegetables and fruit, and sent out the door to spend the day in the great outdoors. That kind of mom.
Now, the Page isn’t going to be like this, no, not at all.
At least, not at first.
In the beginning, this Page is going to ‘act’ like they don’t care about your health and general well-being, but after this Life Hero really starts channeling their Aspect, watch out. They basically become the badass medic anime person who beats up their patients for not resting enough.
“WHY ARE YOU NOT IN BED?!”
*softly beats you into unconsciousness*
Not bad, as long as the Witch is held in check.
The Dynamic Duo (AKA the Knight and Mage) can handle just about any problem that may arise, and the Page is one heck of a healer/moral booster.
Once the Witch learns that friendship is very important (/rolls eyes) she will be able to make the team into the fighting machine it was meant to be.
Just don’t end up as the Witch’s heart zombies. That would be less than preferable.