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My God Tiers(6/17/2013)

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Here's a complete list of god tiers (okay so i stole the idea to make a huge chart like this from someone don't judge)


Zen: Heroes of Zen are linked to relaxation and tranquility. They specialize in calming down others and as such they make excellent moirails. Being around a hero of Zen will make you feel relaxed and sometimes they can bring others in a state of meditation. They are especially handy when it comes to stressful situations as they can sooth everyone's feelings.

Choice: Heroes of Choice are great at making and choosing decisions, they are also great at influencing other’s decisions.

Peace: Peace is the opposite of War; while the later deals with conflict, peace deals with making amends and forming bonds to end strife and usually find a nonviolent way to handle things. The main focus of a hero of peace is to end conflict, internal or external.

Wrong: Heroes of Wrong are rebellious and usually stray away from the actual goals the game intends. Heroes of Wrong do, well, everything wrong and can even change their fates if they tried hard enough.

Loss: Heroes of Loss can find objects that have been lost and make it so that objects or ideas are hidden from others. They are excellent hiders.

War: Heroes of War seem to bring out the worst in people. They create conflict, internally and externally, and can make even the best of friends into bitter enemies.

Dye: Dye is the aspect of self expression. The main purpose of this title is to find ways to show the universe what you or your friends are capable of. Heroes of Dye can also create images or alter a person’s perspective, literally or mentally. 

Wealth: Heroes of wealth usually always find fortune, and can locate hidden fortune; not necessarily a form of currency like grist and boondollars, but also in knowledge and character. They are usually lucky.

Form: Heroes of of Form have the power to "change form" in the sense that they can make themselves seem like something they are not. Example: They can make themselves seem like a nice person to trick others or they can make themselves seem scary to frighten enemies. Of course depending on their title they can literally change their appearance.

Bliss: Heroes of Bliss are possibly the most generous. They are never satisfied until others are fully blessed and their main goal is to give to others.

Rhyme: Heroes of Rhyme have control over music and can even change the emotions of others with it. They have power of soft melodies and harsh vibrations.

Joy: Heroes of Joy bring out the happiness and optimism out of themselves and others. While Rage focuses on negative emotion, Joy primarily focuses on positive emotions.

Blite: Blight is the aspect of change. It is linked to the alterations of the universe as time progresses and as people evolve. It is somehow linked to the death of others and companions and the Death of the Hero of Death themselves. Blight is also used to describe the decaying of an aspect or idea gradually(i.g. you must complete something in a certain amount of time. if time runs out(decays) then something disastrous will happen. Is also linked to chance) and while it is usually described as the opposite of life it can also be considered opposite of time.

Might: Might is based on a person's strength, physically and mentally. Heroes of might are always up for battle and are primarily based on courage, as they can give themselves or others a boost in enthusiasm or remove it from someone entirely and make them a sickly and extremely easy to frighten. Heroes of Might are also considered physically one of the strongest heroes, whose strength could be said to match the ability of Equius.

Self: Heroes of Self are the most confident and self aware people, it represents self worth and confidence. Foes of Self would take away the confidence of others, while Guides of Self would help others find their self confidence. It is also based on what a person associates him or herself with, and also things that are very close to that person.

Soul: Heroes of Soul can read the emotions and truly understand other's beliefs. Ironically enough, while the Aspect of Heart is linked more to the soul, Soul is based more on emotion.

Right: Opposite of Wrong, heroes of Right always try to keep to the traditional ways and stay to the book. They are able to distinguish right answers or choices from wrong ones.

Truth: Heroes of Truth are great at telling lies from the truth. They are also excellent at seeing the true intentions or feelings of others and can tell if someone is hiding something.

Wrath: Heroes of Wrath are linked to boiling anger. While Rage is based more on emotion, Wrath is based on what people do to handle those emotions. Wrath is most closely linked to destruction and chaos, never being satisfied until their burning passion has been fulfilled. The literal definition of Wrath is also based on fire, so god tiers such as Heirs can create huge waves of flames and infernos, and is usually the primary source of destruction for the hero of Wrath.

Shade: Heroes of Shade can blend into and manipulate the shadows and have dark,mysterious powers, but are also most closely related to a person fears and anxieties. They have control over the things that lurch in the shadows and the horrible unsettling truths that people would rather not think about.

Star: Heroes of Star are linked with traveling and journeys, usually spiritual ones. They are also great map makers and can make mental land marks. A Guide of Star would be able to lead people to some kind of spiritual awareness, while a Voice of Star would try to convince others to go on a life changing journey.

Haze: Heroes of haze have power over smog, polutions, fog, smoke and all that good stuff. They can summon huge clouds of deadly toxins to suffocate their victims, but also represent the "haze" blocking off an outcome that needs to be blown away in order to achieve a goal.

Lock: Heroes of Lock strive to keep things secrets and hidden from others, for their own gain or perhaps to protect others. A secret plan to ruin the session, for instant, would be a bad thing a hero of lock would want to hide. A personal secret such as a crush wouldn't be such a horrible thing for a hero of Lock to hide.

Keys: Heroes of Locks are extroverted, unlike the introverted aspect of Locks. They strive to look deep within a person and find a bond that they can tamper with. For instance, a Seer of Keys can look within better than a normal Keys person, and then use information they find to fight against them. Princes of Keys see within and absolutely destroy the body, with no turning back from them. They are also extremly meddlesome and love to unlock secrets that are kept from them and are usually described as gossips.

Ground: Heroes of ground have power over rocks and metals. Similar to earth benders from Avatar, they can move large chunks of the earth to their will. They are also links to earthquakes and are metaphors to disaster. They are the most grounded of classes and usually think the most logically.

Verve: Heroes of Verve are linked to enthusiasm and excitement. They can influence an other person's want to be involved, for better or for worse. They can also spread optimism to others.

Genes: Hero of Genes are responsible for ectobiology in the session (if there is no gene player then the ectiobiology duties are given to the 'leader' of the session) they are also linked to the passing down of ideas and information to others.

Pride: Heroes of pride are linked with will power and the ability to keep moving forward even when things seem bleak. Heroes of pride are also known to be very stubborn.

Dreams: Heroes of Dreams have powers related to dream selves and dream bubbles. They usually have dream selves on both moons and start dreaming at early ages. They also have the ability to wake up other player(that is if they have all ready woken up before) and put them back to sleep. Dream players can also move from dream bubble to dream bubble(if they aren't dead). They also have powers over sleep itself(A laird of sleep can bend a person’s sleep patterns). Dream players are also most crossly linked to a person's goal and aspirations, and depending on their title can either make others strive to achieve them or make them or make them forget all about them.

Shame: Heroes of Shame are linked to humility and the knowledge of when a fight is over. They can teach others to cope with failure and learn from their mistakes.

Caste: Heroes of Caste are involved in the placement of their teammates. They usually get to decide who does what and keep order inside the session. They are usually not leaders but assign leadership to others.

Drought: Heroes of Drought are related to the draining of items, ideas, ect. Example, a Hero of Drought could be able to drain a person's power or energy, making them powerless.

Sense: Heroes of Sense have power over the senses, but also things like commonsense and nonsense. Depending on their title, they can either give people the ability to tell the differences from things that makes sense and things that don't, take it away, or manipulate how they progress things.

World: A Hero of World is linked to a person's family, friends, home and work. Anything that a person would find very important and hard to live with. Depending on their title, they can steal away the thing they find most important (Thief/Foe), lead them to it (guide) or hide it from them (shroud). Heroes of world can be very essential, depending on the circumstances. It is the aspect ofs uniqueness and originality.

Plague: Plague is the aspect of weakness, the opposite of the aspect of Vim.

Dawn: Heroes of Dawn are linked with beginnings and anew. They can help people turn over a new leaf or help someone start something over.

Canon Aspects: mspaintadventures.wikia.com/wi…

2 New Ones!!!

Realm: Realm is an aspect that is usually never located in a session. Heroes of Realm have the power to interact with other aspects and have the special ability to alter a sessions probability of winning. Sometimes, a Realm player entering an other session is the key for that session's success. Under some circumstances, they can even exit or enter paradox space into their or other's universes at will. In some events, a Realm player is forced to enter a new session because their current session has been deemed un-winnable, so their aspect gives them an other chance by somehow making them linked to a new current session with some form of reincarnation, which is a heavy motif for the Realm class. For example, the game might make you remborn as a guardian for the session you enter, or maybe even make you reborn as a player for that session.

Dread: Dread is also an aspect that is usually never located in a session. It is a very dangerous aspect with even more dangerous consequences. The power of dread players are a bit of a mystery, but what is known is that they link to a person's emotions, find the thing they absolutely fear most, and use it to drive them insane.


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HardlightOfficial's avatar

I understand that Kakity doesn't do the homestuck stuff anymore, but has anyone put these in pairs? (i.e. Life/Doom, Time/Space, ect...)