(Putting this under a read more because it's a lot of info. If you just want to skip all the reading, scroll down to the class statements and the brief overview of the aspects.)
Okay well let me see, I have a theory that you are given your Sburb title by what your strengths are deep down whether you realize them or not, your personality and what the team needs. So, Kanaya says at one point to Karkat that she thinks that you are given your title not necessarily to suit your strengths, but rather to challenge you. I think you ARE given a title to challenge you, one that will help you grow as a person but I think the titles do suit your strength, just a strength you may not expect/realise.Â
For example, Kanaya was quite motherly when she wanted to be, she was motherly to Karkat and helpful to her friends and quite nurturing. She is intelligent and logical. This suits her aspect quite well, as Space players need to be the mother/father to their new universe, right? They have to nurture Frogs and breed them. They need to learn to control their surroundings and physical realm, so the need to be quite intelligent and logical, but not necessarily mathematical. Kanaya's strengths were suited to the Space aspect, the game is about honing and developing those strengths. She is just one example.
Okay so now for a bit of self evaluation. You have to ask yourself, "What do I work best by doing?"
Anon - You say you're passive? Well when attacked I wouldn't expect you to lie down and take it, many passive players have been shown to fight back, for example Kanaya (I believe Sylph is passive, anyway) and Nepeta attacked Gamzee when he killed Equius, right? What passive/active is is where you draw power from. But we'll get to that in a bit. (You say you think you're not intelligent, although people say you are? Don't compare yourselves to others, for better or for worse, don't do it. It sucks. You just end up making yourself feel down. You should look at yourself in a good light. People say you're intelligent? You probably are!)Â
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Remember, you may have a huge interest in an aspect but you doubt yourself or second guess yourself quite a bit. Here's a quote I like - "It is our choices, Harry, that show what we truly are, far more than our abilities."Â Yeah it's from Harry Potter and The Chamber of Secrets. It's true though. If you FEEL an aspect, but you doubt yourself, it's your choice, in the end, your choices show who you are.Â
Okay so on to class again, who do you think you'd be better using your aspect for? Do you think you're better enhancing yourself with your aspect? Or enhancing others with it? Active players draw power from themselves whereas passive players draw it from others. It may be easier to understand this way;
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knight / page - protect, protect yourself so you can protect others, protect others so they can help protect you
heir /Â maid - become, be served aspect, serve aspect
prince / bard - destroy, destroy the aspect yourself, allow others to destroy themselves with aspect
thief / rogue - steal, steal to enhance yourself, steal to enhance others
mage / seer - understand, learn to take action yourself, learn so others can take action
witch / sylph - manipulate, be healed by and control aspect, heal and control aspect
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I think the classes go something like that, so I'd say put yourself in the position of these classes and ask yourself, what would I be best at? What would I grow most from doing? What could I bring most to the team by doing?
Think of it as the active players being the wrestlers and the passive players being the trainers. Where do you fit in? What position would you rather be? Once you decide whether you'd be passive or active, it's easier to pick a class.
I think it's probably easier to pick a class before an aspect, so ask yourself "What way would I fight enemies? Which way would I like to fight enemies?"Â
Here's a class test I put together if it helps. Pretend you are about to go into a battle with your friends. Which of these statements is true for you? Which would you tell yourself? Which is your favourite? Pick one that you like best, one that applies to you and then match up the number with a class. But remember, at the end of the day, your decision is your decision, and you can always change your mind.
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1 No one needs to know the real me, they will know what I want them to know. I can fight enemies by myself, for my friends or for myself. I will defend myself. I will defend my friends.
2 I'll get power from my aspect and fight by myself. No one needs to get involved, I can handle this.Â
3 I will not let any enemy get the upper hand, and I am going to knock any enemy down who tries to hurt me.
4 I will take everything the enemy has and tries to use against me and will kill them with it.
5 I will find out the enemy's moves and use this to my advantage, stopping them before they've even attacked.
6 My aspect is going to give me the power I need, I can both confuse and fight the enemy. I believe in myself.
7 I may not be the most talented person in the world, but I don't care, I will find a way to protect my friends and myself. I will find a way.
8 I will get everyone ready for the battle. I will work to ready everyone and myself. I will get power from my aspect to help me.
9 I will get revenge on enemies, and very slowly they will suffer for what they've done.Â
10 I will take the things the enemy tries to use against us and give them out among our team, and together we will bring the enemy down.
11 I will learn what the enemy's plans are and tell my team, we can use this to our advantage and cut them off before they take action.
12 My aspect will give me the power I need to fuel the team for fighting and recover when we're struck down. I believe in us.
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Below is a list of what you work with with the aspects.
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Time - You work with rhythm, pattern, math, timing, time,
Space - You work with creation, physical objects, frogs, space,
Breath - You work with confidence, movement, direction, flight, rebellion,
Light - You work with knowledge, luck, information, helping people "see the light",
Void - You work with secrecy, concealment, invisibility,Â
Heart - You work with identity, personality, soul, love,
Hope - You work with hope, magic, belief,Â
Rage - You work with rage, anger, emotion, negative emotion,Â
Doom - You work with rules, structure, doom, death, negativity,
Life - You work with life, organisms, nature,Â
Mind - You work with choices, psychology, decisions,Â
Blood - You work with relationships, bonding, friendships, unity,
So if you have a class, what power would aid you most? Apply each of these aspects to your class and tell yourself which you think would be your biggest strength, would help you grow.Â
If you can't decide on a class, but DO have an aspect, just ask yourself how you'd work best using this power? How would you best filter it?
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I am a big fan of the Zules title test, so if you are confused by me, you could try here
Anon, you will need to get back to me if you want any more info, but here's what I link what you've told me to
Intelligence - Light
Science - Life, SpaceÂ
Weird - Sounds like you might be a magic class, (Witch, Sylph, Mage, Seer)Â
However, you describe yourself as an avid procrastinator and frightened of strangers, which are actually traits common to Pages.
If you need any  more assistance, please message me again! I'd love to help in any way I can!
parapsychologicalvulpes,
Okay, well with aspects it's not so much how you work, but what you work with, if you get what I mean. For example, destroyer classes channel the aspect very differently to protector classes.
So you say you think you're a Mage? That would mean you gather knowledge for yourself of your aspect. But you're also negatively impacted by it. Which of the aspects fits the bill? Which are you most aquatinted with? Which would be easiest to gain knowledge of? Which one is likely to negatively impact you? There's some more detail on each of the aspects below.
Thats a sort of self assessment but If you want me to help assign you one, just tell me about your strengths, what you like doing, what you think you'd contribute most to the team, what you value most, whether you think a physical power or a emotional power would be more useful, y'know? Just any detail in relation to classes or aspects if you have any in mind, too. How you approach situations, too - are you optimistic or pessimistic? Are you more of a fighter or planner? Team person or more individual? Some aspects will tend to isolate where as some rely on people too much to isolate you, regardless of class. Blood will depend on people whereas Time players can find themselves easily isolated.
I can write out a bigger list for you if you want, one more specific? Or is this post detailed enough for you? Let me know!
Again If you need any more help or info, please message me because I want to do everything I possibly can!
The Doom aspect is speculated to be the antithesis of Life. It is tied to death and sacrifice. Doom is about judgement, rules and structure. Doom players are likely able to understand the rules and structures of various things and are therefore, able to penetrate them by exploiting these rules. An example of this can be seen when observing how Sollux was gifted with computers and hacking. He understood the rules of computing and was able to manipulate coding to be a competent hacker. He also understood Sburb and was able to manipulate it before entering the game. Doom players are known to go through tragedy to save their teammates from impending doom, for example, Mituna blew out his powers saving his team from an unknown doom. Doom players will be able to predict impending doom, and should be able to steer their session away from it. Doom players may also be able to sense things in their day-to-day life which may go wrong. Doom players may be able to sense their own fate, gruesome or otherwise. An example of this is when Sollux predicted he would loose his sight.
The Heart aspect represents soul, personality and essence of being. What makes you, you. Heart players are said to walk the path of self, meaning these payers will strive to learn more about themselves, discovering who they are - or perhaps less willing Heart players will have no choice but to uncover truth about themselves. This aspect is said to cause splintering in a hero’s personality, perhaps as a consequence for the route to self discovery they find themselves on, they will have to splinter many times before they find their center, and what they find in their hearts which they pride themselves on most, who they really are - their identity. Examples of splintering within Heart players can be seen in Nepeta’s fondness for role-play, and how she lives a life she wishes she could lead within a character she created for herself. This can also be seen in Dirk’s various versions of himself, such as his Auto Responder, his robot & his dream self which he can keep conscious at the same time as his regular self. The Heart emotion also deals in feelings of love or attraction. This can be noted within the Leijon’s passion for shipping. Heart players may be sensitive and sympathetic, understanding troubles of the heart and being passionate individuals themselves - destroyer classes possibly being an exception. Heart players are notorious for suffering heartbreak, as can be seen within the unrequited love between Nepeta and Karkat, the tragic end to the matespritship between Meulin and Kurloz, and the unsuccessful relationship between Dirk and Jake. The Disciple also suffered the loss of The Sufferer after having experienced love for him which went beyond the 4 standard quadrants. The Heart aspect is linked to intuition and is believed to be the antithesis of the Mind aspect.
The Blood aspect deals with unity, friendship and relationships “such as the word is used in “blood brothers"". Examples of this can be seen when Karkat befriends Jack Noir and hatches a plan to bring down the black queen together, rather than trying to fight him as an enemy. Karkat is able to defuse the deadly 5x showdown combo, calm Gamzee down from his deadly rage, and constantly kept trying to unite the trolls, despite the differences in blood colour that stood in the way a lot. Karkat stood up to the role of leader and was always trying to keep everyone from falling apart to win Sgrub, and took the blame on himself when things went wrong. Karkat was the only troll to never be on either side of a murder pre-beta kids scratch, discounting dream selves. Kankri was noted for always trying to bring his session’s trolls together also, by pointing out triggers and attempting to make sure the trolls weren’t hurting each other. The Signless was more successful however in uniting the trolls, as he managed to convey his dreams of all the blood castes united through his preaching, and managed to recruit a large number of low blood trolls to follow him. He also died for his dreams, suggesting that sacrifice may be a part of the Blood aspect as well. Karkat displayed sacrifice when an alternate universe version of himself took the first blow of Jack Noir’s attack presumably in an attempt to save Terezi, however this may have been linked to his role as a Knight. Blood could be linked to strong emotion, as Karkat often tries to hide his emotion through anger and Kankri uses triggers in his attempt to stop people getting upset. Heroes of Blood have power over friendships, unity, and to some degree, emotion. It is speculated that Breath is the antithesis of Blood.
The Rage aspect deals with emotion, more specifically negative emotion. An example of this can be noted when Meulin states that Kurloz helps her with shipping in black quadrants. Presumably Rage players work best when they are angry, and may be able to channel their anger to allow them to enter a berserker mode in order to help give them the drive to achieve their tasks or goals. For example, Gamzee entered a berserker mode allowing him to deliver critical damage to the black king. Throughout the troll’s session, Gamzee was calm but somewhat inactive as a hero of Rage until Dave triggered rage within him, causing him to focus on perusing the path of his religion.  The Rage aspect is speculated to deal with insanity or madness, but I believe the reason it has these ties is due to the fact it deals with negative emotion, and an overload will cause these types of issues. The Rage aspect has also been speculated to deal with belief. Gamzee was able to blind Terezi to all other options explaining the various deaths on the meteor and made her believe Vriska was the only explanation.Â
The Hope aspect is associated with hope, holiness and belief. It is speculated to be the antithesis of Rage, as Rage deals in negative emotion and belief in only one possibility, Hope deals with positive emotion and belief in many possibilities. Eridan was able to cast powerful attacks consisting of white light described as “holy" and “sacred" by Kanaya and described as smelling “hopeful" by Terezi. Hope is described as a force of unparalleled power by Caliborn. Hope is also a literal power of Heroes of Hope, as the Prospitians considered Jake to be providing them with actual Hope. Hope also has connection to belief, observed when Jake gets caught up in many fantasies of becoming an adventurer and appears to be rather naive, also noted when Eridan believes in science and “destroys" his belief in magic, and when Cronus is described by Aranea as once having “a deeply abiding faith in magic", but later becoming “disillusioned with magic" and believing instead he was human. Jake also tells Caliborn that Hope is “all about believing in stuff". He also states “friendship is a HUGE key to being good at hope" which could be backed up by the fact that both Amporas are noted to be unlucky in many of their relationships, perhaps linked to their destroyer classes channeling through Hope. The Hope aspect also has various links to angels, as well as cherubs.Â
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The Breath aspect is about freedom, direction, motion, rebellion and confidence. It is speculated to be the antithesis of Blood. Players of Breath maybe able to literally control the element of air, as can be seen for example with John, when he does The Windy Thing and when he is able to transform into wisps of air to escape Jack Noir. The Summoner begun a rebellion against the high bloods - a demonstration of how he was providing confidence, direction and rebellion to his followers. Tavros was not confident at all at the start of his session but this grew with time, eventually enough for him to tell Vriska he was tired of her and leave her. John never seemed to be at a loss for what steps to take next, demonstrating his sense of direction within the session. Upon godtier, it is likely Breath players will be able to exploit the air, be able to travel and fly with ease and be confident.Â
The Void aspect is speculated to be the antithesis of the Light aspect, because whereas Light represents knowledge, Void represents the concealing of knowledge and information, and is about secrecy. Roxy seemed to cause blackouts in Calliope viewing her session, Darkleer was able to hide a magic cue ball from Doc Scratch, and Equius tried to hide Nepeta from Gamzee before he went to seek him. Heroes of Void have been noted to use the fistkind specibus at some point, which is basically the lack of a weapon, tying in with the aspect of Void. Void players seem skilled at being able to “slip through the cracks” and go unnoticed when they have to be. Rose’s mom often seemed to appear out of the shadows and disappear into them again almost magically, also tying in with the Void aspect. Void powers seem to be incredibly powerful, because apart from the ability to conceal information they have also demonstrated power such as being able to become invisible, and Roxy as the Rogue of Void was able to steal the nothingness from an object, thus conjuring it from thin air. An example of this can be seen when she stole the nonexistence from a perfectly generic object.
The Time aspect is about timing and rhythm. As Time is one of the basic fabrics of paradox space, there should be a Time player in every successful session, like a hero of Space. Every Time player will have a way to initiate a scratch in their land, like Dave’s Beat Mesa. Time seems to be associated with Music, as Dave is a DJ and Aradia has music boxes on her land. Time players will experience powers to be able to travel through time, as it is their role to maintain a successful alpha timeline. The Time player will need to travel to doomed offshoot timelines to see what mistakes to avoid. Time has associations with sacrifice, as Aradia sacrificed many of her robot clones to ensure the survival of her teammates and to make sure the alpha timeline stayed successful. Dave has saved every member of his session’s lives at least once. Time players must also spend every second they go back in time aging in a pocket dimension. Time players need to be mathematical and logical to some degree in order to be able to calculate time and dates and how long they should spend in one place and when they should return to the alpha timeline, etc, you get the idea. Dave has demonstrated mathematical abilities through his Hash Map Fetch Modus. Time also has associations with death, as Dave liked to collect dead things, Caliborn was regarded as the physical embodiment of death and Aradia entered her session dead. Aradia was also interested in Archeology and at many times shows her enthusiasm for death, such as wanting to throw a corpse party. Time players need to ensure they do not get too isolated by getting caught up in their “time shenanigans". Time is believed to be the antithesis of Space.
The Space aspect has to do with physical objects, size, velocity, the physical realm, changing and manipulating surroundings, and creation. Space players are accountable for breeding the genesis frog, and are therefore almost like mothers or fathers to the session and new universe. Space players are nurturing, seen when we see how Jade tends to her garden, Porrim looks after Kankri, The Dolorosa raised the Signless and how Kanaya was very motherly towards Karkat. They usually are abstract and their mood dependable on the aesthetics of their surroundings. Kanaya often rearranged the space around her to make herself feel more comfortable. Space players will be able to manipulate the physical realm upon godtier. Space is likely the antithesis of  Time.
The Light aspect is related to knowledge and fortune. Aranea, Sylph of Light, was able to “heal" with Light by filling the holes in people’s knowledge, Rose was able to “see" and understand a lot about her session, demonstrated when she wrote game walkthroughs, saw through the Magic Cue Ball and collected information she was able to recite back to her group at various points. Vriska was also able to see into a Magic Cue Ball. Vriska turns the light aspect to luck with her class, Thief, when she steals the most favourable outcome (I speculate she was able to use her god tier power to manipulate the information of outcomes to be in her favour, hence she appeared to steal luck). In this way, Light may also be used to represent fate or destiny, if the information of an individual’s fate is manipulated. Light players may or may not also have some degree of control over actual light, too. It is speculated to be the antithesis of Void.
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The Mind aspect is related to choices, thought processes and works of the mind of individuals. It is speculated to be the antithesis of Heart, as it is to do with logical strategy, choices and thought out processes rather than raw emotion, impulse and identity. Mind players have a degree of understanding or control over the works of the mind of different people. For example, Terezi was able to view the thought processes Vriska was going through when she was going to find and attempt to fight Jack Noir, and was then able to view the outcomes. Players of Mind will likely be good at predicting people’s choices and actions, and will probably be more inclined to follow logical routes to solve and win challenges rather than going with their emotion.
Life is believed to be the antithesis of Doom. It deals with the raw life force of organisms and existence, as well as having ties to creation. Life may be about testing and thwarting rules, and adapting to survival. Players of life will have different variations of control over living beings in existence. Examples of Life players using their power can be seen when Meenah killed all of her friends to ensure their existence after the scratch. She manipulated the regular rules of a scratch - that the players cease to exist afterwards and allowed her friends and herself to continue existing as ghosts. Feferi created an afterlife with dream bubbles, overcoming the challenge of the life aspect and allowing ghosts to congregate and exist together. An alternate universe Feferi also managed to bring The Mayor back to life with her powers as Witch of Life. The Condesce allowed the Helmsman to live much longer than he would have naturally by finding a way of expanding his lifespan. The Condesce also asks Roxy to obtain the matriorb, so she can bring new life to the extinct troll race. Jane managed to revive her dream self after Jack Noir murdered her. The challenge of Life players is to find a way around the rules of death and doom and ensure the survival of life, even if it is in an obscure or unusual form - such as through the “life” of ghosts. They will have ties to creation, and it is likely they will enjoy activities such as creating their own fictional characters or looking after pets, or something else along those lines.