God Tier

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God tier, The highest levels of power available to players of Sburb. Achieving god tier status provides the beneficiary with godlike power in their respective aspect, channeled through their respective class. Reaching the god tiers allows players to level further up even after reaching the top of their echeladder, which is the limit under normal circumstances.

After attaining god tier status, the player then begins to level up further, though the increase in power to a person already called a god is likely redundant in a normal session. John and Jade, as well as Dave and Rose, have all leveled up after attaining their god tier. It is unknown how far the troll god tier players got into their levels but it was indicated at one point that Vriska still had tiers she hadn't reached. As shown by the leveling up of John and Jade, normal stats still increase in the god tiers. However, instead of Boondollars (because that shit is for babies), the player in question receives Achievement Badges for their Kiddie Camper Handysash, the sash itself being modeled on the players' kingdom alignment, Prospit or Derse.

Bard of Space
Bard of Space: The Bard Class has the role inside a session to try to spread peace and happiness through their aspect, however due to how their class works, it's very difficult to do so and tends to create more problems than they could manage. Bards passively destroy through their aspect or their aspect itself. Space pertains to actual Space, conceptual space as in the room between things, or physics. Bard of Space would passively destroy through or with these things to try and bring happiness to others, but when the person isn't directly aware as to what specifically needs to be removed, the classpect will destroy just about any to everything at random. The bard can bring about random abilities of destruction from this aspect at random, so its always a gamble as to which ability they can use at what point in time. Bards also have the tendency to act completely opposite towards their aspect, so a Bard of Space would act everything like a Time player, being patient, analytical, and decisive, but these are things they should NOT be doing, and should be trying to avoid. A Bard of Space needs to learn to acknowledge their true selves instead of trying to be something else, for they tend to hate what they are truly or will try to avoid it, which could lead to a situation like Gamzee where he had two opposing sides within him that had a will of its own. Bards for the most part will be hated by their teammates regardless of what they do, because just being around the bard causes bad things to happen. With this, people simply will try to ignore the bard altogether if possible. You can create a cloak of invisibility by warping the space around you like a cloak, literally when people try to sense you, they can only receive a "general" area, not an exact location.

Prince of Space
Prince of Space: you cause destruction through space of your own volition while acting in every aspect like a time player, patient and controlling, but that's what harms and hinders you, you act like a time player unlike a bard who pretends to be a time player. Like a time player, this player is very patient, level headed, and bides their time in doing things. They believe in thinking things through before acting. They may even think or feel they have too much time to spare, and may find themselves to cling to various things. Their clinginess can be a cause for destruction of space, and if people are involved, people may feel fed up and may space or a break, which could hurt this player, this player has no need for bubbles, and knows very little of boundaries, and if there are any, they would strive to either tear those boundaries down, or tear the things using them down whichever works best. Powers can include Destroying actual space: Where they destroy on the astral level, taking down entire dimensions, particles, matter, speed, velocity, mass density, the works. Or destroy the concept of space, where things are apart from one another, to instigate a closer state, They may even destroy through Space, which can literally mean using powers of the vast croak of some form to blow people into ashes, push things into pocket dimensions and let them suffer through a demise of the players own creation you can bring planets, stars, and moons down on your opponents and make meters and astroids rain from the sky swallow people with a black hole etc.

Thief of Space
Thief of Space: A really fun one, and it being a Space player makes it vital to your session as well. The Thief steals said aspect for themselves or through said aspect for themselves. Space can pertain to physics, literal Space, or the space between things allows it to be very flexible. Thieves in a SBURB session usually hold the key role to steal what enemies may have that they themselves do not, and in order to improve themselves through what others have, so the Thief of Space could take objects from others whenever they pleased to un-arm opponents and weaponize themselves. They are considered always armed, and could potentially even take the strife cards of weapons they do not possess just so they can wield it and their enemies can’t. In a Session where a Thief of Space is present, it’s possible that enemies may wield powerful weapons of some form, or have objects that are very helpful, and with the Thief of Space, they can skip most battles, take the treasure and skip through to where they need to go. They cannot teleport themselves, but can potentially “Steal People/Objects” through space, causing others to “Teleport” to them in a way. But teleportation is not a Space power. And as with all Space players, they have the main role of frog breeding. Fun.

Page of Space
Page of Space: Equips others with either literal space, or the conceptual space meaning items, one can even give others spacey aspects such as aloofness and abstract sets of thinking. Allowing them to make it difficult to read the minds of allies, or simply help allies understand a puzzle better, as well as maybe making them better with finding new approaches to situations that they wouldn't normally think about. Equipping them with space, such as items is like giving items with the space aspect inside them to players, these items can hold a variety of importance to none at all, but tends to benefit the players when they need it most. By giving them literal space, you can separate and distance your targets and make it difficult for one another to return. Depending on how you do it, can literally place a all abiding restraining order on someone, and make it impossible for them to enter a certain range of another person, even a void player can't enter that range. Why, because if they try to make a portal and go through it, they'll hit their portal like hitting a wall. It's like an invisible wall that just says no, you cannot pass.

Seer of Space
Seer of Space: See's space passively, the seer cannot see every and all things, they have a passive understanding where all things are and what they are, knowing what’s around the corner without looking. They are however, able to track someone or something all the way across the universe because they'd have a felling as to where the person's supposed location is simply by following the direction. There is no restriction to how far the other has to be, so long as the Seer is aware of the targets existence, meaning as the Seer acknowledges the targets existence, the Seer can track them whenever they so wish because they know which direction to go towards, and the approximate distance between the two. So no matter what you If they know you they can find you but if they don’t they cant, they have to have a picture or something to visualize or focus on meaning as long as you never meet, and no one has a photo of you, the Seer is not able nor will care to track you, as far as the Seer can tell, your just part of the background. Basically their living compasses and can track items as well as people. There is one thing they can't track, but that’s where a Seer of Void comes in, because the Seer of Space can't track Horrorterror's they also cant see those who stop existing or died, because they entered an area that the Seer of Space can't connect to you see. That’s where the Seer of Void comes in. But the Seer of Void is a bit more...tricky. They don't see “nothing” they see secrets. they know where hidden places are, or hard to reach places can be found, but we will talk more about that in the “Seer of Void” section

Seer of Rage
Seer of Rage: Passively understand the gist of peoples raw emotions. Rage pertains to raw emotions, focal ambitions, and strong focus rage isn't negative actually, it's just easier expressed through negative emotions. Love is a form of rage, rage is any strong focus on a target of some form that gets a person to lose train of thought and act on raw instincts. It is also seen as raw power, so a Seer of Rage would get hunches as to what a person is capable of, and have a good idea as to how one truly feels. But since these are hunches, the player may not feel certain enough to act on it, but should act on it more. You get what a person is really felling, and you can sense on some level the potential that they have, understanding on some level what skills they might have and what they should polish up, or even what strengths they have. You know the best qualities and traits about a person, and know what their always feeling unfiltered.

Heir of Rage
Heir of Rage: inherits their aspect or through their aspect. Rage can pertain to literal Rage, or Raw Emotions. Example, feelings you get and act on before you can even think about them, like why’d I punch that old lady? or Breaking that game controller just because I was mad was stupid, now I can’t play my game, and am getting pwned by the other guys. All in all, it leads to trouble. Heir of Rage can inherit all of the wrath from their teammates, the enemies, every bad feeling that anyone feels in this session, the Heir would get a taste of it, should they wish, but it doesn’t have to be all negative, it just has to be raw emotion, which usually is bad, since Rage is the easiest one to convey compared to others.The Heir also has the unique ability to become their aspect, so in this case, they could turn into raw emotions, kind of like a purple mist, and when it touches something, those touched by it will be enveloped by the rawest form of emotion that the Heir is currently feeling. Heirs are known to be loved by their aspect, so the Heir of Rage may feel the rawest form of love towards them. How they take it is unknown. This person is considered very emotional, and will act first and think later. They act on pure emotion, and the Rogue of Mind maybe the only player in the session to help give them any control over themselves. Otherwise, you may find it weird watching them walk up to a guy, kiss them, turn to face their girlfriend, pimp slap the chick, than turn to their bestfriend only to shove them down a well for who knows what, and in the end, you might never know what led to those events.

Mage of Rage
Mage of Rage: Understanding rage itself well enough that they can enhance their own abilities with raw power, either making themselves physically stronger, mentally sharper, or more in tune with things. Example, imagine we're in a video game, with HP, MP, and SP gauges Health, Mana, and Stamina. And lets give them all the value of 100 each. A Mage of Rage could pump raw power into those gauges and increase their values to 9999 each, making it cost literally nothing to do anything for them. A Mage of Rage basically can ignore their own bodies’ limitations and go beyond it with the raw energy that their power supplies. They will never tire, you will never bring their HP low enough to kill them, and with all that mana, they could spam end of the world destructive spells at you... But it doesn't have to be magic, it can be whatever energy source their abilities draw from and if he doesn't have any abilities prior to god tier they just continuously pump power into themselves and spam you with OP as fuck punches. But the risk is that their straining their minds and bodies if they go too far. Like even though they ignore the limitations, if their not careful when they stop, their bodies could break down from too much power even if they didn't have anything before, a Mage of Rage has raw power, they can make it so they themselves have those kinds of energy sources, then the rest is just considered learned skills. They can also still power up their physical selves and super punch you into nothing or pump up the mental states to notice and remember everything. The dangers to these things is tearing your body down, the body, mind and soul needs proper rest, otherwise, you'd have to stay in a constant state of power, or risk the toll of death.

Prince of Time
The Prince of Time: This is a fun one. Being a Prince, they lack their aspect such as Dirk lacking a heart and Eridan lacking any hope, the Prince of time would lack time, and would potentially feel pressured with tasks from people believing that they might be letting their team mates down. Time usually pertains to actual time, and with the time aspect, the time player can time travel. Being the Prince of Time, they can destroy either with time or time itself. Destroying with Time, they can shorten how long something has to exist to its last second, or destroy the time it has altogether, making targets exist for seemingly forever. The Prince of time is great to have as an ally and will probably turn against their teammates if they feel their being too pressured. The Prince class usually also has the role in the session to destroy what the session has too much of, so your session would have an abundance of time, so the prince is to destroy excess time to make things more linear and coherent so that everyone will stay on task. The Prince of Time can also destroy other Timelines, getting rid of un-needed or excess Timelines, and by doing this, they can ensure there is only the Alpha Timeline, so when they go time travelling, and change things, it’s all canon and won’t steer the timeline off. So to this specific Time player, everything is game, and there is no such thing as off limits.

Knight of Hope
Knight of Hope: Knights weaponize their aspects of defend their aspects. Knights also have the key role to protect what little there is in their session, in this case being Hope. Using what little hope there is, the Knight keeps it alive for as long as possible, and uses it where they can to keep it alive. Dave, the knight of Time, had to protect what little time his session mates had to get everything done, and took it upon himself to get those things done instead. His session mates including himself all had close calls with entering the game, and were practically rushed for the most part. Karkat, the knight of Blood, had to protect what little bonds there were in his session and keep the peace, being leader and dictating control helped to keep his session mates from killing each other off…at least he held it off for as long as he could have. But eventually the aspects will run dry in the sessions, and this one is no exception, hope will eventually die out, but maybe that’s where the Page comes in. Hope can pertain to Literal Hope, Beliefs, Wishes, and/or Dreams but not limited to.A Knight of Hope could weaponize others beliefs, Hopes, or wishes into actual physical forms to aid them, perhaps if someone believed in Cthulhu, the Knight of Hope could create a rendition of it to fight things for a while, and protect said persons beliefs a while longer should they see this rendition of Cthulhu. The Knight and the Page are the best bets to keeping everyone together, calm, and collected.

Mage of Heart
Mage of Heart: You could use your understanding of the soul, and hearts of others and yourself to forge various creations of the souls, similar to Guilty Crowns powers of making unique items of the souls, based on personality, these items do what the true nature of the person is. like In Guilty Crown, if you had the true nature of getting people to open their hearts and reveal their true intentions to them, then your item will be a camera that opens anything when it takes a picture of its target.

Page of Heart
Page of Heart: An interesting one in the fact that their equipping their aspect to others or through their aspect. Heart pertaining to literal heart, souls, spirit, or emotion. The Page of Heart could equip allies with literal spirit and raise morals, and cheer everyone up to the point of re-energizing their fighting spirits, and maybe even restoring their powers back to full, allowing allies to fight longer than normal. Equipping allies with Heart may not even mean actual hearts, or souls, but items or weapons that have deep meaning to players, and these items may grant special bonuses to those players based on the feelings and memories. This is something similar to “Guilty Crown” where peoples hearts and souls are turned into items with special abilities, but in the Page of Hearts case, it’s items with deep meaning given the will and special abilities of said peoples hearts. So even if the item is destroyed, the person will at most suffer a emotional blow. The Page won’t be able to obtain these powers until dire moments in a session, since they are seen as a sessions team emergency save button. Pages have the role of using their said aspect in dire moments of a session where it is crucial to everyones survival that the aspect is used, in this case, your session is to expect dire situations where people lose heart, emotions, spirit, and are drawn into depression and withdrawal, and with players like a Witch of Blood, Prince of Time, and Mage of Void, it’s to be expected a Page of Heart is needed should those players turn against the team.

Knight of Heart
Knight of Heart: Knights weaponize their aspect, Heart Pertains to literal Heart, emotions, Soul, and Spirit. Knight of Heart would use the little heart in a session to fight for them to protect what little heart is left in a session to keep it alive for as long as possible. Weaponizing the Souls and hearts of a session could mean that there are various spirits around the session for you to convert in physical form. You can literally physically manifest your aspect into a form in order for you to fight or defend with it. Perhaps taking the souls of your allies and turning it into a weapon of their preferences to use as your own, like if an ally uses scythe kind, their soul might come out in the form of a scythe.

Mage of Mind
Mage of mind: Has a lot of mind abilities, telekinesis and all that psychics stuff...But would be prone to killing themselves more and more the more they use it, Kinda like a psychic burst. They can implant a thought or idea that can trigger later on in life, meaning they can implant a thought, idea, or series of actions to lay dormant in a persons mind, that will trigger only when a specific event in time occurs. So that you hardly have to have contact with the person what so ever.

Rogue of Mind
Rogue of Mind: Another potential savior to your session, and may even be able to help out in understanding what that crazy Seer of yours is going on about. Rogues steal their aspect or through their aspect for others, and potentially can give it from themselves to others, but they have no way of giving it back to themselves. Mind can pertain to Literal Mind, thoughts/memories, Choices, or ideas. The Rogue of Mind could steal thoughts from enemies and give it to allies, allowing allies to know what the enemies are up to before things even go down. The Rogue of Mind would also allow for their teammates to be successful regardless of anyone’s choices. No matter what choice they may make, the whole team benefits from it so long as the Rogue is active. Lose the Rogue of Mind and you might start having to pay for those choices. With the Rogue of Mind around, you won’t have to worry about failing the session, for no matter what happens, your guaranteed the end game, until someone offs the Rogue and dwindles your chances.

Witch of Blood
Witch of Blood: can alter or bend the Blood inside people, the relations between two things, the links that bind things together, or the ancestry to which people originate from. Witch Manipulates aspect, or through aspect, Blood can pertain to Literal Blood, Bonds, and/or Ancestry. A Witch of Blood Could manipulate peoples Bonds with one another, by changing whats already there, by either increasing hate, love, friendship, or any form of relationship between to subjects or decreasing it to cause them to calm down or rally together towards a single foe. The Witch of Blood could work as a great sentinel along side the Mage of Void, the two would surely dominate all battlefields. The Witch of Blood could also manipulate the blood, kinda like Blood Bending from the series Avatar: The Last Airbender or Legend of Korra. This could be scary especially if every one realizes they have no control over their body, not that there aren’t ways around this, but going through it the first time could send most into shock, and if the Witch clots the blood as well, that’s near instant death attack right there. Allies may be weary of the Witch, and they have good reason to be. The Witch of Blood is similar to Vriska when she uses her mental abilities, only in this case, people are conscious of it and no matter how they scream or shout, they might not be capable of breaking free. It would destroy anyone’s moral.

Seer of Blood
Seer of Blood: allows one to see boundaries passively and understand people from observing them, allowing them to utilize this passive knowledge to get people fix themselves. Seer's passively know about their aspects and through their aspects, and by looking at people, they can pick up on gestures and interactions to get the gist of how the person is and what form of relationship it holds with another, but it's unspecified to the player, instead, it's more like a hunch, a very good reliable one. The Seer can then act on these hunches to inform their allies or guide from behind the scenes to help better a situation with their passive understanding. but it doesn't just have to be people, they can look at literal blood and understand the gist of whats wrong, know if someone has been poisoned, or is sick, or look at objects and know who it belongs to or who the objects need to go to.

Mage of Blood
Mage of blood: You understand how people work, how they got the way they did, what their ancestors were like, how their DNA is coded, what diseases are in their genes, how one thing relates to another, you understand it all completely with you exceptional observations, and you have the powers to use this knowledge of understanding to manipulate and change it as you see fit to create the results you desire, but risk the dangers of harming yourself. the Mage could explode your heart by pumping too much blood in it, and then some, the Mage can cause new blood related diseases to spring up into people, and it can also make preexisting ones to harm people, causing cancers and mutations....You can MUTATE people. Although the mage comes with extra perks theirs a downside of being harmed by your aspect. Which could mean people hate you, your abused by your friends and family, and your overly bullied.

Heir of Blood
Heir of Blood: inherits Relationships, meaning they potentially instantaneously becomes either friends or enemies, or lovers with someone upon interaction. Being an Heir of Blood, their relations tend to do things that tend to help aid them, such as their friends might strive to protect them at the risk of their own lives, their enemies might kill off the Heir of Blood's enemies just to save the killing of the people for themselves. An Heir of Blood might also inherit abilities, talents, and skills from their parents or ancestors excluding god tier abilities. Heir of Blood's might also be able to take on muscle memories from others by consuming their blood, such as knowing how to fight with martial arts or with a specific weapon. But that’s limited to physical skills. There's a small chance to which they could gain supernatural abilities of others excluding God Tier powers. Inheriting Memories of their ancestors is another thing as well as items from them and this could allow the Heir of Blood to gain some insight from the ancestors

Mage of Breath
Mage of Breath: Mage Understands their aspect and Understands through it. They can use their understanding to access secret abilities and do things with their aspects that other classes aren't capable of, but in turn, suffer from their aspects. Breath pertains to literal air, Freedom, or Chaos. You understanding these things allows you to even cause chaos, and because of your understanding of it, you be hindered by it, you are basically Cthulhu without being Cthulhu. In the aspect that you can cause random things to happen to people outside of anyone's control, even your own, but you understand it enough to level it to a point where you know what your getting out of it. Example: You could potentially use your understanding to invoke a chaotic change in a person, causing them to mentally flip 180 degrees changing their attitude, or through your secret abilities invoke a chaotic creation, a ball of pure chaos that can cause anything to happen when you hit someone, but depending on how much energy you put into it, changes the range of the changes, so at most, you can limit it to inflicting the damage of a daisy in the wind, or at worst, punch them through the nine layers of hell, into the astral plane, and back into the material plane only to have died out long before they returned. You know your aspect so well, you know all of it's secrets, and do secret things with it that other people can't do with the same aspect. And because of it, your aspect punishes you because your not supposed to do that.

Seer of Breath
Seer of Breath: Seer’s passively understand and know about their aspect and through their aspect, and Breath can pertain to literal Air, Freedom, and/or Chaos, for true freedom is Chaos. A Seer of Breath could be very enlightened, and have a passive understanding as to how everything is. Seer’s are also known to have some form of background knowledge on the games guide. Since Seer’s passively understand and know about their aspects, they may need a object of some form to get clearer understandings to questions they may have like with Rose and the Cue Ball. Terezi however was never fully able to utilize her abilities until recent pages, so it’s unclear if much will change on this subject. For now, let us assume that for the Seer of Breath, they may want to use some form of a focus tool to see things better. They may also have knowledge or passive understanding of everything the air touches around them, and could be able to “Sense” when something is around them. This could make them a key factor in locating allies, potential threats lurking, or locations of target creatures. Since their passive knowledge can be chaotic, they may come off as a heretic and speak in tongues of how the world will end before you play the game, and only when things are long too late will you understand what they actually meant in all of their ramblings. This could make them fun to be around, or outright scary, depending on if they like to scream it or not…Seer’s also have a role in the session to guide their teammates in a way they’d understand best through their aspects, so your session must understand things best when lots of chaos and freedom is thrown around, no wonder there’s little time to do anything important.

Thief of Void
Thief of Void: Stealing the nothingness from space can create objects. You can also steal the nothingness from people, taking their forgotten memories, or simply forcing them to know things about something. So taking the nothingness from your enemies could make you become greatly skilled at whatever those around you aren't. Knowing everything the others don't and doing anything they can't. As the Thief, you can make o†hers exist in your place, meaning whenever someone tries to think of you, they'll think of target instead, you'll still be there, but people wont be able to perceive you or remember you... every time they look away they forget you and recall the target instead. That can come in handy, it makes it so you can do things without ever getting caught, they'll always believe something else is the perpetrator even if they saw you being the one who did it. Meaning you make... the black queen for example, your stand in. Every time you do something bad to your allies, beat up your enemies and such, they'll only remember the black queen doing it instead of you.

Mage of Void
Mage of Void: The mage is a tricky one, Mage’s tend to be hindered by their aspect, but also are given abilities from their aspect that other classes can’t tap into. These abilities are like secret back door type things that no one really knows about except for the Mage, and thanks to the Mages understanding of their aspect, are able to utilize these things at a price. Some can view Sollux’s constant many lives is a use of this ability, though it’s debatable. Void pertains to Nothing, Secrets, Unknown, and Absence. The Mage of Void would be capable of knowing peoples deepest darkest secrets that they wish to hide, allies and enemies alike, and can use these secrets to control and manipulate them. Knowing the Unknown could allow them to hear and understand horror Terrors, and have full blown conversations even. Understanding the absence of things, and the lack there of could allow them to know what their enemies and allies cannot do, and potentially do it themselves, but since there ability works against them aswell, their prone to forgetting, or losing skills and memories that others around them have. Example: A Ally knows how to swordfight, if the Mage knew how to as well, whenever their around said ally, they would forget how to swordfight, but potentially be a great melee combatant. The Mage of Void would also know enemies weaknesses, so utilizing this knowledge can be vital to winning every battle. Mages tend to view themselves as useless and unskilled, mostly unhelpful to their allies, and being a void player won’t help this, they are actually very skilled and helpful, just aren’t capable of seeing their own talents. A good push and point in the right direction can lead them to being a great ally, or a wrong turn can turn them into a dangerous enemy. Even enemies may want to make use of their skills.

Knight of Void
Knight of Void: Knight of Void, they protect what little their session has of, in this case, nothingness, their session has more then everything they need to beat the game. They have the powers to weaponize the nothingness, such as bringing the horrorterrors into their session and having the Horrorterror's fight for them. They can create black holes and rifts to create a path to pass through. They as a person need to overcome the mask they put on for others and to show people their true colors. The more secrets their allies have, the more they can use those secrets to blackmail their friends into doing their dirty work. Knight of Void is probably one of those kinds of people you don't want to get involved with, mainly because even when they trample over others and force the will of nothingness upon others. Some other abilities a Knight of Void may have, potentially manifesting their aspect into a literal weapon. A black empty weapon of some kind that has 0 attributes is unaffected by other weapons, can't be broken or blocked, but breaks down everything it cuts or hits, turning it into nothing. A Knight of Void's job is to protect the little secrets their session has, to try and safeguard the fact there is little of anything for them to protect, it is important for their session to have more then they need in order for their success, otherwise they might lack something when they need it the most. But yea, the most terrifying aspect of the Knight of Void is their power to call forth Horrorterrors to fight for them. They are more prone to the control of the horrorterror's and will potentially be thrown into grimdark a lot. Note that a Knight is one who protects with their aspect, or protects their aspect, and thus potentially weaponizes their aspect. Another thing they might be able to do, is give themselves skill sets that their allies don't have. If their allies don't know how to hot-wire a car, they probably do. The less their allies are capable of doing, the more they themselves can do.

Prince of Void
Prince of Void: destroys nothing or destroys with nothing. Basically what this means is the prince is able to create and use black holes to kill their target. The prince can literally wipe the targets existence out entirely, how? Well the prince of void destroys with the absence of things, invoking the absence upon people; which will in turn cause those peoples existence to fade. By destroying the absence of things he makes things appear, or exist, but by destroying through the absence of things or with the absence of things, he makes them go away. Princes have two ways of using their powers, one way usually causes them to generate/create through their aspect, and the other causes them to erase/destroy with their aspect. To generate/create an object means you can destroy the nothingness of what object you don’t have and make it appear. Similar to how the rouge makes something by stealing the nothingness of it. Unlike the rogue though, the Prince is able to destroy with nothing or make something stop existing, which is the erase/destroy part of it. The prince would also be able to give himself any power he lacks, as well as knowledge, and existence. Destroying the nothingness of his power means he can obtain all power even from other god tiers but it doesn’t mean he will be as skilled as other god tiers, and just because he has those powers, doesn't mean he can use them, the aspects can still deny him. That’s one of the reasons why you don't see many people with multiple classpects when they can obtain such powers, the aspects have their own will, and even if you have their power, they can choose not to work for you. Knowledge meaning he can know all. And existence means if the Prince of Void feels he lacks something, he can destroy its absence to give himself it. Princes also lack their aspect lacking void means you lack nothing your have everything you could ever want, friends, family, possessions everything you sought is a given. Unlike other classes that have restrictions, Prince's are the only classes that are capable of overcoming these restrictions. The Prince of Void can destroy what others lack, thus giving them skills, powers, and abilities they didn't have before.

Seer of Void
Seer of Void: Sees void, passively, this classpect is tricky… They don't see “nothing” they see secrets. They can see those who stop existing or died,meaning they see into another plane of existance, a void player, nor anyone really technically doesn't stop existing... not existing is impossible. Their just phasing out into another plane/dimension while still peering into ours, the Seer of Void can see this. The Seer is also able to track Horrorterror's they know where hidden places are, or hard to reach places can be found. Eventually the Seer can lose their vision but not literally to them, it'll look black, and everyone, else might even notice their eyes turning black, they’ll see everything black they'll think they've gone blind! But if they take the time to really look, they'll notice that it isn't true. Because they aren’t blind, they can see but what they’re seeing is the darkness/emptiness, they've gained the ability to see things others can't, but this is a bit more difficult to explain. Seeing the nothingness means if someone, such as another void player tried to hide themselves or an object, the Seer would notice they can see it. Eventually they can get a slight outline of there surroundings, and once they get used to it, they'll walk around with ease, and maybe even learn to turn this vision on and off.

Witch of Doom
Witch of Doom: Manipulate Doom, or with doom. They break the physical and metaphysical rules of their aspects. They are very optimistic and very RECKLESS They can literally achieve a crap of rule breaking abilities. They have the power to set everything into Chaos or simply put uncontrollable things under control. A witch of Doom could change the way the chessboard is. She is a game changer and potentially changes the rules to whatever she wants She literally manipulates it to how she wants it to work. Note: that the witch is simply BENDING the rules to her whims, and even that has limits. She's still working inside the rules to make it appear that none binds her. She needs those rules to exist to manipulate to her own. She cannot create a completely new one out of thin air, but can take something and turn it into another. She takes her boundaries and pushes it all a certain way to give herself more leeway. the witch of doom can control the dead, thats right ZOMBIES EVERYWHERE!!!!! Since she works inside †he rules †o change †he rules, she can say, "yea, I'm controlling the dead now" even though she normally can't. or if someone says she can't.... well now she can! She can increase or decrease the doom someone has As well as manipulate the doom to her will. Think of it like this, Alchemy is equivalent exchange they work under the laws of manipulating one thing into another, like a witch. Magic works under all three= Creation, Manipulation, and Destruction they can exchange a pre-existing rule for something equivalent, but they can't remove a rule they they outright hate Witch can only manipulate where as Magic deals with all three aspects, Alchemy itself is also just manipulation. Witch of Doom can also change the judgement of someone's death, so if someone died from a heroic death, the Witch can say it wasn't heroic nor was it just, and force them another shot at life About half the Doom players have a similar ability. If anyone starts losing control, It's the Witch of Doom that can control it.

Sylph of Doom
Sylph of Doom: Doom pertains to Rules, Judgement, and potentially Death but not limited to, and Sylphs heal through their aspects or with their aspects. A Sylph of Doom can restore the rules of life in someone no longer living or simply heal the judgement to unjust to revive them depending on the circumstances. Sylph can heal positively of negatively, so they aren't completely helpless. When using the powers they occasionally ghost the powers of a Prince of Life, not meaning they have Prince of Life powers, they simply use their abilities in a way that resembles Prince of Life powers. Sylphs of Doom can restore the rules or if they were broken in some way, the Sylph can heal it negatively to break it even further to create a reaction of a total breakdown of the rule. As a person, a Sylph of Doom may have ideas as to how people should act and how things should be done and might get fairly upset when things don't go their way. They have a habit for following the rules, a total lawful person, and may try to get others to follow rules as well, though will speak up if they don't think a rule is just. They try to regulate the rules in a manner that improves a game session. If a Sylph of Doom is in a session, the sessions most likely going to face a trial to where a great deal of many rules will be broken, and it is up to the Sylph to fix these things. Sylph of Doom could be a focal point to saving the lives of their session mates should it reach that point. Healing Doom or death itself, which can revive things, but also create things. Sylph of Doom's can heal through their aspects which by using the rules can re-establish order, using good or bad judgement aid those around them, or even hinder their enemies, and through the death of others or self, can invoke a time for people affected by the death to emotionally and physically repair themselves.

Witch of Doom

Knight of life
Knight of Life: Knights weaponize their aspect or defend their aspect, and in a session, Knights exist in a session where their aspects are lacking, and it is their job to utilize the scarcity of it to protect it and prolong it for as long as possible. Life pertains to Literal Life, Expansion, Growth, and/or Creation but not limited to. A Knight tends to put on a mask of false personality to hide their selves, this is a defense mechanism of their personality that they must learn to change. A Knight of Life can Weaponize the creatures in their session that are usually passive, or simply aren't the games official enemies altogether. They can use these creatures to fight for them, or even use various plants and deadly natural creations to shut down the enemy, and protect certain area's from harm. They would be like a ranger of sorts, where they try to preserve all forms of wildlife indigenous to an area, trying their best to keep things alive. Upon entering the game, they would probably set out to create their own version of a Noah's Arc, and bring the animals, plants, and other forms of life to the universe the session is to eventually make. But to have a Knight of Life, also means the Session lacks Life, growth expansion, and longevity, so the more this session is prolonged, the more likely it's bound to turn into a null session. So if a Knight of Life is present, you should strive to finish the game ASAP. Some other powers is they can protect the life, and allies by weaponizing their allies, and doing what their allies do to an extent to gain temporary abilities in order to preserve, and protect them. These small bursts would be just enough to turn any dire situation into something more manageable. A Knight of Life could also weaponize themselves with the natural gifts and abilities of wild creatures, and plants around them. So they may seem a bit "wild" from time to time

Mage of Light
Mage of Light: can conjure illusions by manipulating the light and even make the illusions real, but would lose control, and the illusions could gain sentience, and may even turn against the Mage.The Illusions are creatures of Light, and the Light aspect may attempt to punish the player for making the illusions a real thing if it's used too much, so if you make something real, there is a chance the illusion wont work in your favor, but against you instead. like an item doing something it shouldn't, or a creature lashing out at you, but their still light in a way, so you could force them to become something else.

Heir of Light
Heir of Light: can become light, and has powers over light, allowing them to bend the light around themselves or blend into the light allowing them to gain chameleon abilities.

Witch of Light
Witch of Light: can Manipulate and can bend the light around them and others to make themselves invisible or make things appear like something else, basically, illusions...powerful illusions.They bend the light that is already there to make illusions, and even make one thing look like something else, but it wouldn't actually be real. It's more like an illusive disguise.