session and quadrant analysis for witch of hope, muse of space, maid of time, knight of heart and prince of mind?
I’m going to play this straight and analyse this session as you’ve given it to me, but I question the possibility of a Muse appearing in a session with more than two players without session merging occuring. It’s suspected that Lord and Muse only appear in the two player and solo runs to make up for the fact there is so few players with sheer power potential.
You have no classpect clash and both the key aspects but an uneven number of players. This means there will be an uneven number of dreamers and gender ratio. Skaia generally seems to avoid this when possible, for game balencing (half get prophetic clouds, half get ‘advice’ from the Horrorterrors) and suspected pairing should the group win for repopulation/survival of the species. Basically, an odd number session means one set of dreamers has an unfair advantage which Skaia doesnt generally allow. It’s possible the session that made your one messed up, but that means your session will have some unexpected challenges….Add in the fact you have a Muse of Space and jeeez this sessions gonna have issues.
You have three Classes that cause/appear in sessions with specific conditions. Firstly; Muse of Space is ‘One who Inspires mass/velocity/physics/physical existance’. Muses don’t deal with things on a sessional basis like all the other canon Classes do. as one of the two Master Classes, they deal with their aspect on a Paradox Space-wide level. The actions and words of the Muse will ripple across space itself and reach into other sessions, inspiring them as well as your own. This comes with the unfortunate side-effect that other session will intrude upon yours, seeking out this inspirational figure. Add in the fact there maaaaay be an in-built glitch in your session from the fact it’s imbalenced and this could become chaotic quickly.
Second, the Knight of Heart (ayyyyyy :D) that would only show up in a session lacking in their aspect. This session will lack some form of soul, sense of self or emotional responses in everyone/everything except for the Knight themself. Perhaps all the consorts, enemies and carapacians are all super-duper drab and dull? Maybe all the players (except the Knight) struggle with knowing who they are and are vulnerable to things such as Trickstermode or Grimdarkness (as both heavily change a persons personality which falls under Hearts area of influence). You can pick and choose for your session or speculate your own ideas of the effects.
Third is the Prince of Mind. Princes show up in sessions with an abundance of their aspect for them to destroy (nice interplay with a Knight of Heart showing up in the same session there). So a session with one of the Mind aspect in it means there is TOO MUCH choice and logic. They’ll be like three options for choice given to the players. this could really bite into the players time limit if they have to keep stopping and weighing all the options. It’s the Princes duty to destroy all theses exesses to get everyone back on track. The problem there is Prince always HATE their job, they are super angsty about it. But this could be vital in this session, I recommend having th Maid pair up with them to streamline the process and stop the Prince from becoming overly self-destructive.
In comparison the Witch of Hope and Maid of Time are just slow-growers (the Witch especially, slowest non-Page Class plus slowest growing Aspect? This Witch won’t do anything amazing until right before the end). The Maid will need some cojouling into doing their time-keeping duties but a few doomed timelines should teach them the reason pretty darn quickly compared to other Maids.
Against the Black King you have 2 offensive, 2 defensive and a support/defence hybred. You have no Healer so bring ALOT of healing items. Have the Knight and the Maid share the defensive duties evenly, one keeping the each attacker safe, the Muse should be able to keep themself safe fine. I would say you have a good shot at killing the King with this set-up, despite lacking a strategist due to the high number of defenders.
Suggested quadrants (take with a pinch of salt):
Maid of Time <> Prince of Mind (Timeline stabalisation and support team)
Witch of Hope <3 Muse of Space (Adorable cuties being adorable and powerfu l as heck late game)
Knight of Heart <3< Prince of Mind (Defender Vs Destroyer is classic rivalry)
Overall, I would say this session has a 70% chance at winning. The 30% at failure coming from the potential session-invaders and glitches, but the Witch of Hope means I upped your chances as literal Manipulator of Miracles right there.
~Mod GA (this was meant to be a small analysis, what happened?)
What do you think the outcome would be of a session with a Sylph of Breath (female), Mage of Heart(male), Knight of Space (female), and Rogue of Time (male)?
Even numbers, Both key aspects and no classpect clash? Yes. Good. You have a shot at winning with minimal chance at glitches and extra challenges popping in.
Rogue of Time + Knight of Space is an ok key combo. Not the best, not the worst. The Knight will be a bit of a loner, although not entirely deliberately, mostly from taking their defensive and breeding duties seriously and that includes keeping the little froggies safe from alllll potential threats. The Rogue however will be friendly and helpful in balance they will make sure to help the Knight if Time says they need it. While the Knight will quietly keep an eye on the Rogues movements and if it’s obvious they’re overworking will intervene. They wont be very good at communicating with each other due to personality differences likely, but will look out for each other.
The Mage of Heart and Sylph of Breath can help there ALOT. The Mage is ‘One who understands Self/Soul/General emotions’ while the Sylph is ‘One who heals freedom/communication/physical wind’. These two together are the understand the team and help communication ultimate combo, Which is just what the first two need. Good classpect combo x4 is good. This is a team that will click.
Against the Black King you have 2 support, 1 offense and 1 defence, with one healer and one stats inflicter. You’ll need to be careful to not let your attacker die and you dont have a strategist but you should win so long as the team works together (which as I said earlier, should happen).
Overall I’d give this session a REALLY good chance at winning. These classpects all compliment each other pretty well! I’d give you a 90%.
So I know this is the third time I've come here, but we've changed a couple things. Mainly, I'm just here for a chance of success, against the black King, frogs, and then maybe how classpects will work affecting the grand scheme of things. Seer of Time, Witch of Doom, Page of Space, Maid of Blood, Mage of Heart, Thief of Rage (probably trouble tbh), Knight of Life, and last but not least, Rogue of Breath. Your advice is greatly appreciated! Some are new but you don't have to explain them really.
Hello again! Sorry this is so late, I’ll give what advice you asked for though and hope it’s still relevent. if not, hey someone might be able to use it somehow.
So let’s start with the frog breeding. Page of Space + Knight of Life is, as I just said in the last ask I answered actually, a terrible combination. Really, really bad. A Page in either of the Key aspects is turning on chaos-level difficulty for your session. Add in a Knight who only shows up in sessions lacking their aspects… Pages are already the slowest of growers, add another layer of detriment to growth on top of that due to the Knights existance and your Page is NOT going to mature. The lack of a Light player also means you get no bonus to getting the mutations you do need quicker either if you actually manage to find the frogs….Yeaaaah. I’d don’t give you a very good shot at getting a healthy frog here. You’d probably end up with an incomplete one like Karkat and Kanaya did and thats the BEST possible result.
In more general terms the classpect combos you have will all grow slower than normal, meaning you Time player will be under more pressure than normal. Also if your Thief of Rage will likely be a problem (and they are one of the fastest growing classes, the penalty wont hold them back for long) for quite a long time unless the Witch or Maid (Slow and Medium growers respectively usually plus the penalty) manage to get ahold of their powers before the Mage breaks down from the Curse.
If you manage to get to the Black King, you have 3 support, 3 offense and 2 defence. This is a very good set-up for a balanced fight. You do not have a healing specialist (either a Sylph or a Life player) so bring ALOT of healing items. ALOT. Have one defender with the offesive group and one with the support group and you should be golden. I’d give you a good chance at winning the fight should you all reach it and your teamwork is in-tact.
Overall however, your chances are slim. That Knight/Page combo plus no quick or stable check for the Thief is going to absolutely gouge your teams morale and team-spirit. A slow-growth curse on a session that has a quick growing trouble maker really isn’t likely to succeed. I’d say about 25% chance for winning since you do have the Mage to intervene early on and the Maid and Witch to take over later if luck goes in your favour. But that Page is going to cause sooooo much work for the Seer and Knight it’s unbelievable.
psssst, could you maybe analyse a session with a Thief of Mind, Sylph of Void, Maid of Light, Seer of Time, Knight of Life and Page of Space? thank -rolls off into the distance-
Pssst - sorry for how late this is, hope you still sorta care about an answer.
Key aspect are present, even numbers, no classpect clash. All the hallmarks of a potential winning session…And then I looked more closely at the actual combos. Page as a key aspect is ALWAYS a bad sign. You have turned on chaos-mode with that (A page in a non-key is hard mode, in a key aspect is the level above). Usually the fact your Seer is your Time player would help mitigate that (best time player. BEST) but then you had a Knight of Life. Your session will lack the potential for growth in all your players except the Knight. With a Page in a key aspect in session that is DISASTEROUS and puts ALOT of pressure on both the Knight and the Page.
This isn’t even adding in the fact you have a naturally selfish and soon to become know-it-all potential mind controlling Thief and a massive classpect clash between the Maid and the Sylph to deal with as well (maintainer of Light versus healer of Void? Oh god worst clash. They will HATE each others powers). This session is a train-wreck waiting to happen I’m afraid. Your Seer will need to help the Knight and Page alot to keep the frog breeding on track, and if possible also need to recruit the Thief into getting inbetween the Maid and Sylph…Which maaaay be impossible since Sylph and Thieves always start of friends then have a massive falling out in canon and those two might want nothing more to do with each other or become dangerous to each other as well.
Basically this session is in desperate need of a Blood player, maybe a Hope one to. There’s waaaaaaay too many ways this session could fall apart from poor relationships and slow personal growth. I’d give this session a 10% chance at winning, and I’m being nice with that.
Hey i would like to ask how this session would go: Mage of rage(also leader of the team), Seer of Space, Rogue of Time, Knight of Doom and then the Sylph of Breath. Also if it isn't too much, how would the Seer of Space and Knight of Doom form their genesis frog?
*Emerges from the sea of University and family responsibilities*
I LIIIIIIVEEEEEE!
Now I have time to do session analysis again :D
You have most things in-order but have an odd number of players. Most sessions have an even number for stability, even dream moon and suspected reproduction reasons so you maaaaay have a few problems in this session for an odd number to have been picked. Possibly the session that made this one messed up somehow. Be prepared for possible extra challenges and/or glitches.
Seer of Space + Rogue of Time is a really nice key aspect combo. Seers start off bias in the view of their aspect while Rogues feel like they are missing something in regard to thiers. These two could really help each other see through their blind spots and support each other. Good combo is good. The Seer of Space + Knight of Doom is also a GREAT combo for the frog breeding team. ‘One who sees Space’ plus ‘One who weaponises fate/rules/decay to defend’ means the Seer will find alllllll the frogs while the Knight can super easily keep them safe from any dersite of enemy-monster threats. The actual mixing/breeding may take a while as mutations are kinda a random crapshot and you dont have a light-player to rig it in your favour. Just make sure to check in with the Rogue to keep on schedual and you should be fine.
I’m really, really, REALLY struggling to see how the Mage of Rage is your teams leader. ‘One who understands negative emotions/passion/single-mindeness’ means if they KNOW the team can win they’ll push everyone towards that goal. Thats where the potential leaderness comes from I think…But then you have to remember two other things. One, the Mages Curse. Mages are always negatively effected by their aspect. One of Rage can easily find their team-mates turning against them for their single trackness and harsh words. And two, you have a Sylph of Breath. ‘One who heals freedom/communication/physical wind’. If the Sylph feels the Mage is becoming overly controling, even if the Mages does so by accident by poor word choice ala Mage Curse, then you will have a very meddling Sylph whispering the others into rebelling from the Mages control to do things their own way. However the opposite COULD also happen. If the Sylph realises the Mage is having problems getting their true intentions across, they might decide to play mediator/translator and help him keep the others in order. But thats a big IF with the Curse, Be very careful.
Against the Black King, you have three support, a defence and an offense…That is not a very good set-up. You NEED to keep your offense alive to win. And you’ll definately need a good long-term strategy in place before you even start the fight to win. Capatalise on you Rogues time-stealing in combo with your Mages attacks while the Sylph and Knight keep people alive and the Seer points out oppertune places to attack. It will be a looooooong fight. Good luck.
Overall, this session has a solid chance of getting the key quests done but may struggle at the final hurdle of the Black King fight, especially if they did have a leadership rebellion against the Mage later on as the Curse begins to bite. I’d say this is a 50/50 session. Good luck to you.
How would a session go with a Sylph of Breath, Knight of Space, and Prince of Mind?
short sesh=quick answer.
bejesus yall are in trouble. no time player=no Hephaestus= no Forge= no frogs escaping out of whatever they need to escape. luckily, you have a sylph of breath who in when "healing freedom" can assist in alevitating the burden of frog breeding. both Knights and Princes are super angsty classes, and with only each other to double their angst, things can get in trouble from there. the Sylph with their fix-everything attitude might try to unangstify them, but it will be a draining effort and distract the sylph from her land quest and her truer quest- Independence. also without a Time Player, you only get one shot with no timeline resets or scratches. Prince of Mind will start of surrounding themselves with the opposite aspect, so this prince will be very introspective and maybe try to play miorails with the Knight until he realizes how stupidly bad he is at it or how unimportant it is. also he'll probably be mentally broken in the end.
i give this the lowest of the low chance of winning. i doubt it will win unless an outside force helps
I forgot a player in that last one. Ignore it please XD Let me restate what the session is (sorry if i'm flooding the ask box) How about a Maid of Space, Witch of Heart, Rouge of Space, Page of Time, Thief of Rage, and Sylph of Light.
Hello there again! Well I can tell you right from the start one of your players is going to perma-die. You have two Space players! Either the Rogue of Maid is doooomed. Considering the fact you also have a Page as your Time player, I already can’t see this session going well, as that turns on Ironman-mode since Pages are the only Class that start off UTTERLY without any understanding of their aspect, in-fact they tend to have a handicap in it to make up for the sheer potential to be game-breaking if they manage to mature.
Basically you’ve got a time player that will be so bad with dates and time-keeping at the start that its actually too dangerous for them to time-travel since they won’t be able to set-up stable timeloops. So any wrong move early on dooms your whole session. The only way you can win is if you are destined to by Skaia, because then your Page will have matured safely and will travle back in one giant loop to protect and guide themselves and the session into winning. It all lies on the Page. Poor luck friend, which is incredibly ironic considering you have a Sylph of Light.
The Thief of Rage could be a major problem with a Page in session as well, considering they steal passion and Pages need all the motivation they can get to keep pushing through their flaws and not give-up. Your Witch would be a counter for them but because of their slow-growth as well it won’t be until late-game, if you can even get that far.
If you make it to the Black King, you have…well alot of potential set ups depending if the Page mature or not and which Space player dies. Either way however you will be down one player for the fight which puts you at a disadvantage. You do have a healer either way but no natural strategist to plan around your handicap. You’d have to brute-force it. Not the best chance here.
The fact you have a Sylph of Light is pretty much the only reason I can see this session having a chance. You will have luck on your side. But thats pretty much it. It’ll be a HARD road to get this session to win. Page as the Time player is one of the worst. Overall I can only give about a 15% chance and thats only because of the Sylph or it would be even lower.
How would a session with a Knight of Breath, Witch of Blood, Prince of Life, Sylph of Time, Heir of Space, and a Mage of Void go? And an in-depth explanation would also be good, but not necessary. Sorry, and thank you!
(+ Oh, and, sorry, but the Knight and Witch are in matesprits, and the Sylph/Mage and Witch are moirails.)
No need to say sorry friend, I’m the one super behind on asks *stares at the literal tower of session asks still need to be answered nervously*. But onto you’re session. Key aspects are here, even number of players for stability and dream moon splits and no Classpect clashing. You’ve got a chance at winning! Since you’ve asked for in-depth i’ll be putting the rest of this answer under the cut:
Knight of Breath is ‘One who exploits freedom/independance/communication/literal wind to defend others’. Knights only appear in sessions that lack their aspect and they themselves are the only one with the aspect, so their job is to use that to help everyone else, as such they are one of the quickest growing classes, learning to exploit their aspect very fast. In case of the Breath aspect this suggests the others in this session could lack free-will, have some nasty dependancy issues or simply don’t talk to each other enough causing all sorts of misunderstandings. Knights also always wear an ‘armor’ or ‘mask’ to hide away their true-selves, although that depends purely on the personality of the Knight what they hide away. Power-wise this Knight is super magic-based, you think of something to do with using wind offensively or defensvely and they can probably do it, so long as its in defense of someone/thing. Common examples we’ve given before include cutting wind blades and armor crafted from the wind that completey nerfs melee attacks.
Witch of Blood is ‘One who manipulates bonds/relationships/literal blood’. Witches are generally cheerful and friendly players who can struggle with the harsh realities of the game and have one of the slowest growing of all the Classes. Luckily Witches are also firey and when pushed enought, they push back and don’t give in easily, which is why they are quicker growers than Pages. The main reason a Witch struggles with their growth power-wise is because their powers are quite different from other classes. Unlike most others that can create their aspect or draw it from themselves, Witches can only manipulate. Their aspect must already exist for them to change. Considering this one is of Blood, she’ll have an easier time than most as literal blood is abundant in the Medium thanks to the large number of Carapacians. Trying to learn the ‘bonds’ side of their powwers may take much longer however.
I’ll admit I’m struggling to see how your Witch and Knight are Matesprits from just their Classpects. Their pretty much natural opposites as a defender of freedom and a manipulator of bonds. I’d expect them to be kismesis if anything. My only guess is that one of them is drawing on their sub-role (Knight of Breath=Rogue of Blood and Witch of Blood=Seer of Breath). But if thats true you’ll have to be very careful that this relationship doesn’t cause one of them to styme their own growth towards their title and maturity, as Skaia gives them the chance to, just to be with the other. Or just cause them to go into flat-out inversion. There could also just be personality stuff i’m missing here that fills the gap. Either way, their relationship will be tested to it’s limits by the game and their opposing titles.
Prince of Life is ‘One who destroys/destroys with health/growth/lifeforce’. Prince always start off ghosting their opposing aspect, so one of Life will be far more intrested and involved with things generally associated with the Doom aspect. Perhaps their a good ~ATH coder, perhaps they’re generally morose or morbid about things in general. Just some suggestions. Thier task is to accept that their healthier path to growth is to do with what they’ve always opposed. To destroy WITH it rather then continuing to destroy all traces of it within themselves. Princes are angsty, they will struggle hard with this internal struggle with their aspect and should they feel abandoned (even if it’s by their own actions) expect shit to go down (Eridan destroying Hope by killing other players and the Matriorb, Dirk letting himself turn to glitch dust). Power-wise, a Prince of Life can either actively destroy thier aspect (crippling others growth by injuring them or just outright taking their lives) or destroy using thier aspect. This seems odd until you think about how cells work, killing someone with super-cell growth aka tumours anyone?
Sylph of Time is one of the top tier Time players in my personal opinion. ‘One who heals/fixes eternity/endings/timelines/time itself’, they are the ultimate emergancy fix-it button, if GT they can literally heal a doomed timeline back into being the Alpha through their actions. Being the Time player and a healer type at that, the Sylph will spend most of their time keeping the Alpha timeline in-tact and time-traveling about in stable loops to gather needed information. Sylphs are fussy, they always stick their noses into whatever is going on with good intentions. Of course good intentions don’t always mean good actions (*cough*Aranea*cough*) and they can end up getting right on their co-players nerves. Part of a Sylphs task is to learn when NOT to involve themselves in something, or to learn to listen to the problem before trying to intervene. Power-wise, Sylphs always have some natural healing powers linked to their aspect. One of Time would be able to rewind time around wounds to make it as if they haven’t happened. The problem with that is that it’s only a temporary fix. Once the amount of time that was rewinded passes, the wound will re-open/re-occur again. Use it as an emergancy patch-up until you get better healing items or time to treat the wounds properly.
Heir of Space is power. ‘One who is protected by and later inherits and becomes mass/velocity/creation/literal existing space’. Heirs start off with a good relationship with their aspect and are passively protected by it. Space itself will make sure there’s always something that gets in the way of attacks that try to harm this Heir. Unfortunately this will make them kind of careless, they’ve never had to worry about getting badly hurt after all. Heirs are another slow-start Class, but once they GT they rocket up power-wise and instinctively understand how their powers work. However at that point they also lose their protection and ‘become’ their aspect. Usually this is the metaphorical sense (John as an Heir of Breath has literaly become free from the confines of the comic and rules of the game) but can also be physical (he can also happen to turn into air at will). For a Space player I would assume this means they passively embody creation, easily thinking up new alchemy combinations and creating the Genesis Frog without needing help while also being able to become other physical objects.
Mage of Void is ‘One who knows secrets/nothingness/darkness/The Void itself’. Mages are commonly thought to be ‘OP but cursed’. This doesn’t mean OP in the traditional sense but rather in the meaning that they already thoughrally understand their aspect even pre-game so once they enter the Medium they grow super-fast and learn to use their aspect powers much much quicker than any other Class. For one of Void this means this player already knows or will very quickly know many of the secrets of SBurb and thier fellow co-players. It’s also likely they are big on eldritch horror knowledge and knew about the Horrorterrors for years. The ‘Curse’ part tends to kick in late-game, their aspect will turn on them in some nasty way. For Void this could mean several things, they could fade almost comepletely into the background compared to all thier flashier and more powerful aspect-magic-wise teammates and never be fully noticed, they could be bitten in the butt by a secret they hid too long or they could have the Horrorterrors turn on them. Pray it isn’t the last one or your sessions in for a nasty turn. Power-wise Mages don’t get anything flashy, it’s mostly knowledge they specialise in through visions from the Alpha timeline to do with their aspect, they’ll probably learn to become invisible at some point though.
Are you saying it’s either the Sylph or Mage thats pale with the Witch or both? If it’s both theres gonna be some problems there son as the Witch already has to split their time with the Knight as well, giving them an extra Moirail could be pushing it. If it’s either, I’d suggest the Mage to be the better pair. The Witch makes sure the Mage stays with the group rather than pulling the loner thing Mages like to try to do and the Mage will help the Witch grow through their slow start. That would also mean the Mage has support for when the inevitable ‘Curse’ kicks in.
Against the Black King you have 2 offensive, 2 defensive and 2 support. One of your support is a healer but not a relaible one and you have no stats booster specialist so bring good supplies of healing and boosting items. Your Mage will be your strategist, have the Knight or Heir keep an eye on them if they don’t manage to keep themself safe with their voidyness. Witch and Prince are you’re main damage dealers, which give you a nice magic/melee split so no matter what is proto-typed you should still managed to get damage through. You should win this fight so long as you’re appropriately cautious.
Overall I give this session a pretty high shot at winning! he only problems I can see is if the Witch and Knight fall out badly as they progress or if the Prince goes down the destroyer rather then detroy with path. Luckily with a Sylph of Time in session you do have that emergancy one-more-chance button even if the timeline seems doomed. So I’ll give you a 90% chance at winning. Congrats!