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#rogue of mind
s1v1l · 10 months
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A few facts about Silva:
Silva saved Fereyl when she was young (in her larva form)
she looked after the Fereyl during the session
she's pretty chatty
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sprites of my trolls
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giftofclasspects · 4 months
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mind playlists are done! here are some of my favorites!
bard
knight
rogue
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creative-classpect · 10 months
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The Land of Pillars and Palladium
An empty expanse of ashes stretches towards the horizon. Hidden, half buried in the wastes, lie roads of wires and energy coils. Palladium pillars, crumbling and archaic, line the way, sparking with electricity. Though the snaking road is long, it is without destination. The great mausoleums of this world, megastructures hidden underground, are all that remain. And it would be wise to leave the ghosts alone.
This is the Land of Pillars and Palladium. LOPAP.  
While LOPAP is a swirling dust storm of ruin, it is not without features. While the world may lie dormant, it is not without opportunity. Beneath the initial layers of LOPAP is a dense, rich history of a culture. A great and powerful civilization. Once, in an older age, this was a land of prosperity, of incredible technological progress. Electricity ran across the land, the great palladium highways acting as conduits that ran across the world itself.
A powerful, world spanning machine. But nothing lasts forever. With great power comes great responsibility. And an interconnected world of information banks, whirring supercomputers, and heavily encrypted radio signals needs a special amount of care. It was powerful, yet fragile.
It was not able to weather the ruin that would befall it. The great and terrible calamity that fell the world, and indeed, the session.
The end of days came, with a wave and a whisper, and the great civilization of LOPAP fell away to the depths of time and memory, only upheld by the thousands of glyphs the consorts inscribed.
It's not clear how such a grand design could crumble, how something so large and interconnected was able to collapse, but those secrets are not lost forever. The palladium pillars, still standing, hold the key. The coded messages carved into them remain intact, and with it, the ability to access the great fallen world of LOPAP.
The Rogue of Mind must scour these lands and uncover the lost cores and information networks lost to the ages. Only by dungeon delving into the haunted mausoleums and their shattered remains could
Denizen: Vohu Manah, divine entity of good mind, thought, and purpose in Zoroastrianism
Features
The Nexus 
The largest of the submerged super structures, the Nexus was once the heart of the world. It was the great factory that built the palladium pillars, it was the engine that lit the world with lightning, and it was the library that once housed every piece of information that LOPAP was privy to.
A treasure trove of technology and resources, it now lies barren, picked clean by the scavengers of the world, and left to rot by the entropic eras it has endured alone.
While it may have once housed countless consorts, and even the denizens themselves, it now lies barren and broken. If only someone could figure out how to repair and reactivate it…
The Tower of Progress
The highest point in the land, and indeed even the session, the Tower is a pillar to outshine all others. A monolith of incredible size, the Tower is a crumbling ruin that scrapes the sky. Its cavernous halls produce a strange humming noise that can be heard for miles around.
In ages past, the Tower stood as a beacon of power and progress, lighting the world with electricity and illuminating the masses with its mechanical marvels. 
Something within it stirs, hungry for knowledge and the glory of ages past...
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This post was commissioned by @apogender ! If you want to commission me or support my content, you can find me @ https://ko-fi.com/kesscal or over at https://linktr.ee/Skywhale09 !
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tavtiers · 3 months
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Could I get quadrants and a song for a Witch Of Blood please?
♥ Matespriteship: Knight of Time, Knight of Heart, Knight of Mind, Rogue of Time, Rogue of Heart, Rogue of Mind, Mage of Time, Mage of Heart, Mage of Mind
♦ Moirallegiance: Prince of Rage, Prince of Space
♠ Kismesissitude: n/a
♣ Auspisticism: n/a
Songs for a Witch of Blood:
The Lost Child by Toby "Radiation" Fox
Time On My Side by Toby "Radiation" Fox
Synchronize (Garnet & Amethyst's Fusion Dance) / Sugilite's Theme by aivi & surasshu
Miss Lucy Had Some Leeches by Emilie Autumn
Jericho by Celldweller
Hope this helps!
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charliesinfern0 · 2 years
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the rogue class is soooo gender
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crocutacanidae · 1 year
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TT: Becomes a wanted criminal because the local guard is cute
TC: Becomes @ 9u@rd bec@use th@t w@nted crimin@l is kind@ cute
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Could I have a session analysis? If there's too many players I understand if you don't want to! These are the players: Seer of Space, Heir of Time, Knight of Hope, Witch of Rage, Mage of Light, Thief of Void, Bard of Blood, Prince of Breath, Maid of Heart, Sylph of Doom, Page of Life, and Rogue of Mind.
Sorry that this took much longer than I thought, this was a TON of fun though! Also ended up being extremely long haha.
Oooh this is quite the session! Lots of fun classpects here. Plus having a Time and Space player means victory is at least a possibility. A big thing I notice though, is I feel like a lot of these players might be very “I’m going to go off and do my own thing” kind of sort.
PRINCE OF BREATH:
Right off the bat, an over embracing Prince of Breath is terrifying. An over embracing Prince is one with no limit or consideration for their destruction. There is no control in their destruction and, without even really realizing it, destroy blindly. They have no limitation or restriction behind it, they totally and utterly destroy Breath. Ghosting the worst qualities of Blood and destroying Freedom is the embodiment of a cruel and tyrannical leader, chaining and dragging everyone down so to speak.
On the other hand, there is the under embracing Prince. Too far in the other direction and they are afraid to destroy anything, stagnating and making a futile effort to understand Breath. This Prince yearns for Breath but is so indecisive and wracked with fear that they simply end up doing nothing. Ruled by contradictions, this Prince flounders and ultimately fails.
But those are the bad outcomes. If this Prince can rise to the challenge and temper their destruction, this Prince can be the reason why everyone comes together as a group, they’d easily be best candidate for leader. Destroying that what is making people flighty and distracted, making them focus on their responsibilities. This Prince chooses to destroy their own personal freedom to stick by their friends and allies, stubbornly remaining by their side and doing everything they can to strengthen their bonds. Overall, an amazing ally to have – this player could end up being the stabilizing pillar who unifies the group and smoothly breezing their way through the game. Or, worst case… being the unbeatable final boss, ruling over everything with an iron fist.
BARD OF BLOOD:
Bards tend to be wildcards and are quite hard to pin down: the Bard of Blood especially so.This Bard is indifferent, aloof, and independent. Bards heavily ghost their opposite early on, so they act much more like a Breath player as opposed to Blood. This Bard does not have a sense of personal responsibility and likely doesn’t have anyone extremely close to them, and if has gone on long enough, they’ll be avoidant and uncomfortable around Blood. Without meaning to, they come across as somewhat callous, irresponsible, or unreliable.
Eventually, when their bardic split hits them, they’ll snap out of this superficial and unsatisfying ghosting. Something happens to the Bard in which something that is tied to Blood (connection/bond/unity/commitment/responsibility) becomes something that the Bard wholly throws themself into. Anything is possible, so long as it is something that embodies Blood, something that can’t be detached from, ignored, or independent from. They realize just how much they hate being alone and might try to remedy this with blind devotion or clinging to someone, grasping for any semblance of a bond or a connection. It’s essentially a total 180 to how this Bard was before, they are now leaning wholly into Blood and away from their previous Breath persona.
The line needs to be toed carefully however, they need to not lose themselves to the whims of Blood and be controlled by it, but they can’t just go back to ghosting Breath either. Blindly throwing themselves into Blood or continuing to ghost Breath are both severe hindrances to their growth and their goal. If they can manage that, then with their special and unique understanding of Blood, they will be able to trim its excess and balance it. Being responsible but not forcibly trying to solve other people’s problems, having bonds but not being suffocating or dependent… etc. They could end up vying for position of leader or even be the one who usurps the (possible) tyrannical Prince. They could certainly end up being a core unifier of the group when their revelation and healthy balance strikes!
HEIR OF TIME:
The Heir of Time is an interesting classpect. Time’s close link to death and destruction gives some unique possibility to what changing it for others means, but Time is also familiarity and rhythm. It’s the momentum that propels you forward, continuing to push ahead no matter what. They probably think they have all the Time in the world to do what they want, so not exactly the most reliable in the moment but they’d get it done when they step up. This Heir might face difficulty in getting stuck in the loop of doing the same thing over and over, either due to it just being familiar or for convivence’s sake.
If there’s anyone to spit in the face of inevitability, it is going to be this Heir and this one is likely going to be quite stubborn about it. Just being an Heir is going to give them extremely exact and precise moments of Time that they jump through, and they naturally will remedy situations probably without realizing they needed to. Becoming ending is interesting, perhaps controlling the timeline and changing things to the extent the very outcome changes as well?
No matter what though, the Heir needs to be careful in not being consumed by Time, they are going to behind some MASSIVE changes and manipulating the Timeline to do what’s next. They are extremely action-focused, but someone needs to remind the Heir that patience is a virtue, and they need to pause and stop what they’re doing instead of constantly being swept away by the flow of Time. If not, then they will be caught and consumed by the timeline, doomed, or consumed by constant strife, or even losing themself to Time because of the amount dedicated to fixing things. If they can limit the amount of influence and take hold of it before they are changed entirely or consumed by it, the Heir will be an extremely powerful and versatile ally!
THIEF OF VOID:
The inner machinations of this Thief’s mind are an enigma indeed, as they are a master of being obscured and unseen. Very secretive and mysterious, they are more of a background and behind-the-scenes kind of player, getting things done in stealth and leaving no trace of their presence. This Thief is good as coming across as insignificant and harmless but don’t be fooled – they are extremely talented at misdirection and lying. They are a highly private person, and I doubt anyone would know too much about them, while the Thief would know all about the things a person hides.
Their talent in infiltration and stealth is truly unparalleled, they are the very definition of a traditional Thief! By feigning ignorance, confusion, or casting doubt upon information, this Thief will never be caught. And, even if worst comes to worst, blackmail is always a possible option. They can even steal the mystery or obfuscation of a thing or person, making it obvious and noticeable so it can be taken advantage of.  
This Thief’s struggle lies in their perceived lack of Void. Being unknowable, the sense of mystery, in control of secrets…  this is all very empowering and desirable for this Thief – that is why they steal. But Thieves need to learn to leave their aspect for others, and that means this Thief cannot be hoarding everyone’s secrets and shrouding entirely behind a veil of mystery. If this Thief can work past their own self-doubt and focus more on using their ability to steal in a more-rounded way, there is no better person suited better to espionage and stealth!
SEER OF SPACE:
This Seer is probably one of the most perceptive out of all the classpects and is going to be extremely passive and patient. They are observant, able to keep a broad view of the picture of things. Knowledge of what pertains to Space comes easily to them (though it doesn’t mean they like or are comfortable with it) Depending on what Space means to the Seer, it can mean things like destiny, change, and what the beginning of things are, is easily understood by the Seer.
Their power is extraordinary, being able to see ANYWHERE. They will be able to see everything that’s happening in a general location, picking and choosing who and what to survey. Although they wouldn’t be able to see what lies hidden behind Void (alas, the Thief is too elusive for even the omnipresent Seer to keep track of.) Maybe even due to Space’s creative ties, they might draw exactly what they see or draw guides/maps for their allies to use.
But before they can quite get to that point, they are going to be confused and paralyzed by just the sheer expanse of their foresight. They can see everywhere but when and where should they be looking? What exactly are they looking for? Who needs to be kept track of? They will be very overwhelmed by this, where do you look when you can see it all? They might try to look everywhere at once or even the opposite, avoid looking at all. They already probably had the tendency to have their head in the clouds, trying to remain grounded throughout this will be difficult. They might also be too preoccupied with the present instead of the future.
If they can manage their engagement with Space and not get pushed into devoting their entire being to it, they will be able to provide amazing guidance to their allies. They will be constantly checking in on their teammates and keeping track of where they are and warn them of dangers nearby. They’re like a sentient GPS hahaha, being extremely clear and concise on where exactly one needs to go and what to find. Maybe they can even trace where objects have been or where they will end up! An amazing support to have, and likely a fantastic tactician.
MAGE OF LIGHT:
Mages are fun, though unfortunately one of the more unexplored classes. They will also be extremely perceptive, though, not in the same way the Seer is. While the Seer might get stuck on seeing the big picture and not the finer details, it’s the opposite for the Mage. No detail, no matter how small, will slip past this Mage. Also, while the Seer cannot see through the Void that the ever so enigmatic Thief is hiding themselves in, the Mage might be able to. The Mage will be able to discern which course of action is most efficient and beneficial with ease. Measuring the value of not only things, but people as well, come naturally and easily for them.
Depending on what Light is to this Mage their focus shifts. If Light is fortune and luck, then they know the exact probabilities and no bet is too out there for them to make. They know how likely something is to happen, how likely it’ll be in their favor, and so plan accordingly. If it is knowledge, then, remember how Rose used her Seer powers to look into the cue ball? A Mage of Light likely wouldn’t need the aid, anything not hidden is easily discerned. This Mage has an extensive and impressive comprehension of tangible and information. This Mage wants to know everything but on their terms. They will be conducting their own experiments and research to draw their own conclusions, working tirelessly to experience new things and find new information. Mages are more instinctual and biased compared to Seers, so long as they don’t become disillusioned or too focused on the wrong thing this Mage can find out EVERYTHING.
WITCH OF RAGE:
This Witch is going to be a wild card, and one that’ll put an early Bard to shame with just how unpredictable and chaotic they’ll be. Rage has permeated their entire life, its in how they interact with things, what they like, even present in where they reside! Witches push and break the rules of their aspect, molding it to their will and using it as they want, completely rejecting the expectations of how it should be interacted with. Being stubborn is a common trait for a Witch as is, but mixed with the aspect of skepticism and refusal??? You likely won’t be able to tell them to do anything, they are rebellious and defiant to a fault.
But this rebellious and defiant nature isn’t necessarily the bane of the group, the Witch could do a lot of good with it. Actively changing negative emotion could be a great boon to their team, channeling the negativity into something beneficial. Empowering the negativity amongst their enemies to cause utter chaos in the ranks, this Witch will be one to be feared in combat. The Witch won’t ever give up, being able to enrage and pacify themself as they please to continue the fight. Changing negative emotion can cause utter chaos within enemy ranks, making victory swift and easy for those on the Witch’s side.          
The Witch needs to keep these destructive urges in check though – they need to control and limit the sheer influence their aspect has over them. An over-embracing Witch of Rage is truly a terror, with them letting chaos reign and amplifying everyone’s fears to an extreme. If they can manage to keep the destruction under wraps and not be worn down, there is nothing holding the Witch back from making chaos reign amongst their foes.
SYLPH OF DOOM:
This is an intriguing combination for a Sylph. Like the Witch, their aspect has permeated their life – in this case, Doom. They’re going to probably be the most level-headed and responsible of the group, always being the voice of reason and being realistic about things. Being tied so deeply to limitations and rules, they might be a “goody two-shoes” so to speak, following rules and such very strictly and expecting others to do the same. Which… depending on their characterizations and motives, the Sylph and Witch could come into conflict quite a bit due to their differing views.
The Sylph will still be able to heal, it’ll just be a different kind of healing than what is traditional or what is expected. Providing comfort to allow those who have been hurt so they can move on and grow, ending that which is no longer needed, causing death and decay to fade away… They will also be able to create limits to prevent the others from pushing themselves to the brink. Doom can be used in many good ways! Making Doom for their foes is awesome too.
Overall, I feel like the Sylph is going to have a huge role in the group, for better or for worse. Conflict with the Witch is a likely possibility, and the Sylph is going to be very displeased with the Bard’s irresponsibility early on. Sylphs tend to be a bit meddlesome, but this Sylph needs to make sure they don’t cross into being downright invasive. Focusing on helping the Maid and Rogue will be excellent for their journeys but the Sylph will need to stay out of the Page’s. Care will need to be taken that this Sylph does not get burnt out, because they themself might get pushed to their own limit. The Sylph will be an incredibly important teammate, and if they are respected and allowed to shine, will keep everyone safe and protected.
KNIGHT OF HOPE:
The Knight is going to have their title cut out for them in this session. It is believed that Knights serve what there is little of in their session, in this case, Hope. Their teammates lack in optimism and harmony, maybe being full of negativity or overall limited in perspective and belief in possibilities. The Knight then must utilize their aspect to the maximum to make up for this, being a source of optimism, idealism, and positivity for their teammates. They will be the one to keep spirits high, and while they are happy to do so, that is also a lot of pressure to be under.
The Knight is probably an optimistic and just a happy person in general, having complete faith in themselves and their companions. Possibly due to being so open to new things, they may be easy to lead astray or take advantage of, maybe being a bit naïve. Likely a big dreamer or prone to flights of fancy, they believe anything is possible and may end up chasing after something simply impossible. It will hurt them deeply for them to experience it, but it can be turned into an opportunity of growth – being more critical, realistic, and dedicated.
Eventually though, the Knight will need to confront their struggle. Their façade cracks, their image is shattered, or they simply become disillusioned. What has once been something fantastical and amazing has merely become a means to an end. Their strong convictions have now wavered, and they are unsure of what they dreamed for and their own potential. They question everything they have ever believed, and this is going to be incredibly hard on the Knight. With how the Knight has given and done to help keep the team motivated and positive – stable! it is now time for them to support the Knight through their crisis. If they can do that, then the Knight will be able to readjust, reaffirm their beliefs and faith, and help bring victory to the team. Empowered and protected by the very belief of their allies, the Knight is going to be an unstoppable juggernaut.
MAID OF HEART:
The Maid will be reliant on their teammates for their aspect, maybe being pushed around or even treated like a doormat. With their aspect being Heart, their journey is going to be related to it. They’ll likely be relying on others to tell them who and what they should be like, molding themself in accordance with what others say. Maybe they let others dictate what they should be passionate about, care about, and maybe, who they are at their core. Perhaps their guardian is trying to force them to be a certain way, pressuring for them to pursue something, completely disregarding the Maid’s wants and personality.
For the Maid to grow in a healthy way, they’ll need to rely on themself for Heart. They’ll stop, realizing that others don’t control who they really are. Others do not define them. They can be whatever they want to be, they can find out what they love and hate, they’re the one in control! They have the power and the will to do what they want and be the person they really want to be. They’ll create their OWN sense of self and dedicate themself to their new passions. They’ll be more impulsive, instinctual, they will become their true self no matter what, letting nothing get in their way of their newfound sense of self.
Maids are already passionate about their aspect, so the Maid of Heart is doubly so. They are an incredibly emotional, caring, and truthful person. Making Heart can go a lot of ways, they could even be a vessel for more than one soul. Being able to create souls and mend them, the only limit to this Maid’s power is their imagination. Nothing is going to stand in the way of the Maid, not anymore.
ROGUE OF MIND:
Rogues are a fun sort! They tend to have difficulty coping with their aspect, thinking that they can’t handle it or that it is useless to anyone but themselves. They also tend to isolate themselves using their aspect or by trying to isolate themselves from it. The Rogue will likely start out being very uncomfortable and unsure of their capabilities, believing that their emotions override their judgement even when its not the case. They might doubt their own intelligence, dodging questions, and decisions, letting other people answer them instead.
But the Rogue needs to realize that their relationship to Mind is special. They need to moderate and understand their aspect for a healthier relationship with it! Most importantly, they need to share it with their allies. Their aspect is valuable, and they ARE talented and capable with it! By doing so they’ll make the choices that others struggle with, they are malleable – able to account everyone’s ideas and piece them together into a cohesive and workable plan, as well as being able to steal Mind to give to someone else. Telepathic thought sharing is one possibility of their power.
So long as the Rogue doesn’t get too isolated, you have a masterful strategist and someone who is forthright and has full trust in their judgement. They will need a little help in getting there though, as the Rogue is not going to have very high belief in themselves or their judgement. The Knight will be especially helpful in this journey, as they will prevent them from sinking too far into self-doubt and pessimism.
PAGE OF LIFE:
Ahh, the Page. With Pages have idealized personas and tending to shut themself behind it as well as having one of the most difficult challenges to mastery, the Page’s journey is a long and difficult one. With this false confidence they start with, the Page might believe they’re the hardest worker of them all and they never give up when… they’re not that determined. They never push past the roadblock in their way, everything is handed over to them on a silver platter, but they’re convinced it was all their doing in how they accomplish things. Their deficit of their aspect could show in several ways – maybe they’re sickly or frail, protected by their privileged, coddled by a wealthy family, or maybe even the opposite of those things – like being poor or having a low social standing. Either way, they overcompensate for the lack of Life.
The Page needs to accept the reality of their situation, hopefully the others will help them with this. The Bard and Sylph are well-intentioned but will accidentally cause a lot of damage and hindrance in their path of growth. Someone grounded and won’t coddle OR push the Page too hard would be best to assist them. They’ll have difficulty growing or changing, but once they see the consequences of their actions, the Page’s journey will begin.
Once they can admit their mistakes and refuse to give in, this is when the Page will experience an explosive growth unlike anyone else. If they can endure this difficult path and persevere, this Page will be capable of INCREDIBLE things. Nobody quite has the potential like a Page with the very aspect of growth. There’s little that will be out of reach for this Page, authority and nature bending to their will with ease.
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So, all in all, there’s a few things this group needs to watch for. I brought up the possibility of a lot of solo pathing going on but, in the end, only 3 of the group seem like a problem: The early Bard’s fickle and capriciousness, the Thief’s lone wolf tendencies, and the Witch’s rebelliousness can cause issues. Depending on if/when the bardic split occurs and whether they mature, the Bard won’t be an issue. I can’t really predict anything about the Witch, I can see them just deciding to go along with it or adamant refusal in equal measure. The Thief though, they may need some convincing. So long as one of the team members makes a genuine effort to assure the Thief and there is no general conflict over the Thief’s values/nature, then they will be a part of the team. Otherwise… it’s going to be borderline impossible to keep tabs on the Thief due to being shrouded in Void.
The Knight and Sylph are going to be under a mountain of pressure, the Knight desperately trying to keep the team from giving into despair and the Sylph having to act as a voice of reason as well as an appropriate level of meddling in helping the Seer, Rogue, and Maid. They’re both at risk of burning out, hopefully their teammates won’t be constantly pushing them to their limits, they’re pillars of stability for the group. If either one of them falls, then the foundation of the group will falter.
Without knowing more specific details – I’d say this session could go extremely well. There’s the matter of over-embracing, under-embracing, and being true, though. Not everyone reaches god-tier, fewer are realized and true. Regardless, I’d say this group has a good chance of thriving!
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ultra-clashpects · 1 year
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The Rogue of Mind
The Rogue of Mind is someone who will struggle to make decisions at first, not knowing or not trusting in their decisions enough to solidify them and roll with it. The Rogue of Mind believes that they as a Mind-bound should be impartial and unbiased in all their actions and choices.
They don’t believe in themselves and don’t think they’re as impartial as they should be, so the Rogue instead hands the decision making to somebody else so that the Rogue doesn’t mess it up. The Rogue of Mind takes Mind and knowledge and gives it to their teammates, their loved ones, and anyone they think needs it.
They help out others and give others the skills they need to think for themselves and to help themselves, the Rogue gives others problem solving abilities and common sense. The Rogue of Mind, as they grow and get stronger, will come to realise that they can depend on themself and they can trust in the decisions they make, they have to learn how to trust themself. As they learn, the Rogue becomes incredibly talented and intelligent, unstoppable even, when they learn just what they can do when they value and trust themselves.
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classpectanon · 11 months
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What would the fraymotif between a rogue of mind and a bard of life be?
as a fusion of a rogue of mind's ability to redistribute understanding, perspective, and decision-making, with a bard of life's capacity to invite or allow destruction through vitality, the resulting fraymotif, dubbed "cognition transference carnage," could manifest as a cerebral battlefield technique. it would effectively cause foes to experience an overflow of life energy tied to their own thought processes, turning their own cognitive power against them. this sudden surge of mental and vital energy would lead to an unsustainable state, resulting in foes essentially burning themselves out from the inside, their own thoughts and life force spiraling out of control.
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zoethehead · 1 year
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so yesterday I printed out the SKRUB TTRPG sheet.
My dad taught me a lot about d&d and shadowrun, so i'm teaching my dad about Homestuck and Sburb.
So currently, my guy's a goldblood rogue of mind, and his guy's a human mage of space
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blurrymango · 1 year
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Wyrvyn Temmai.
Libra.
Rogue of Mind.
Land of Pranks and Jokes.
-Having a cheeky laugh at your expense.
-Funny guy says funny things.
-Always happy to share a joke.
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"How am I supposed to be me if I don't know who I am, or who I want to be?"
-Me, Myself and I
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umm what..
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X-men '97 (2024)
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tavtiers · 1 year
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A hypothetical god tier for Willow Rosenberg from Buffy the Vampire Slayer: the Rogue of Mind.
A Rogue of Mind is among those who use the individual’s impact. They are motivated by others to steal intuition. (x) The Rogue of Mind lacks self control and enjoys challenges. (x) They are the Free Spirit Genius, defined by reckless intuition. (x) Their opposite is the Thief of Heart. Their inverse is the Knight of Heart. They share their personality with the Mage of Heart. The Rogue of Mind would quest on a planet similar to the Land of Cubes and Mind, reigned over by Athena (Goddess of Justice) or the Sphinx (the monster that ate anyone who answered her riddles incorrectly). They would rise to ascension on the wings of dragonflies. (x)(x)(x)
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Concept: a rogue of mind who can summon a blizzard at will.
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