Hello!!!! I was wondering if you could do a session analysis for a Sylph of Space, Thief of Time, Maid of Breath, Rogue of Blood, Page of Light, Mage of Void, Mage of Mind, Witch of Heart, Knight of Hope, Prince of Rage, Seer of Life and Prince of Doom? Im sorry that there are so much, if its too many thats a-ok, but thank you so much for this :"DDD
hoo boy !! I'll try my best !!
the SYLPH OF SPACE is “one who heals through space”, and sylphs are every session’s favorite therapist. this player will be a valuable asset, as they will be incredibly intelligent and calm- or perhaps immensely creative and have their head in the clouds. I wouldn’t peg this player as the leader, however keeping them close and following their lead for the more serious tasks of the session is a smart move. ultimately, someone you can come to for help- physical or emotional.
the THIEF OF TIME is “one who steals time for their own benefit” and is someone to watch out for. you want your time and space players to be able to work together in harmony, and thieves are infamous for being selfish with their aspect. they’ll be cocky with time, maybe even reckless, and will need to be reeled in by the other more level headed teammates. as vriska was incredibly lucky, this player will be incredibly... immortal. all the time in the world at their fingertips. be wary.
the MAID OF BREATH is “one who serves breath” and is similar to a traveling religious follower. this player will be free of worries, giving freedom and their abilities to others who need to relax. the positivity will shine through this player, but be wary of forgetting about them. if left alone for long enough, the maid may drift off into a headspace of being not wanted anymore.
the ROGUE OF BLOOD is “one who steals blood for others” and this player is one hell of a sneaky bitch. this player will be incredibly useful in combat, able to steal the bonds between enemies and distract them- giving teamwork and better relations to the session. they’ll be incredibly spunky and focus on keeping the team together. they’ll chase after the thief to make sure they stay on track!
the PAGE OF LIGHT is “one who provides others with light” and will inevitably struggle in the beginning. this player may be.. a burnout gifted kid, someone who once felt on their game! but now... is at a loss, they cannot seem to reclaim whatever light they once had inside of them. once they begin to accept themselves and not hold themselves to such a high standard, the page will ascend and give every member of the session a sense of enlightenment! knowledge and luck, as well as believing in themselves.
the MAGE OF VOID is “one who knows about void”, a professor of the dark arts, if you will. this player will be incredibly introverted and maybe even cagey, keeping to themselves at all times. they’ll be plagued by dark thoughts and the nothingness due to their innate knowledge of the void. strangely, they would begin to mentor the page, and show them how to accept their aspect as they’ve done before.
the MAGE OF MIND is “one who knows about mind” is a ticking time bomb of stress, despite how incredibly smart and physiological they are. they would be another good therapist for the session but the over abundance of “mind” going through their head would drive them somewhat mad. similar to the other mage, they’d cave in on themselves if they didn’t deal with it in healthy ways.
the WITCH OF HEART is “one who manipulates heart” and is easily the most powerful member in the session, and the most dangerous beyond the volatile thief and princes. witches can go both ways, either being this benevolent giver of their aspect... or a tyrant of their aspect with copious amounts of power. the witch would be able to see straight through people, seeing their true intentions and feelings- as well as the ability to manipulate them. if it comes to it, they may have to step in and “correct” the thief.
the KNIGHT OF HOPE is “one who defends or exploits through hope” and is a shield of positivity. they will project this aura of hope and kindness like a shield, stepping forward as a potential leader and leading everyone in a positive light. think a beacon of hope, a guiding light in the dark. they’d be strong, steady, and dependable.
the PRINCE OF RAGE is “one who destroys rage” and this can go both ways. the prince could potentially destroy negative emotions in their party, using their abilities to do good work... or they could succumb to the rage and negative emotions, destroying others with rage. keeping them safe and mentally sound is CRUCIAL. they’d already struggle to communicate and feel accepted with people, so connection is important.
the SEER OF LIFE is “one who wants/understands life” is a more positive and less spacey version of the sylph. this player would be incredibly inquisitive and interested in all medical information, craving to understand the mechanics of the game and how everyone’s ascension undergos. they’d be a natural medic, working with the maid, and they’d be crucial to understanding what to do next.
the PRINCE OF DOOM is “one who destroys doom” and the same goes for both princes. this player could destroy the possibilities of doomed timelines, doomed situations, and doomed people... or, they could destroy a session with their own personal doom. every doom player is cursed to lose something or suffer from something, it would be crucial for this player to not project that onto the session... or it all may go to hell.
this session is tricky, there’s some real wildcards that could cause trouble... but, on the contrary, there’s a considerable amount of good players that can fix those wildcards! depending on your player’s personalities and intentions, this could go either way. from a statistical standpoint, everything is in line, but personal problems is what to look out for.