How do you think a team of a Seer of Void, Maid of Time, Mage of Breath and Heir of mind would work?
Oooh, my very first session ask! Hurrah! I just wish I had better newsâŚ
Sad to say, but this team isnât going to get very far. In casual, low-stress situations theyâd probably get along great, but when tensions rise thereâs not enough positivity in this group to keep them from each othersâ throats.
First of all, the Cardinal Aspects of Time and Space. You have a time player, so you at least have access to Scratching, alternate timelines, and hints from the future. However, youâre missing the vital Space player that is required for a session to succeed. Unless you can acquire one somehow this session is doomed from the word go. Consider Scratching and trying again.
Assuming you can get a Space player, however, this team is still in trouble. Thereâs a preference for Negative Aspects, which lends itself to pessimism and negativity. The one Positive Aspect you have is paired with a Mage, a generally low-energy class that is not generally suited to be the single bright light in such a gloomy team.
The Seer of Void is a very private person, and not likely to interact with the others very much at all. Without a more social player going out of their way to include them or to demonstrate the power of teamwork, theyâre likely to just fade away into the background, hoarding secrets and knowledge that sure would be useful if shared⌠But none of the other players are equipped to reach out to them. The Maid of Time and Mage of Breath are both likely to just shrug their shoulders and leave them be, and the Heir of Mind is never going to convince the Seer through rational discourse - especially not when they keep getting frustrated with the Seerâs irrationality and losing their temper.
The Maid of Time could be an absolute powerhouse in combat and a versatile toolbox of utility outside of it⌠but they are deeply pessimistic, and convinced of the futility of their actions. They likely checked out the instant they realized what not having a Space player meant - and even if a Space player is found, the idea of changing their fate is unthinkable to the Maid. Itâs a pleasant dream, nothing more. They would not get along with the Mage and their absurd belief that people have free choice. They might get along better with the Heir, as they both believe in order, structure, and the interrelated nature of cause and effect. However, they might clash over whether or not people have any say in the matter of causality. There is a chance that Heir might help them Realize by giving them agency, assuming the Maid doesnât kill them first.
The Mage of Breath will have difficulty relating to any of their team members. They are all highly negative, orderly, structured people, which is a bit alien to someone whose entire life has most likely been lacking these elements. However, what they really need is an anchor to tie them to others, similar to the Seer - though perhaps not as severely. The Heir of Mind might function well in this role, as they feel similarly in the power of choice and freedom; in fact, theyâre likely the strongest pair in the team. However, the Mage lacks focus and motivation, and will need a lot of babysitting from the Heir to stay on-task. Their power to sense air and weather would be ideal for large-scale conflicts, but they are an inferior information gatherer compared to the Seer, and not terribly relevant for such a small team.
The Heir of Mind is the one player out of this bunch who would actually be working towards winning the game. They see the teamâs natural disadvantages as challenges to overcome, not deal-breakers. They would make a serious effort to get everybody on-board and on-task, but they would do so using logic and reason, which isnât going to get very far with this bunch. They can probably talk the Mage around if they cultivate a strong relationship with them, but the Seer has no interest in cooperation and the Maid is convinced that the Heir is crazy for attempting anything in this obviously doomed session. When hit with these stonewallers, the Heir is more likely to get frustrated and keep hammering away at them instead of trying to vary their approach. However, with the aid of the Mage reinforcing the merits of changing tactics and alternate arguments, itâs possible the Heir could get through to the Maid. However, theyâd first have to conceded that yes, some things are outside our control - but this session isnât one of them!
Overall, this is a pretty cerebral team with a lot of strategists and info-gatherers, and very few people with the power to get things done. The Heir has the right mindset, but Mind is a subtle Aspect that lacks raw power. Only the Maid has any real firepower, but getting her on board will be a task and a half.
What this team really needs, aside from a Space player, is a therapist friend who can pull them together and take the role of the charismatic leader. The Heir does their best, but their inability to engage people on an emotional level means they lack a lot of the critical leadership skills that this dysfunctional team is in dire need of. Alternatively, a Space player with a passive class - a Rogue, or a Page who Realizes relatively quickly - could provide some much-needed energy and motivation to the team, leaving a slot open for a powerhouse player to help defeat the Black King.
That said, itâs not all bad. The Heir and the Maid have very important lessons to teach each other, and the Mage can serve as a very competent #2 to the Heir, offering a varying viewpoint and alternative options. Assuming the Heir can keep their temper in check, the three of them might be able to group up and work together to shake the Seer from their isolation. With access to the Seerâs well of secrets, accessing the Furthest Ring becomes possible - if extremely dangerous. They may be able to recruit needed players from other, failed sessions, or pull some other form of shenanigans to un-doom their session.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
â Live Streamingâ Interactive Chatâ Private Showsâ HD Qualityâ Free Actions
Free to watch ⢠No registration required ⢠HD streaming
Session of an apathetic Bard of Time, a Sylph of Hope who is a mom friend, A Seer of Space who's withdrawn and shy, and a Knight of Mind who is cheery and optimistic all the time.
You have both cardinal aspects.
You have a preference for passive classes.
You have no preference for negative or positive classpects.
You have no repeated classes or aspects.
Looks good, although possibly lacking the firepower to finish the final boss of the session! Gotta look out for the bard of time too because they can wreak havoc :V someone will have to keep them under control. Also Iâm sorry this ask took⌠literal months to answer, definitely been in my inbox the longest.
Undercut involves a personality analysis of each player. None of this is really proof read so hopefully most of the sentences make sense.
Bard of timeÂ
This guy is badddd news for the session. Bards of time are even worse than princes, who at least are aware of their aspect and will eventually (hopefully) use it for good. This guy is apathetic, and probably kind of stubborn too. Doesnât really believe or want to believe in the idea of predetermined fate and just goes with the flow, comfortable in his own skin and quite laid-back doing his own thing without people disturbing him. He doesnât really⌠care? For other people, he wonât take action for other people.
Good luck relying on this guy if you want an attempt 2 with the session; this guy makes a very bad hero of time. Itâs more likely that escapees from a dead timeline might pour into the main one than for the bard to basically help the session at all. Or maybe he will because reality tries to choose the most successful timeline and that just so happens to be the one timeline out of a million other dead ones where the bard did nothing. Â Something will have to shock him into using his powers, and then whether he uses his time destroying powers in battle or to combat another problem that arrived, he better be using them beneficially or else itâs another dead timeline where he incompetently screwed up.
Sylph of hope
Aka, the therapist. This person is great for the team and if anyoneâs going to get through to the bard, itâll be this gal. Sheâs good- almost too good- at fixing people up and knowing what to do to make them stop being sad. Yet sheâs also down to earth, something that hope heroes often struggle with, knowing to take care of others both on a physical and emotional level. Make sure you drink water and all that.
I think the fun part is trying to figure out why sheâs a sylph of hope? I, Of course, donât know if you are basing these of real people or theyâre just characters, but the mum friend might be overbearing at times trying to make sure everyone is Super! Happy! All the time, and youâve gotta wonder why. Maybe sheâs overcompensating for something, maybe being caring is a quality that sheâs been raised with.
Overall? Good for the team, but almost not necessary. Depends what happens in the session. As long as the group doesnât start out with many qualms relationship wise, she wonât be needed that much. Sylphs often donât have any mind-blowing powers when it comes to combat, either, so when it comes down to the final battle sheâll likely be on the support lines giving her pals a supportive boost of morale.
Seer of space
Lil cutie. The seer of space thinks a lot and is very in tune with herself and the rest of the land. She likely enjoys collecting her frogs alone and feels very humble about the whole activity. Sheâs just a humble person. Doesnât want to bother people, even if sheâs having trouble. Maybe if she looks hard enough, sheâll find the answer. She possible finds the sylph of hopeâs constant check-ups either secretly annoying or secretly a relief, but on the outside, she just smiles through it anyway. She should also have no trouble collecting frogs because sheâll be able to ecto slime and by the time sheâs going around collecting the frogs someone will have probably had to come in and give her a hand. Maybe the Knight of mind.
The seer could act as a good âspyâ on the dark kingdom if she was up to it, but although I say âspyâ I really mean that one of her god tier abilities could include being able to see over the whole session. Maybe itâs dipping into time territory, but the seer may be able to look into Derse and find out when theyâre planning an attack. Other than that, not a very useful player when it comes to combat.
Knight of mind
Iâm not an optimist, Iâm a realist.
The knight of mind is a strategist who has a good grasp on his abilities even prior to the game. He doesnât act like it though and doesnât feel very much like heâs naturally inclined to be impartial and logical despite his aspect. He tries to be perfect and make sure every decision is the âbestâ one- one that he can prove is the best by having lots of evidence and justifications. I guess whatâs different about your knight of mind is that heâs also willing to accept that he canât always have it perfect, and when something goes wrong he can look on the bright side of the situation and learn from his mistakes.
Other than the âstrategistâ, I canât think of what else he could offer to the session; heâs just a kind of cool dude who would probably be able to complete his land quest and ascend to god tier quite easily. He might be able to talk to the bard and argue some sense into him with good logic debates, but I think that the bard is probably too stubborn to be convinced into helping.
Overall:
Overall, this isnât a particularly bad set of heroes, but they arenât very good ones either- without the help of the bardâs time powers, they probably are going to struggle a lot overcoming Derseâs monarchs, because none of them have very combat specific abilities. Iâm sure theyâd be able to think of something if they (or you) were creative enough: maybe the sylph could unite all the consorts and some of the carapaces into an army. But itâs still very tight.
hi!loveyourblogoml I was hoping you could analyze my wip fan human session [M] Heir of Time [F] Mage of Mind [F] Sylph of Heart [M] Prince of Blood. The heir is the leader and a procrastinator, his best friend is the prince. The sylph likes shipping and meddling, because of that Prince sides w/ Jack, and destroys their bond. The mage consoles the prince but lacks a heart but is a great tactician. Is it likely for them to scratch? Is the relationships realistic to their classpects. Tysm for readn
EDIT: FUCK I FUCKED UP THE GENDERS AGAIN FUCK SORRY IMMA CHANGE THAT NOW.
blahhh for absolutely no reason at all, this session ask has given me a lot of stress over the past few weeks- well not a lot, but Iâve been avoiding tumblr becuz of it because I feel guilty about not doing it.
Just make sure you have your space player, mate. Otherwise, your session doesnât work. Some also speculate that the quills of echidna- the only shown space denizen- are necessary to make a scratch. But Iâm not so sure.
With their broken relationships, it is unlikely they will be able to scratch because no one player can really do that, especially is the heir of time is a bit of a procrastinator. However the heir always has groovy powers and honestly if she plays his cards right, she could probably achieve anything. One popular ability Iâve heard heirs of time may have is the ârewindâ ability- as in, if something goes wrong she can just rewind and start again as many times as possible. No one else experiences this.
Princes often act like the opposite aspect, so to sum it up, this prince is apathetic to otherâs problems and doesnât like the idea of loyalty and people tying him down. If youâve got a reason for him destroying sylphâs bonds thatâs great, itâs also likely that heâll try to cut connections with his friends too.
Mage of mind would probably be able to console the prince pretty well because sheâs got some good smart arguments up his sleeve that the prince would be able to respond to. Mind players are tricky, especially mages of mind because itâs hard to see how his misfortune with his aspect in the past will affect what sheâs like âheartâ wise. Itâs really up to how you play him. Latula and Terezi, the canonical mind players, are both pretty alright at empathising with others.
I got into this ask pretty quickly despite the fact that I thought it was going to be a quick summary paragraph apologising why I didnât feel up to it but turns out I still like going over these things heh. I am so very sorry this is so late, I was mainly pressured by the fact there are other asks in my inboxâŚ. xD
Thank you for your kind words, have a nice day mister or missus Nonnie!
Hello! If you're still doing session analysis, I'd like it if you looked over this session that a friend and I are working on. It includes a laid-back, outgoing Witch of Time who has a... unique style of music for her band; an eccentric and EXTREMELY energetic Heir of Space whose home is cluttered with his bizarre art projects; a Knight of Void who acts more mysterious then he is to attract attention; a spacey but weirdly insightful Seer of Breath girl who believes in fairies (1/2)
(2/2) a high popular Rogue of Blood who affects being laid back and friendly to cope with the stress of too many people vying for his attention; and a very uptight Maid of Rage whose Mother was very strict, and taught her to repress her feelings at all costs, lest her âuncouth tendenciesâ injure those around her.
You have both cardinal aspects.
You have no preference for active of passive classes.
You have no preference for negative or positive classpects.
You have no repeated classes or aspects.
Looks like you have a pretty successful session with a strong friendship group there at first glance, but a maid of rage could be a bit of a loose cannon although with enough people to calm her down there she could progress a lot over the course of the session.
Undercut is a personality analysis on each one and how theyâd interact and benefit the group.
Witch of time
Witches mess around with their aspect a lot: they mold it, manipulate it, challenge its boundaries, etc. Your witch does this by her eccentric music. Maybe thereâs something off about it, or unexpected, Maybe people donât like to listen to it or feel unnerved by it. Either way, she is using the things that are linked to time to her own advantage. Time is about endings, loops, repetition, destiny, and the witch bends these ideas. Maybe sheâs the type that makes stories that seem like theyâve ended, but then have sudden cliff hangers. She can cheat with time, too. Maybe thereâs a way for her to look into the future more, or maybe she doesnât feel the need to follow natural continuity and feels the need to interfere and rebel against certain outcomes- this could lead to quite a hectic session, but overall she must learn that messing with time is not always a good idea. Â
I imagine despite her eccentricity she will still be relatively liked within the group, and as the witch is an active part, it is likely sheâll play a big role in the physical, getting-things-done side of the session. I imagine that she probably gets on well with the seer of breath and maybe the heir of space too, which is good because time players and space players work well together when collecting frogs.
Heir of space
Everyone loves the heir of space! And this one looks to fit the description pretty well what with the whole cluttered room and that. Iâm imaging someone like Jade, but maybe even more random. They spurt random facts, love their trivia, are spontaneous and emotional, collect stuff lying around to put in their room with the hunch it will turn out useful- which it does! Probably. Because space likes the heir.
Itâs likely that at first, the heir will be totally chill in the session. Theyâre already a natural at frog collecting and find it fun, maybe. Running around their land and learning new things! It might even become infuriating that they have so much darn energy and that they donât seem to tire and that, as a result, their work always gets done well.
To consider what conflict they might have which would challenge them, itâs good to look back and think of what their life was to make them such a bouncy person. Maybe their childhood was pretty easy or their parents were the type that encouraged creativity. This might mean if, say the heir was thrown in derse jail, they would find it absolutely terrible. It would be a shock- monotonous purple walls, routine, actual punishment. It would also be a shock if their parents died. If you canât think of anything, just remember that this space player has too much space and not enough routine and regularity of time. The time will be what challenges them, and probably what pacifies them to an extent so they realise their spontaneity isnât always a good thing.
Knight of void
I am the batman.
Well, thatâs what I thought of when I read the description of him. He acts very tough, very the-silent-type, very spoopy. He likes to think that he is the hot shit with good morals (although these morals can change becauseâŚ. mysterious and elusive you canât control meâŚ.), but seriously this is probably brought on by a lack of attention- and that lack of attention is the âvoidâ that needs to be filled. Iâm thinking of a parent like Bro, or one thatâs worse and a physical abuser, where he has to learn to literally stay in the shadows and keep out of their way to survive, whilst playing it cool at skool by being emo and edge.
Heâs got a lot of insecurities, and he hides them behind this tacky mysterious stuff. Heâs actually pretty good at completing his land quest and doesnât mind helping his friends, but he doesnât really see it that way. The knight might think that ultimately, heâs really unimportant and useless- and this might result in inversion where he works too hard against what heâs good at to try and make a difference some other way. The inversion of a knight of void is a rogue of light.
But yeah, he actually would be a lot of help if he god tiered despite all this, being able to cloak his team in darkness while attacking and maybe even make conceal the battlefield for a time. I feel like the knight would certainly take the idea of shadows and darkness more literally than the idea of the ambiguous and unknown. There are two different branches, almost- like how there is with light meaning both knowledge and luck.
Seer of breath
The seer is a bit. Disconnected from her friends. Sheâs an introvert, maybe, and often has her âhead in the cloudsâ. She likes nature too and is very thoughtful and quiet and observant there looking for fairies. Speaking of fairies, I like to imagine thereâs probably a proper reason for her to think theyâre there- maybe she thinks that the world canât really function without little fairy helpers. She just thinks⌠a lot, and this translates into the game as being able to know to analytically assess the truth in different paths and be able to step back and look at every option. She is the advisor, although the other players are probably reluctant or might not even realise that thatâs her role. I can imagine they might come to her for advice on ethics and philosophy in secret. Even mister batman, knight of void.
So yeah, she is probably is good with mending relationships, advising and swooping in to tidy up tasks that others perform. Definitely a passive player, but very much vital.
Rogue of blood
I can see what you were trying to go for here. A lot of people want to be with this guy, so he just kind of⌠lays back, acts pretty lazy and tries to go âbut hey! Look over there that guy is cool too!â in a very subtle way to try and divert attention, bonds, and relationships to others, but this ultimately fails because his chillax demeanor makes people desire him even more. Over the course of the session, this might become not so subtle. People go to him for help, to de-stress, to seek advice because that seer-girl is kind of weird, and no one seems to take the hint that, hey, heâs actually a bit anxious or feels awkward. And the rogue, of course, absorbs it like usual until he reaches breaking point where something happens. Whether that be someone finally getting through to him, him bonding with one specific player (I can see him venting to the seer), or the less fortunate but equally possible outcome of him just becoming plain nasty and snapping at everyone to get the hell away. (this would also probably be inverting, as breath is all about freedom, apathy and disconnectedness)
Normally rogues are really healthy for a session, but this guy doesnât seem like heâll do much, so I mayy have interpreted your rogue of blood in the wrong way. The only way heâd be able to help is if there was someone who really needed that attention- such as someone who was timid and feeling left out- but you donât really have anyone like that in this session.
Maid of rage
The maid of rage takes her anger out on being productive. Overly motherly, overly attentive, making sure everyoneâs doing okay and feels well and is doing good and working up to speed. Maybe she doesnât understand things and is too afraid or ignorant or stubborn to ask what things mean, and when things confuse her⌠she gets upset. And angry. And she hides it all away and wants to act productive and necessary and important. Because rage is chaotic, and rage is a product of despair. And at first she doesnât want to embrace that, she wants to tuck it all away and make sure sheâs perfectly monitoring how she acts to people.
But there are times during this session when under immense pressure she will crack. Imagine if a person gave her the choice to save one of her two friends. She would be able to utilise her rage to just break the system- say âscrew thatâ and tear down whatever is holding her two friends captive. She will not whine and reluctantly pick which one, she will do something about it and no one is going to stop her.
Itâs hard to see how the maid part and the rage part connect, although the rage player in her is certainly there. Maids normally protect or create/ create with their aspect, so⌠I guess she can incite rage into her fellow players to get them to do something? Yeah, that makes sense considering sheâs strict. âIf you donât do this IâllâŚâ That type of thing. Despite how unlikely it is, the maid is probably what keeps the group together and on task, not letting the more eccentric players frolick off and forget what the aim of the game is.
In conclusion
Look at that! By the way, none of this is proofread, so I hope it mostly makes sense but uh, yeah! This group should have no trouble completing their game. The heir and witch are always very good with cardinal aspects, although I wasnât exactly certain what the witchâs personality might be- if sheâs a not-so-nice witch then the whole thing could be game over. They all have a part, except for the rogue maybe, and they all just about have their own designated positions in a friendship group that work well together. Â
The only only only only thing Iâd be worried about is if you have enough firepower for the final fight. The witch, knight, and maid would be good combatants and the heir can mess around with the battlefield to manipulate it in the groupâs favour. Itâs a small thing that doesnât matter much, but those guys are the ones you want to get to god tier.
So I guess I'll give a try to ask about a session. It might come in multiple asks, so keep an eye out. It'll start with the Prospit side: A fearless and energetic Rogue of Life (M), a charming and insightful Bard of Breath (M), a stern and perfectionistic Heir of Space (M), a restless and uninhibited Witch of Void (F), a critical and intellectual Maid of Light (F), an obsessive and mischievous Thief of Rage (F). 1/3
As for the Derse side: a Strong and gentle Sylph of Blood (F), a persuasive and snarky Page of Mind (F), a manipulative and flirty Seer of Heart (F), an aggressive and headstrong Prince of Time (M), a ruthless and outspoken Knight of Doom (M), and finally, an eccentric and philosophical Mage of Hope (M), who also acts as the leader of the bunch. 2/3
For a bit of relationship dynamics: The Mage is best friends with the Heir and Bard, the Bard has a bit of a crush on the Mage, the Seer is crazy in love with the Mage, the Page looks up to the Mage as a guiding figure and wants to learn from their philosophies, Thief and Witch both sees Mage as a rival to surpass and the two work together to outbest the Mage. Prince and Knight are best friends and make the best team, Sylph and Maid are fighting for the Rogue's attention all the time. 3/3
You have both cardinal aspects.
You have no preference for active of passive classes,
You have no preference for negative or positive classpects.
You have no repeated classes or aspects.
Theyâre all balanced. This is the largest session Iâveanalysed so far, so Iâm sorry it took a while for me to post it! But yeah, theonly threat I can see if the prince of time, but if heâs got a friend and isnâttoo isolated, he should turn out fine. There will always be threats with alarge session, I suppose. But this looks pretty safe!
I think⌠just for my own convenience, Iâll list each playergoing down the group, instead of the cardinals first rule.
Rogue of life
Rogues⌠often have trouble with their aspect, and from whatIâve read the personality this guy has is quite different to what Iâve seen.But thatâs fun, it still works! The rogue of life goes with the flow. Heâs gota lot of options, but he doesnât always choose the right ones⌠and so doesnâtprogress. Heâll just pick the one he thinks is right! Heâs fun, easy-going and amiable;his laughter and energy is contagious, and his good sense of humour meanseveryone around him is joyful when he is. I like the idea that he mightsecretly be an introvert, and by diverting his aspect from him to others itoften takes a lot of energy out of him.
Heâs probably aware of the sylph and maid competing for hisaffection, but pretends to remain oblivious, probably not paying much attentionor realising how competitive they are. Heâs the carefree one- not going to leta couple girlâs hold him down! Not unless itâs obvious he has to.
Role: From the looks of it, the rogue will be doing his ownthing for most of the session. Heâs not in the power struggle, and isnâtparticularly submissive, dominant or unstable- although if someone asks him todo something he doesnât want to he will not help. In the final battle he playsa good support and healing player, although kind of gruesomely I imagine drainsthe life of his enemies and redistributes it among his wounded allies. Thatmight not be his style, and so he might have a problem with doing that⌠inwhich case, just give him different abilities. Life is symbolised throughbaking and growing, and has connotations of selfishness (doing thrings foryourself, because you can), growth, and energy. You can play around with that!
Bard of breath
The bard of breath sticks around friends always, loyal tothe mage and heir and always there to help/ Like the rogue, he comes across asquite charming; he understands connections and isnât afraid to mingle, make newfriends and acquaintances, but always stays faithful to the group. Hisinsightful comments mostly relate to analysis of people and their connection,coming from the fact he ghosts blood.
Itâs likely that under his exterior he feels a bit strainedover the game and tied to many obligations, but with the help of the mage, whoprobably has many ways to combat his stress, and then the heir who probablyenforces this advice, major breakdown should be avoided. Overall one of themost stable bards Iâve come across.
Role: Itâs hard to understand how one would passively destroy the wind and freedom,however one idea that comes to my mind is casually suffocating people- removingthe breath from their bodies. I donât see this happening though, in fact, giventhe insightful comments he has on relationships and unity, he might turn out tobe a bit of a pacifist whoâd rather talk things out than use his power.Overall, not a liability but not a heavy hitter either. Probably good fordiplomacy and possibly making deals with the white queen if the need to do soever arises.
Heir of space
The heir is actually one Iâve covered quite a few times-they seem to be pretty popular. But yeah, this guy is quite hands-on. Heâs gotlots and lots of bright ideas, and when he starts translating ideas intoactions and creations he does it to his best ability, making sure everything isperfect. This is a great attitude for frog breeding, because it means that hewill never allow himself to make mistakes by rushing the job.
Heâs also pretty smart, and a quick thinker. Space is a veryliteral aspect⌠and I think it often relates to science like physics. He usesthis knowledge and quick thinking to command others when they might be stunned,or in need of a wake up slap.
Role: As said, the heir is a great frog breeder. With thehelp of his two BFFs he should have the task in the bag, being able to workaround any conundrum they may face. I also support the idea that the timeplayer should help with frog breeding because the genesis frog then gets abalance of both time and space: the two elements needed for the creation of auniverse. It doesnât look like thatâs going to happen though, as the prince andknight keep themselves a duo and the knight probably wouldnât want the princebeing pulled away from him. Never mind, the heir should still get the taskdone, though it might take a lot longer and require more energy from the BFFtrio unfortunately.
Witch of void
Gg you had to make me look up inhibited lol A witchrebels against and manipulates her aspect. Since void is due to irrelevance, Ifeel like this witch will be very much fighting to be relevant, to contribute to the team and just make her mark onthe world. A sign saying âlook at me, I am hereâ. Â Sheâs pretty aggressive and independent in thatsense. Whatever secrets she may have stay tucked away; she doesnât let anyoneget near, and no one would suspect she had anything to hide under that brashand brazen exterior.
She doesnât really like the mage, possibly because heâs justso different, and maybe she thinks itâs over the top and irrelevant. Who caresabout all these mind problems? Focus on the objective, forget about the stuffthat isnât necessary. She might even be jealous of the trio of friendsconsidering her only good âfriendâ is the thief of rage, and the two of themare only together because of the shared objective to outbest the mage.
I think itâs interesting that you put the thief and witch ofprospit, whilst mage of hope on derse: did you do it because of the same reasonVriska got put on Prospit? Normally the more ânegativeâ aspects get put onderse, but these two with their reckless personalities got put on prospit tocalm down and mellow them out.
Role: Once she gains control of her aspect fully you betterfear her. She uses mystery, the unknowable and literal void- Â as in black holes, the space with nothing init, the shadows and darkness- and can bend these things to her own will. Ithink that sheâd be able to ascend pretty easily, I donât think sheâd have muchof a problem dying in exchange for more power. A small problem I can imagineher encountering is, funny enough, that she wouldnât be bothered completing herland quest and even trying to find her quest bed.
I think that itâs quite probable that she could spell doomto the session at least a few times with her acting reckless and trying to dothings by herself. If that doesnât happen, then sheâs going to be a powerfulcombatant.
Maid of light
The maid of light is lucky, smart, and perceptive. She looksat the world around her and can figure things out quickly, put things togetherin her head. She can assess situations and calculate what is the best solutionto situations. Sheâs also pretty independent, and at first hides under theradar, doing her land quests and figuring out all she can about the game. Then,when sheâs gathered enough information, she can start making her ownassumptions that are generally correct. She just knows things about the gamefrom experience and creates information, knows information, before the gameintended her to.
I think that although she pursues the rogue because shemisses the idea of going with the flow, letting loose and not having toconsciously try to figure things out, it is likely that as the game progressesthis crush becomes more of a distant thing as she reluctantly accepts that itis her place as the finder of information and creator of luck to be independentand help the team from afar. Maybe after the gameâs finished she can pursuethis love interest again ;)
Role: Light players are good tacticians, and whilst I donâtthink this one will be the best, she certainly will be very knowledgeable aboutthe game. As well as that, creating luck is amazing for the final battle,although I feel like her creating luck for all of her teammates might be a bit overpowered?Itâs up to you.
Thief of rage
Aight so the second partner in crime. The thief of rage⌠likesto mess with peopleâs emotions. Sheâs pretty mischievous and always liked theidea of testing her friends by playing pranks on them and such. She can stealthe rage from people and might steal out of rage; she can rile people up, getconfident from seeing the failure of others and probably feels like she has agood grasp on all her friends and can manipulate their emotions pretty easily.This might be why she sees the mage as a challenge: he is eccentric, anddifficult to understand.
So she teams up with the witch, whoâs probably the brawn ofthe operation whilst the thief is the brains. Honestly I can see the two beinga great duo and couple.
Role: If she realises that she needs to work as a team, thensheâll also be great on the battlefield by weakening enemies. She can steal therage and fear from imps and such, taking their will to fight. Sheâll probablybe pretty busy with trying to overthrow the mage to progress that faremotionally though- sheâs another big âifâ and threat to the session.
With the witchâs obscurity, it is likely that the two willbe able to usurp the mage because they wonât be able to predict the duoâsplans. This could wreak havoc on the team and session with the two of thembeing pretty controlling or even tyrannical over the group. Or, of course, theycould get overwhelmed by the pressure of leadership and start blaming each otherwhen things go wrong. Either way, it sounds fun from a narrative POV :D
Sylph of blood
The sylph of blood, a good olâ team therapist. No one wantsto hurt the sylph, because really sheâs just so pure and is generally able tosee when a relationship becomes toxic or someone is manipulating her. Shegently inserts herself into relationships that arenât looking too good andhelps heal them, never taking sides and listening to both points of view. She doesnâtget riled up easily. Her presence is soothing. I think sheâd probably be prettysuccessful initially competing against the maid for the rogueâs attentionbecause the rogue would respect her unflappable-ness and stability.
Role: The best healer. A positive influence throughout thewhole session, and one that isnât likely to become corrupted or invert herselfas long as she knows that her positon as a team therapist is important.
Page of mind
The page of mind starts of pretty biased, and uh, unwise. Heacts like a heart or life player, looking out for his own needs and self and usingothers to get what he wants. Â Some mightthink heâs a bit immature with his backchat and chiding remarks, and he mightsecretly take these words to heart and look to the wise mage for guidance.
*tchs self* I canât think of much for this one. Itâs hard toeven predict his development; Iâve always been horrible at understanding themind aspect. I imagine that eventually though he does become a bit morereserved and apathetic, able to see situations and assess them as if from anoutsiderâs perspective. Theyâd be quick on their feet, perceptive and becomewise.
Role: Eventually pages âbecomeâ their aspect, and itâs a bitof a head scratcher when you try to think of a literal way for a page to becomedecisions and apathy, but one thingâs for sure and thatâs that the page has alot of options up his sleeve after progressing fully. Heâs a good gambler, canassess the weight of which card to play and thinks of ways to get out of thingsbefore anyone else. As for the end game battle? Itâs hard to tell what heâdhelp bring to the table.
Seer of heart
The seer of heart is another good manipulator, and the onlyreason she hasnât got the mage around her little finger is because heâs hard tounderstand, and thatâs the exact reason she is intrigued by him. Luckily, shedoesnât sound like sheâd ever use her manipulative powers for evil, only towind people up every so often by flirting with their crush, ect. She might makeenemies with the maid and sylph just for the laughs that way.
She does⌠understand people. Normally seers are prettypassive and insightful and although this seer is the latter, she is confidentand bold, using her knowledge to her own benefit. Only the people that know herwell realise just how much she understands people and how much she can actuallyhelp people with their identities and such if she so chose.
I notice how youâve got every aspect and class, and I thinkitâs really cool that you chose the seer to have the heart aspect out of all ofthem!
Role: ttttttactician. Wow, these are really starting tosound like labels arenât they? But itâs true: sheâd be able to see the desiresof the black monarchs and armies and know how to appease the armies, maybe evendoing so non-violently, and just generally keeping the peace of at leasttelling the fighters of the team where the enemyâs emotional weaknesses were. Idonât think thereâs any reason for her to ascend to god tier and I donât knowif sheâd want to either.
Prince of time
Definitely not the best time player, but not the worsteither (bard is the worst). Heâs quick to fire up and take offence, heâs spontaneousand pessimistic, and to be honest I think he probably didnât have the best oftime whilst growing up. He doesnât value the importance of time and isimpatient, destroying time where he can by cutting corners in an effort to gethis way as quickly as possible. He values the knight as a good friend becausehe is equally ruthless and shares a similarly cynical outlook.
Role: The powers for this guy are amazing. Destroys ordestroys through time? Iâd almost say theyâre too dangerous, heh. He candestroy time and go super fast. He can destroy the time of a single personâslife until they become old and crippled. Another fighter for the team but theknight needs to keep him grounded to make sure he doesnât use his powers forevil. Perhaps the seer or thief would be able to keep him in control if heâshaving doubts and not listening to the knight.
Knight of doom
The reason why the prince and knight complete each other sowell is because the knight- maybe without realising it- balances out the princeâsspontaneity with his knowledge of ending and sacrifices. The doom and timeaspect are very similar. He also is familiar with the rules, and as Iâve saidbefore, the knight of doom can easily fill their bare minimum and then havetime to kill- which he will do exploiting the rules and cheating the game. HeâsâŚa bit contradictory admittedly. With the prince as a friend it gets even moreconfusing! Someone should keep them in check to make sure they donât cut toomany corners and screw up by doing it.
He should have no problem at all ascending to god tierconsidering the doom aspect is about sacrifices; it is likely he will embracethe opportunity.
Role: Another powerhouse here! He exploits death and decay:maybe all his weapons are poisoned with dark magic and will at least lead to aslow, inevitable death if the first blow doesnât do the job. I can also see himas a reluctant tactician for the team, able to see the rules and limitationsthat the black armies go by and then bringing them to light, showing the blackarmies of how unjust the monarchs. There are a lot of possibilities when itcomes to death, and he has no problem killing due to his ruthless personality.
Mage of hope
So the one that I keep talking about through the wholesession. The leader. For all his great traits, he isnât all that cautious aboutothers and can find himself blindly trusting things. Or maybe that happened inthe past, and now heâs tried hard to be different, think different, and look atthings from outside perspective. He often seems pretty aloof, and doesnât takesides as much, just kind of emptily smiling t everything. And yet people valuehis insight immensely; if there is hope for the situation then he will knowabout it.
I think whatâs important to note is that bit I said beforethough; mages suffer from their aspect. Maybe in the past the mage was totallydifferent: naĂŻve, trusting and overconfident. And then something⌠bad happenedbecause of it. Something so awful he had to sober up and learn that noteverything is sunshine and rainbows- people have layers, and not everyone canbe trusted. As with a seer of hope, itâs quite worrying to think of what wouldhappen to the mage if he realised that all hope was lost and he was in a doomedtimeline. Probably something bad.
Role: As youâve said, heâs the leader. He can keep his cooland inspire the rest of his team (most of them), who trust that his decisions andefforts are important for the end goal. I also like to think that beingeccentric as he is, the mage of hope would probably find a strange way toweaponise his aspect and become a surprisingly powerful fighter.
Overall:
This is looking pretty good! All the players that are atrisk of becoming a danger to the team have a friend to help them throughhardships. There are lots of fighters and good thinkers, with the sylph ofblood being a good glue for the team if things are falling apart.
In retrospect I stand by the point I made that the witch andthief duo could overthrow the mage and with the two of them being negative aspectsitâs hard to predict what could happen there. I just⌠see it spiralling out ofcontrol, and together with no other friends to try and advise them againsttheir obsessive goals to stop the mage it could all spiral out of controlthere.
I still think that itâs going to be a win somehow though-just a lot more doomed timelines thannormal.
Please ignore all the inevitable bloominâ typos or repetitionI did here. I mean. Itâs too late now, but I am aware that I must have uh, madesome.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
â Live Streamingâ Interactive Chatâ Private Showsâ HD Qualityâ Free Actions
Free to watch ⢠No registration required ⢠HD streaming
How about a session with a depressed but caring rouge of hope. A nerdy seer of hope protective a knight of doom and a weird mage of breath. And maybe a quadrant analysis of the rouge and the seer
You have neither cardinal aspects
You have no preference for active or passive classes
You have a preference for positive classes
You have multiple hope players
So with no space player this session is right off the bat isdoomed to failure, and the fact that there is no time player really doesnâthelp either, because that means there are no helpful hints from future players,no way to retry if youâve failed at something, none of those game changingbenefits from time travel in general. And normally? People with the same aspectarenât really a thing and itâd probably confuse the game a bit, ultimatelyleading to one of the hope playerâs death.
Still! This session seems interesting enough, but withoutthat space player no matter how hard these guys all work, they will not be ableto complete the main goal and the best situation is them completing the gameand then just⌠running around on their planets forever.
edited to add the read more thing  owo
Rogue of hope
Rogues of hope give hope away, directing it at other peoplewho need it. She is the type of person that will often lose help herself andhave a lot of pessimistic thoughts, but then stress that everythingâs fine andthat you should stay hopeful and not worry about her at all. Sheâll make aconscious effort to brighten someoneâs day even if her own day is going crap,which it often is. Someone needs to try and break through to her that sheâs notokay, and that she needs help, and then find that help and give it to her.After that point sheâd be able to see the light in the world and become muchmore genuinely hopeful and confident, and with this sheâd be able to inspireconfidence in her friends too.
Role: At the start she might be a bit of a liability, withso little confidence in her own abilities it is likely that she might justchoose to stay out of things and stick to her own quest because she doesnâtthink sheâs being all too helpful. By the end though, especially if the gamekills the seer off, she could be leader material, able to steal the hopeaway from her enemies and give it to her teammates. If these guys even to getto the end even, heh.
Seer of hope
This seer might be a little more naĂŻve and positive thanmost seers. Theyâre a bit of a ânerdâ and no the theory of how things work, but donât have that much real lifeexperience themselves. They are also granted the knowledge of the different pathsa timeline could take, but itâs critical that they are able to learn which pathis the right way, and use that to lead their team. Theyâd fast learn that theycanât save everyone and are probably against the idea of dying, even if it doesmean you can be saved and become your dream self. When the fact that theyâreplaying a doomed timeline and all hope is lost for winning becomes clear, sheis the one that will know first and will have the unbearable task of passingthis on to her other teammates, which is probably quite soul-crushing.
Role: Theyâre going to play tactician, but thereâs theprobability that they arenât going to play it well being so naĂŻve as they are.They just want to save as many people as possible and using their powers theydirect the team to do just that, which might be good in the short term, butlong termâŚ
Knight of Doom
The knight of doom is a powerhouse. Doom symbolises therules, sacrifice, and pessimism. A knight weaponises their aspect, so, theknight would be able to exploit doom. They exploit the rules, staying strictlyin the ârulesâ the game has but finding loopholes around them. They areobedient to the game and sacrifice what they want to help others- theyâre thetype of person who would devote themselves to a hobby or sport and give up alltheir free time for it. Knights are also most likely to sacrifice themselvesfor the greater good.
Role: The knight is stubbornly pessimistic, which is whythey might feel the need to work hard towards their goals. They will definitelydo a good job of keeping the group grounded, and if no one rises to the job itâslikely that they might become the leader, keeping their group on track andsticking to the rules as best they can.
Mage of breath
Mage is the active counterpart of the seer, in which theplayer learns about their aspect from experience. Itâs hard to see how onecould suffer from the aspect that symbolises âfreedom, movement, anddisconnectednessâ but maybe itâs because theyâve had too much freedom. Maybetheir guardian didnât care about them and let them do as they please, leading themage into hurting themselves. Maybe they didnât have a guardian at all and haveto be self-reliant, moving from place to place. Thereâs a lot you could say onthem and Iâm keen to do an analysis on them sometime, but in relation to thissession the mage is probably quite wise, and probably is either good pals orenemies with the knight; theyâve learnt about too much freedom before and soeither want to stick with the rules, or, as an understanding class, knowexactly how much freedom every team member and the group needs to get as nearto completing the game as possible.
Role: The mage might not always be present the whole sessionand might be quite focus on their own quest. Itâs hard to see what impact theyâllhave on a session because itâs likely theyâll be doing their own thing for halfof it. This seems like itâd be a pretty strong group together, but the mage isprobably the most likely to be corrupted and tempted, especially if theyârealready disconnected from the group.
Overall verdict
This group will ultimately fail, and with those two hopeplayers youâve got a problem. The knight will be the glue that binds everyonein the group together and ultimately ties the group down to the game, whichcould be quite restricting and limit the hope playerâs powers. Thereâs a lotthat could happen, but with the knight always playing by the rules it doesnât looklike this session will get that far. Who knows thought? They might get lucky.
Sorry if this one was a bit shorter than normal and a bitnegative ); Thank you for the ask. Itâs what keeps the blog alive!
Quadrants:
Rogue of hope<> maid of rage, thief of rage, witch of void, prince of blood, prince oftime
Rogue of hope <3 Sylphof life, sylph of void, knight of doom, bard of heart, page of breath, bard ofspace
Seer of hope <>rogue of rage, heir of life, prince of doom
Seer of hope <3page of mind, mage of time
These quadrants were a bit harder, but Iâd gladly answer tothe best of my abilities any queries you have on them!
Hello! Could you analyze my session (they've been lovely so far), it has an indecisive but confrontational Witch of Blood who's interested in social justice, an anxious but eccentric Heir of Space who's pretty weird once you get to know her, a Knight of Time who only let's her guard down among a select few and really really likes knives/swords, and a short tempered mom-friend Prince of Doom who likes to shout. The KoT and PoD are <>
You have both cardinal aspects
You have a preference for active classes
You have a preference for negative classes (that is, if you count blood as a ânegativeâ aspect)
You do not have any repeated classes or aspects
So thatâs looking pretty strong up there with the bullet points! Thanks for being informative with the players (like listing their genders), and at a glance the small group looks pretty cute and tight knit, leading to some fun indepth story telling if thatâs what youâre doing UvU. Be careful with the large number of active classes- their strong personalities can sometimes cause sessions to progress too quickly. Uh, also, Iâm aware that I might have switched genders a couple times by accident- sorry about that!
Knight of Time
Knights of Time are very useful to have making sure the timeline stays alpha and reducing the number of doomed timelines, because they are naturally adept at using time to their advantage even if they donât use it very often. Like Dave, she wears a mask to hide her fears and anxiety. Time is something that is very delicate, and itâs normally quite pessimistic and brutal in the sense that itâs very much about endings and inevitability. In the beginning, she may have tried to ignore her time turning powers for fear of messing it up and just rolled with everyone elseâs quests, being adaptable and calm at all times.
Maybe after discussing with her moirail and others a bit, further into the session she might realise that hey! Sheâs actually alright at this stuff if she just gives it a go, and acutally, she has a knack for keeping on top of time loops. By the end of the (if not earlier on) she should be confident and at ease talking with versions of future and past self, etc.- itâs unlikely that she will have lost her on-top-of-things act, because after the game has put her through trials that undoubtedly spring up somewhere in the game, she will have been forced out of her comfort zone so that her unbreakable guard is cracked.
Role: All your time shenanigans should go fine with a knight of time, and knights are well known for utilising their aspect for battles, meaning she should be a useful combatant in the final battle (the fact that sheâs good with blades are a plus too!! Always makes for an epic fight). Time players are also supposed to help with breeding the genesis frog, and although the knight might not be comfortable working so closely with the heir at first, I think the two would at the very least be a capable and efficient team.
Heir of Space
The Heir of Space is kind of the dreamer, the one with lofty plans that are so out there that she might be embarrassed to share them. But thatâs okay, because the Heir is independent enough and makes her own way, doing the things she likes. I like the idea that she also âinheritsâ a lot of space, and is possibly cut off from society much like Jade was, which is why her ideas of whatâs normal arenât always conforming to society. In that way, I think she and the Prince might get along well considering the Prince also breaks down rules (whether they be social rules or not depends though, I suppose :V )
Role: I feel like the Heir would enjoy her weird and wonderful quest of breeding the genesis frog. She might spend a lot of time wandering around the environment and just thinking, getting her work done in random sporadic spikes of energy. The Heir is another good class for space, because thereâs just so much potential. Space will be protecting her for most of the journey and when she is able to harness the power she inherits, the Heir will simultaneously be able to weaponise and defend with space when the time comes to battle.
Witch of Blood
The Witch of Blood has thought about social issues a lot and may have some extreme ideas on how to achieve them, but never putting their plans into motion because⌠what if it goes wrong? Unlike most blood players, the Witch isnât afraid of the unknown; she values movement and progress as much as she does unity and loyalty, thinking the two go hand in hand.
As the game progresses she might learn her place in the team better and if she develops unhealthily become more decisive, quicker to think and act as she learns about the bonds and structure of all the people around her. If this develops unhealthily, the Witch might become more controlling- she will no longer just be confrontational, she would be able to manipulate bonds of the people around her and convince them that her opinion is correct.
Role: Another skilled fighter if she ascends to god tier. Due to the fact sheâs interested in social justice, I imagine her land quest would be something related to that and she might be a bit cut off from the others so focused she is on completing her goal, meaning that she probably wouldnât impact the session that much until the end unless she had to sort out those dang friendship problems that seem to arise in SBURB so often ;D. This isolation with just her, her consorts and her land would help her become in tune with her aspect a lot more by the end of, possibly as much as the heir is with space.
Her powers could be much like that of some heart and mind players in the sense she is able to manipulate the physical blood of someone, controlling the blood at making the body do as she pleased. Another power could be changing the social dynamic of the two kingdoms, however you want to take that.
Prince of Doom
My favourite classpect  *couGH* It sounds like this Prince is going down the route of destroying Doom, meaning that she is the one that goes heCK THE RULES and also destroys the idea of sacrificing by sheer mum will power alone! Whilst the Witch is good at understanding blood and is passionate about bonds, the Prince is just making sure everyone keeps safe and sound. That includes keeping her adorable moirail emotionally stable as well, making sure that the Knight progresses and keeps optimistic about things.
If the Prince was to have a breakdown as they often sadly do, I think it would be an angry breakdown  when one of her friends is hurt or killed, and her passionate emotion unlocks a different side of herself: destroying through death, decay, and ultimately DOOMing the person that hurt her friends.
Role: As said, the Prince is the one that makes sure everyone stays safe. Whilst in a larger group others might find her SHOUTiness annoying, her friends in the session are probably used to it and might find comfort/familiarity in it, knowing that she is only SHOUTing so that they will listen to her mum advice. She might have problems with the idea of ascension because it involves death, but if she does ascend then damn, I doubt I need to elaborate very much but someone who destroys doom and destroys through doom is going to be one huge force to be reckoned with.
Overall verdict
With your only unstable player being the Prince and even then she seems to be covered in the case of a breakdown, this team looks like itâll do fine winning the game. The genesis frog will be created with ease, and the final battle should be a piece of case considering all the wicked powers going on here. Although your supportive/therapist type friend isnât conventional (looking at you two, Witch and Prince) they are there and work well enough.
The one and only flaw I have with this, and in retrospect itâs quite a big one, is the fact that you donât have any tacticans. These guys could all plunge into battle but then what? Do they even know what theyâre doing? Although itâs likely theyâve pooled knowledge before to know what theyâre looking for, itâs possible that the witch is so bent on social justice that by the end there is no leader of the group and no opinion is considered more important than anotherâs. Light players and seers make for good tacticians if youâre willing to have an uneven number of players.