Page of Space
thomas820 asked classpect-analysis: page of Space? All right. Pages supply others with their aspect and eventually become a living weapon of their aspect for others to use. Space is about space, creation, beginnings, and the physical properties of objects(shape, size, location, and velocity.) As such, the Page of Space would be able to teleport their teams across vast distances, create objects for others to use, and eventually be able to breed the Genesis Frog under the guidance of others. The Page of Space would start out lacking creativity or originality, but try to put on a show of creating anyway. They would fake randomness and rebellious ideas, merely following along with the mainstream anti-establishment crowd. They would also prefer solidity and familiarity over trying new things, despite their attempts to fake otherwise. As they play the game, they will likely tend to be swept along in another’s personal quest. As they do, they’ll need to lose their old ways and learn true creativity and growth, as well as why not all creative impulses are good impulses, tempering the real ideals of Space with a bit of Time. They’ll become more and more capable of helping others on their own quests, completely ignoring the Genesis Frog unless someone else has that goal as well, such as a determined Knight. A god tiered and fully powered-up Page of Space would be incredibly powerful. Pages have the potential to be among the most powerful classes of all, and Space players in general are quite powerful. They would be able to move others around in space with ease, or moving the space itself, acting under the guidance of a skilled tactician who ensures the battle conditions are optimal. They could also create more powerful weapons for other players. Finally, they could be a fountain of creation, allowing the Genesis Frog to breed and flourish around them. In short, the Page of Space must leave their vain attempts behind and become a shaper of the universe. Hope this helps!
Page of Rage
Anonymous asked classpect-analysis: Page of Rage Sure thing. Pages are always interesting to work at. Pages supply others with their aspect and eventually become a living weapon of their aspect for others to use. Rage is all about fear, rage, single-minded focus, and domination. As such, the Page of Rage starts off as an incredibly passive noncombatant with a lot of bluster and grows up to become a living storm of rage and intimidation. Interestingly, I wasn’t able to find a single person who had reviewed this aspect before, so bear with my less-accurate-than-usual ramblings. The Page of Rage would start off as incredibly passive and peaceful. They wouldn’t fight anyone, in fact they’d be no good at it if they tried. However, they would absolutely talk up a big game, acting like they could destroy anyone, but anyone can see they’d rather not fight. As they slowly progress, the Page of Rage would learn that their bluster and their big talk could lead to some real danger. As such, they’d have to learn how to actually get mad and fight. Some training from a Knight or inspiration from a motivating Heir or Sylph would be essential in this step. A god tiered Page of Rage would become a wild rampaging storm of destruction. They could surge with rage, filling them with the focus and the power needed to keep coming at any foe with incredible strength. They could cause fear in any foe they come across with an inverse of Jake English’s “hope field,” something like a “fear field.” In short, the Page of Rage starts off as an annoying fly, but eventually becomes a mighty enforcer of the one in charge of them. Hope this helps!
Page of Breath
galaxa13 asked classpect-analysis: Page of Breath? Tavros’ title, huh? Let’s see what everyone’s favorite toreador could have been. Pages supply others with their aspect and eventually become a living weapon of their aspect for others to use. Breath is all about freedom, wind, movement, and confidence. As such, the Page of Breath would start out unable to move and with no confidence, but grow to become confident and a deliverer of freedom to the universe. The Page of Breath would start out without any freedom or confidence. They would be very passive in nature, preferring to let others make decisions for them no matter what. Tavros also took the lack of his aspect literally, by not being able to move outside of his wheelchair at the start. As they developed, a healthy Page of Breath would have the support of someone else, who would allow him the space to learn to stand up for his own freedom. This newfound freedom would give the Page more confidence in themself. However, Tavros had the “support” of someone much less helpful, who merely exploited Tavros for her own ends. A healthy god tiered Page of Breath would be a source of freedom for whoever used them. They would be able to stand on their own and make decisions, but would freely choose to work with others. They would be able to supply others with freedom, instantly freeing them from restrictions or prisons. They could fly expertly, and would probably be able to create a field of wind that would keep their foes back and on the ground, while allowing their allies to fly around with them. In short, the Page of Breath would start as a passive ground-bound person, and would develop into someone who brings freedom wherever they go. Tavros would be proud. Hope this helps! 

fighting-my-oblivion  asked:

Can u tell me about a page of time

A Page of Time would work to achieve Time, them give it to others. This one is an interesting one. The Page would start out as a very rushed person, and the session would move very quickly around them. As the Page gains their mastery over time loops, they would begin to be able to take others with them through time, allowing more possibilities within each loop and supplying their teammates with more time to reach their objectives.


Innovators are players that like to “seek”, be it seeking new places, new inventions, new skills, new knowledge, and the like. Innovators are self-oriented in that their focus lies largely on their individual experience and what that experience can do for them as players. While this might make Innovators sound selfish, many Innovators enjoy working with other players and using their skills to benefit a group. However, the group interaction is not the end-all and be-all of game play for the Innovator, and it’s absence from a game is not as detrimental to the Innovator’s enjoyment as it would be to an Effector or a Strategist.

Innovators are often investigators: they are drawn to a game because of the appeal of discovery, be it the discovery of new places, new possibilities, or even uncovering plots and unraveling riddles. Innovators enjoy learning for their own sake, whether or not their knowledge might benefit a group, and sometimes might be reluctant to share what they’ve found with others under the attitude of “go find it yourself”. They are not generally hoarders, however, and are usually excited to share their passions and discoveries with others if given the opportunity. On the field, most Innovators are to some degree mildly active players, and tend to take positions that allow them to use their knowledge and skills to make sharp attacks rather than prolonged straight-on combat.


Pages are Innovative-Aces. The Page Class can be thought of as players who “generate [aspect]” or possibly “gives [aspect] to others”. For example, Jake creates an immense amount of energy (implied to be the energy of Hope) during his artificial “breakthrough”. Pages are enthusiastic explorers and love to push themselves to their limit. As secondary Aces, they enjoy mastering their skills and don’t mind the prestige and social recognition that comes with that mastery, but it is in and of itself not as much of a motivator for Pages as the delight of discovery. In group situations, Pages prefer to allow others to call the shots, but have no problem taking on solo missions or simply enjoying single player games.


Mages are Innovative-Strategists. The Mage Class can be thought of as players who “benefits from an understanding of [aspect]” or possibly “is guided by [aspect]”. For example, Sollux is guided by his understanding of The Doomed and used that knowledge to avoid complete destruction. Mages are enthusiastic explorers that love to find new information and discover the unknown. They like to amass a complete understanding of the game environment and use that understanding to help them solve puzzles and overcome obstacles that may get in their way. While they are typically independent players, they willingly join groups both for the possible shared information as well as the socialization aspects. They typically prefer Defensive roles that allow them to use their knowledge as an advantage.


Rogues are Innovative-Effectors. The Rogue Class can be thought of as players who “steals from [aspect] for others benefit” or possibly “creates something from [aspect]”. For example, Roxy creates objects from nothing (Void) by stealing the nothingness from their imaginary counterparts. It is speculated that Rogues often play a “Robin Hood” role, and this would be well in line with their player type. Rogues love the thrill of adventure and pushing their limits, but they tend to be purpose-driven players. Without an overarching meaning, Rogues become lost and eventually lose interest in the game unless something new can bring them back. They are not afraid to act independently, but enjoy the engagement and social opportunities provided by group play. Rogues tend to lean towards Defensive play, though they are by no means weak Offensively, using their covert skills to gain the advantage over enemies.


Neomaterialism by Joshua Simon, designed by Avi Bohbot (2013)

Neomaterialism explores the meaning of the world of commodities and re-introduces various notions of dialectical materialism into the conversation on the subjectivity and vitality of things. Reflecting on general intellect as labor and on the subjugation of an overqualified generation to the neo-feudal order of debt finance, Neomaterialism merges traditions of epic communism with the communism that is already here.

The xeroxing distorts the book cover, echoing the duality between the palpable presence of the object and its mass produced clones.

See also: The Work of Art in the Age of Mechanical Reproduction by Walter Benjamin, designed by David Pearson.