Session Strengths:
Having two of the strongest classes as your cardinal aspect players will absolutely kick ass. One is amazing enough, looking at Jade Harley, but having two real beefy friends in the most necessary of aspects? Absolutely wonderful! A Mage of Light will also be a powerful intel-gathering ally, even if they might be a bit unlucky. A Sylph of Life, too, is a good good thing to have. Pure healing energies? The chaotic predisposition of both Sylphs and Life players? Brilliant. Having a lack of Doom with your Knight will also definitely help your cause, though be wary of their possibility of being a bit cruel. You have quite a few powerful players here.
Session Weaknesses:
As said before, a Knight of Doom is a bit worrying. A stickler for rules who might just beat your face in? So constricting! They might be somewhat of a help with disposing of the frogs after their ectogoo is obtained, but other than that, it's a bit worrying. As in all cases, Pages are Pages. They have great potential, but in the beginning, are awfully awful. Your Page of Mind might need a lot of upkeep to be useful in the endgame. Also watch out for your Bard of Breath, do NOT let them in a place of power. Passively destroying freedom? They'd pair well with the Knight of Doom for bringing the rules down hard on people. Your Prince of Blood is, too, worrying. They might break up the team over any petty thing, which is really bad in a team based game.
Notable Notes
- Your session has one of every class and aspect! This means there is maximum potential for every aspect to be used to benefit the party.
- Though, with more players comes with a steep cost. This many players will mean a whole lot of prototypings, which will mean a whole lot of things in your Black King. Be careful of that.
- Anyone I didn't mention is a general asset, and I don't have much to say beyond that, sorry.
Outlook: Good!
- Mod Lessa 🌺
















