What it says on the tin! Share the classes and aspects you’ve made!
Give me the nitty and gritty! What inspired you to make them? What they mean in your story? What are they? how are they used? Powers?
Share everything you have on your classpects! I’m curious to see what you got!
My apologies if this is a duplicate, or in the wrong board.
RV - https://mspfa.com/?s=47681&p=1 — MS - https://mspfa.com/?s=63392&p=1
in an old mspfa of mine i had a thing where there were 6 aspects that were just. combinations of the existing aspects. we had space + void = night, time + light = day, doom + rage = gloom, life + hope = bliss, heart + breath = soul and i could never come up with a name for the mind + blood one
I made 4 fan classes and aspects once as a thought exercise in the time-honoured tradition of Shits and Giggles. The classes were meh, but the aspects ended up quite fun to think about -- I was mostly thinking of them from the perspective of aspects-as-parts-of-the-narrative, which made it a fun challenge to think of aspects of the story that could get their own. well. aspects!
The first pair was Fluff v.s. Flame, or Filler (secondarily peace/calm, comfort, domesticity, and dullness/padding) v.s. Action (secondarily danger, risk, thrill, and vulnerability). Generally meant to reflect the stakes and the balance between downtime and intensity. In hindsight, this one was stepping on Breath/Blood's toes wayyyy too much -- I even considered naming Flame "Thorns" instead which would've made it so obvious lmao. They're overall Breath + a bit of Void and Blood + a bit of Light.
Fluff's colour scheme was almost white with pink hues, Flame's was reddish-orange, like a darker Light. Powers are pretty obvious, I think, and pretty fun to think about in the case of Fluff. Knight of Fluff who protects their team by smacking imps into being peaceful and calm, Witch of Fluff who turns all of the Black King's attacks into puffs of feathers.
The second pair was Gum v.s. Ink, Entertainment (secondarily novelty, childishness, artificiality, and the future) v.s. Seriousness (secondarily tradition, authority, society, and the past). These were more about the tone of the story -- meant kind of as a compliment to the Hope/Rage axis -- between cartoons and comedies for Gum and documentaries and historical-political dramas for Ink. To be honest... these are also borrowing from Breath and Blood, but not so exclusively as Fluff and Flame at least! Gum is essentially Breath + Time + maybe a bit of Rage, while Ink is Blood + Doom + maybe a bit of Life.
Gum's colour scheme was garish pink and green and Ink's was muted medium-dark grey with no particular hue. I also considered "Clay" or "Stone" for Ink, but I felt Ink fit the best in the end -- though I think stone/petrification related powers for Ink players would still be interesting! Gum powers I thought of as essentially following cartoon logic or being able to bend and stretch things/yourself... so essentially Rage's fuck the plot powers with a cartoonish twist.
I thiiiink I made symbols for them but I don't know where they are... I might dig for them but it's highly possible they've been lost to the digital void u~u
Now, do I use any of these to conceptualize any of my characters today? Nah. I considered them for a bit when I was planning out a fanventure that never happened but I eventually abandoned them in that project since they weren't really adding anything. But it was a fun creative exercise! Fan classpects are neat :D
I've come up with 6 classes as part of a fun little project between my brother and I that works as a sort of "Sburb DLC". I'm uncertain if they're anywhere near as fleshed out as canon classes, but they were fun to make regardless.
Circulates
Priest - Active
Preaches. Spreads their aspect as gospel, often enforcing a single ideal without actually fully understanding their aspect. Tends to think they know what's best for others, but may experience backlash if they're wrong.
Example: A Priest of Doom may come across as an apocalypticist, preaching on the end times and trying to spark fear in others for their own inner motives.
Lamb - Passive
Enlightens. Enlightens others of their aspect through their devotion to it. Knows more about their aspect than they can speak on, and is guided by it through either faith, fear, inspiration, or otherwise. Tends to be overly reliant in their aspect, oftentimes to a fault.
Example: A Lamb of Space may look to the stars above for guidance and discern hidden messages in the space around them which they use for direction. This may end up inspiring others to also look for messages in the stars.
Dissects
Rook - Active
Seizes. They scrutinize their aspect with a critical eye, identifying it's weaknesses, and more importantly, understanding how to strengthen said weaknesses. They tend to have critical personalities, but end up knowing what's best in the end.
Example: A Rook of Heart would challenge the limits of the emotions of everyone around them, initially coming across as insufferable and rude, but it's through their actions that people could begin to heal and grow emotionally.
Scout - Passive
Explores. They tend to know very little of their aspect, even if their journeys surround them with it. They have to learn the inner workings of their aspect through hard work and experience, but paradoxically, they end up becoming more and more immune to their own aspect.
Example: A Scout of Time would have about as much knowledge of time as anyone else in the beginning, but as they explore it and understand it more and more, they learn it's inner workings and also find that they start to become immune to the negative, and sometimes positive, effects of time.
Chances
Card - Active
Gambles. Cards may gamble away their aspect in hopes of trying to attain something from their opposing aspect. They tend to make risky chances, and there's almost always an instance in their session where they lose everything and have to build it back up.
Example: A Card of Breath may desire connections and companionship like Blood, but in the process may end up stripping away their own freedoms to try to achieve this.
Mime - Passive
Tricks. A mime, through their aspect, will emulate their opposite aspect to a nearly comical stereotypical effect. Typically, mimes have a difficult time showing their true selves and put on masks around others. Notably, their godtier outfits may appear as a completely different class and aspect than their own, and it's usually once the mime is revealed for their tricks that their true classpect is also revealed.
Example: A Mime of Hope may seem stereotypically Rage-like, angry and rebellious, defiant to a nearly comical manner. When their true classpect is revealed, they may take on a tainted form of Hope.
I have nearly forgotten to add my own Fanclasspects to this, but I have a bunch. i made 12 for Mansion’s Secret. I actually have a little more than that, but I wish not to make the post too long.
when I start making my won classes, I group them into teams of four. so theres a passive, active, and an opposite.
when I make my aspects, I do it in groups of two. so theres always an opposite. always an inverse. I like to have a tangible part of an aspect. Along with a metaphysical part of the aspect, metaphysical isn’t the proper word for this, but you’ll soon see!
my Aspects:
Trick and Treat; the core aspects in MS, and in a way replace the need of time and space. Trick starts the session. Treat creates that reward.
Trick is the pranks, traps, and trickery of the world. Treat is the candy and rewards.
Coffee and Tea; these two are just my personal favorites. This may be because i drink both religiously.
Coffee is coffee, but it’s also energy. How tired someone is, but in a way, it’s also how much energy someone may have! Tea is the calmness. It’s that nice serene feeling.
Pumpkin and Fan; Problem sleuth references.
Pumpkin is an equivalent to void. It’s the nature of fuel objects, but also nothingness. It’s secrets. It’s hidden. It’s the what if’s. you nearly think you have it, but. You don’t. Fan, on the other hand. It the very fabric of the universe. It’s the equivalent of space. It’s the gently breeze. It’s the very thread that stitches the place together.
Truth and Dare;
Truth is the trust people may have. It’s the truth. It’s the light. It’s in a way hope in your comrades. It’s also symbolized by cats, but you can change this. This is more so a reference to another one of my works. Which is a cat girl who loves truth and dare. Dare on the other hand, is action and that wreckless injury. It’s depicted by coffins, thanks to haunted Mansion.
Soul and Flesh; in a Way, life and death. The otherworldly and the physical.
Soul is the very culmination of your being. Ghosts. Spirits. But more importantly. Everything beyond the veil. Flesh is the physicality of life. The twisting and turning organic flesh that bonds our very soul. It’s an anchor. It is stability. It is life.
Ground and Dream;
Ground is the grounded anchor. The clarity of mind. The dirt of the world. It’s reality as we know it. Dream is the desire and dreams we can have. That child like whimsy. (Dream is of course gold and purple, but you can change it to fit whatever your dream planets are!)
The Classes:
Clown and Poet: Arts/Acadamia; Clown Entertains though aspect. Poet performs through aspect.
Clown puts on a show, juggles, uses jokes. In doing so, uses its aspect. if it can entertain you and its aspect, it can use it. Poet puts on an act and a performance utilizing its aspect. There’s no need to entertain, but there is a need to act. To make poetry. To sing a song. Much like a bard from dnd, which is why poet was called bard before i remembered that was an actual canon class.
Ace and Doc; Studying/Acadamia; Ace masters aspect. Doc perfects aspect.
Ace learns and study their aspect. Usually without realizing. Until they’re able to ace their aspect. Master is. They master it by indulging in their aspect. Docs perfect the fine and tiny details of their aspect. they slowly come into it, until they learn the nitty and gritty. they need to know and perfect their aspect before they can use it.
Child and Wife; postive treatment/blorbo; Child is created/birthed by aspect. Wife is married to the aspect.
A child is born into their role. Their very existence and destiny is chosen to them by their aspect. they learn and are taught the very existence of their role and of their aspect. They cannot escape. If they fall in line, they’re gifted by their aspect. It might not be what they want, but it will be what they need. A wife falls in love with their aspect. They devote themselves to serve it. To clean the messes. To obey. They marry their aspect. for their devotion, they receive whatever they may want from their aspect.
Convict and Fugitive: negative treatment/blorbo; Convict is trapped by aspect. Fugitive is stunted by aspect.
A convict is often times chained up and used as a pawn by the aspect. With the chains that bind them they can often chain others. Using their own prison to imprison others, maybe they can help. Maybe they make things worse. They’re often tragic, and will be in their cages for their entire godhood. Fugitives are running from their aspect. They try to avoid it. Try to avoid recognizing it. Prey on the run, and their aspect is ready to eat them and capture them. Perhaps, they can become another class if they accept the role their aspect has planned for them. That the game has planned for them.
Doll and Bot: Crafted/becoming; Dolls are molded by aspect. Bots are forged by aspect.
Dolls are often guided into their aspect. Even if they wish not to be. They’re brought there. Strings dragging them. Their aspect is theirs even if they attempt to run or detest it. They are just dolls. Bot is very akin to child. Unlike child, bots are not loved by their aspect. They can be forged and then abandoned or gifted to another. After creation, the aspect doesn’t have to remain. They have one role. One objective. They’re to complete it and be discarded.
Martyr and Ghost: desolate/becoming; Martyrs are hurt through aspect. Ghosts are killed through aspect.
Martyr’s experience pain on behalf of their aspect. They receive the pain so that they can show others the good and truth of their aspect. Most never able to receive that reward the aspect promises, no matter now much pain they may Endure. Ghosts are killed their aspect becomes their undoing. in death, they’re able to use ghost tricks to affect and control their aspect. their body no longer able to be corporeal.
Of course i have examples through arcs i plan on giving, and will be utilizing them in my own fan works. I also have MORE fanclasses that i can bend to my will and at my mercy. They are truely a fun exercise that I highly recommend endulging into.
I may talk about those examples, but i fear this post is far too long.
RV - https://mspfa.com/?s=47681&p=1 — MS - https://mspfa.com/?s=63392&p=1