Sburb AU
Dec 18, 2014 23:01:40 GMT -5
Post by Deleted on Dec 18, 2014 23:01:40 GMT -5
AU Name: Sburb AU
Warning: Time shenanigans, death, double-death, aspects and classes, so let me tell you about Homestuck, time and space are relative, friendship, pesterchum, absurd powers, first guardians, strife!!, feels and silliness, mood whiplash, video games, grimdarkness, trickster mode, Homestuck spoilers I guess???, and potentially dark themes. RPer discretion advised!
Plot or Explanation of AU:
In which our characters play a video game and end up getting in way over their heads.
Okay, so, I've recently become slightly obsessed with Homestuck, and thought I'd try to make a Sburb AU. I'm going to try my best to make it completely playable with no interest in Homestuck and as not-complicated as I can make it. The AU takes place some unspecified amount of time after entering the Medium, and takes place in a winnable session that takes place over some relatively long length of time. Below, I'm going to try to explain what Sburb is to anyone who hasn't read Homestuck before. I think this could be super cool, so here goes nothing?
Basically, how Sburb works is that the players install the game, conduct shenanigans, and eventually end up in the Medium with their house. In the process, the world ends via meteors. Sburb itself appears to be a game about building, though that shouldn't matter much by the point in time that the session itself starts. Everyone has a server player that can build on their house and a client player who they can build on the house of.
The Medium is a space in Paradox Space in which all of the game takes place. It contains Skaia, a land (or planet) orbiting Skaia for each player, the moon Prospit and the moon Derse. Derse and Prospit are eternally at war, and Derse is destined to eventually win. They fight down on the Battlefield in Skaia, though Dersite agents are known to assassinate players on Prospit as well.
Every player receives a class, an aspect, and a land. A player's class and aspect determine their ultimate mythological role, and typically no two players in a session will have the same class or aspect. (This limits a session to twelve players, but is not absolute. This may not be true in this session, for example, though no two players will have the same class-aspect combination.) Their land will have some sot of quest that the player ought to complete in order to face their Denzien and face the Choice, gaining mastery over their class and aspect. The classes and aspects, as well as what they represent, will be listed below. Every land is based off of a player's aspect in the format of the Land of X and Y, and the Space player's land will always be the Land of (some element opposite of where the Space player once lived) and Frogs. (For example, someone who always lived on a tropical island may have the Land of Frost and Frogs).
Players also have dreamselves. When a player dreams, they will either wake up on Derse or Prospit as their dreamself, depending on their personality. Prospit players see the future in Skaia's clouds and Derse players can hear Horrorterror whispers. These dreamselves are essential for revival and for reaching God Tier. If a player dies while still having a living dreamself, they can be revived via a kiss on the lips. This merges the dreamself with the player and brings them back to life. In addition, a player's land will have a Quest Bed and their respective dream planet will have their Crypt Bed. If the player dies on one of these, they reach God Tier, completely inheriting their class and aspect powers. Quest Beds require a living dreamself, which will merge with the player. Crypt Beds specifically require that the dreamself or the real self is dead before they do anything. Prospitans or Dersites will actually carry a dead dreamself to the Crypt Bed, which is otherwise extremely difficult to find. A God Tier player will revive after being killed unless the death is judged as either Heroic or Just, in which case they are dead for good.
Luckily, dream bubbles exist. A player with a dead dreamself will instead wake up at night in a dream bubble, which consists of a memory. Dead players will live in these dream bubbles and can therefore be contacted by dreaming players. Dead players are identifiable by their glowing white eyes.
Their are two goals in Sburb: defeat the Black King (or, possibly, another carapacian who has taken either the Queen's Ring or the King's Staff), and breed the Genesis Frog. The Space player will have the duty of breeding the Genesis Frog, which will be the new universe the players create. The Knight will help them do so. After doing both this and defeating the Black King before or during the Reckoning, the players gain the Ultimate Reward. No one, as of yet, knows what the Ultimate Reward is, though presumably the players get to live in their new universe.
There are a few more important aspects to Sburb that I think we should add here, especially since we'll hopefully have more than twelve characters. The first is the First Guardian. The product of some existing being and a mysterious genetic code, the First Guardian has the ability to warp space and is essentially immortal. They exist on every planet to develop sentient life, and are extremely old. If the First Guardian is a fully sentient being, they may also be omniscient and omnipotent (though they aren’t really- they have limitations). Their main duty is to protect their planet, maintain stable time loops, and bring about their planet's "ultimate purpose".
Secondly, every player will have prototyped a sprite before entering the Medium. A sprite is a guide to the game and, typically, consists of at least one dead thing, revived through becoming a sprite. They can be prototyped twice, and the second time might be from after entering the Medium. The prototypings before entering the medium effect the imps that are the enemies to fight in each land. In addition, they power up the holders of the Queen's Rings or the King's Staffs. An example of a sprite is Nannasprite from the original comic, which was prototyped with a harlequin doll before entering the medium, causing the imps and the Queens and Kings to take on clown-like properties. Then, John's dead Nanna's ashes were prototyped into it after entering the Medium, causing only the Sprite to take on Nanna's personality and appearance.
Finally, there are carapacians. Carapacians are the inhabitants of Derse and Prospit, as well as the warriors on the Battlefield. They are created via paradox cloning. They have two-letter initials (such as PM). They also have titles corresponding to those initials, which may change. The initials will not, however. (For example, Postal Mistress becomes Peregrine Mendicant becomes Prospitan Monarch.) Only carapacians can take the Queen's Ring or the King's Staff and gain the advantages of the prototypings. Finally, some carapacians, normally four, will be "exiled" to the destroyed earth and eventually rebuild it. They are capable of communicating with an assigned player through a monitor they will find.
That was a massive infodump, but it's not too complicated, I swear. Anyone have any suggestions? Anyone want to try this? Anyone have ideas on how to condense this? I'm also thinking of breaking the one of each aspect/one of each class rule in order to make the number of player characters higher, but playable sprites and carapacians could also solve the problem. I definitely want a playable First Guardian, though, because that would be awesome. What do you think?
Additional Information:
This is the Homesick wiki. It is your friend.
You can use this to feel out a class and aspect for your character if you don’t have one already.
And this place is very useful in helping you understand what the heck your classes and aspects might mean.
Possible sub-boards:
Lands: This is where the player lands are! Go on your land quests, achieve God Tier, and hang out killing imps.
Skaia: “In clara umbra creatum versat.” Home of the Battlefield, where the Black King awaits and where the Genesis Frog eventually has to end up. The Dersite army is destined to win.
Prospit: Half of the players wake up here when they dream and will find their crypt bed within this place. Bright, shiny, and gold. Players can see prophecy on Skaia’s clouds from here.
Derse: Half of the players wake up here when they dream and will find their crypt bed within this place. Dark, purple, and dangerous. Players can communicate with horrorterrors from here (if they dare tempt fate in such a way).
Furthest Ring: Here there be horrorterrors, and, more importantly, dream bubbles: memories in which people with dead dreamselves find themselves dreaming or dead players find themselves living (dying?).
Destroyed Earth: “Years in the future, but not many…” This is where any exiled carapacians will live, and from here they'll rebuild Earth and send the players commands.
Mini-Profile Specifics:
Name: (Sometimes people who don’t be siblings will change their last name….besides Names are good)
Age: (in human years since it’s not Nationverse!)
Race: (carapacian, sprite, first guardian, or human?)
Class/Aspect: (such as the seer of light or the heir of breath, for players only.)
Land: (such as the land of wind and shade or the land of frost and frogs. players only.)
Prospit or Derse: (which planet is your dreamself on/are you from?)
Powers: (what powers at both your current state and your peak would you have?)
Appearance: (clothes, physical appearance, items etc.…)
List of Aspects and Classes:
Aspects:
Classes:
Additional Class/Aspect Notes:
Warning: Time shenanigans, death, double-death, aspects and classes, so let me tell you about Homestuck, time and space are relative, friendship, pesterchum, absurd powers, first guardians, strife!!, feels and silliness, mood whiplash, video games, grimdarkness, trickster mode, Homestuck spoilers I guess???, and potentially dark themes. RPer discretion advised!
Plot or Explanation of AU:
In which our characters play a video game and end up getting in way over their heads.
Okay, so, I've recently become slightly obsessed with Homestuck, and thought I'd try to make a Sburb AU. I'm going to try my best to make it completely playable with no interest in Homestuck and as not-complicated as I can make it. The AU takes place some unspecified amount of time after entering the Medium, and takes place in a winnable session that takes place over some relatively long length of time. Below, I'm going to try to explain what Sburb is to anyone who hasn't read Homestuck before. I think this could be super cool, so here goes nothing?
Basically, how Sburb works is that the players install the game, conduct shenanigans, and eventually end up in the Medium with their house. In the process, the world ends via meteors. Sburb itself appears to be a game about building, though that shouldn't matter much by the point in time that the session itself starts. Everyone has a server player that can build on their house and a client player who they can build on the house of.
The Medium is a space in Paradox Space in which all of the game takes place. It contains Skaia, a land (or planet) orbiting Skaia for each player, the moon Prospit and the moon Derse. Derse and Prospit are eternally at war, and Derse is destined to eventually win. They fight down on the Battlefield in Skaia, though Dersite agents are known to assassinate players on Prospit as well.
Every player receives a class, an aspect, and a land. A player's class and aspect determine their ultimate mythological role, and typically no two players in a session will have the same class or aspect. (This limits a session to twelve players, but is not absolute. This may not be true in this session, for example, though no two players will have the same class-aspect combination.) Their land will have some sot of quest that the player ought to complete in order to face their Denzien and face the Choice, gaining mastery over their class and aspect. The classes and aspects, as well as what they represent, will be listed below. Every land is based off of a player's aspect in the format of the Land of X and Y, and the Space player's land will always be the Land of (some element opposite of where the Space player once lived) and Frogs. (For example, someone who always lived on a tropical island may have the Land of Frost and Frogs).
Players also have dreamselves. When a player dreams, they will either wake up on Derse or Prospit as their dreamself, depending on their personality. Prospit players see the future in Skaia's clouds and Derse players can hear Horrorterror whispers. These dreamselves are essential for revival and for reaching God Tier. If a player dies while still having a living dreamself, they can be revived via a kiss on the lips. This merges the dreamself with the player and brings them back to life. In addition, a player's land will have a Quest Bed and their respective dream planet will have their Crypt Bed. If the player dies on one of these, they reach God Tier, completely inheriting their class and aspect powers. Quest Beds require a living dreamself, which will merge with the player. Crypt Beds specifically require that the dreamself or the real self is dead before they do anything. Prospitans or Dersites will actually carry a dead dreamself to the Crypt Bed, which is otherwise extremely difficult to find. A God Tier player will revive after being killed unless the death is judged as either Heroic or Just, in which case they are dead for good.
Luckily, dream bubbles exist. A player with a dead dreamself will instead wake up at night in a dream bubble, which consists of a memory. Dead players will live in these dream bubbles and can therefore be contacted by dreaming players. Dead players are identifiable by their glowing white eyes.
Their are two goals in Sburb: defeat the Black King (or, possibly, another carapacian who has taken either the Queen's Ring or the King's Staff), and breed the Genesis Frog. The Space player will have the duty of breeding the Genesis Frog, which will be the new universe the players create. The Knight will help them do so. After doing both this and defeating the Black King before or during the Reckoning, the players gain the Ultimate Reward. No one, as of yet, knows what the Ultimate Reward is, though presumably the players get to live in their new universe.
There are a few more important aspects to Sburb that I think we should add here, especially since we'll hopefully have more than twelve characters. The first is the First Guardian. The product of some existing being and a mysterious genetic code, the First Guardian has the ability to warp space and is essentially immortal. They exist on every planet to develop sentient life, and are extremely old. If the First Guardian is a fully sentient being, they may also be omniscient and omnipotent (though they aren’t really- they have limitations). Their main duty is to protect their planet, maintain stable time loops, and bring about their planet's "ultimate purpose".
Secondly, every player will have prototyped a sprite before entering the Medium. A sprite is a guide to the game and, typically, consists of at least one dead thing, revived through becoming a sprite. They can be prototyped twice, and the second time might be from after entering the Medium. The prototypings before entering the medium effect the imps that are the enemies to fight in each land. In addition, they power up the holders of the Queen's Rings or the King's Staffs. An example of a sprite is Nannasprite from the original comic, which was prototyped with a harlequin doll before entering the medium, causing the imps and the Queens and Kings to take on clown-like properties. Then, John's dead Nanna's ashes were prototyped into it after entering the Medium, causing only the Sprite to take on Nanna's personality and appearance.
Finally, there are carapacians. Carapacians are the inhabitants of Derse and Prospit, as well as the warriors on the Battlefield. They are created via paradox cloning. They have two-letter initials (such as PM). They also have titles corresponding to those initials, which may change. The initials will not, however. (For example, Postal Mistress becomes Peregrine Mendicant becomes Prospitan Monarch.) Only carapacians can take the Queen's Ring or the King's Staff and gain the advantages of the prototypings. Finally, some carapacians, normally four, will be "exiled" to the destroyed earth and eventually rebuild it. They are capable of communicating with an assigned player through a monitor they will find.
That was a massive infodump, but it's not too complicated, I swear. Anyone have any suggestions? Anyone want to try this? Anyone have ideas on how to condense this? I'm also thinking of breaking the one of each aspect/one of each class rule in order to make the number of player characters higher, but playable sprites and carapacians could also solve the problem. I definitely want a playable First Guardian, though, because that would be awesome. What do you think?
Additional Information:
This is the Homesick wiki. It is your friend.
You can use this to feel out a class and aspect for your character if you don’t have one already.
And this place is very useful in helping you understand what the heck your classes and aspects might mean.
Possible sub-boards:
Lands: This is where the player lands are! Go on your land quests, achieve God Tier, and hang out killing imps.
Skaia: “In clara umbra creatum versat.” Home of the Battlefield, where the Black King awaits and where the Genesis Frog eventually has to end up. The Dersite army is destined to win.
Prospit: Half of the players wake up here when they dream and will find their crypt bed within this place. Bright, shiny, and gold. Players can see prophecy on Skaia’s clouds from here.
Derse: Half of the players wake up here when they dream and will find their crypt bed within this place. Dark, purple, and dangerous. Players can communicate with horrorterrors from here (if they dare tempt fate in such a way).
Furthest Ring: Here there be horrorterrors, and, more importantly, dream bubbles: memories in which people with dead dreamselves find themselves dreaming or dead players find themselves living (dying?).
Destroyed Earth: “Years in the future, but not many…” This is where any exiled carapacians will live, and from here they'll rebuild Earth and send the players commands.
Mini-Profile Specifics:
Name: (Sometimes people who don’t be siblings will change their last name….besides Names are good)
Age: (in human years since it’s not Nationverse!)
Race: (carapacian, sprite, first guardian, or human?)
Class/Aspect: (such as the seer of light or the heir of breath, for players only.)
Land: (such as the land of wind and shade or the land of frost and frogs. players only.)
Prospit or Derse: (which planet is your dreamself on/are you from?)
Powers: (what powers at both your current state and your peak would you have?)
Appearance: (clothes, physical appearance, items etc.…)
Personality Changes/Quirks: (what's the difference between them normally and them in this setting? This can be done as bullets or a list rather than in paragraph form)
Backstory: (how did they get where they are today?)
Relationships: (Not just romantic, if they have friends or enemies, they go here too)
Other Things Worth mentioning: (Again, it can be a bulleted list instead of a paragraph)
Backstory: (how did they get where they are today?)
Relationships: (Not just romantic, if they have friends or enemies, they go here too)
Other Things Worth mentioning: (Again, it can be a bulleted list instead of a paragraph)
List of Aspects and Classes:
Aspects:
Time: Stands for literal time, music, regularity, causality, and regularity.
Space: Stands for science, creation, literal space, physics, and the universe.
Light: Stands for literal light, luck, fortune, and sight.
Void: Stands for secrets, literal nothingness, darkness, and invisibility.
Life: Stands for literal life, living, happiness, and revival.
Doom: Stands for fate, rules, inevitability, and death.
Mind: Stands for intelligence, planning, logic, and understanding.
Heart: Stands for souls, emotions, the inner self, and desire.
Rage: Stands for passion, emotion, anger, and duality.
Hope: Stands for limitless possibility, magic, belief, and angels.
Breath: Stands for freedom, literal wind, motivation, and independence.
Blood: Stands for interconnectedness, family, bonds, and relationships.
Space: Stands for science, creation, literal space, physics, and the universe.
Light: Stands for literal light, luck, fortune, and sight.
Void: Stands for secrets, literal nothingness, darkness, and invisibility.
Life: Stands for literal life, living, happiness, and revival.
Doom: Stands for fate, rules, inevitability, and death.
Mind: Stands for intelligence, planning, logic, and understanding.
Heart: Stands for souls, emotions, the inner self, and desire.
Rage: Stands for passion, emotion, anger, and duality.
Hope: Stands for limitless possibility, magic, belief, and angels.
Breath: Stands for freedom, literal wind, motivation, and independence.
Blood: Stands for interconnectedness, family, bonds, and relationships.
Classes:
Knight (-): One who exploits using their aspect/one who exploits their aspect.
Page (+): One who is exploited by their aspect/one invites exploitation of their aspect.
Thief (-): One who steals their aspect/one who steals with their aspect.
Rogue (+): One who steals from their aspect/one who steals their aspect to give to others.
Mage (-): One who understands their aspect/one who understands using their aspect.
Seer (+): One who invites understanding of their aspect/one who invites understanding through their aspect.
Maid (-): One who creates their aspect/one who creates using their aspect.
Sylph (+): One who invites creation of their aspect/one who creates from their aspect.
Witch (-): One who manipulates their aspect/one who manipulates through their aspect.
Heir (+): One who will be manipulated by their aspect/one who invites manipulation of their aspect.
Prince (-): One who destroys their aspect/one who destroys using their aspect.
Bard (+): One who invites destruction through their aspect/one who invites the destruction of their aspect.
Page (+): One who is exploited by their aspect/one invites exploitation of their aspect.
Thief (-): One who steals their aspect/one who steals with their aspect.
Rogue (+): One who steals from their aspect/one who steals their aspect to give to others.
Mage (-): One who understands their aspect/one who understands using their aspect.
Seer (+): One who invites understanding of their aspect/one who invites understanding through their aspect.
Maid (-): One who creates their aspect/one who creates using their aspect.
Sylph (+): One who invites creation of their aspect/one who creates from their aspect.
Witch (-): One who manipulates their aspect/one who manipulates through their aspect.
Heir (+): One who will be manipulated by their aspect/one who invites manipulation of their aspect.
Prince (-): One who destroys their aspect/one who destroys using their aspect.
Bard (+): One who invites destruction through their aspect/one who invites the destruction of their aspect.
Additional Class/Aspect Notes:
- Whatever the Knight's aspect is, their will be a lack of. For example, a session with a Knight of Time won't have enough time to get anything done.
- The Bard is the wildcard class and has a tendency to become the most dangerous person in a given session.
- The Page will start with some sort of disadvantage in their aspect and will grow slowly, but will become extremely powerful if he succeeds in his tasks.
- The Mage almost always suffer from their aspect, though they have a massive understanding as a result.
- Void players can even avoid First Guardians, as they tend to be impossible to track.
- Hope players are extremely strong, as a powerful Hope player can create anything through their belief.
- Grimdarkness is a state caused by manipulative Horrorterrors. It engulfs the player in grey and tenticles and causes the player to fall back onto their darker side. It also has been described as going completely off the deep end. They often take on aspects of their inverse role.
- Trickster Mode is a state caused by a magical Juju. The Juju probably isn't around at the moment, but you never know. It supercharges the player's class and aspect. It also leaves them with no inhibitions in most cases and a somewhat insane demeanor. It makes everyone cat like their problems are solved. They aren't.
- Opposing class pairs go Heir-Mage, Witch-Seer, Maid-Bard, Sylph-Prince, Thief-Page, Rogue-Knight.
- Opposing aspect pairs go Time-Space, Light-Void, Rage-Hope, Doom-Life, Mind-Heart, Blood-Breath.
- The Bard is the wildcard class and has a tendency to become the most dangerous person in a given session.
- The Page will start with some sort of disadvantage in their aspect and will grow slowly, but will become extremely powerful if he succeeds in his tasks.
- The Mage almost always suffer from their aspect, though they have a massive understanding as a result.
- Void players can even avoid First Guardians, as they tend to be impossible to track.
- Hope players are extremely strong, as a powerful Hope player can create anything through their belief.
- Grimdarkness is a state caused by manipulative Horrorterrors. It engulfs the player in grey and tenticles and causes the player to fall back onto their darker side. It also has been described as going completely off the deep end. They often take on aspects of their inverse role.
- Trickster Mode is a state caused by a magical Juju. The Juju probably isn't around at the moment, but you never know. It supercharges the player's class and aspect. It also leaves them with no inhibitions in most cases and a somewhat insane demeanor. It makes everyone cat like their problems are solved. They aren't.
- Opposing class pairs go Heir-Mage, Witch-Seer, Maid-Bard, Sylph-Prince, Thief-Page, Rogue-Knight.
- Opposing aspect pairs go Time-Space, Light-Void, Rage-Hope, Doom-Life, Mind-Heart, Blood-Breath.