We were a slightly OP platoon.

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We were a slightly OP platoon.

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How well would a session with a Prince of Doom, Sylph of Mind, Page of Time, and a Heir of Space go? (Sorry idk if you answer session questions.)
Unfortunately, I’ve dropped session statistics questions a few days ago. Here’s the official notice. Session statistics questions, while slightly fun, are really more of an experience than a fortune, so I’m afraid I’m of no use in that front, and I apologize for that.
Well, while it's not entirely easy for me to describe events that happen, I can say that it involves a fair amount of in-fighting at some point, but overall is successful somewhere. Which, the imminent success is most of the reason I have difficulty seeing into some sessions, though most of the time my mind eludes me.
As for the quadrants, let me see if I can write up a decent chain here...
Prince of Life <> Sylph of Void <3 Maid of Heart <3< Knight of Rage <3 Heir of Hope <> Mage of Mind c3< Thief of Blood/Rogue of Breath <> Seer of Time <3< Witch of Space <3 Page of Doom <> Bard of Light
Man these shipping chains can get long
......
Oka^y^, I see that look of en^v^^y^ in his e^y^es, so I'm going to cart him into the back room, Blondie, ^y^ou got him co^v^ered?
I suppose I can take his stead once more, yes.
Cool. ^W^e'll be back, so don't get too comf^y^ in that seat there.
Alright. I believe that this should suffice for Regent's normal interpretations of events: It will mostly involve the Seer of Space moving things along, while the Knight of Hope, Witch of Time, and Mage of Light keep up to pace well, and the Sylph of Doom casually keeping eyes on one of her teammates, as the Rogue of Rage keeps everybody calm. Albeit it's not quite as elaborate a description as Regent would provide, I hope it should suffice. Though, now that I think about it, the composition of your aforementioned team does sound rather enticing, considering the low possibility of drama and failure.
...I started smiling when I saw the first three titles, then I immediately frowned at the last two.
Lemme tell you one thing - while I may not be able to see anything in your session, with that Thief of Hope still alive, you're pretty much damned. You do have an advantage with two Mages, one calculating a path to creation, and one finding a way to make things fall in good fortune, but the Thief of Time is going to steal others' time by attempted subjugation, and the Thief of Hope is going to seriously ruin anything they find fun. So, while I'm not exactly a good planner of anything, if you want to win, I'd say you'll have to cut off the Thief of Hope, or at least keep him/her under wraps, and as for the Thief of Time...Keep an eye on them.

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Hm. The Heir of Space would probably be really, really outgoing, somewhat goofy, but still heavily aware of things. The Knight of Light would be studious, careful, and often very lucky, making things easier on the front of random-numbers-game based quests, while the Mage of Mind would be keeping a distance from most of the chaos and monitoring his/her allies' thoughts. The Maid of Time would be straightforward in her work, pushing everything into place fairly quickly, while the Seer of Void would be probably driven mad by the visions. The Witch would be attempting to rile up her allies, while the Sylph would be either trying to do stuff with everybody, or moping about because of the lack of that ability. All-in-all, it's got some fairly good possibilities of success, but there's also a good weigh-in of failure.