So, to start this blog off, I have decided to do a take on my session. This involves a Prince of Time(Me), a Knight of Mind, a Page of Life, a Bard of Hope, a Witch of Void, a Rogue of Space, a Seer of Heart, and a Thief of Rage.
First, the Prince of Time. His abilities are to destroy time, or destroy with time. So he can use time in a destructive manner, like take dangerous objects from time, and use them. He can also regresses or age enemies to non-existence in a second. He also has the basic time abilities to travel through time. He could also pass into doomed timelines easily, and learn from them to stay in the Alpha timeline. A few problems he has are that time clones would be extra doomed, meaning they would die faster than normal clones. He would also have a high frequency of snapping, due to the weight of highly destructive abilities, and the heart break that happens to most princes.
Next, the Knight of Mind. He would be able to protect his allies by utilizing thoughts. Basically, any thoughts that could lead to something that can injure his friends, he can wipe from enemies minds. He can also attack with thought waves. The problem with him is that as a knight, his session will lack his aspect, making his session full of stupid ideas by the rest of the team.
The Page of Life has the abilities to share life, and good feelings with there allies. At the beginning, he will be very weak, and constantly be helped by there teammates. But later on in the session, they will become a very powerful healer, probably the best of all Heroes of Life. Anyone near them will be constantly healed, and couldn’t die, due to the strength of his later abilities. There only problem is that when fighting enemies, he could probably only heal them if he cannot control his powers, which will then allow his teammates to die.
A Bard of Hope, one of the sadist god tiers. His abilities lie in allowing destruction and allowing destruction through hope. So, he allows his enemies to feel hopeful, in a fight, and then just crushes them, along with there hope. They will also crush allies and enemies hope, and be pretty pessimistic. They will also destroy there own hope, making them prone to wallowing, and not able to fight. Being a bard means that they are a wild card, and can cause the eventual winning or losing of their session.
Now, the Witch of Void. She would have very weird abilities. First, she can manipulate void, with this, is is able to manipulate nothingness. So, like most void layers, is most powerful in the void and using no weapons. She would also be able to navigate through the furthest ring like a walk in the park. She would also be able to manipulate secrets, so learning all secret parts of Sburb. She will be very powerful, but very dangerous, for if she went Grimdark, she would be extremely powerful one.
The Rogue of Space is a little simple. There abilities revolving about taking space, and giving it to others. Her main abilities would revolve around teleportation, due to taking the space someone is in, and moving it somewhere else. She would also be able to help her allies, by taking the velocity of her enemies, and making her allies faster, and shrinking her enemies, and make her allies larger, or vice versa
Next, the Seer of Heart. There abilities would revolve around reading and seeing the future around the soul and emotions. These abilities will allow them to keep the team in check emotionally, making sure that certain ‘triggers’ won’t affect the team in a bad way. They would also be able to know who works best together, making them a great tactician, and a great therapist to the team.
Finally, the Thief of Rage. There abilities revolve around stealing emotions, mostly negative, from everyone around them. They can both be very helpful, and dangerous. By stealing the negative emotions from the team, it can keep fights from happening. Unfortunately, they will be taking on these emotions themselves, making them unpleasant and violent at times. They can also steal positive emotions from enemies, making them sad an easy to kill.
Through my unbiased opinion, this session would have many problems, but would have the ability to succeed. It has the necessary Time, Space, and Knight players for it. It also has a Page of Life, which will keep morals up, mortality rate down. The Seer will also be able to help the more dangerous Prince, Bard, Witch, and Thief in check by giving them daily or weekly therapy sessions. The Knight will also be able to learn any secrets the Witch is hiding. Unfortunately, the Prince will be a problem to the entire session. He will have to keep a check on his powers, and if went rogue, only the Witch and Knight would have a chance against him. The Thief will be dangerous due to emotional bursts, and the strength gained from stealing these emotions. The Bard will be a problem by accidentaly keeping the groups moral down, but would be fixed by the Seer. The Knight’s presence will also cause many bad decisions to be made through out the game. And in the final fight, the Rogue could lead the team to victory, with an easier win due to the Prince, Witch, Bard, and Thief as fighters, and the Page, Knight and Seer as backup.