I'm Lumi, an Heir of Breath (I crap u not), here to analyse your classpects. I accept sessions (no bigger than 12 people) and god tier analysis. Taglist | About Inbox closed
The demo for The Brandon Experiment, an upcoming story.
This is The Brandon Experiment. It’s a story about friends, loss, family, and Sonic the Hedgehog – all relatable themes. This is the demo for that fanadventure.
(Rouge anon) probably the case, I apologize! It was a seer of doom, rouge of time, mage of space, page of blood, witch of mind, and a thief of void! (If it helps the page <> seer)
Interesting combination.
Rogue of Time: Passively steals/relocates timelines, literal time, and endings. Typically, the Rogue steals for the benefit of those around them. Like all Time players, the Rogue can travel in time. The Rogue’s planet also has the scratch mechanic, in case your session somehow becomes unbeatable. The Rogue can steal aspects from one timeline and put it in another. For example, if someone dies in the timeline the Rogue is in, they can place the event of that person dying in another timeline. They’d have to be careful with this ability, as it could lead to unstable time loops and timelines that are a collage of random crap. They can also make more Time to do one thing, but decrease the time that is allotted to do another thing (EX. allow for the Genesis Frog breeding to take up more time in the timeline, but take that time away from the time that the Black King fight will occur in the timeline.) Badly explained, but I couldn’t really find the words.
Mage of Space: Actively gains knowledge on/through physical objects, speed, creativity, and beginnings. Genesis frog breeder. I don’t know who they’d be paired with, but the Mage of Space is an excellent breeder on their own, so perhaps they do not need a frog breeding partner. The Mage of Space will probably pick up frog breeding easily. Also, post-god tier, they’ll probably have knowledge on where each frog they’re looking for is, making frog breeding fly by. They’ll also gain knowledge on the distance between things, perhaps knowing how far away important SBURBian landmarks are away from themself (ex. Skaia, Prospit, Derse, the ectobiology lab). They could also learn the exact location of their fellow players. They also gain knowledge on the physical realm. The Mage also gains knowledge through their experiences with their aspect. So, perhaps they’re the scientist type, or they enjoy the arts.
Seer of Doom: Passively gains knowledge on/through death, laws/rules, and obligation. Prior to SBURB, I imagine the Seer would be pretty interested in, and have lots of knowledge on, the law. Perhaps they wanted to be a lawyer or some other similar career. They could’ve also had an interest in death. Onto their powers. They will have complete knowledge on how and when everyone will die. If the same person dies multiple times in a timeline, then the Seer will have knowledge on each of the times they died. I imagine it is possible to do something to make it so these deaths do not happen, but I imagine the Seer would understand that sometimes death needs to happen. If they tried to reverse the death, they’d probably end up inverting into the Witch of Life. Which is bad. Do not invert. They also gain knowledge on the laws of SBURB. They could use this to advise the team so they do not break SBURB and die. Do not break SBURB. They could also gain knowledge THROUGH learning the rules of SBURB. For example, they could learn what happens when the Queens lose their rings, and apply that.
Witch of Mind: Actively manipulates thoughts, strategy and, the brain. There is a complete analysis of this classpect! Isn’t that cool? They are a pretty persuasive person, as they manipulate the thoughts of others. They probably like to use this to their advantage a lot, versus the Heir who probably doesn’t know how persuasive they are. I also see them as a very logical person. I also see them as the type to fiddle around with objects and figure out how they work. Once the Witch god tiers, they’ll have access to mind control powers, which are useful almost always. This is kinda cool, because they can learn about one’s personality whilst controlling their thoughts (and presumably having access to such), which is Seer of Heart-y. Invert. Bam. The Witch can also make people remember things they have forgotten, or make people forget things. I also see them as the type who would look over their team’s strategy--changing (which is a word I use for Witch/Heir, along with ‘manipulate’ and ‘influence’) it. During SBURB, I can see the Witch “battling” the Seer for the role of leadership. This could be a dangerous situation, as the Witch could probably persuade the team to kill the Seer or something. That would be a bit ironic. On the flip side, I also see the Seer and the Witch working together. I think the Page would weigh in on which situation would be true.
Thief of Void: Actively steals secrets, irrelevance, and emptiness. Void also has something to do with Horrorterrors, dream bubbles, and the Furthest Ring. I don’t see the Thief playing any role in making dream bubbles for the team. They steal things, meaning some type of Void (IE. dream bubbles) already had to be there. Of course, they could somehow steal bubbles from another session, but I do not believe this to be likely. In terms of personality, I see them as the type who likes to get into the business of others, trying to learn and steal their secrets. However, I also see them as pretty ignorant, too. So perhaps the Thief does not know that stealing secrets is bad? I also see them as the type of person who wants others to be in the spotlight, or in a leading role. They might convince people to be less shy, allowing the Thief to fade more into the background (stealing that person’s irrelevance--if people are busy talking to someone else, they will not focus on the Thief.) For powers, this classpect was a bit tricky. Void is the lack of matter for a summary. It’s pretty damn hard to steal nothing. I’ll try, though. An obvious power is stealing secrets. The Thief of Void could probably join up with the Seer on figuring out SBURB--the Seer knowing the laws of SBURB, and the Thief stealing any remaining secrets about it. They could also steal the invisibility of an object and make themself invisible. Which is cool. It’s kinda funny, I thought I was going to write like 50 words on the Thief of Void (as I’m bad at analysing the Thieves of Rage and Void), but I ended up writing 250. Heh.
Page of Blood: Defends/defends through/is defended by relationships, literal blood, and unity. The Page typically starts off with little of their aspect, or little understanding of such. In terms of the Blood aspect, I imagine that they won’t have many friends, and will be pretty socially awkward. Also, they could lack an understanding of their aspect, so the Page of Blood might not be so good to the friends they have--or perhaps they do not realise that some people actually consider the Page close to them. As a part of the Page’s quest, they will learn to grow into their aspect. The rest of this analysis is written assuming that they do. They’ll end up becoming a unifying force in their team, which is great for the possible lack of compatibility between the Witch and the Seer. As the defender of Blood, the Page will protect the people they are close with, perhaps by using literal blood shields…? Either that, or blood related offense (ex. Bloodbending, stopping blood flow in their opponents). They can also be defended BY their Blood, meaning that their friends and allies will probably rush to protect the Page. This might add a few more deaths to the counter. Also, it might take the Page longer to bleed out, as their life is being protected by their lack of blood loss.
TL;DR:
Good session, fun to analyse too. Make sure the Page is fully developed, as unity between your team is always good. Also be a bit wary of the Witch. I don’t see it as extremely likely they’ll go rogue, but if they do, it’ll screw your session over.
As for Page<>Seer, which I legitimately just remembered was a thing right before posting this, it seems pretty good. I honestly see them working well, and I do not really know why. The Page could serve as a counter if the Witch tries to convince your team to remove the Seer.
Leader: Seer of Doom, Witch of Mind, or both. Maybe even Page later on?
Offense: There aren’t any purely offensive players judging by classpect, but the Witch of Mind could use their mind control powers as a means of offense.
Defense/Support: Page of Blood, Rogue of Time, Witch of Mind, Thief of Void
Strategy/Advice: Mage of Space, Witch of Mind, Seer of Doom, and Thief of Void. Wow.
uh, so i have not been very active as of late. my last ask published was on saturday, i think. a few of you, especially those waiting for asks to be answered/waiting for the ask box to open, are wondering why i’m not active.
well, im not as interested in session analysis. session analysis in particular--i still very much love classpect. all of the asks currently remaining in my inbox (14 of which, i believe) are session analysises. it’s hard for me to focus on session analysis when i sit down to do them (which is multiple times a day), as i have ADHD.
i’ll still do them though, quality! i do not want people waiting for nothing. you will just have to wait longer, and my aplologies for that.
Can you analyze a session with a Knight of Void, Prince of Blood, Seer of Void, Rogue of Heart, Sylph of Time and Maid of Space, please?
Knight of Void: Actively defends/defends through secrets, nothingness, irrelevance, and ignorance. Void also has an association with the Horrorterrors and the dream bubbles. Helps the Maid with frog breeding. The Knight is a secretive person, which is probably to protect themself. When they god tier, the Knight is able to protect their team’s secrets from others. They’ll also be able to protect their session from being seen by outside people (ex. First guardian, another session). They’ll also be able to protect players from grimdarking. They can also protect the Horrorterrors-- which is probably the reason the Horrorterrors would give the session dream bubbles. A session with a Knight typically lacks in the Knight’s aspect. This will probably result in the people of your session not having a lot of secrets. Or, your session doesn’t lack in any aspect, and instead has too much of all of them. Either way, the Knight’s job is to regulate that crap.
Prince of Blood: Actively destroys/destroys through unity, relationships, and literal blood. Ghosts Breath, meaning they act like a Breath player. They’re probably a distant person who isn’t too into socialization. They’re fiercely independent. I feel as if a lot of their relationships would be turbulent. The Prince of Blood is a worrying classpect, as they destroy the unity between your session. SBURB is a game that relies on teamwork, making this dangerous. If there is any sort of unity between players, I imagine the Prince of Blood being the leader, specifically into battle. This is because the Prince destroys (in this case, whoever they’re battling) by using unity, as well. They can also use physical blood to destroy things. Which is kinda weird. Either that, or they could destroy all blood someone has, killing them. Quite a dangerous player.
Seer of Void: Passively gains knowledge about/through ignorance, secrets, nothingness, and irrelevance. Void is also associated with Horrorterrors and dream bubbles. They probably have some type of interest in the horrorterrors, or at least Lovecraftian horror. They probably have a lot of obscure interests as well. I see them as the type to grimdark. Onto SBURB powers. The Seer will have access to the secrets of their team, as well as the secrets of SBURB. Part of their quest would be how to use this knowledge. They probably have a lot of information that wasn’t supposed to be known. Along with that, they probably were given a lot of information that is irrelevant. Another part of their quest would be to sort through what information is relevant, and what information isn’t. And then, to give relevant information to their team.
Rogue of Heart: Classpect shared with Nepeta. Passively steals/relocates the soul, identity, and emotions. They can move souls around the dream bubbles, and perhaps take ghosts outside of the dream bubbles? The Rogue of Heart can also move around emotions. For example, they could steal the happiness from a foe and give it to their team. I also see the Rogue giving their own happiness to a sad friend, swapping their emotions, to make the friend feel better. Perhaps that plays a role in their personality: they’re the moirail-y type, but they exhaust themself making others happy. I think a cool power a Rogue of Heart could have is taking away the things that make certain people unique (ex. Personality traits, powers) and giving that to someone else. I think this is pretty cool to think about, especially in terms of the Black King/Underlings, who have all of the powers of the prototyped items.
Sylph of Time: Heals/heals through literal time, timelines, and endings. Like all other Time players, they can travel in time. They’ll probably end up using this to fix the timeline if anything goes astray. They probably could heal doomed timelines directly (without having to do anything), but that really isn’t the way of the Sylph. Their planet has the scratch mechanic on it. The Sylph of Time can also do typical healing, by speeding up the recovery of a wound. This could glitch up the flow of time a bit, but I wouldn’t worry about that, as the Sylph of Time could heal the flow of time as well. I also see the Sylph of Time as a punctual type, who gets annoyed when other people are late.
Maid of Space: Creates distance, matter, creativity, and beginnings. Your team’s Genesis Frog breeder! Their companion in the breeding of frogs is the Knight of Void. They’re a pretty good frog breeder. If the Genesis Frog gets damaged in any way by a foe (presumably of Bec Noir-esque power), the Maid can fix it by adding more genesis frog matter. Maybe they can just create the Genesis Frog without frog breeding. One frog. Two. Three thousand. The Maid of Space is probably a pretty distant person, creating space between themself and others. Either that, or they need to give people more space. I’d think it’s the first one, due to the Prince of Blood destroying unity and such. The Maid of Space can create literal objects by using their powers, which is quite interesting. I imagine they’d have a lot of fun with the Alchemiter before god tiering. They can also make stuff faster, speeding up transportation speed. Only issue is that they cannot make things slower (perhaps the Sylph of Time could help with that…?).
TL;DR:
Leader: N/A. Prince of Blood would lead the team into battle, though
Offense: Prince of Blood
Defense/Support: Knight of Void, Rogue of Heart, Maid of Space
Healing: Sylph of Time
Strategy: Seer of Void
Your session seems pretty good! However, the Prince is a thing to worry about.
Hi there! I was wondering if you could tell how a session would go consisting of- sylph of time, knight of light, witch of heart, rogue of breath, maid of void, and page of hope. Thank you very much!
Sylph of Time: Heals/heals through literal time, timelines, patterns, and endings. Like all Time players, the Sylph can travel in time. The Sylph will probably use this to fix past mistakes in the timeline they’re currently in. They can also literally heal timelines, making a doomed timeline into an alpha. They could also probably fix glitched timelines, but that might also be Sylph of Doom territory. They can also heal wounds by speeding up the time of recovery. This might glitch up Time a bit, but the Sylph could fix that easily. The Sylph of Time might be able to fix a doomed ending, too. If all else fails, the Sylph of Time has the Scratch mechanic on their planet.
Knight of Light: Actively defends/defends with luck, fortune, literal light, and wisdom. I usually forget to mention this, but the presence of a Knight typically means your session lacks in their aspect. This makes sense, as you do not have a Space player. But fear not, because the Knight is going to be the one who protects what luck you have and uses it to basically make your session win. They can defend their team from bad luck, which is a good power. The Knight can also make it so your session doesn’t lose any important information. They defend the fortunate ending of SBURB, which, in conjunction with the Sylph, makes it more possible to get a good ending without a Space player. They can also use light as a weapon to defend your team, perhaps making enemies go blind.
Witch of Heart: Actively manipulates emotions, the soul, and identity. The Witch of Heart is very emotional. They also probably have a strong sense of identity. I think they’d be a pretty emphatic and kind person. They heavily influence others’ emotional state, hopefully in a good way. They also influence the identity of others, perhaps they like helping others find themself? Onto powers. They can change the emotional state of others, so they can make the team happy, or enemies sad (among other things). I think this is a good power to use in conjunction with the Page (fully developed). They can also move souls around in the dream bubbles. They might be able to make some sort of ghost army, too.
Rogue of Breath: Classpect shared with Rufioh. Passively steals/relocates freedom, literal breath/air, and direction. They can steal air from enemies, choking them, and giving it to their team. I imagine the extra air would be useful in the case of a player having a hard time breathing, or a player being choked to death, but otherwise I don’t know what they’d do with the extra air. Breath is highly associated with flying powers, so I imagine that the Rogue could steal flying powers from foes and give that to non god tiered friends. They’d also make a good jailbreaker, too. They’d have to find someone else to take the place of whoever they break out, though. The Rogue of Breath can also give the team a direction to go in, though they’d have to steal the possibility of a direction from somewhere else. The Rogue can kind of do the windy thing, though wind would have to be there in the first place.
Maid of Void: Creates secrets, ignorance, irrelevance, and nothingness. Void also has to do with the Horrorterrors and dream bubbles. There’s a complete analysis for this player. Onto the analysis. The Maid of Void is a secretive person, and probably likes to fade into the shadows a bit. They don’t exactly want much influence in their session, creating irrelevance around them. I don’t see the Maid of Void being particularly optimistic, either. Onto some powers. The Maid is going to be the person who gets dream bubbles into action. This is pretty important, as some of the Witch’s powers depend on the bubbles. The Maid of Void can also hide information from people they don’t want to see it. I don’t imagine this would be a problem in the case of a Maid gone rogue, as the Knight is there to protect any information your session has. There might be possible conflict with the Knight here. The Maid can also make things invisible, which is pretty cool. They can also make black holes for an offensive power.
Page of Hope: Classpect shared with Jake. Passively defends/defends through literal hope, belief, optimism, and open mindedness. Pages typically start with a lack in their aspect (versus the Knight’s lack of their aspect in their session), and then grow to have more of it throughout SBURB. They start off without Hope-- probably a hopeless, pessimistic person. They slowly grow more into hope, becoming more optimistic, and, well, hopeful. Once they god tier, they get hella Hope powers. They inspire hope in their session, and will defend whatever hope they already had. They can also make fake things real, which could probably be useful in this doomed session. They can also protect people using the power of their Hope, like some kind of hope shield. The Page is a good Hope player when they have the chance to be so.
TL;DR:
Offense: Maid of Void, Rogue of Breath, Knight of Light
Defense/Support: Page of Hope, Knight of Light, Witch of Heart, Rogue of Breath
Healing: Sylph of Time, Rogue of Breath (kinda)
Your session would basically be ideal, if there was a Space player. Due to the fact that there isn’t there’s a few things you can do:
Scratch. Kind of obvious. Your team may be able to pull a Beta kids and escape to the Scratched session.
Make up some crazy strategy to get a Space player and their planet into your session. This would probably have to do with the Witch’s soul powers, the Maid with their furthest ring crap, and the Page with making fake things real. Knight could help by boosting luck.
That’s all I’ve got. Good luck, and thanks for the ask!
Can you do a session analysis? There are a Knight of Space, Maid of Void, Seer of Blood, Witch of Breath and a Sylph of Life! Thank you very much!!
Knight of Space: Actively defends/defends through spatial distance, matter, creativity, and beginnings. Breeder of the Genesis Frog. There’s no one else that I can tell who will help the Knight, so I assume the Knight will breed frogs themself. I guess this makes sense, seeing as the Knight typically helps the Space player. Onto what the KoS actually does. A representative of Space is the Genesis Frog. So, they’d be able to protect the Genesis Frog so it does not get damaged by some kind of Bec Noir level enemy. An especially powerful Knight of Space would probably be able to use the entire universe to protect themself/their friends. A weaker Knight of Space could protect themself/friends with more general matter.
Maid of Void: Complete analysis. Creates nothingness, secrets, ignorance, and irrelevance. Void is associated with the horrorterrors and dream bubbles. The Maid of Void is a very secretive person. They probably encourage others to be secretive too. The Maid of Void is your dream bubble maker, seeing as they literally create Void. The Maid would also be good at repairing the bubbles. Or the horrorterrors, which is a good reason why the Horrorterrors would let dream bubbles happen: The Maid heals the horrorterrors (by creating more horrorterror matter?), and the Horrorterrors give the Maid’s session dream bubbles. The Maid can also hide information from others, by creating secrecy around it. This could be good, as they can hide information that enemies shouldn’t see, but if the Maid went rogue, they could basically make everything secret from your team. They can also make stuff invisible, and maybe make black holes since black holes are literally the most Voidy thing.
Seer of Blood: Shared with Kankri/The Signless. Passively gains knowledge about bonds, unity, literal blood, and leadership. The Seer of Blood is shipper trash. They have knowledge about what relationships work and what relationships won’t. This allows the Seer to make sure that the people who work well together work together, and the people who won’t don’t work together. Either that, or they try to make people get along better. They’re also a pretty good auspistice, knowing how to keep the two people they’re auspisticing stable and not killing each other! Good guy Seer of Blood. They excel at unifying people, making the Seer of Blood a good leader.
Witch of Breath: The active version of me. There’s a complete analysis for this classpect! Anywho, onto the actual analysis. Actively manipulates freedom, the wind, literal breath, and direction. The Witch of Breath is hella independent. They also make people more independent as well. This could be an area of conflict with the Seer, ironically their inversion, who wants everyone to be more unified. They can make people more or less free, but typically more free. The Witch of Breath is a primarily combat focused player. They can do the windy thing, and do a good job at it. They can also choke people, too. Perhaps they could use the air they move from the choked person’s lungs to fuel the windy thing?
Sylph of Life: Heals/heals through literal life, energy, and plants. The Sylph of Life is very energetic. I also imagine the Sylph of Life to be quite peppy and optimistic. They’re a bit of a green thumb, too. In terms of powers, the Sylph of Life is the most literal healer. They can revive people, likely one revive per person like Jane. They can also heal wounds. I imagine any healing they do to cost energy, though (healing through their energy). They can also heal plants, which is a useless power unless it’s a quest related thing. The Sylph of Life can heal energy lost, too, allowing players to basically go on fighting forever if they so desire. I quite like the Sylph of Life, they’re a very straightforward and good healer.
Leader: Seer of Blood
Offense: Witch of Breath, Maid of Void (black holes)
Defense/Support: Sylph of Life, Knight of Space
Tactics/Advisor(s): Seer of Blood
Healing: Sylph of Life
Great session! The relationship between the Witch and the Seer might be worrisome, but the Seer probably knows how to handle it. Lack of Time player also kinda sucks. That’s all I’ve got. Thanks for the ask!
Heir: Passively manipulates their aspect and through it. Has a lot of their aspect, and has much power in it. Passive counterpart to the Witch.
Mind: Thought. Choices/decisions. Blending in. Memories. Strategy. Logic. Intelligence. The brain.
Heir of Mind. Pretty interesting classpect. Let’s get into it.
The Heir of Mind is an influential person. They’re probably a good public speaker, or at least can word themself in a persuasive manner. They passively manipulate (or influence, or change) thoughts and decisions, typically of others, so this makes sense.
The Heir typically has a whole bunch of their aspect. For the Heir of Mind, this probably means that they overthink things a lot. Bad anxiety is probably pretty damn common in Heirs of Mind. They also probably have a lot of ideas in terms of philosophy and stuff, too.
Another way the Heir of Mind could have a lot of Mind is in terms of memory. The Heir probably has a very good memory. Lucky. The Heir might also have a lot of important memories, ones that stand out.
They also have the typical mind traits: They’re logical and strategic.
Onto Powers/Role in SBURB:
So I mentioned earlier that the Heir is influential. Post god tier? Influentialness x100. The Heir can probably convince anyone of anything.
The Heir of Mind would also be able to stimulate or tone down thoughts. For example, if someone is really anxious and cannot think straight, the Heir can lessen their thoughts. That way, whoever is flipping out can calm down and re-examine the situation. Really cool. They can also stimulate thought, in the scenario that someone can’t think of any ideas, or if someone is doing something without thinking.
They can also increase or decrease the memory of anyone, which is more situational in it’s use, but still can be a useful ability.
They can also do mind control, by manipulating the brain. I could go into detail about how the Heir could use that power, but that’d take too long and I’m sure it’s kind of obvious. They could also control their own mind! Which sounds useless but here’s a post that explains how that can be useful.
The Mind aspect isn’t exactly physical, so the Heir of Mind can’t turn into it. However, the Heir is probably your session’s (assuming you have a session) primary source of the Mind aspect.
Hello! It's the possible maid again with as much information about me as I could remember, my friends call me a nerd (liking anime, video games, etc even tho they're the same), I'm very forgetful so I often write stuff on my hands in pen, i'm not a morning person at all,i love animals a lot, especially dogs! (if you need any more information i'll try and think of more!)
When I read this, I think of Jade (dogs, writing things on hands remind me of her).
But nothing sounds like an aspect. I’m sorry it took so long to get this to you, but I was trying to think of something but alas nothing came.
heya, so as a fellow breath player, i would like your opinion on the mage of breath, how one would be a mage of breath, abilities, etc. also, i'd like to ask a personal question on how being an heir of breath would be for a real-life person. i believe you are a person more experienced than i in the subject of the windy thing, and as a mage of breath myself, i not only gain my knowledge from experience, i would like to gain knowledge from the windiest of them all.
Alright. I assume you want a typical analysis of the Mage of Breath, and you want me to write about my experience as Breath’s Heir. This probably won’t be set up like my typical analyses, as I sort of rant about the Mage here instead of structuring the analysis, preparing notes, etc.
(there’s another outfit tho)
Mage: Actively gains knowledge about/through their aspect. Gains knowledge through experience.
Breath: Freedom. Travel, wanderlust. Literal breath, the wind, the air. The individual. Direction–the paths we choose to take.
Inversion: Heir of Blood
The Mage of Breath has experienced Breath and because of that, they have gained much knowledge on it. This contrasts the Seer, who typically analyses their aspect from afar, or gets information about it as if it was from a book.
For example, the Mage of Breath has most definitely had a lot of experiences with freedom in their life. Perhaps they had lenient parents growing up. They probably know a lot about the good of freedom–how good it feels to be able to do whatever they want, say whatever they want, etc. Of course, the Mage of Breath knows the bad of freedom as well. They’ve probably made a lot of mistakes due to lack of structure, or might have abused freedom of speech, among other things.
The Mage might also have a lot of experience with the wind. I imagine they live in a windy sort of place, or if they don’t, they might have gone to such places. Due to this, they’re probably either fascinated by the wind, or are scared of it. They might also have experience with breathing related diseases, like asthma.
They might like to travel, have a sense of wanderlust, etc. Typical Breath player stuff. Not really gonna go through that, but I may make a post later outlining the typical traits of players of certain aspects.
So, through all of these experiences in Breath, the Mage gains knowledge. This is pretty important, seeing as the Mage is one of the knowledge classes.
I think god tiering for the Mage won’t actually give them much in terms of powers, in my opinion. Their knowledge will most definitely be enhanced. Have a small list of powers:
Knowing the best possible direction for individuals in their session to go
Learning how to give people in their session more freedom/learning the path that will result in the most freedom
Learning to do the windy thing? Unlikely, but what if.
Suddenly becomes a weather person???
God tiering is still beneficial! Conditional immortality and the outfit is quite worth it, in my opinion.
More into their role in SBURB.
The Mage’s role is to be an advisor. Which I guess is obvious. They aren’t important in terms of strategy–that tends to be geared towards Seers and Mages of Light, as well as Mind players. Doesn’t mean the Mage isn’t hella cool.
They’ll be in charge of advising their team whether to pick a path with more freedom or less freedom. And someone might be wondering “well Lumi, why is this important?” Let me give you some situations where more/less freedom would make a timeline.
More freedom: There’s no freedom in your team. Only one person calls all of the shots, the rest simply obey. There’s no diversity in thought patterns, causing some situations to be unable to be answered, or the person who calls the shots chooses something stupid. Mage calls them out on their crap. Revolution.
Less freedom: Everyone’s too separate from each other. SBURB can’t be beat due to lack of unity (EX. One person attempts to beat the black king, fails. Space player tries to make frog, needs help, everyone’s busy doing their own thing, no frog.) So the Mage is all like “there’s too much damn freedom”, and they use their knowledge on how to get out of bad situations caused by too much freedom and get this team together.
(Also, this might sound like Mage of Blood territory, and it can be, but there’s a difference in how the Mage of Blood and the Mage of Breath think: The Mage of Blood thinks “there’s a lack of unity!”, and the Mage of Breath thinks “there’s too much freedom!”)
They can also guide people into the direction that SBURB wants them to go in. The Mage will use their knowledge on the directions people take to assist them on this. This ability is useful in the situation that a player is over embracing their role, or if a player has inverted.
I think that’s all I’ve got on the Mage. Have a TL;DR:
Personality:
Experiences with freedom
Experiences with wind
Also maybe fascination with wind?
Typical Breath player things– wanderlust, wanting to travel.
Powers/SBURB Role:
Learning best possible direction for people to go
Also advise on how to get there
Learning how to give session most freedom
Weather person powers (aw yeah)
Judging whether session has too much/little freedom
Then acting on that
Onto my Heir-y stuff. Will be under readmore, so people who aren’t interested don’t have to look at it.
So, for starters, I am hardly an experienced, fully developed Heir of Breath. You might want to go to John if you want to learn from that. :P
Onto me. Something that ties me to Breath is my love of freedom. I need to be free, or else there’s gonna be a problem. When my freedom is threatened, I can get pretty panicky.
Something else: I’ve noticed that whenever I’m outside and happy, the wind seems to blow. Like a light breeze or something.
Also, I’ve had a lot of freedom in my life. My parents are pretty lenient, so I can do basically whatever I want as long as it isn’t stupid, illegal, or dangerous. I also get others to be more free. I’m partially the reason one of my good friends has been going out more and stuff.
In my fan session, The Odyssey (named after the epic, but unrelated), my self insert character passively gives the characters freedom. Not going to get into the details, because spoilers, but eeeeey Heir of Breath.
That’s all I can currently think of in terms of Heir-ness. So that’s about it. Thank you for the ask!
Could I maybe know the session that involves a Mage of Doom(F)(Prosit)(Me), a Knight of Heart(F)(Derse)(My sister), a Thief of Space(M)(Prosit)(My best friend), and an Heir of Time(M)(Derse)(He's my sister's boyfriend)?
It’s long, so read more post-Mage of Doom
Mage of Doom: Classpect shared with Sollux. Actively gains knowledge about death, destruction, obligation, and law. Typically, the Mage gains knowledge by experiencing things. This may mean the Mage has experienced near-death situations, or has dealt with death of loved ones in her life. She could also have experience with the law, whether her experience was a good one or not. Maybe she has broken the law before and have experienced what it’s like to, or maybe she has been saved by the law. Depends on the Mage. The Mage of Doom might also have a lot of obligations in her life, making her understand what obligations do people and the cases when it’s good and bad. Onto powers. The Mage of Doom will have the ability to see when and how everyone will die. She could probably use this information to prevent death, but death is kind of important in SBURB, as death leads to god tiering. Part of the Mage’s quest would to be when to advise when to prevent death, and when not to. She’ll also have information on the rules of SBURB, which could help guide her team into not screwing up the game. If the session fails, the Mage of Doom would probably be the one with the most insight into why.
Knight of Heart: Actively protects/protects using emotions, the soul, and identity. Helps the Thief with frog breeding. She’s the type of person who reeeeeeally doesn’t like it when feelings are hurt, and so try to prevent that from happening (IE. protecting emotions).She also looks to protect the sense of self of someone-- not wanting people to go through identity crises (and the like), though a healthy Knight would understand that sometimes not knowing can be helpful. The Knight of Heart will probably be at least somewhat spiritual, believing in souls. Something about the Knight of Heart is that she may protect her innermost self from other people, not showing it and instead putting up some kind of mask (which is a trait of most knights). Onto powers. Some of the stuff I said earlier also applies--protecting emotions + sense of identity. But also, the Knight of Heart can protect souls from being destroyed. She can also use her soul to protect other people, whether this meaning forming a sort of patronus (which could also be used for offensive purposes), or sacrificing her own soul to protect someone (in which case, have a Time player, or a Sylph or Maid of Heart available--assuming you want to keep the Knight with a soul). The Knight can also use her emotions to defend herself/other people, though I imagine the emotions would have to be pretty strong. I forgot to mention this, but the Knight of Heart will also have some access to her powers pre-god tiering.
Thief of Space: Actively steals/relocates matter, beginnings, creativity, and spatial distance (among other things that pertain to the physical properties of our universe). Genesis frog breeder. Assisted by the Knight most likely, but I could also see the Mage helping the Thief as well, since they’re close and the Mage could advise the Thief on the right way to breed frogs. Anyway, onto actual Thief stuff. I see the Thief being quite creative, but he probably bases his art style/characters/etc off of something else, or tend to put more effort into fandom based art. By this, he steals creativity, but he isn’t necessarily an art thief (though that doesn’t mean a certain Thief of Space can’t be). The Thief of Space could teleport by stealing the space from where he wants to go, and putting himself there. He could also teleport objects, by stealing the space it takes up. Also, in case if the genesis frog somehow doesn’t work, or the Thief can’t make it for any reason, I think that a very experienced Thief could steal the Genesis Frog from another session/universe. It should be noted that the Thief of Space typically steals Space for themself, but that doesn’t mean he wouldn’t use his Thief-y powers to help other people (assuming this help would benefit the Thief).
Heir of Time: Passively manipulates timelines, literal time, and endings (typically referring to the end of the universe). Like all Time players, the Heir of Time can travel in time. And he’s pretty damn good at it. The Heir typically doesn’t have an issue figuring out their powers, and sometimes has access to their powers before god tiering. This is shown with John, who is able to do the Windy Thing before tiering. It was chaotic at first, but he got the hang of it really quickly. The Heir of Time will do the same, but with his ability to time travel. He’ll quickly get the hang of time traveling. Suddenly, stable time loops will be everywhere. There are thirty Heirs of Time. No one can escape. The Heir of Time also has the ability to speed up or slow down time. I imagine this would make fights easier, since everything can slow down and the Heir and the rest of his team can make decisions before acting. Speeding up time can also be useful, especially if the Heir is doing something hella boring. I feel like the Heir of Time will be especially important to your session. Beside being able to fix doomed timelines via time travel and holding the scratch mechanic in his planet, the Heir of Time also passively manipulates the ending of the session (and/or the ending of your session’s old universe--perhaps the Heir is the one who originally brought up SBURB?). Heirs also have a hell lot of their aspect. This can mean one of a few things. First, the Heir of Time has a LOT of free time. I bet he’ll finish up his quest quickly, get god tiered quickly, etc. Either that, or he takes a lot of time to do such things. The Heir’s session probably has a lot of doomed timelines, too, though that is also something that goes on with a Heir of Doom. The Heir of Time might have also dealed with a lot of endings in his life--ending of friendships, etc. Either that, or he really likes the conclusions of novels and the like.
I wrote too much for this session. I don’t regret it. I also hope that the pronouns and verb conjugations aren’t screwed up. Forgot you gave me genders for the people.
Onto the TL;DR:
Offense: Knight of Heart
Support: Heir of Time, Thief of Space
Defense: Knight of Heart
Strategy: Mage of Doom
Healing: None.
I really love this session, and I wouldn’t doubt that it would win. However, your lack of healer is a bit concerning, but the Mage has that covered (assuming people commonly listen to her). The doomed timelines will probably be a bit pissy, though.
i haveent really thought in depth about it yet but imo the compassion with which steven approaches everything is more “blood” than “heart” though i can see why someone would disagree
~steven and the stevens (or w/e that episode is called) is pretty much steven splintering (which is a pretty typical heart thing--making multiple versions of oneself) the entire episode
(i feel like there’s stuff im forgetting here)
an argument for blood:
~forged bond w/ the centipeetle, which i don’t recall anyone else being able to
~passively helped fix amethyst and greg’s bond after amethyst transformed into rose in “maximum capacity”
~amethyst and pearl fused (unified) to create opal to protect steven
i think rage, like heart, has to do with emotions. different types, though. let me explain.
rage is really intense emotions. it’s gettting really passionate about an issue, really excited, or really angry. i also feel it generally consists of more of adrenaline boosting emotions.
heart is the broader range of the word “emotion”. i see it as more long-lasting emotions, like when you’re having a bad day (versus a short fit of rage), or emotions that are less intense than that of rage.
thought on seer of time: a very experienced Seer would know how their session ends, before it does. this is because the Time aspect is the aspect of endings, versus Space which is the beginning.
i think one of the main things that defines a page VS a knight is this:
the knight is good with their aspect at the start. they’ll have a good understanding of their aspect, and by the beginning of SBURB they’ll typically have access to a small amount of their god tier powers before tiering. this is shown with dave when he was able to time travel without having to god tier.
the page, on the otherhand typically lacks their aspect, or lacks understanding of it. however, this contrasts with the prince and the bard, because the page’s goal is to gain more of their aspect,whereas the prince and the bard typically don’t want to. this is actually supported by the definition of what a page is-- a person who is in training to become a knight (and in SBURB, the knight knows how their aspect works). an example of a page in action is when tavros wants to be more like pupa pan (ie. peter pan), who is a pretty breathy guy (flying, the sense of freedom that comes with eternal childhood).
also by “understanding their aspect” i don’t mean gaining knowledge on it, like the seer or mage would do. instead, this refers to knowing how the knight + page use their aspect.
Hello! If you have any time, could you analyze a session comprising of an Heir of Time (Male, Derse; Land of Beat and Tides), Knight of Heart (Female, Prospit; Land of Pillars and Snow), Rogue of Space (Female, Prospit; Land of Writings and Frogs) and the Thief of Breath (Male, Derse; Land of Breeze and Cars) If it matters, the Knight and the Thief are in the red quadrant, the Rogue and Heir are in the pale quadrant, and the Knight and Heir are ectosiblings, so are the Thief and Rogue. Thanks!
Heir of Time: Passively manipulates timelines, literal time, and endings. Like all other time players, the Heir can travel in time. He’ll pick this up quite easily--Heirs, they usually pick up their aspect quite easily. He’’ll be pretty good with patterns. I also think he’’ll have some sort of internal clock thing going--he can tell time without having to looking at a clock. He’ll be able to speed up time and slow it down. The Heir also has a lot of their aspect--which I see as being having a lot of free time. This, added with the fact that the Rogue and the Heir are moirails, I think it would make sense if the Heir assisted the Rogue instead of the Knight.
Knight of Heart: Actively defends and defends using the soul, the self (ie. identity), and emotions. Since the Knight isn’t assisting the Rogue, she’ll have more time to ascend the rungs and practice her powers. So the Heir does his passively manipulating time job and the Knight gets bonus attack points. Nice. Anywho, the Knight’s primary purpose is to defend the team. She’ll defend people’s emotions, so I imagine feelings getting hurt will be kept to a minimum. She can also defend souls from being destroyed, in case that’s a thing that happens in your session. The Knight of Heart can also defend USING her soul, which is pretty damn sick. Go Knight of Heart.
Rogue of Space: Passively steals creativity, matter, and beginnings. As I’ve stated before, she breeds the genesis frog with the help of the Heir. The Rogue is probably a pretty creative person, although I see her as being the type to take others’ idea and do something else with it, for example making a Homestuck fansession VS an original story. In terms of powers, the Rogue can teleport, which is rad. She can also make objects bigger or smaller. However, she needs to take matter from elsewhere to make something bigger, and put matter somewhere else if she’s making an object smaller. Same goes for speed. She can also probably use god tier powers to move frogs around, if that can be use.
Thief of Breath: Actively steals the wind, freedom, and direction. The Thief literally takes people’s breath away. He can choke people by stealing the air out of their body, and he could use said air to do the Windy Thing. Which is actually pretty damn cool. He can also take flying powers from one person and putting it on another. I’d say he’d put the flying power on himself, but the Thief only has this ability when he god tiers, and when he god tiers he can fly. The Thief can also steal other’s freedom, and taking it for himself. It’s up to you what he’d do with this extra freedom.
I’ll do a quick ship analysis, because I like these ships. Note: The way actual relationships work cannot be determined by classpect. They can’t predict the exact personality of someone and what personalities they mesh with. They’re a bit like zodiac signs in that regard.
Knight<3Thief: Good pun potential. I think it’d be healthy, though the emotionalness of the Knight might tick the Thief off.
Rogue<>Heir: Kind of an unusual ship, but I like it. I feel like their differences will work to strengthen their relationship.
Offense: Thief of Breath
Defense: Knight of Heart
Support: Rogue of Space, Heir of Time.
Strategy: None, but one of the players could have an unrelated interest in tactics.
Healing: None.
Looks great! There’s a good balance in this session, and I think that everyone would probably get along. Only concern is the lack of healer.