Can you please explain a session with a Thief of Breath, Witch of Doom, Page of Heart, Knight of Life, Mage of Space, Sylph of Life, Heir of Mind, and Seer of Time? Thank you!
a bunch of these classes have been explained already. I’ll link you to those, and give you brief explanations. (I messed up and lost an entire draft of this post already ugh)
Page of Heart- A player who unlocks their potential for their power over souls through help from someone else. the player would likely have power over souls based on their own interpretation of what their power is.
Sylph of Life- A player who heals life or heals with life. using the life forces of people to heal others, bringing people back from the dead. a useful class to have to make sure no one dies.
Mage of Space- A player who understands Space and objects within space, and uses their understanding to their team’s advantage. knowing where things are, how fast things are going, etc.
Seer of Time- A player who sees things that happen in time and through time, and uses that knowledge to benefit themselves. they would be able to look into the future and see things that happen. the most powerful version of seer (excepting probably seer of light), due to being able to see through time generally rather than using an item, a person, or a location like the other seers would.
Thief of Breath- A player who steals wind/air or freedom for their own benefit. they would be able to steal the freedom from an enemy, leaving them trapped somewhere, or steal the air from around someone to kill them. as is with all thieves, they must be kept on the team’s side, or they could mean big trouble.
Witch of Doom- A player who alters death, endings, and destruction. they would be able to kill large amounts of enemies extremely easily, by killing one and then altering doom, making it ‘larger. they could also prevent deaths by killing an enemy or letting someone die, and ‘shrinking‘ the doom.
Knight of Life- A player who utilizes and protects life. they could use their power over life to transfer life from one thing to another, make things come alive to assist them, and protects the lives of their team. I feel like this player would struggle to kill for any purpose in the game, as they have the role of saving and preserving life, not ending it.
Heir of Mind- A player who unlocks their power over minds, emotions, and thought through self-discovery. will likely go through a large change in themselves through the course of the game, and their power may expand as a result of this. what their power means exactly is likely left to player interpretation, similar to a page.
This session has a time and space player, so it has all the parameters of a successful session. your players are mostly what seem to be defensive players, but with the presence of your Witch of Doom, Thief of Breath, and wild cards in the Page and Heir, there’s a likelihood they’ll make up for the abundance of more passive of defense-oriented players.