GAME CONSTRUCTS

Sburb is a complicated game, the most complicated out there. Within Sburb there are monsters, magic, and everything in between. Now, let's dig in!

Maid of Light
Maid of Light
Witch of Life
Witch of Life
Seer of Rage
Seer of Rage
Prince of Blood
Prince of Blood
The Knight of Space
The Knight of Space
The Mage of Time
The Mage of Time

GOD TIER

God tier is the highest level a player can achieve. A player's Class (Knight, Mage, Seer, ect.), and aspect (Time, Space, Light) decide what powers the player gets by ascending to God Tier, and what their outfit looks like. The Class and Aspect are decided by the player's personality. The most complex and well running sessions always include a Hero of Time and Space. Not everyone in a Session is able to reach God Tier, as the steps are complicated (See "Quest Beds"). Each Class has a mirroring class (Seer vs. Mage) one is always passive (+) and the other in the set is active (-). A way to find this out is by seeing what the class does. Seers are passive because they disperse their aspect to their team, in Callie's case, Rage. Mages are active because they are shown to be using their Aspect on their own. Mages of Time can travel to different timelines and receive information, but they can never take another player with them or give them said abilities and/or utilities to do so. Aspects also have counterparts. Time and Space are the two Master Aspects, needed in each session due to the abilities they bring to the table. Time players are there to make sure the Session stays on the right path, and Space players are needed to create the new Universe the game will reside in. Even though each class has a counterpart, some classes work better with others that aren't their parallel. Knights are known for protecting their team with their aspect, but they never understand it. That is where a Mage comes in. Due to also being an active class, they study the active properties of Aspects, in the Knight's case, Space. Because of this, Knights of Space and Mages of Time are called Duo Classes, built off of the other to suit themselves. Princes, however, are known for their ability to destroy their Aspect and with their, in Ben's case, Blood. Blood represents friendship, comradery, and teamwork. During their Quest, they might mirror everything their aspect stands against. Ben would show signs of not being able to make many friends or having trouble keeping the ones he has, but he would show fluidity and lack of organization since his Aspect is against it. A Prince's job is to keep them under control. Some classpects are known as Collapsing Classes, unable to keep themselves stable. Seers are built off of collectivity and calm, but Rage is based on ignorance and strength. Witches are an Active Class known for breaking the rules of their Aspect. In Riley's case, she would be able to bring back people and things from the dead that could not be otherwise, such as if they lack a Dream Self for revival (See "Dream Selves") or are from a completely different timeline and have succumbed to death, too late to be revived. Maids are known for embodying their Aspect, such as Light. Light is built off of Luck, Success, and "The Right Path". Each God Tier has a "Conditional Immortality" where they will not die of old age or average murder. They will only die completely if it is a Heroic death where they sacrifice themselves, or if it is a Just death, where the player had killed others unfairly, and the death is a form of revenge. To summarize:

-Mages of Time are active and have the ability to travel through Time, and usually are able to tap into magic, and are destined to reside on Derse.

-Knights of Space are active, reside around people such as Mages and Seers, and are shown to use their power early on, even before Ascending, and have a resident fighting spirit. They are destined to reside on Prospit.

-Seers of Rage are unstable classes, destined to never Ascend the way of a hero, and if they reach God Tier, are destined to use their Rage and anger to become a villain.

-Princes of Blood are unable to make friendships or destroy the ones they have. They are sporadic and unpredictable.

-Maids of Light are known to need other people to fulfill their aspect for them early on, but they eventually are destined to be able to understand Light on their own later on.

-Witches of Life break the rules of Life, able to revive others or themselves without the need for "proper etiquette" for revival. Witches also tap into some form of magic.

QUEST BEDS

A hero of Time's Quest Bed
A hero of Time's Quest Bed

Quest Beds are a constant in most proper Sessions, are reside on each player's planet. One must take the "Eternal Slumber" on the bed to Ascend to God Tier. However, this will only work if their Dream Self is still alive. If a player is revived via corpse kiss (the act of reviving a dead player by kissing their corpse), the Dream Self will merge with the player, but will not Ascend. However, if the player dies and lays atop their Quest Bed, the Dream Self will merge with the player and the player will Ascend. However, someone can destroy the Quest bed, leaving them unable to Ascend. If the corpse had died about 24 hours before being planted on the Bed, they will no longer be able to Ascend. There is also a second Quest Bed in the center of Derse and Prospit for use if the Dream Self/Waking Self have already died.

DREAM SELVES

Dream selves are mostly exact copies of the Player's waking selves. Whenever a player with a living Dream Self falls asleep, they sometimes take control of the Dream Self. Dream Selves are capable of flight and reside on their respective planet. Prospit Dreamers are destined to stay behind the lines, and Derse Dreamers are the ones who make the most difference in each session. Derse Dreamers can hear the voices of the Outer Ones, and those on Prospit can see through time via Skaia's clouds. Prospit Dreamers work as Spokespeople for Prospit, and those on Derse are meant to work as double agents, gathering intel for Prospit. However, Prospit dreamers have an innate sense of danger, seeing as they will most likely die during the attack on Prospit. Derse Dreamers are in fact hunted down by the court, leaving them vulnerable. However, some people never awaken to see their Dream Self, and some do long before the game.

Julie's Dream Self Still Not Awaken (Quite unusual for a Hero of Space.)

Ava's Dream Self (Due to spending most of her time as her Dream Self, her hair is quite neater than her Waking Self.)

Riley's Dream Self.

Ian's Dream Self

Ben's Dream Self had awoken years before the game, making his the "Oldest".

Callie's Dream self, which has gone missing.

PRE ENTRY MACHINES

When entering the game, it works in a chain-like system. One player with a computer "Server Player" deploys machines in the subject player's "Client Player" house. With these machines, the Client Player must then enter the medium.
The Cruxtruder
The Cruxtruder

This machine deploys your Kernelsprite, starts the countdown to get into the medium, and ejects Cruxite Dowels.

An example of a Kernelsprite used to Prototype your Sprite (See "Sprites")
An example of a Kernelsprite used to Prototype your Sprite (See "Sprites")
Cruxite Dowels in various colors.
Cruxite Dowels in various colors.
Totem Lathe
Totem Lathe

This machine carves the Cruxite Dowels into a shape based off of the Pre-Punched card given to the player.

An example of a Pre-Punched Card.
An example of a Pre-Punched Card.
A carved Dowel
A carved Dowel
Alchemiter
Alchemiter

This machine scans the now carved Dowel, creating your Cruxite Artifact, which must be destroyed to enter the Medium. It can also be used to combine 2 items into one via Alchemy at the cost of Grist (See "Grist".)

A Cruxite Artifact
A Cruxite Artifact
An example of Alchemy
An example of Alchemy

SPRITES

Sprites serve as each Player's helper. They generally stay close to the houses of their player. When an object (Including corpses/live people) are thrown into the Sprite, they merge with it, and it becomes a part of them. However, it also affects the enemies strength and design. One must put one object into the Sprite before entering the game, and another afterward. Sprites give riddles to their players and show a form of self-awareness. A sprite becomes ghostly, and are given the ability of flight, telekinesis, and creating objects. Sprites can die and show signs of bleeding. To the left is an image of a Sprite hypothetically prototyped with a dog.


WARNING: IF YOU CONTINUE READING THIS POST, SPOILERS WILL INSUE

Sprites also show a form of wish fulfillment for their respective player and show a connection to death in more ways than one. Some are simple like that of Noirsprite and how he is made from a corpse. However, a good example of wish fulfillment for a Sprite is the case that they seem to fill a void left in the player's mentality. The Sprite's second prototyping holds no influence over any product of the game but makes the Sprite more human, almost like a companion. 

Sprites such as Bensprite are wish fulfillments based off of entire concepts. Due to Ben's frequent misuse of his own identity and his self-deprecating actions, Bensprite was birthed out of coincidences that ultimately lead to his own existence. From such existence, it is shown that he was at least somewhat created to give Ben a way to cope with his own persona.

Sprites such as Birdsprite and pretty much every other sprite (except Noirsprite) were only built off of strategic and/or accidental means.


GRIST

Grist comes in many forms, but it is always used for Alchemy, and building up your house to the first Gate to take you to your planet.

Grist is the main currency of the game and varies in its use. Some common forms such as Shale and Build Grist are used for easy Alchemization. However, more complex recipes require forms of Grist such as Topaz, Ruby, Sulfur, Ambur, and Uranium. Imps and other Underlings drop these items.

UNDERLINGS

Underlings are the main enemies to the Players of Sburb. Each one changes forms depending on the Prototyping of the Players' Sprites. Each Underling is different in form and type. The smallest of them all is the Imp, the first one you meet. They generally drop basic Build Grist and are weaker than normal. Next up on the list is the Lich, the most middle ground enemy. After that, there is the Basilisk, a fast and dangerous enemy. The second largest enemy, the Ogre, is one of the first enemies you meet. They generally reside on each Player's roof, only getting more plentiful the closer to your gate you are. The largest enemy is the Giclops, known for its inhuman strength and rarity. Each enemy can look different in design based off of Prototypes, and their theme. (For example, a Ruby Imp will be red compared to other Imps, and they will drop Ruby, unlike other Imps.).

© 2017 Anthony Garfield. All rights reserved.
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