Sorry if this is a bit long, but could you look over a session of mine for a potential fan adventure? It has an Heir of Time, a Prince of Blood, a Seer of Life, a Witch of Hope, a Maid of Breath, a Knight of Mind, a Rogue of Space, a Sylph of Doom, a Mage of Heart, a Thief of Rage, a Page of Void, and a Bard of Light. I've gone over it a few times and it seems very promising, but I need an expert on session analysis. Every other classpect blog is seemingly dead, and I'm no expert myself at this.
No need to apologize. I’m doing a fanventure ATM too and I understand a full 12 can be a handful. More than happy to help! Thanks for making the first ask I tackle a real challenge! Long questions warrant long answers tho, so buckle in boiz.
Heir of Time: Influences inevitability, destruction, the progression of events (AKA temporal shenaynays), and entropy.
Prince of Blood: Destroys unity, bonds (meta/physical), relationships, loyalty, responsibility, and blood.
Seer of Life: Guides with insight and knowledge of energy/vitality, health, optimism, and overcoming obstacles/systems/rules.
Witch of Hope: Manipulates faith, determination, belief, positivity, receptivity, and the white majyyks.
Maid of Breath: Creates freedom, independence, direction, motivation, and wind.
Knight of Mind: Protects logic, thoughts/memories, decision, possibilities, objectivity, external self, justice, and the mind.
Rogue of Space: Steals creativity/creation, physics, matter, states of the physical, and vectors for the benefit of others or redistribution.
Sylph of Doom: Heals systems, restraints/rules, sacrifice, pessimism, decay, and death.
Mage of Heart: Acts upon knowledge of emotions, desires, inner self, love, internal strength, and the soul.
Thief of Rage: Steals negativity, anger, fear, subjugation, and resistance to change/limitations/closed-minded faith.
Page of Void: Empowers with obfuscation, secrets, darkness, misfortune, and nothingness.
Bard of Light: Invites destruction with fortune, luck, information, and light.
Leader: Honestly we’ve got quite a few contenders but I think the Maid of Breath dominates this position in the end. Their ability to provide their team with motivation and direction is fantastic, moving her team at breakneck speed to their goal (with some detours along the way). The Knight of Mind is a close second.
Strategists: The Knight of Mind has the strongest tactical advantage of all present classpects. The Heir of Time for their knowledge and ability to influence events, as well as the Seer of Life who can guide her team down the healthiest path which may or may not happen to bypass some nasty challenges and SBURBan systems are also shoe-ins. This trio is incredibly potent. The Sylph would probably work closely with these 3.
Welcoming committee: This is the category for the diplomats. The ambassadors. The silent assassins. The Witch of Hope is great with diplomacy and also destroying you, inspiring trust or blowing you apart with Hope power. The Mage of Heart is a great people person and probably decent offensively, and the Thief of Rage can pacify anyone as well as become the Hulk and tear you in half. The Rogue of Space could also be a really good assassin, replacing the organs in your body with knives, meaning when you are alive in the moment before you die, you get a surprise (the knives).
Cavalry: PRINCE. OF. BLOOD. Princes are always the glass canon offensive powerhouses but boy this is some shit right here. Create insurrection and infighting among the enemy, immobilize foes, amplify the unity and strength of the team. Red Miles. Need I say more? The realized Page will crush with Grimdarkness and unexist you. The Thief pacifies enemies and then squashes them like bugs with the strength and ferocity they gain in the process. The Sylph of Doom can also seriously damage enemy forces.
Defenders: The Heir of Time is a really strong Time player to have because their instinctive manipulation of time and their ability to literally become… time? (what does this mean? Can they literally rearrange events?) ensures the safety of the session and teammates. Loops on lock. The Knight of Mind, obviously. The Page of Void’s obfuscation and intangibility are invaluable, but their path to realization will be one of the longest of all Page classpects. The Rogue of Space can swap the positions of allies and enemies in sticky situations for a defensive and offensive move. The Bard of Light will make sure reality favours their team in any situation, let alone a fight where the enemies will find the luck they have turning against them. Witch of Hope too, because damn that barrier stopped a fucking God Tier Grimbark First Guardian literally chill pLEASE. SKAIA NERF.
Cheerleaders: The special supports that are just really good at motivating. Not every team comp has one but this has 2 fantastic ones. The Witch demoralizes the enemy while boosting the determination and belief of her teammates, while the Mage is there to help people navigate the minefield of teen emotion. A fantastic combo. Lots of positivity here.
Councillors: Growing up is hard. It’s hard and nobody understands. The Mage and Seer pair to form a combination which examines feelings, desires, and the freedom of expression, and determines the best way to healthily realize these. Honestly fantastic for the team. The Thief is also fantastic at pacifying teammates. Of course, this simultaneously increases their power levels big time. Win win.
Supports: ROGUE. OF. SPACE. They are undoubtedly one of the absolute best support classpects of all 144. Turn the Black King into an ant and their team into giants. Give the velocity and destructive force of the meteor to their offensive members and they become unstoppable. The applications here are insane and endless situationally. For the same reasons aforementioned the Heir fits here too. The Seer of Life possibly has some healing capabilities, as does the Sylph (although how I cannot say without thinking up some examples which I’m sure you will do as part of your fanventure) who can also debuff and restrict the enemy. The Witch of Hope can give her team fantastic boosts in battle. The Maid of Breath has good offensive power in creating hurricanes but she can also motivate and free her team from enemy clutches. The Bard will be a serious debuff to the enemy and catalyze the strength provided their team by luck and fortune.
The Prince and the Thief would work wonders on the Battlefield. Prince turns enemies against themselves and unifies their team. The Thief steals the insane amount of rage created in the enemies and stomps while the Prince cleans up the spares. The Page, Heir, and Rogue would be an absolutely amazing trio, taking full control of timing, positioning, and surprise attacks to control the tide of battle as guided by the strategists. Knights and Seers pair incredibly well and this is absolutely no exception. In fact it’s an exemplary display. Both aspects deal heavily in grabbing your existence by the balls and exacting your will, influencing the path of reality via possibility and desire. The Bard and the Page work in some pretty similar wheelhouses so they would pair fantastically, helping influence the growth of each other’s potential. The darkness and misfortune is palpable here folks. They bounce off one another to amplify each other’s effects in combat too. The Seer and the Sylph could definitely learn and complement one another, as well as work together to find the best system to instate for ease of victory. The Maid and Witch also complement nicely. When paired with the strategists you have the perfect positive destination and 5 Step Plan For Healthy Realization and the means to get everyone there at mach 9.6 speed. The Maid is the perfect counter to the Prince, and so they create perfect harmony, both as creative forces for the team - unifying while still being individual, setting sights on a goal and getting there with serious responsibility and minimal distraction - and destructive forces for the enemies. If the Prince destroys the Blood of his team they will end up achieving very similar things which will be unhealthy. They need this balance badly. The Mage and the Prince will be good for talking things out and the Mage can heal the collateral damage done to relationships the Prince may cause. The Heir and Knight will be great in combat but also for coordinating time loops and crash testing some temporal shenanigans/alteration of causality together. The Rogue and the Thief are really good at making enemies harmless together. The Thief and the Witch are perf. Thief takes Rage, leaving Hope, which the Witch is free to manipulate. They take everything the enemy has in terms of faith and conviction and turns it against them big time with raw power. The Thief and the Mage are also a great combo, the Mage identifying harmful negative emotions and the Thief helping the Mage take them out. You have a very synergistic session here.
So. I think this session has literally every chance of succeeding without a hitch, on paper. The cardinal aspects… If the Heir of Time goes bad then there is absolutely nothing that can be done. The Rogue will probably be pretty okay. As always as long as they’re supported everything is fine, but the classes here are strong in that they naturally have not too many issues. The Heir is very instinctive and will be incredibly valuable from P much the get-go. Because of the fantastic Cheerleading and Counselling squads going on here, as long as they themselves are healthy and realize at a decent pace your session is a virtually guaranteed win. If something goes wrong with them however, watch out for the: Bard, Page, Thief, Sylph, Rogue, Witch, Prince, Heir. While your lineup and synergy is great, it’s also a very volatile session (although this isn’t necessarily uncommon). As long as these key players (NOTE: everyone, basically), or at least the CC squads as insurance and/or the offense as ‘insurance’ are good, everything is good. I’m most worried for the Prince, Thief, Bard, and Sylph. The former 3 are typical culprits, but the Sylph could really spell Doom for their team if they get too strong and then get too out of it.
This team has incredible potential to go amazing or awful, it depends on the people. Nothing new, and nothing that can’t be handled by good communication, support, and also the super powers of some really handy dandy GTs here. The archetypical traits of these classpects seem like they mesh pretty well too. There are definitely some people that could pair off here to help each other maximize and grow well.
Overall, this team passes with flying colours.
Come back if you have any more inquiries as to the nature of the session or the team members.
Likelihood Of Success: 96% (as long as everyone cooperates and is on good terms otherwise let’s bring that right the fuck down to like… 30% with a 30% margin of error either way depending on who goes off the deep end ROFLMFAO pray)