How do you think a team of a Seer of Void, Maid of Time, Mage of Breath and Heir of mind would work?
Oooh, my very first session ask! Hurrah! I just wish I had better news…
Sad to say, but this team isn’t going to get very far. In casual, low-stress situations they’d probably get along great, but when tensions rise there’s not enough positivity in this group to keep them from each others’ throats.
First of all, the Cardinal Aspects of Time and Space. You have a time player, so you at least have access to Scratching, alternate timelines, and hints from the future. However, you’re missing the vital Space player that is required for a session to succeed. Unless you can acquire one somehow this session is doomed from the word go. Consider Scratching and trying again.
Assuming you can get a Space player, however, this team is still in trouble. There’s a preference for Negative Aspects, which lends itself to pessimism and negativity. The one Positive Aspect you have is paired with a Mage, a generally low-energy class that is not generally suited to be the single bright light in such a gloomy team.
The Seer of Void is a very private person, and not likely to interact with the others very much at all. Without a more social player going out of their way to include them or to demonstrate the power of teamwork, they’re likely to just fade away into the background, hoarding secrets and knowledge that sure would be useful if shared… But none of the other players are equipped to reach out to them. The Maid of Time and Mage of Breath are both likely to just shrug their shoulders and leave them be, and the Heir of Mind is never going to convince the Seer through rational discourse - especially not when they keep getting frustrated with the Seer’s irrationality and losing their temper.
The Maid of Time could be an absolute powerhouse in combat and a versatile toolbox of utility outside of it… but they are deeply pessimistic, and convinced of the futility of their actions. They likely checked out the instant they realized what not having a Space player meant - and even if a Space player is found, the idea of changing their fate is unthinkable to the Maid. It’s a pleasant dream, nothing more. They would not get along with the Mage and their absurd belief that people have free choice. They might get along better with the Heir, as they both believe in order, structure, and the interrelated nature of cause and effect. However, they might clash over whether or not people have any say in the matter of causality. There is a chance that Heir might help them Realize by giving them agency, assuming the Maid doesn’t kill them first.
The Mage of Breath will have difficulty relating to any of their team members. They are all highly negative, orderly, structured people, which is a bit alien to someone whose entire life has most likely been lacking these elements. However, what they really need is an anchor to tie them to others, similar to the Seer - though perhaps not as severely. The Heir of Mind might function well in this role, as they feel similarly in the power of choice and freedom; in fact, they’re likely the strongest pair in the team. However, the Mage lacks focus and motivation, and will need a lot of babysitting from the Heir to stay on-task. Their power to sense air and weather would be ideal for large-scale conflicts, but they are an inferior information gatherer compared to the Seer, and not terribly relevant for such a small team.
The Heir of Mind is the one player out of this bunch who would actually be working towards winning the game. They see the team’s natural disadvantages as challenges to overcome, not deal-breakers. They would make a serious effort to get everybody on-board and on-task, but they would do so using logic and reason, which isn’t going to get very far with this bunch. They can probably talk the Mage around if they cultivate a strong relationship with them, but the Seer has no interest in cooperation and the Maid is convinced that the Heir is crazy for attempting anything in this obviously doomed session. When hit with these stonewallers, the Heir is more likely to get frustrated and keep hammering away at them instead of trying to vary their approach. However, with the aid of the Mage reinforcing the merits of changing tactics and alternate arguments, it’s possible the Heir could get through to the Maid. However, they’d first have to conceded that yes, some things are outside our control - but this session isn’t one of them!
Overall, this is a pretty cerebral team with a lot of strategists and info-gatherers, and very few people with the power to get things done. The Heir has the right mindset, but Mind is a subtle Aspect that lacks raw power. Only the Maid has any real firepower, but getting her on board will be a task and a half.
What this team really needs, aside from a Space player, is a therapist friend who can pull them together and take the role of the charismatic leader. The Heir does their best, but their inability to engage people on an emotional level means they lack a lot of the critical leadership skills that this dysfunctional team is in dire need of. Alternatively, a Space player with a passive class - a Rogue, or a Page who Realizes relatively quickly - could provide some much-needed energy and motivation to the team, leaving a slot open for a powerhouse player to help defeat the Black King.
That said, it’s not all bad. The Heir and the Maid have very important lessons to teach each other, and the Mage can serve as a very competent #2 to the Heir, offering a varying viewpoint and alternative options. Assuming the Heir can keep their temper in check, the three of them might be able to group up and work together to shake the Seer from their isolation. With access to the Seer’s well of secrets, accessing the Furthest Ring becomes possible - if extremely dangerous. They may be able to recruit needed players from other, failed sessions, or pull some other form of shenanigans to un-doom their session.
Session of an apathetic Bard of Time, a Sylph of Hope who is a mom friend, A Seer of Space who's withdrawn and shy, and a Knight of Mind who is cheery and optimistic all the time.
You have both cardinal aspects.
You have a preference for passive classes.
You have no preference for negative or positive classpects.
You have no repeated classes or aspects.
Looks good, although possibly lacking the firepower to finish the final boss of the session! Gotta look out for the bard of time too because they can wreak havoc :V someone will have to keep them under control. Also I’m sorry this ask took… literal months to answer, definitely been in my inbox the longest.
Undercut involves a personality analysis of each player. None of this is really proof read so hopefully most of the sentences make sense.
Bard of time
This guy is badddd news for the session. Bards of time are even worse than princes, who at least are aware of their aspect and will eventually (hopefully) use it for good. This guy is apathetic, and probably kind of stubborn too. Doesn’t really believe or want to believe in the idea of predetermined fate and just goes with the flow, comfortable in his own skin and quite laid-back doing his own thing without people disturbing him. He doesn’t really… care? For other people, he won’t take action for other people.
Good luck relying on this guy if you want an attempt 2 with the session; this guy makes a very bad hero of time. It’s more likely that escapees from a dead timeline might pour into the main one than for the bard to basically help the session at all. Or maybe he will because reality tries to choose the most successful timeline and that just so happens to be the one timeline out of a million other dead ones where the bard did nothing. Something will have to shock him into using his powers, and then whether he uses his time destroying powers in battle or to combat another problem that arrived, he better be using them beneficially or else it’s another dead timeline where he incompetently screwed up.
Sylph of hope
Aka, the therapist. This person is great for the team and if anyone’s going to get through to the bard, it’ll be this gal. She’s good- almost too good- at fixing people up and knowing what to do to make them stop being sad. Yet she’s also down to earth, something that hope heroes often struggle with, knowing to take care of others both on a physical and emotional level. Make sure you drink water and all that.
I think the fun part is trying to figure out why she’s a sylph of hope? I, Of course, don’t know if you are basing these of real people or they’re just characters, but the mum friend might be overbearing at times trying to make sure everyone is Super! Happy! All the time, and you’ve gotta wonder why. Maybe she’s overcompensating for something, maybe being caring is a quality that she’s been raised with.
Overall? Good for the team, but almost not necessary. Depends what happens in the session. As long as the group doesn’t start out with many qualms relationship wise, she won’t be needed that much. Sylphs often don’t have any mind-blowing powers when it comes to combat, either, so when it comes down to the final battle she’ll likely be on the support lines giving her pals a supportive boost of morale.
Seer of space
Lil cutie. The seer of space thinks a lot and is very in tune with herself and the rest of the land. She likely enjoys collecting her frogs alone and feels very humble about the whole activity. She’s just a humble person. Doesn’t want to bother people, even if she’s having trouble. Maybe if she looks hard enough, she’ll find the answer. She possible finds the sylph of hope’s constant check-ups either secretly annoying or secretly a relief, but on the outside, she just smiles through it anyway. She should also have no trouble collecting frogs because she’ll be able to ecto slime and by the time she’s going around collecting the frogs someone will have probably had to come in and give her a hand. Maybe the Knight of mind.
The seer could act as a good “spy” on the dark kingdom if she was up to it, but although I say “spy” I really mean that one of her god tier abilities could include being able to see over the whole session. Maybe it’s dipping into time territory, but the seer may be able to look into Derse and find out when they’re planning an attack. Other than that, not a very useful player when it comes to combat.
Knight of mind
I’m not an optimist, I’m a realist.
The knight of mind is a strategist who has a good grasp on his abilities even prior to the game. He doesn’t act like it though and doesn’t feel very much like he’s naturally inclined to be impartial and logical despite his aspect. He tries to be perfect and make sure every decision is the “best” one- one that he can prove is the best by having lots of evidence and justifications. I guess what’s different about your knight of mind is that he’s also willing to accept that he can’t always have it perfect, and when something goes wrong he can look on the bright side of the situation and learn from his mistakes.
Other than the “strategist”, I can’t think of what else he could offer to the session; he’s just a kind of cool dude who would probably be able to complete his land quest and ascend to god tier quite easily. He might be able to talk to the bard and argue some sense into him with good logic debates, but I think that the bard is probably too stubborn to be convinced into helping.
Overall:
Overall, this isn’t a particularly bad set of heroes, but they aren’t very good ones either- without the help of the bard’s time powers, they probably are going to struggle a lot overcoming Derse’s monarchs, because none of them have very combat specific abilities. I’m sure they’d be able to think of something if they (or you) were creative enough: maybe the sylph could unite all the consorts and some of the carapaces into an army. But it’s still very tight.
hi!loveyourblogoml I was hoping you could analyze my wip fan human session [M] Heir of Time [F] Mage of Mind [F] Sylph of Heart [M] Prince of Blood. The heir is the leader and a procrastinator, his best friend is the prince. The sylph likes shipping and meddling, because of that Prince sides w/ Jack, and destroys their bond. The mage consoles the prince but lacks a heart but is a great tactician. Is it likely for them to scratch? Is the relationships realistic to their classpects. Tysm for readn
EDIT: FUCK I FUCKED UP THE GENDERS AGAIN FUCK SORRY IMMA CHANGE THAT NOW.
blahhh for absolutely no reason at all, this session ask has given me a lot of stress over the past few weeks- well not a lot, but I’ve been avoiding tumblr becuz of it because I feel guilty about not doing it.
Just make sure you have your space player, mate. Otherwise, your session doesn’t work. Some also speculate that the quills of echidna- the only shown space denizen- are necessary to make a scratch. But I’m not so sure.
With their broken relationships, it is unlikely they will be able to scratch because no one player can really do that, especially is the heir of time is a bit of a procrastinator. However the heir always has groovy powers and honestly if she plays his cards right, she could probably achieve anything. One popular ability I’ve heard heirs of time may have is the “rewind” ability- as in, if something goes wrong she can just rewind and start again as many times as possible. No one else experiences this.
Princes often act like the opposite aspect, so to sum it up, this prince is apathetic to other’s problems and doesn’t like the idea of loyalty and people tying him down. If you’ve got a reason for him destroying sylph’s bonds that’s great, it’s also likely that he’ll try to cut connections with his friends too.
Mage of mind would probably be able to console the prince pretty well because she’s got some good smart arguments up his sleeve that the prince would be able to respond to. Mind players are tricky, especially mages of mind because it’s hard to see how his misfortune with his aspect in the past will affect what she’s like “heart” wise. It’s really up to how you play him. Latula and Terezi, the canonical mind players, are both pretty alright at empathising with others.
I got into this ask pretty quickly despite the fact that I thought it was going to be a quick summary paragraph apologising why I didn’t feel up to it but turns out I still like going over these things heh. I am so very sorry this is so late, I was mainly pressured by the fact there are other asks in my inbox…. xD
Thank you for your kind words, have a nice day mister or missus Nonnie!
Hello! If you're still doing session analysis, I'd like it if you looked over this session that a friend and I are working on. It includes a laid-back, outgoing Witch of Time who has a... unique style of music for her band; an eccentric and EXTREMELY energetic Heir of Space whose home is cluttered with his bizarre art projects; a Knight of Void who acts more mysterious then he is to attract attention; a spacey but weirdly insightful Seer of Breath girl who believes in fairies (1/2)
(2/2) a high popular Rogue of Blood who affects being laid back and friendly to cope with the stress of too many people vying for his attention; and a very uptight Maid of Rage whose Mother was very strict, and taught her to repress her feelings at all costs, lest her “uncouth tendencies” injure those around her.
You have both cardinal aspects.
You have no preference for active of passive classes.
You have no preference for negative or positive classpects.
You have no repeated classes or aspects.
Looks like you have a pretty successful session with a strong friendship group there at first glance, but a maid of rage could be a bit of a loose cannon although with enough people to calm her down there she could progress a lot over the course of the session.
Undercut is a personality analysis on each one and how they’d interact and benefit the group.
Witch of time
Witches mess around with their aspect a lot: they mold it, manipulate it, challenge its boundaries, etc. Your witch does this by her eccentric music. Maybe there’s something off about it, or unexpected, Maybe people don’t like to listen to it or feel unnerved by it. Either way, she is using the things that are linked to time to her own advantage. Time is about endings, loops, repetition, destiny, and the witch bends these ideas. Maybe she’s the type that makes stories that seem like they’ve ended, but then have sudden cliff hangers. She can cheat with time, too. Maybe there’s a way for her to look into the future more, or maybe she doesn’t feel the need to follow natural continuity and feels the need to interfere and rebel against certain outcomes- this could lead to quite a hectic session, but overall she must learn that messing with time is not always a good idea.
I imagine despite her eccentricity she will still be relatively liked within the group, and as the witch is an active part, it is likely she’ll play a big role in the physical, getting-things-done side of the session. I imagine that she probably gets on well with the seer of breath and maybe the heir of space too, which is good because time players and space players work well together when collecting frogs.
Heir of space
Everyone loves the heir of space! And this one looks to fit the description pretty well what with the whole cluttered room and that. I’m imaging someone like Jade, but maybe even more random. They spurt random facts, love their trivia, are spontaneous and emotional, collect stuff lying around to put in their room with the hunch it will turn out useful- which it does! Probably. Because space likes the heir.
It’s likely that at first, the heir will be totally chill in the session. They’re already a natural at frog collecting and find it fun, maybe. Running around their land and learning new things! It might even become infuriating that they have so much darn energy and that they don’t seem to tire and that, as a result, their work always gets done well.
To consider what conflict they might have which would challenge them, it’s good to look back and think of what their life was to make them such a bouncy person. Maybe their childhood was pretty easy or their parents were the type that encouraged creativity. This might mean if, say the heir was thrown in derse jail, they would find it absolutely terrible. It would be a shock- monotonous purple walls, routine, actual punishment. It would also be a shock if their parents died. If you can’t think of anything, just remember that this space player has too much space and not enough routine and regularity of time. The time will be what challenges them, and probably what pacifies them to an extent so they realise their spontaneity isn’t always a good thing.
Knight of void
I am the batman.
Well, that’s what I thought of when I read the description of him. He acts very tough, very the-silent-type, very spoopy. He likes to think that he is the hot shit with good morals (although these morals can change because…. mysterious and elusive you can’t control me….), but seriously this is probably brought on by a lack of attention- and that lack of attention is the “void” that needs to be filled. I’m thinking of a parent like Bro, or one that’s worse and a physical abuser, where he has to learn to literally stay in the shadows and keep out of their way to survive, whilst playing it cool at skool by being emo and edge.
He’s got a lot of insecurities, and he hides them behind this tacky mysterious stuff. He’s actually pretty good at completing his land quest and doesn’t mind helping his friends, but he doesn’t really see it that way. The knight might think that ultimately, he’s really unimportant and useless- and this might result in inversion where he works too hard against what he’s good at to try and make a difference some other way. The inversion of a knight of void is a rogue of light.
But yeah, he actually would be a lot of help if he god tiered despite all this, being able to cloak his team in darkness while attacking and maybe even make conceal the battlefield for a time. I feel like the knight would certainly take the idea of shadows and darkness more literally than the idea of the ambiguous and unknown. There are two different branches, almost- like how there is with light meaning both knowledge and luck.
Seer of breath
The seer is a bit. Disconnected from her friends. She’s an introvert, maybe, and often has her “head in the clouds”. She likes nature too and is very thoughtful and quiet and observant there looking for fairies. Speaking of fairies, I like to imagine there’s probably a proper reason for her to think they’re there- maybe she thinks that the world can’t really function without little fairy helpers. She just thinks… a lot, and this translates into the game as being able to know to analytically assess the truth in different paths and be able to step back and look at every option. She is the advisor, although the other players are probably reluctant or might not even realise that that’s her role. I can imagine they might come to her for advice on ethics and philosophy in secret. Even mister batman, knight of void.
So yeah, she is probably is good with mending relationships, advising and swooping in to tidy up tasks that others perform. Definitely a passive player, but very much vital.
Rogue of blood
I can see what you were trying to go for here. A lot of people want to be with this guy, so he just kind of… lays back, acts pretty lazy and tries to go “but hey! Look over there that guy is cool too!” in a very subtle way to try and divert attention, bonds, and relationships to others, but this ultimately fails because his chillax demeanor makes people desire him even more. Over the course of the session, this might become not so subtle. People go to him for help, to de-stress, to seek advice because that seer-girl is kind of weird, and no one seems to take the hint that, hey, he’s actually a bit anxious or feels awkward. And the rogue, of course, absorbs it like usual until he reaches breaking point where something happens. Whether that be someone finally getting through to him, him bonding with one specific player (I can see him venting to the seer), or the less fortunate but equally possible outcome of him just becoming plain nasty and snapping at everyone to get the hell away. (this would also probably be inverting, as breath is all about freedom, apathy and disconnectedness)
Normally rogues are really healthy for a session, but this guy doesn’t seem like he’ll do much, so I mayy have interpreted your rogue of blood in the wrong way. The only way he’d be able to help is if there was someone who really needed that attention- such as someone who was timid and feeling left out- but you don’t really have anyone like that in this session.
Maid of rage
The maid of rage takes her anger out on being productive. Overly motherly, overly attentive, making sure everyone’s doing okay and feels well and is doing good and working up to speed. Maybe she doesn’t understand things and is too afraid or ignorant or stubborn to ask what things mean, and when things confuse her… she gets upset. And angry. And she hides it all away and wants to act productive and necessary and important. Because rage is chaotic, and rage is a product of despair. And at first she doesn’t want to embrace that, she wants to tuck it all away and make sure she’s perfectly monitoring how she acts to people.
But there are times during this session when under immense pressure she will crack. Imagine if a person gave her the choice to save one of her two friends. She would be able to utilise her rage to just break the system- say “screw that” and tear down whatever is holding her two friends captive. She will not whine and reluctantly pick which one, she will do something about it and no one is going to stop her.
It’s hard to see how the maid part and the rage part connect, although the rage player in her is certainly there. Maids normally protect or create/ create with their aspect, so… I guess she can incite rage into her fellow players to get them to do something? Yeah, that makes sense considering she’s strict. “If you don’t do this I’ll…” That type of thing. Despite how unlikely it is, the maid is probably what keeps the group together and on task, not letting the more eccentric players frolick off and forget what the aim of the game is.
In conclusion
Look at that! By the way, none of this is proofread, so I hope it mostly makes sense but uh, yeah! This group should have no trouble completing their game. The heir and witch are always very good with cardinal aspects, although I wasn’t exactly certain what the witch’s personality might be- if she’s a not-so-nice witch then the whole thing could be game over. They all have a part, except for the rogue maybe, and they all just about have their own designated positions in a friendship group that work well together.
The only only only only thing I’d be worried about is if you have enough firepower for the final fight. The witch, knight, and maid would be good combatants and the heir can mess around with the battlefield to manipulate it in the group’s favour. It’s a small thing that doesn’t matter much, but those guys are the ones you want to get to god tier.
So I guess I'll give a try to ask about a session. It might come in multiple asks, so keep an eye out. It'll start with the Prospit side: A fearless and energetic Rogue of Life (M), a charming and insightful Bard of Breath (M), a stern and perfectionistic Heir of Space (M), a restless and uninhibited Witch of Void (F), a critical and intellectual Maid of Light (F), an obsessive and mischievous Thief of Rage (F). 1/3
As for the Derse side: a Strong and gentle Sylph of Blood (F), a persuasive and snarky Page of Mind (F), a manipulative and flirty Seer of Heart (F), an aggressive and headstrong Prince of Time (M), a ruthless and outspoken Knight of Doom (M), and finally, an eccentric and philosophical Mage of Hope (M), who also acts as the leader of the bunch. 2/3
For a bit of relationship dynamics: The Mage is best friends with the Heir and Bard, the Bard has a bit of a crush on the Mage, the Seer is crazy in love with the Mage, the Page looks up to the Mage as a guiding figure and wants to learn from their philosophies, Thief and Witch both sees Mage as a rival to surpass and the two work together to outbest the Mage. Prince and Knight are best friends and make the best team, Sylph and Maid are fighting for the Rogue's attention all the time. 3/3
You have both cardinal aspects.
You have no preference for active of passive classes,
You have no preference for negative or positive classpects.
You have no repeated classes or aspects.
They’re all balanced. This is the largest session I’veanalysed so far, so I’m sorry it took a while for me to post it! But yeah, theonly threat I can see if the prince of time, but if he’s got a friend and isn’ttoo isolated, he should turn out fine. There will always be threats with alarge session, I suppose. But this looks pretty safe!
I think… just for my own convenience, I’ll list each playergoing down the group, instead of the cardinals first rule.
Rogue of life
Rogues… often have trouble with their aspect, and from whatI’ve read the personality this guy has is quite different to what I’ve seen.But that’s fun, it still works! The rogue of life goes with the flow. He’s gota lot of options, but he doesn’t always choose the right ones… and so doesn’tprogress. He’ll just pick the one he thinks is right! He’s fun, easy-going and amiable;his laughter and energy is contagious, and his good sense of humour meanseveryone around him is joyful when he is. I like the idea that he mightsecretly be an introvert, and by diverting his aspect from him to others itoften takes a lot of energy out of him.
He’s probably aware of the sylph and maid competing for hisaffection, but pretends to remain oblivious, probably not paying much attentionor realising how competitive they are. He’s the carefree one- not going to leta couple girl’s hold him down! Not unless it’s obvious he has to.
Role: From the looks of it, the rogue will be doing his ownthing for most of the session. He’s not in the power struggle, and isn’tparticularly submissive, dominant or unstable- although if someone asks him todo something he doesn’t want to he will not help. In the final battle he playsa good support and healing player, although kind of gruesomely I imagine drainsthe life of his enemies and redistributes it among his wounded allies. Thatmight not be his style, and so he might have a problem with doing that… inwhich case, just give him different abilities. Life is symbolised throughbaking and growing, and has connotations of selfishness (doing thrings foryourself, because you can), growth, and energy. You can play around with that!
Bard of breath
The bard of breath sticks around friends always, loyal tothe mage and heir and always there to help/ Like the rogue, he comes across asquite charming; he understands connections and isn’t afraid to mingle, make newfriends and acquaintances, but always stays faithful to the group. Hisinsightful comments mostly relate to analysis of people and their connection,coming from the fact he ghosts blood.
It’s likely that under his exterior he feels a bit strainedover the game and tied to many obligations, but with the help of the mage, whoprobably has many ways to combat his stress, and then the heir who probablyenforces this advice, major breakdown should be avoided. Overall one of themost stable bards I’ve come across.
Role: It’s hard to understand how one would passively destroy the wind and freedom,however one idea that comes to my mind is casually suffocating people- removingthe breath from their bodies. I don’t see this happening though, in fact, giventhe insightful comments he has on relationships and unity, he might turn out tobe a bit of a pacifist who’d rather talk things out than use his power.Overall, not a liability but not a heavy hitter either. Probably good fordiplomacy and possibly making deals with the white queen if the need to do soever arises.
Heir of space
The heir is actually one I’ve covered quite a few times-they seem to be pretty popular. But yeah, this guy is quite hands-on. He’s gotlots and lots of bright ideas, and when he starts translating ideas intoactions and creations he does it to his best ability, making sure everything isperfect. This is a great attitude for frog breeding, because it means that hewill never allow himself to make mistakes by rushing the job.
He’s also pretty smart, and a quick thinker. Space is a veryliteral aspect… and I think it often relates to science like physics. He usesthis knowledge and quick thinking to command others when they might be stunned,or in need of a wake up slap.
Role: As said, the heir is a great frog breeder. With thehelp of his two BFFs he should have the task in the bag, being able to workaround any conundrum they may face. I also support the idea that the timeplayer should help with frog breeding because the genesis frog then gets abalance of both time and space: the two elements needed for the creation of auniverse. It doesn’t look like that’s going to happen though, as the prince andknight keep themselves a duo and the knight probably wouldn’t want the princebeing pulled away from him. Never mind, the heir should still get the taskdone, though it might take a lot longer and require more energy from the BFFtrio unfortunately.
Witch of void
Gg you had to make me look up inhibited lol A witchrebels against and manipulates her aspect. Since void is due to irrelevance, Ifeel like this witch will be very much fighting to be relevant, to contribute to the team and just make her mark onthe world. A sign saying “look at me, I am here”. She’s pretty aggressive and independent in thatsense. Whatever secrets she may have stay tucked away; she doesn’t let anyoneget near, and no one would suspect she had anything to hide under that brashand brazen exterior.
She doesn’t really like the mage, possibly because he’s justso different, and maybe she thinks it’s over the top and irrelevant. Who caresabout all these mind problems? Focus on the objective, forget about the stuffthat isn’t necessary. She might even be jealous of the trio of friendsconsidering her only good “friend” is the thief of rage, and the two of themare only together because of the shared objective to outbest the mage.
I think it’s interesting that you put the thief and witch ofprospit, whilst mage of hope on derse: did you do it because of the same reasonVriska got put on Prospit? Normally the more “negative” aspects get put onderse, but these two with their reckless personalities got put on prospit tocalm down and mellow them out.
Role: Once she gains control of her aspect fully you betterfear her. She uses mystery, the unknowable and literal void- as in black holes, the space with nothing init, the shadows and darkness- and can bend these things to her own will. Ithink that she’d be able to ascend pretty easily, I don’t think she’d have muchof a problem dying in exchange for more power. A small problem I can imagineher encountering is, funny enough, that she wouldn’t be bothered completing herland quest and even trying to find her quest bed.
I think that it’s quite probable that she could spell doomto the session at least a few times with her acting reckless and trying to dothings by herself. If that doesn’t happen, then she’s going to be a powerfulcombatant.
Maid of light
The maid of light is lucky, smart, and perceptive. She looksat the world around her and can figure things out quickly, put things togetherin her head. She can assess situations and calculate what is the best solutionto situations. She’s also pretty independent, and at first hides under theradar, doing her land quests and figuring out all she can about the game. Then,when she’s gathered enough information, she can start making her ownassumptions that are generally correct. She just knows things about the gamefrom experience and creates information, knows information, before the gameintended her to.
I think that although she pursues the rogue because shemisses the idea of going with the flow, letting loose and not having toconsciously try to figure things out, it is likely that as the game progressesthis crush becomes more of a distant thing as she reluctantly accepts that itis her place as the finder of information and creator of luck to be independentand help the team from afar. Maybe after the game’s finished she can pursuethis love interest again ;)
Role: Light players are good tacticians, and whilst I don’tthink this one will be the best, she certainly will be very knowledgeable aboutthe game. As well as that, creating luck is amazing for the final battle,although I feel like her creating luck for all of her teammates might be a bit overpowered?It’s up to you.
Thief of rage
Aight so the second partner in crime. The thief of rage… likesto mess with people’s emotions. She’s pretty mischievous and always liked theidea of testing her friends by playing pranks on them and such. She can stealthe rage from people and might steal out of rage; she can rile people up, getconfident from seeing the failure of others and probably feels like she has agood grasp on all her friends and can manipulate their emotions pretty easily.This might be why she sees the mage as a challenge: he is eccentric, anddifficult to understand.
So she teams up with the witch, who’s probably the brawn ofthe operation whilst the thief is the brains. Honestly I can see the two beinga great duo and couple.
Role: If she realises that she needs to work as a team, thenshe’ll also be great on the battlefield by weakening enemies. She can steal therage and fear from imps and such, taking their will to fight. She’ll probablybe pretty busy with trying to overthrow the mage to progress that faremotionally though- she’s another big “if” and threat to the session.
With the witch’s obscurity, it is likely that the two willbe able to usurp the mage because they won’t be able to predict the duo’splans. This could wreak havoc on the team and session with the two of thembeing pretty controlling or even tyrannical over the group. Or, of course, theycould get overwhelmed by the pressure of leadership and start blaming each otherwhen things go wrong. Either way, it sounds fun from a narrative POV :D
Sylph of blood
The sylph of blood, a good ol’ team therapist. No one wantsto hurt the sylph, because really she’s just so pure and is generally able tosee when a relationship becomes toxic or someone is manipulating her. Shegently inserts herself into relationships that aren’t looking too good andhelps heal them, never taking sides and listening to both points of view. She doesn’tget riled up easily. Her presence is soothing. I think she’d probably be prettysuccessful initially competing against the maid for the rogue’s attentionbecause the rogue would respect her unflappable-ness and stability.
Role: The best healer. A positive influence throughout thewhole session, and one that isn’t likely to become corrupted or invert herselfas long as she knows that her positon as a team therapist is important.
Page of mind
The page of mind starts of pretty biased, and uh, unwise. Heacts like a heart or life player, looking out for his own needs and self and usingothers to get what he wants. Some mightthink he’s a bit immature with his backchat and chiding remarks, and he mightsecretly take these words to heart and look to the wise mage for guidance.
*tchs self* I can’t think of much for this one. It’s hard toeven predict his development; I’ve always been horrible at understanding themind aspect. I imagine that eventually though he does become a bit morereserved and apathetic, able to see situations and assess them as if from anoutsider’s perspective. They’d be quick on their feet, perceptive and becomewise.
Role: Eventually pages “become” their aspect, and it’s a bitof a head scratcher when you try to think of a literal way for a page to becomedecisions and apathy, but one thing’s for sure and that’s that the page has alot of options up his sleeve after progressing fully. He’s a good gambler, canassess the weight of which card to play and thinks of ways to get out of thingsbefore anyone else. As for the end game battle? It’s hard to tell what he’dhelp bring to the table.
Seer of heart
The seer of heart is another good manipulator, and the onlyreason she hasn’t got the mage around her little finger is because he’s hard tounderstand, and that’s the exact reason she is intrigued by him. Luckily, shedoesn’t sound like she’d ever use her manipulative powers for evil, only towind people up every so often by flirting with their crush, ect. She might makeenemies with the maid and sylph just for the laughs that way.
She does… understand people. Normally seers are prettypassive and insightful and although this seer is the latter, she is confidentand bold, using her knowledge to her own benefit. Only the people that know herwell realise just how much she understands people and how much she can actuallyhelp people with their identities and such if she so chose.
I notice how you’ve got every aspect and class, and I thinkit’s really cool that you chose the seer to have the heart aspect out of all ofthem!
Role: ttttttactician. Wow, these are really starting tosound like labels aren’t they? But it’s true: she’d be able to see the desiresof the black monarchs and armies and know how to appease the armies, maybe evendoing so non-violently, and just generally keeping the peace of at leasttelling the fighters of the team where the enemy’s emotional weaknesses were. Idon’t think there’s any reason for her to ascend to god tier and I don’t knowif she’d want to either.
Prince of time
Definitely not the best time player, but not the worsteither (bard is the worst). He’s quick to fire up and take offence, he’s spontaneousand pessimistic, and to be honest I think he probably didn’t have the best oftime whilst growing up. He doesn’t value the importance of time and isimpatient, destroying time where he can by cutting corners in an effort to gethis way as quickly as possible. He values the knight as a good friend becausehe is equally ruthless and shares a similarly cynical outlook.
Role: The powers for this guy are amazing. Destroys ordestroys through time? I’d almost say they’re too dangerous, heh. He candestroy time and go super fast. He can destroy the time of a single person’slife until they become old and crippled. Another fighter for the team but theknight needs to keep him grounded to make sure he doesn’t use his powers forevil. Perhaps the seer or thief would be able to keep him in control if he’shaving doubts and not listening to the knight.
Knight of doom
The reason why the prince and knight complete each other sowell is because the knight- maybe without realising it- balances out the prince’sspontaneity with his knowledge of ending and sacrifices. The doom and timeaspect are very similar. He also is familiar with the rules, and as I’ve saidbefore, the knight of doom can easily fill their bare minimum and then havetime to kill- which he will do exploiting the rules and cheating the game. He’s…a bit contradictory admittedly. With the prince as a friend it gets even moreconfusing! Someone should keep them in check to make sure they don’t cut toomany corners and screw up by doing it.
He should have no problem at all ascending to god tierconsidering the doom aspect is about sacrifices; it is likely he will embracethe opportunity.
Role: Another powerhouse here! He exploits death and decay:maybe all his weapons are poisoned with dark magic and will at least lead to aslow, inevitable death if the first blow doesn’t do the job. I can also see himas a reluctant tactician for the team, able to see the rules and limitationsthat the black armies go by and then bringing them to light, showing the blackarmies of how unjust the monarchs. There are a lot of possibilities when itcomes to death, and he has no problem killing due to his ruthless personality.
Mage of hope
So the one that I keep talking about through the wholesession. The leader. For all his great traits, he isn’t all that cautious aboutothers and can find himself blindly trusting things. Or maybe that happened inthe past, and now he’s tried hard to be different, think different, and look atthings from outside perspective. He often seems pretty aloof, and doesn’t takesides as much, just kind of emptily smiling t everything. And yet people valuehis insight immensely; if there is hope for the situation then he will knowabout it.
I think what’s important to note is that bit I said beforethough; mages suffer from their aspect. Maybe in the past the mage was totallydifferent: naïve, trusting and overconfident. And then something… bad happenedbecause of it. Something so awful he had to sober up and learn that noteverything is sunshine and rainbows- people have layers, and not everyone canbe trusted. As with a seer of hope, it’s quite worrying to think of what wouldhappen to the mage if he realised that all hope was lost and he was in a doomedtimeline. Probably something bad.
Role: As you’ve said, he’s the leader. He can keep his cooland inspire the rest of his team (most of them), who trust that his decisions andefforts are important for the end goal. I also like to think that beingeccentric as he is, the mage of hope would probably find a strange way toweaponise his aspect and become a surprisingly powerful fighter.
Overall:
This is looking pretty good! All the players that are atrisk of becoming a danger to the team have a friend to help them throughhardships. There are lots of fighters and good thinkers, with the sylph ofblood being a good glue for the team if things are falling apart.
In retrospect I stand by the point I made that the witch andthief duo could overthrow the mage and with the two of them being negative aspectsit’s hard to predict what could happen there. I just… see it spiralling out ofcontrol, and together with no other friends to try and advise them againsttheir obsessive goals to stop the mage it could all spiral out of controlthere.
I still think that it’s going to be a win somehow though-just a lot more doomed timelines thannormal.
Please ignore all the inevitable bloomin’ typos or repetitionI did here. I mean. It’s too late now, but I am aware that I must have uh, madesome.
How about a session with a depressed but caring rouge of hope. A nerdy seer of hope protective a knight of doom and a weird mage of breath. And maybe a quadrant analysis of the rouge and the seer
You have neither cardinal aspects
You have no preference for active or passive classes
You have a preference for positive classes
You have multiple hope players
So with no space player this session is right off the bat isdoomed to failure, and the fact that there is no time player really doesn’thelp either, because that means there are no helpful hints from future players,no way to retry if you’ve failed at something, none of those game changingbenefits from time travel in general. And normally? People with the same aspectaren’t really a thing and it’d probably confuse the game a bit, ultimatelyleading to one of the hope player’s death.
Still! This session seems interesting enough, but withoutthat space player no matter how hard these guys all work, they will not be ableto complete the main goal and the best situation is them completing the gameand then just… running around on their planets forever.
edited to add the read more thing owo
Rogue of hope
Rogues of hope give hope away, directing it at other peoplewho need it. She is the type of person that will often lose help herself andhave a lot of pessimistic thoughts, but then stress that everything’s fine andthat you should stay hopeful and not worry about her at all. She’ll make aconscious effort to brighten someone’s day even if her own day is going crap,which it often is. Someone needs to try and break through to her that she’s notokay, and that she needs help, and then find that help and give it to her.After that point she’d be able to see the light in the world and become muchmore genuinely hopeful and confident, and with this she’d be able to inspireconfidence in her friends too.
Role: At the start she might be a bit of a liability, withso little confidence in her own abilities it is likely that she might justchoose to stay out of things and stick to her own quest because she doesn’tthink she’s being all too helpful. By the end though, especially if the gamekills the seer off, she could be leader material, able to steal the hopeaway from her enemies and give it to her teammates. If these guys even to getto the end even, heh.
Seer of hope
This seer might be a little more naïve and positive thanmost seers. They’re a bit of a “nerd” and no the theory of how things work, but don’t have that much real lifeexperience themselves. They are also granted the knowledge of the different pathsa timeline could take, but it’s critical that they are able to learn which pathis the right way, and use that to lead their team. They’d fast learn that theycan’t save everyone and are probably against the idea of dying, even if it doesmean you can be saved and become your dream self. When the fact that they’replaying a doomed timeline and all hope is lost for winning becomes clear, sheis the one that will know first and will have the unbearable task of passingthis on to her other teammates, which is probably quite soul-crushing.
Role: They’re going to play tactician, but there’s theprobability that they aren’t going to play it well being so naïve as they are.They just want to save as many people as possible and using their powers theydirect the team to do just that, which might be good in the short term, butlong term…
Knight of Doom
The knight of doom is a powerhouse. Doom symbolises therules, sacrifice, and pessimism. A knight weaponises their aspect, so, theknight would be able to exploit doom. They exploit the rules, staying strictlyin the “rules” the game has but finding loopholes around them. They areobedient to the game and sacrifice what they want to help others- they’re thetype of person who would devote themselves to a hobby or sport and give up alltheir free time for it. Knights are also most likely to sacrifice themselvesfor the greater good.
Role: The knight is stubbornly pessimistic, which is whythey might feel the need to work hard towards their goals. They will definitelydo a good job of keeping the group grounded, and if no one rises to the job it’slikely that they might become the leader, keeping their group on track andsticking to the rules as best they can.
Mage of breath
Mage is the active counterpart of the seer, in which theplayer learns about their aspect from experience. It’s hard to see how onecould suffer from the aspect that symbolises “freedom, movement, anddisconnectedness” but maybe it’s because they’ve had too much freedom. Maybetheir guardian didn’t care about them and let them do as they please, leading themage into hurting themselves. Maybe they didn’t have a guardian at all and haveto be self-reliant, moving from place to place. There’s a lot you could say onthem and I’m keen to do an analysis on them sometime, but in relation to thissession the mage is probably quite wise, and probably is either good pals orenemies with the knight; they’ve learnt about too much freedom before and soeither want to stick with the rules, or, as an understanding class, knowexactly how much freedom every team member and the group needs to get as nearto completing the game as possible.
Role: The mage might not always be present the whole sessionand might be quite focus on their own quest. It’s hard to see what impact they’llhave on a session because it’s likely they’ll be doing their own thing for halfof it. This seems like it’d be a pretty strong group together, but the mage isprobably the most likely to be corrupted and tempted, especially if they’realready disconnected from the group.
Overall verdict
This group will ultimately fail, and with those two hopeplayers you’ve got a problem. The knight will be the glue that binds everyonein the group together and ultimately ties the group down to the game, whichcould be quite restricting and limit the hope player’s powers. There’s a lotthat could happen, but with the knight always playing by the rules it doesn’t looklike this session will get that far. Who knows thought? They might get lucky.
Sorry if this one was a bit shorter than normal and a bitnegative ); Thank you for the ask. It’s what keeps the blog alive!
Quadrants:
Rogue of hope<> maid of rage, thief of rage, witch of void, prince of blood, prince oftime
Rogue of hope <3 Sylphof life, sylph of void, knight of doom, bard of heart, page of breath, bard ofspace
Seer of hope <>rogue of rage, heir of life, prince of doom
Seer of hope <3page of mind, mage of time
These quadrants were a bit harder, but I’d gladly answer tothe best of my abilities any queries you have on them!
Hello! Could you analyze my session (they've been lovely so far), it has an indecisive but confrontational Witch of Blood who's interested in social justice, an anxious but eccentric Heir of Space who's pretty weird once you get to know her, a Knight of Time who only let's her guard down among a select few and really really likes knives/swords, and a short tempered mom-friend Prince of Doom who likes to shout. The KoT and PoD are <>
You have both cardinal aspects
You have a preference for active classes
You have a preference for negative classes (that is, if you count blood as a “negative” aspect)
You do not have any repeated classes or aspects
So that’s looking pretty strong up there with the bullet points! Thanks for being informative with the players (like listing their genders), and at a glance the small group looks pretty cute and tight knit, leading to some fun indepth story telling if that’s what you’re doing UvU. Be careful with the large number of active classes- their strong personalities can sometimes cause sessions to progress too quickly. Uh, also, I’m aware that I might have switched genders a couple times by accident- sorry about that!
Knight of Time
Knights of Time are very useful to have making sure the timeline stays alpha and reducing the number of doomed timelines, because they are naturally adept at using time to their advantage even if they don’t use it very often. Like Dave, she wears a mask to hide her fears and anxiety. Time is something that is very delicate, and it’s normally quite pessimistic and brutal in the sense that it’s very much about endings and inevitability. In the beginning, she may have tried to ignore her time turning powers for fear of messing it up and just rolled with everyone else’s quests, being adaptable and calm at all times.
Maybe after discussing with her moirail and others a bit, further into the session she might realise that hey! She’s actually alright at this stuff if she just gives it a go, and acutally, she has a knack for keeping on top of time loops. By the end of the (if not earlier on) she should be confident and at ease talking with versions of future and past self, etc.- it’s unlikely that she will have lost her on-top-of-things act, because after the game has put her through trials that undoubtedly spring up somewhere in the game, she will have been forced out of her comfort zone so that her unbreakable guard is cracked.
Role: All your time shenanigans should go fine with a knight of time, and knights are well known for utilising their aspect for battles, meaning she should be a useful combatant in the final battle (the fact that she’s good with blades are a plus too!! Always makes for an epic fight). Time players are also supposed to help with breeding the genesis frog, and although the knight might not be comfortable working so closely with the heir at first, I think the two would at the very least be a capable and efficient team.
Heir of Space
The Heir of Space is kind of the dreamer, the one with lofty plans that are so out there that she might be embarrassed to share them. But that’s okay, because the Heir is independent enough and makes her own way, doing the things she likes. I like the idea that she also “inherits” a lot of space, and is possibly cut off from society much like Jade was, which is why her ideas of what’s normal aren’t always conforming to society. In that way, I think she and the Prince might get along well considering the Prince also breaks down rules (whether they be social rules or not depends though, I suppose :V )
Role: I feel like the Heir would enjoy her weird and wonderful quest of breeding the genesis frog. She might spend a lot of time wandering around the environment and just thinking, getting her work done in random sporadic spikes of energy. The Heir is another good class for space, because there’s just so much potential. Space will be protecting her for most of the journey and when she is able to harness the power she inherits, the Heir will simultaneously be able to weaponise and defend with space when the time comes to battle.
Witch of Blood
The Witch of Blood has thought about social issues a lot and may have some extreme ideas on how to achieve them, but never putting their plans into motion because… what if it goes wrong? Unlike most blood players, the Witch isn’t afraid of the unknown; she values movement and progress as much as she does unity and loyalty, thinking the two go hand in hand.
As the game progresses she might learn her place in the team better and if she develops unhealthily become more decisive, quicker to think and act as she learns about the bonds and structure of all the people around her. If this develops unhealthily, the Witch might become more controlling- she will no longer just be confrontational, she would be able to manipulate bonds of the people around her and convince them that her opinion is correct.
Role: Another skilled fighter if she ascends to god tier. Due to the fact she’s interested in social justice, I imagine her land quest would be something related to that and she might be a bit cut off from the others so focused she is on completing her goal, meaning that she probably wouldn’t impact the session that much until the end unless she had to sort out those dang friendship problems that seem to arise in SBURB so often ;D. This isolation with just her, her consorts and her land would help her become in tune with her aspect a lot more by the end of, possibly as much as the heir is with space.
Her powers could be much like that of some heart and mind players in the sense she is able to manipulate the physical blood of someone, controlling the blood at making the body do as she pleased. Another power could be changing the social dynamic of the two kingdoms, however you want to take that.
Prince of Doom
My favourite classpect *couGH* It sounds like this Prince is going down the route of destroying Doom, meaning that she is the one that goes heCK THE RULES and also destroys the idea of sacrificing by sheer mum will power alone! Whilst the Witch is good at understanding blood and is passionate about bonds, the Prince is just making sure everyone keeps safe and sound. That includes keeping her adorable moirail emotionally stable as well, making sure that the Knight progresses and keeps optimistic about things.
If the Prince was to have a breakdown as they often sadly do, I think it would be an angry breakdown when one of her friends is hurt or killed, and her passionate emotion unlocks a different side of herself: destroying through death, decay, and ultimately DOOMing the person that hurt her friends.
Role: As said, the Prince is the one that makes sure everyone stays safe. Whilst in a larger group others might find her SHOUTiness annoying, her friends in the session are probably used to it and might find comfort/familiarity in it, knowing that she is only SHOUTing so that they will listen to her mum advice. She might have problems with the idea of ascension because it involves death, but if she does ascend then damn, I doubt I need to elaborate very much but someone who destroys doom and destroys through doom is going to be one huge force to be reckoned with.
Overall verdict
With your only unstable player being the Prince and even then she seems to be covered in the case of a breakdown, this team looks like it’ll do fine winning the game. The genesis frog will be created with ease, and the final battle should be a piece of case considering all the wicked powers going on here. Although your supportive/therapist type friend isn’t conventional (looking at you two, Witch and Prince) they are there and work well enough.
The one and only flaw I have with this, and in retrospect it’s quite a big one, is the fact that you don’t have any tacticans. These guys could all plunge into battle but then what? Do they even know what they’re doing? Although it’s likely they’ve pooled knowledge before to know what they’re looking for, it’s possible that the witch is so bent on social justice that by the end there is no leader of the group and no opinion is considered more important than another’s. Light players and seers make for good tacticians if you’re willing to have an uneven number of players.