Hey! So I couldn't find it by browsing, but I'm curious: why do you pair maid with sylph & heir with witch? I always paired Maid and Heir, as well as Sylph and Witch, but mostly because (in my head) Maid and Heir seem the most similar out of the two couplings.
Heya! I think the pairs are explicitly shown to us in the comic through the use of unifying myths that connect two classes under a common symbol language.As far as I can tell, these myths are:
Lord/Muse: Conductors
Maid/Sylph: Fairies
Prince/Bard: Royalty
Page/Knight: Warriors & Butlers, (Lawbringers)(?)
Thief/Rogue: Outlaws, including all variations: Pirates, Bandits, Robin Hood, etc.
Mage/Seer: Prophets
Heir/Witch: Magicians
I outline my views on all of these myths (minus the recently noticed ones, Royalty and Outlaws, which I’m writing tumblr posts for right now) in my essay series on the Classes, Force & Flow.
I do think there are some strong resonances between Maid and Heir and Sylph and Witch, however. But my general mindset is that the Class system is a lot more hyperflexible and complex than we’ve given it credit for so far, and like the Aspects there can be resonances and relationships built up between Classes that aren’t necessarily linked by their established pairs. I can only view this as possible because I think the pairs are established so clearly, in fact.
!! Could you do a session analysis for: Mage of Blood, Heir of Time, Witch of Hope, Knight of Space, and Seer of Life? (Also ty for analyzing the bard of life!)
Sure thing! Also, you’re very welcome! I had a lot of fun with it.
Mage of Blood: one who learns and experiences bonds, blood, relationships, family(, etc), and [learns and experiences] with/through them.
Heir of Time: one who manipulates progression, rhythm, continuity(, etc), is protected by them, and Becomes them.
Witch of Hope: one who controls and manipulates potential, belief, optimism(, etc), and [controls and manipulates] with/through them.
Knight of Space: one who protects space, matter, creativity(, etc), and exploits such to protect themselves and others.
Seer of Life: one who knows growth, wealth, food(, etc), and with/through them.
Passive vs Active: 2/3
Overlapping Aspects: None
Overlapping Classes: None
So, first off: you have your Space and Time players, which is good! First step to success is checked off. Your Time player is an Heir, so they shouldn’t have too many issues managing the timelines.
As for your Space player…Well, it kind of ties into a couple other things as well. First of all, your Space player is a Knight; that means that your session has a toxic lack of Space, which will make breeding the Genesis Frog very difficult, as there will likely be a dearth of frogs to breed.
To compound that issue, you have a Witch of Hope and a Mage of Blood. So you’re going to have some massive change that the Witch has to enact within Hope in order to assure success of the session, and some kind of disaster within Blood that the Mage will need to avert. For the sake of emphasis, let me expand:
You have some massive change within potential, belief, optimism, hope(, etc) that has to be enacted for your session to be successful, and a disaster within blood, relationships, bonds, family(, etc) that has to be averted somehow for your session to be successful.
When you combine that with your toxic lack of Space, and overall probable difficulties with breeding the Genesis Frog, you have some major problems within your session–it’s entirely possible that you won’t be able to win and will have to Scratch.
That isn’t to say it’s not possible for you to win–but it’s likely that the shenanigans necessary to do so will be Epic.
To aid in guiding the session, you do have the Seer of Life, however! They will be able to guide your players towards the futures that involve the most Life, and in tandem with the Heir may be able to aid in the Epic Shenanigans that will likely be necessary for your session to be successful.
You have all my good wishes, friend. I think you’re going to need them.
Roles! So, for friendleader, I think your Mage of Blood or Witch of Hope is most likely to end up stepping up in the beginning, but your Seer of Life should probably take it over as those two…really need to focus on what they need to be doing, and not on leading the other players.
On frontlines you’ll end up having your Witch, Knight, and Heir, likely with the Witch and Heir swapping off between frontlines and support as needed.
On support you’ll probably end up with your Seer running strategy and tactical in tandem with the Mage, the Mage also running sabotage with the Witch and Heir.
And now for the tips section! (which I suppose has become an excuse for me to be sassy. I’m so sorry…)
Someone always manages to screw this up in some sessions, but I’ll say it nonetheless–Don’t. Trust. Jack. Noir. He will show you his stabs.
Your Space player is such a tired smol. Let the Heir help them, and let them rest!!
Together your Mage and Witch have all the right tools to become unwitting masterminds of their session–please keep an eye on them, so they do what they need to do! Instead of messing with their co-players’ heads.
Your Seer is probably the only person with the energy to be the Only Sane Person.
You all!! Have such tight relationships together!! Doesn’t it get a little claustrophobic sometimes, though?
Your Heir probably gets so caught up in what comes next that they mess up with everyone a lot. Let the Mage give them a smack sometimes, get them back to the now.
Say, are your Mage and Witch in a kismesisitude? It sounds like they bicker and try to one up each other an awful lot sometimes.
Re-posting an Administrative Mishap fan-art piece I did six months ago.
Edit: For context, Administrative Mishap is a fanfiction crossover between the Parahumans series (by Wildbow) and the CW Supergirl TV show written by OxfordOctopus, and one of my most favorite long-form fanfics I’ve ever read.
Sure thing! (Please imagine me sending you finger guns, because I cannot draw right now :P)
Bard: generally described as ‘one who allows destruction of their Aspect and through their Aspect’. They can also tend to signal that their Aspect is…well, a bit of a ticking time bomb within them, their session, everyone else…yeah. It’s a bit of a situation.
Life: typically associated with growth, wealth, food, change, rebellion, energy, optimism, animation, and–well, life.
So, in total, a Bard of Life can be described as ‘one who allows destruction of growth, wealth, food, change(, etc) and [allows destruction] through growth, wealth, food, change(, etc)’.
In addition, since your Life player is a Bard–well, things are going to be interesting in regards to that. I wish you luck.
Possible Abilities:
So, I’ve said this before, but Bards are a bit hard to pin down. Mostly because our two examples–Gamzee and Cronus–and both really bad examples. Gamzee because his growth and abilities were interfered with by Caliborn/Lord English and Doc Scratch, and Cronus…well, we don’t really know a lot about him, but it’s probably a fair guess that he didn’t really grow well either, given what we do know about him.
That being said, let’s move on:
Bards, like Princes, tend to ghost their opposite Aspect. In fact, it can even be said that by their actions that lead to them acting like their opposite Aspect, they are allowing the destruction of their Aspect within themselves, to some extent. Though, this seems to be less ‘destruction’ and more ‘bottling up’.
In this case, a Bard of Life will act more like a Doom player. Through their actions, they’ll chip away at the growth, change, energy(, etc) of the session, and destroy the energy, optimism, and growth of others. If they don’t learn to control their abilities, they may end up accidentally forcing the session to stagnate, leaving it unchanging, unmoving.
More dramatic abilities might include rotting away things around them, having plants wither…
However, they can also destroy through Life. So, likely, the more they are ‘filled’ or are expressing or acting within Life–rebellious, optimistic, healing–the more destructive power they have. Similarly to Gamzee versus the Black King, in fact; so, say this Bard was rebelling against an enemy, and fighting them in the process: the more they rebel, the more destructive they become, the more damage they deal.
One thing I want to stress is that this Bard, while dangerous, isn’t necessarily a danger to the session. If they’re there, there’s a reason. And, Bards and Princes need to learn to control their powers early on–that doesn’t make them ‘bad’ or ‘out of control’. It just means they need a little extra work to make sure their powers don’t go haywire–just like every other class.
And finally, the Bard of Life’s inversion is the Maid of Doom; be careful of Doom players, as they may eradicate the Life the Bard uses to destroy. However, they may also be able to aid the Bard, by propagating Doom to aid in destroying Life.