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character classpect request!! sincerely hope im doin this right arc: at the start they play somewhat nice, but eventually they get really spiteful and start manipulating people. i'm not sure how this arc will end just yet, but i doubt they will be as nice as they were before. role: primarily a big event involving a mind-control chain (like vriskas minus all the murder), taking advantage of the teammates' space and time powers to sabotage the players that created their universe. goals: revenge (?) personality: theyre not good at being friends with others theyre quite withdrawn, theyre mostly focused on surviving but eventually they get sick of everyone tbh. pretentious currently i classpected them as a witch of heart (derse) but i wanna know ur thoughts! also, their planet is the land of pearls and deceit. i love your blog by the way keep up the good work!! :D
Witch of Heart seems accurate to me. Fiddle with it a little based on the vibes, but WoH's the general idea. Mind could also work, and the main difference there is that a witch of heart type is more people focused and a seer of mind type is more plan focused. Mind is more direct than heart in that regard. Mind makes things happen, heart nudges the players towards doing it. Witch is always a good generic for manipulative players but the class will depend on where they end up. If manipulating and the grand design is their whole thing, witch of heart or seer of mind. If they're about using others as tools and being adaptable, knight of mind or heart. Or you could always go a little weird with thief or prince of mind, a stealer/destroyer of choices, manipulation by restriction. Witch of heart is probably your best bet. You're doing this so correctly. More people submit correct asks please
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The Aspects in Battle
Time is the battle’s Pulse. The need to complete it. The Action. With little time, a battle will be likely to stop and make peace, or simply empty, slow, with few combatants. Time weapons switch up turn orders, slow people down and speed them up, add or remove combatants. Extra fast or slow weapons that cut between the turn order or stun or don’t look for openings. Daggers, claymores.
Space is the Terrain, the space between. The complexities and creativities of the battle. With little space, the battle is up close, fighting with fists or spears, not complex weapons, no fancy move just hit harder than the enemy.  Space weapons push, they’re complicated to use, many moving parts. They lay traps and affect the terrain. Hammers, grappling hooks, caltrops.
Light in battle is Information, Clarity, those things that are required for tactics. A battle high in light involves everyone knowing everything about everyone else. A battle low in light is foggy or dark, metaphorically or physically. Light weapons may require, or specifically not require luck, or knowledge. Sniper rifles, wands, dice.
Void in battle is Confusion. A battle in high void is obscured, an ambush, where opponents know little about their enemy, and had little time to prepare. Void weapons confuse and obscure, or benefit from stealth. Smoke bombs, pocket sand, and then while you can’t see the void player punches you to death
Breath is the battle’s Freedom, it’s Movement, it’s Agency, it’s Flow. A battle high in breath may be in the sky, or on an open field with ladders and platforms everywhere. A battle low in breath is in a claustrophobic area, low ceiling, prone to tripping, difficult terrain. Breath weapons move people, they’re light. They’re often ranged. Whips, bow and arrows, grappling hooks
Blood is, well, the opposite of breath. Restriction, claustrophobic places, tripping. Also, more bloodily, Cooperation, organized armies, the having of Allies. Blood weapons make you betray your allies. Or, more frequently, restrain. Also they make you bleed, just because. They’re made of metal for thematic purposes. Knives, nets, anything involving a chain. 
Hope is the battle’s Courage. It is the power of friendship, the will to fight. A battle high in Hope is kids on the playground with lasers and laser proof shields and shield penetrating lasers, in which no one will back down, because there are no consequences.  Hope weapons are weird, like Ahab’s lightning harpoon. Mundane weapons are not hope weapons, and hope players often end up using weapons that aren’t particularly hopey. Hope players name their weapons. Rage is the battle’s Discretion, its Fear. The idea that “mm, no, lets not fight, bad idea” A battle high in rage is gritty and depressing, full of trenches and brutality, it would end immediately, if there weren’t powerful people far off that keep giving orders. Rage weapons are big and intimidating. Brutal, loud. Their goal might not be to kill the opponents, but just to scare them off. Battleaxes, spiked armor. Or simple, as the rage player doesn’t really want to fight. Baseball bat, whatever they have on hand.
Life is the battle’s Energy. And also the participant’s healthiness. A battle starts high in life and gets less as people slow and die. Life weapons are often not really weapons, and life players are often healers.  Life weapons have effects regarding just doing more damage or also healing allies. Their thematic meaning is more relevant than their effects. Symbols of wealth, improper use of first aid kits.
Doom is the battle’s Drag. And also the deadness of the combatants. A battle starts low in doom and gets more as people slow and die. Doom weapons have collateral damage and work by attrition. Bombs, poison, fire.
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Rogue of light quadrants?
The rogue of light's main priority in a friend is that they can keep up intellectually. They can't know everything though. If they know nothing or everything, they may be a good kismesis.
Optimal Moirails: A rogue's flaw is indulgence, so their moirail should be able to stop them from indulging, but not so directly that the rogue hates them. A maid or sylph of void is optimal, but may be a little too direct and irritating, so doom also works well.
Optimal Matesprits: rogue of light | if there isn't another one in the session, any seer or mage works, as long as they aren't too knowledgeable. A thief, knight, page, maid, sylph or witch of light or mind works quite well too.
Optimal Kismesises: a seer. Someone too smart for the rogue's own good. Or someone too ignorant. A void player. Any page.
Optimal Auspice top leaves: Always depends on who their bottom leaf is, but the typical auspices are still good. Sylphs, seers, heart, blood. Seers and certain void players will be particularly helpful.
Probable Auspice bottom leaves: When someone is just a bit too smart or a bit too dumb, they make a good kismesis. When they're way too smart or way too dumb, they're likely to incite murder. A seer or mage or bard or page of light or mind. Anyone else real dumb or smart. A prince of light or void would also irritate the rogue, rogues tend not to like people destroying what they're trying to redistribute.
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Class Abilities
Thieves actively absorb their aspect from the environment, then use it to activate powerful abilities. They get bonuses for having lots of aspect points stored. Rogue abilities center around redistributing their aspect. They have only a small aspect storage, requiring aspect in the environment to use their abilities effectively, but unlike thieves, can give as well as taking.
Knights act like thieves, but do not have an internal storage. The more of their aspect in the environment, the stronger they are. They use aspect as fuel for abilities, but do not deplete the aspect. Pages passively absorb their aspect from the environment, and use it to fuel abilities. They have many passive abilities that activate at certain levels of aspect.
Maids convert their own mana into environmental aspect. They can provide the bonuses of high aspect to themselves and others. Sylphs, like maids, convert their own mana into their aspect. The conversion is cheaper the less aspect is present in the environment or target. They can not funnel aspect directly into themselves.
Princes convert environmental aspect into mana. Upon accumulating enough mana, they gain access to activated abilities. Bards passively convert environmental aspect into mana. Upon accumulating enough mana, they gain access to self-buffs.
Witches have abilities to alter the amount of aspect in players and environments, and change the set of status effects that high and low aspect grant. Heirs can manipulate their own aspect buffs and the amount of their aspect at will at no cost. They have abilities that can manipulate the aspect buffs and amount of aspect of allies and familiar environments.
Mages gain more power as they gather knowledge. They have a wide variety of active abilities, and many passive self buffs. Seers have abilities to gain knowledge about and with their aspect. They gain experience faster than other classes. Their abilities guide allies with their aspect.
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If a Prince of Light and a Heir of Doom started fighting each other, who would win and how?
The Prince of Light, no contest.
Princes are a combat class. Sometimes that combat is metaphorical, but they are always fighting and they are very good at it. Light isn't a combat aspect, but it is involved with strategy and if one hero has much more light than the other, they are highly favored.
Heirs are not a combat class. They tend to go with the flow, and can be quite defensive, but are generally about buffs. Doom is a combat aspect, but not for heirs. The definition of an heir of doom is approximately "always looses battles"
The battle would play out differently depending on how far actualized each is, but the prince would almost invariably win regardless of how far the session has gone.
The Prince of Light starts the battle by using [Destroy Fortune]. The Heir of Doom negates the Prince's ability with [Mana Decay]. The Prince gets fed up with the Heir's defenses and pummels them with their weapon until the Heir dies. None of the Heir's other majiks help in any way.
Princes are just better at combat.
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Hello, could you do a session analysis on my team, we have Prince of Time[D], Rogue of Space[P], Knight of Void[P], Maid of Breath[D], Knight of Heart[P] and Mage of Rage[D].
Relationships are: RoS, MoB and PoT are siblings, RoS and MoB are pretty close but PoT is distant and blunt, means well on the inside[smartass sometimes.] KoV is adopted/extended family, KoH and MoR are siblings[MoR is the youngest of the group]. RoS is the leader of the session.
Hope this helps👌
You've asked this twice now. I don't mind.
Not bad at a first glance, but not great either. Definitely looks haphazard. Lot of active players, but this size of session can work with whatever there. In terms of axis, you're only missing life-doom, which isn't the best to be missing, but it's not the worst.
Why the hell is your rogue of space the leader? That's a terrible idea. They're going to be bad at it and way too busy with the frogs already. That's the maid of breath's job. RoS being the leader is only going to cause conflicts, and result in mistakes. Leading is breath and blood player's explicit purpose. If your breath player isn't leading, they might as well not have a classpect. So perhaps you can see why for the rest of this review I'm going to assume that the RoS is the "leader" who goes in first, and convinces people to play, and the Maid of Breath is the one actually leading.
The Rogue of Space, who redistributes beginnings The Prince of Time, who destroys endings The Maid of Breath, who creates movement The Knight of Void, who wields the unknown The Knight of Heart, who wields internal truth The Mage of Rage, who knows reality
DPS: high Utility: low Control: good Support: good
In combat, this team will do well, but may struggle in less conventional fights. Their raw power and good support should make most fights doable. They may struggle against large groups of enemies due to no aoe damage specialists, but their aoe controllers (rogue and maid) should be able to stall long enough that the dps can take everything out. The maid and rogue should consider investing in using their aspect powers to kill.
Your frog breeding potential is remarkably average. Keep in mind that while the time player should be the one helping, both of your knights are going to want to help, regardless of whether they are asked to.
Leader: MoB Weaver: MoR, KoV? Guide: none? KoV? MoR Therapist: KoH, MoR, MoB Cleanup: KoV, KoH Rings: KoV, RoS Frog: just throw everyone in there, it'll work out fine
Your big problem here is that none of your players are particularly good at anything. You don't have a seer, mind or light player to be the guide. Your time and void players don't have good weaver classes. You don't have any of the several therapist specialists and your therapy capable players are busy doing other things. Knights are good for cleanup, but yours are also busy doing everything else. While Knight of Void is one of the best ringwrangler classpects, they're already really busy. Your only specialists are also your most versatile. Meanwhile the PoT isn't useful for much of anything beyond combat and fulfilling the requirement for a time player. The RoS, KoH, KoV and MoR are all jacks of all trades. The Maid of breath, at least, is a pretty good choice but you can't make a good team out of exclusively Jacks of all trades. This team is not more than the sum of it's parts.
Overall this team is.. fine? You can win, but this team isn't cohesive. You don't fil in each other's flaws, none of you have flaws, also none of you have strengths. It's fine. Whether you win or not is going to depend on the players and the circumstances, not the classpects alone.
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is maybe a dumb question,but what you consider small session?:0
On hiatus right now, but once I get back, or if you'd like to leave something for then, 6 or less. Once you get to 8 or more, it gets really tedious
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What would weapons for an heir of light look like? Both what would make appropriate weapons, and what aesthetically might make sense.
The Heir theme is "Just kind of a guy" and Light players work best with magic or ranged weapons. The optimal early game weapon is their father's gun, or a bb gun, or their father's ominous soon-to-be revealed-to-be-magic sword hanging over the mantlepiece. It's always nice to have an heir literally inherit things. In combat, all the attention will be on them, so they had better be good at using their weapon. Some heirs will be able to turn that around, making it so that they can see better, but others don't get a bonus to seeing them. If your heir can't, a ranged weapon isn't the way to go. They'll need to be able to defend themselves in melee. Bayonet, potentially, but if you're going for a melee heir of light, the weapon itself shouldn't require a lot of skill to use, and it should be magic. A dagger perhaps to take advantage of light players' tendency to crit.
Heirs of light can take advantage of their high accuracy and crit ratio with simple ranged weapons like muskets. Melee heirs of light may seek to cover their weaknesses with a parrying dagger and duel wield it with a stabbing dagger to take advantage of their light player precision. Magic is optional, but always nice for light players. Combine it with another weapon for best results, as heirs aren't great at magic.
As for a god tier weapon, your heir will probably use alchemized weapons all the way through. Any late game alchemization will probably just add magic to their existing weapon. Heirs fit better with other god tier items. At god tier, their aspect will be assisting them, as they inherit it. Perhaps a robe of scintillating colours, that flashes with stunning light when the heir is attacked. Or a scope that they add to their gun that helps them aim supernaturally well. The effects here being more important than the form. A flashing crown or an aimbot bipod work just as well.
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can we ask for a simple analysis for a Bard of Doom in a Land of Glaciers and Necrosis? (possibly with themes of spring? not necessary though! your blog's really cool)
The air crisps your breath as you step onto the glacier. The ice creaks underfoot, the permafrost squelches like flesh. At the edge of the glacier where it slips into the sea, not far from here, a wound. Festering and deep, it melts the ice, it sinks the fox-dens underneath where the cracks run too deep. The ice sloughs off in chunks and decays in the warmer seas. It is almost, almost, warm enough to wear short sleeves. Still your breath crisps with frost.
At the center of the glacier, there lurks no sea to warm the air. The wind carries snow and hail across the frozen plains. Here the ice never melts. Here, the glacier's beat comes slow and steady, maybe too slow. It's always hard to tell. Here grows a pillar of frost and a silent bed.
Back at the coast you could visit the fox-dens. They might lead you to the source. A deep chasm and the ice-flesh around it, blackened and pale. The doom-threads navigate the permafrost-earth like mycelium veins. Where ice meets them, they freeze, and the thaw stops.
If you climb down into the wound, or ascend the gates, you might find the great snake which calls logan it's domain. Tabes, of meltwater and rot. You might ask it if the melt is bad, and it would not answer. That's up to you, hero of decay.
Thus comes a Choice, stop up the melt, or bring it deeper in. Block the doom-passage and excise what's left. Bring a fragment of the infection to the place of impenetrable cold. Or, leave them both alive?
A perfect world has variety. If one aspect fails, it should have another to fall back on. You could leave the ice, leave the melt, fertilize the grass where it pokes shyly through. Keep the melt contained, but never gone. Purge only the weak, leave everything strong.
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hope it’s not 2 vague but wat kinda relationship would u think a rogue of life n knight of doom would hav?
Rogues need someone who can give and take their aspect, and tell them when to stop. Knights need someone who can gently bring them out of their shell, provide guidance and fight alongside them.
The biggest issue here is that the knight of doom thrives in a cultivated environment of high doom, while the rogue of life loves a high life environment. They balance each other out in this regard, but in a forming relationship it's more likely to cause tension than anything else. Which makes matespriteship difficult, but a moiralegiance or kismesisitude is still on the table.
In a moirailegiance, the knight could show the rogue that doom is valuable, and the rogue could help the knight to acquire doom.
A kismesisitude could form, but there isn't much incentive for it.
They aren't a perfect couple, but they'll make good friends, or adequate moirails. They don't have the passion for a good matespriteship.
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may i please have a simple analysis for a witch of dooms land of scales and twilight?
The laws of life are written in stone. Inscribed on the plated earth below our feet. Here is a land where it always seems like morning is soon to come. But the laws of life are written in stone, and stone can not be allowed to touch sunlight.
Through creaking forests, webs are wrought around the branches, tangling in your hair, inescapable. But you venture forth, to the centre of the wood, where all things become equal in the end.
Ashes to ashes, dust to dust, or so they say. Really, it's more of a guideline than a rule.
They say that people are free to do as they desire. You know better than that. Desires are themselves the chains that bind us to our fates.
They say that it has to be this way. You know better than that.
You open your eyes to a world that is not quite dark, and not quite dead. Underfoot no grass cushions your steps, the scraggly trees that sometimes mark your path are bone white and bare. Skaia lingers just past the horizon, no matter how far you run. You come across a temple, to some forlorn god that this land once called a denizen. Inside, a stone tablet. "For Themis is dead, and Themis is sleeping, but still her influence pervades." The tablet has many brethren. "Objects fall towards the centre of the planet" "All things die eventually" The villages of this land simply persist. Crops do not grow well here, but the jaguar consorts survive anyway.
"Stone can not touch sunlight" says one of the tablets. You take the tablet to the sun, though it writhes away, you push it forth. When the light touches the tablet, it melts, the words slough off, and in the unset rock, like concrete, there is new space for another precept.
They say that people serve fate. But you have found that fate serves you.
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Heyo I have a quick question. If people sent you an image of their fanclass/spect and a general description of what it does would you be willing to come up with your own idea of what it could do or what drawbacks it may have? This would only apply when you have classpecting open of course.
yep! You wouldn't have to wait either. I should put it in my description, but unique, funky asks are always open.
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Hi! Sorry if this is too long, but can we get a session analysis for a Mage of Rage (p), thief of heart (d), knight of doom (dual), rogue of light (p), witch of void (d), sylph of time (d), prince of breath (p), page of blood (p) and heir of space (d) It doesn't need to be long at all if you don't want to! :3
Mage of Rage (p) thief of heart (d) knight of doom (dual) rogue of light (p) witch of void (d) Sylph of time (d) prince of breath (p) page of blood (p) heir of space (d)
Slightly active, but that's perfectly fine Even dreamers Missing life, mind, hope Missing seer, bard, maid
Dps: 1.8 Utility: 2.4 Control: 2.2 Support: 2.6 A little low on dps, but it's not too severe. Just don't get ambushed and you'll be fine.
Leader: Prince of Breath (early) Page of Blood (late) Weaver: Witch of Void/ Sylph of Time Guide: Rogue of Light Therapist: Mage of Rage CleanupCrew: knight of doom RingWranglers: prince of breath, thief of heart Phreug: Heir of Space, sylph of time
The page of blood is a much better leader than the prince of breath, but as a page, they don't come into play until a little later, so the prince will have to do until then. Lots of potential weavers, their influence should make the session go smoothly. You're a bit low on information. No seer, no mind, the mage has an emotional focus, and the light player only redistributes. If your mage manages to learn about the workings of canon, your problem will largely be solved.
Prince of Breath - Page of Blood is an interesting interaction. The page might be forced to develop faster due to the destruction of breath. This could be good, but it could also force them too hard, and make them sad.
Princes are always potential problem players, but here they shouldn't ruin the session. Do keep an eye out to make sure that they don't stress anyone out. Removing breath from this session could be a good thing, but it can always go too far or too fast, and with less breath, it'll be harder for them to escape from the prince's breath destruction.
The thief of heart might seem like a problem player, but they're not too bad. Problems only occur if they're evil, and problems occur when anyone is evil.
Your biggest issue is a lack of good therapists. The mage of rage can do it, but they can't do it super well.
All in all, a pretty average session. Nothing too notable about it. There's probably some timeline where you succeed, so just hope it's the alpha. Maybe bring in a maid of hope if you can. A bard of mind would be useful too. Or have someone else play similar roles.
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This isn't really a traditional analysis— more of a set-up, really, and you're perfectly fine to ignore it—, but if someone else tries to "strong-hand" or take over frog-breeding from an inattentive/destructive/literally a Bard honestly Space player, how do you think the session would turn out? It would probably be the Time player and maybe a Prince of Time who heavily ghosts Space, but still not the actual Space player. (And wow, that's an awful combo of cardinal aspect roles.)
You are 100% free to ask nontraditional analyses. They're almost preferred. (i have 26 session requests in my inbox you know i'm not getting to all of them, but these, these are interesting) anyway:
They will not properly succeed. They might get a cancerous frog, or it might Just Not Work™ You're not supposed to do that. The space player breeds the frog, and without the space player you won't have a final frog. (The white one) A seer, i would trust to use the space player, technically involve them, but be the one telling them what to do. A prince, no way. Even if they ghost space, they can't replace the true space player.
A cancerous frog can be created by anyone. A healthy frog requires the dna from a white frog that you find in your dreams or something, and then probably send the time player off to collect. If the space player is so far from self actualizing that they might be better off not helping to breed, they're also not completing their quest, not talking to their denizen. A space player like that does not breed a good frog.
You want a good frog, your better bet is helping out your bard of space, getting them a therapist, helping them self actualize and become good at stuff. You want an interesting story, go ahead, but keep in mind that canonically, you need the white frog to breed a healthy genesis frog. A prince of time trying their best to breed a frog alone, hating on their bard, failing over and over again, eventually giving up or settling for a cancerous frog or going back to the bard and helping them become ready to breed a frog, would make for a pretty interesting story.
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I will now assign your characters a classpect. Of course, if you just submit a regular description of them, there's a very good chance that I will get it wrong, or not have enough information.
If requesting that I classpect a character, please include the following:
A description of their arc (how their personality changes between the start and end of their game) A description of their role in the story (what are the most important actions that they take to advance the plot) A description of their goals (to get rich, or advance science, or make more friends ect) Their personality (just a couple traits is good enough, paragraphs aren't necessary, but helpful if you have the letters left to elaborate.) Feel free to include what you think their classpect is if you would like to maybe be proved wrong.
Notably, no one has any idea what criteria make someone one classpect over another. You're wrong, I'm wrong, actually hussie is wrong too. It is impossible to be correct. I'm just more correct than you.
If you are missing some of the answers, feel free to still ask, but you're less likely to get an answer. It's also less likely that your character even has a classpect. Some characters are not sufficiently detailed to classpect.
If you request classpectings frequently, check back to this. I might change things as I get a better understanding of what information is and isn't neccessary. Dm for a more thorough analysis.
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Howdy! May i request a session analysis for a prospit slyph of time and a derse knight of space? Please and thank you!
Ooh, a two player session. Don't see those a lot. First off, you're obviously missing a lot, and highly unlikely to succeed. But part of what I'll cover involves how best to account for your flaws.
Sylph of Time Knight of Space
Heart, mind, life, doom, light, void, breath, blood, hope, rage Seer, mage, heir, witch, thief, rogue, page, maid, prince, bard You're missing a lot. This will be a problem. Lucky for sessions this small, you don't really need blood-breath or hope-rage. What you do have is well distributed, though I might have prioritized seer or witch above one of your classes. While you have a good active-passive split, it would actually be better here to skew your classpects active. Using aoe buffs on just two players is not particularly efficient. To remedy your lack of light-void, the easiest way would be finding a way to safely communicate with greater beings like the horrorterrors, or having read homestuck before entry. Heart-mind can be remedied by paying close attention to your actions, and which actions you should be taking. Get good at planning, or self actualize, before the session. Maybe do it several hundred times, that's probably within sylph powers.
Sylph of Time buffs and controls Knight of Space does damage and utility
You have a typically good split for the combat types. In a tiny session, it might be better to swap buffing for dps, but you'll never really have enough of anything regardless of how you split the classes. To improve your lethality, try having the knight of space create mechs to fight in, or having the sylph of time abuse loops for more loot.
Leader: Nope Weaver: sylph of time Guide: sylph of time (weaver and guide bleed into eachother in small sessions) Therapist: Nope CleanupCrew: Sylph of time (if at all) (wow, its not the knight for once) RingWranglers: Both Phreug(Frog): Both
You're obviously doing a lot of doubling up, and some slots are empty. Not great, but it's what we have to work with. Leaders are more important in larger sessions, you'll be fine without one if you both just keep a phone on you at all times. It's not hard with two. Weaving and Guiding are also more important in large sessions, like quite a few of the roles, but it's still good to have them in small sessions. Therapists are again, say it with me, more important in larger sessions, but they're also important anytime that players don't enter already self-actualized. Try to do that. Become a good person before playing sburb, it will ease many issues. The cleanupcrew is usually an extra player that doesn't need to do anything else. You need both your players. However, the sylph of time will be cleaning up the timeline anyway, might as well have them do some odd jobs while their at it. Neither of your players is an expert ringwrangler, but the queen is weak here. It's not a big issue, just don't be an idiot about it and you'll get the rings easy. Frog breeding is done by the space player. Knights tend to help, which was probably your intent with assigning a knight of space, but you'll be better off if this is a team effort, regardless of which classes the aspects are. Your knight might want to do it alone. Do not let them. Time isn't always needed for a frog, but you're much more likely to succeed if you include them.
One flaw that large sessions often have is classpects taking or destroying resources that other classpects need to be most effective. As a small sesssion, you shouldn't have any of... what do you mean there are still interferences. The knight of space works best with lots of space to pull power from. The sylph of time will end up creating and healing time, inadvertently destroying space. Your knight won't be as powerful as optimal. With a leader or therapist you might have been able to fix this, but, well, small session. Just don't get too much Blood and it won't be too big of an issue.
With only two kernelsprites, the battlefield will be a cube, and the royalty will be weak. You'll also be weak but it's manageable. Lets assume that skaia is ready to receive a tadpole with few prototypings, but keep in mind that it might not be and you might just be screwed by default. Anyone willingly playing with only two is either a fool or an expert. If you're fools, I can't help you. You will lose. Find more people, or find a way out of your incipisphere. If you're experts, keep in mind to balance your unclassed aspects. Mind and heart are the most important. Make good decisions, keep logic in mind, and you won't screw up completely.
This isn't the best pair for a two player session. But hey, it's not the worst. While you aren't as boned as literally any session with a prince of space, you're probably not going to succeed. Don't feel bad, no one else is succeeding either, sburb is hard. Find a way to become a lord and muse, find some other players, or do some intense shenaniganry to make success more likely. It's not impossible, but you just can't deal with much of what sburb will throw at you. A two player session is not a regular session, so be prepared to have to break the game to succeed.
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