TC: Nah, bro. If there were a group with multiple Pages who all managed to realize their true potential, then they would all be able to equip their comrades with their Aspects. Kinda overpowered, right? Probably why sessions of the sort are as rare as they are.
CA: Not to mention, there’s a reason why Knights are nearly impossible to see in the same session without either, A, a huge amount of players, or B, some sort of Scratch Deus Ex Machina sort of thing going on: Knights are easily the most powerful class out of the game. If two Pages were to be fully realized and layer their abilities on top of a character with another god tier, the dual (or maybe triple, if they layer them on someone already a Knight) Knights would be gamebreakers! The closest comparison I can think of would be when someone puts in a ton of mods in a game that layer superpower after superpower onto the player character. The game sort of breaks after a while with too much to process, and that might happen with SBURB (as a sort of consequence), so the game put it in that Pages wouldn’t be able to double-Knight.
Anonymous said: Can you do a write up for page of void please??? love your blog!!
Aw, well, thank you.

Powers: CA
The Page and the Knight are the passive-active pair, Exploiting their Aspect by turning it into a weapon. But where the Knight keeps the sword they have been given by their Aspect, the Page hands it out, makes themselves an army of the Knights their swords create. Similarly, where the Knight reaches their full potential as an army by themselves, the Page learns what they can from their teammates and allies, reaching their full potential far slower than the speedy lone-wolf Knight. Jake English, as the Page of Hope, equipped thought-Dirk with his beliefs that the manifestation of his knowledge of Dirk existed, and he was essentially just wished into existence by those beliefs, having received Aranea’s gift of his full potential. And while Pages’ abilities take a while to come into effect, due to their full potential being a long road to reach the end of, at least they don’t have to deal with the pesky side effect of their session lacking their Aspect.
So, Page of Void, turns other people into Knights of Void.
…What, are you surprised I jumped right into that power? Well, that’s because there isn’t really much that the Page can do besides. Horuss Zahhak, too, was a Page of Void, and what did he give to his teammates? Nothing. Any Page of Void would simply be able to give their teammates nothing…actually, I take that back. A well-trained Page of Void might be able to do worse than that. A well-trained Page of Void would be able to obscure their allies’ information, memories they want (or need) to forget.
Don’t worry, though, the Page’s other ability more than makes up for it. You see, by making their allies Knights of Void, the Page has essentially ensured the success of their session. I’m not sure if you’ve read our team analysis of a Knight of Void, but in the case you haven’t, let me tell you, Knights of Void are one of the parts of a perfect session because their mere presence means that everything that needs to be in the session is there. And yes, this does apply to Pages, too, once they reach their full potential. Knights of Void are armies, construction crews, basically anything, able to call out anything they need from the nothingness, and able to show up wherever they may be needed. The weaponization of Void would likely allow this Knight the ability to teleport into and out of existence wherever they need to be, or, at the very least, turn invisible. Just imagine what, say, three of them together would be able to accomplish!
As a final note, it’s worth saying that a Page of Void might be a bit of a secret-keeper, given how Pages tend to accept their Aspect wholeheartedly as a matter of who they are (e.g., Jake, as the Page of Hope, believing most, if not everything, that he gets told, as a measure of his tremendous faith), and this might be something that the Page needs to work on to reach their full potential, opening up to their teammates about their secrets. Not all, but, at the very least, some.
Weapons: TC
Pages and Void. Well, as I have previously stated at least once, Void players opt towards quieter ways to kill things and Pages use more traditional weapons. For instance, Horuss Zahhak, the canon Page of Void, used a bow and arrows to fight. The other Pages are Tavros, who used a lance, and Jake, who uses his pistols. Other Void players are Equius, who uses his bare hands (literally nothing), and Roxy, with her sniper rifle. As such, a Page of Void would use a strife specibus designed to fight and kill quietly. The following would suffice.
Land and Quest: TC and CA
You see this here word list? The one thepageofhopes made? Yeah, you can use it if you can’t think of a good Void word.
Alright. Of the three Void players we have seen in canon, Equius Zahhak, the Heir of Void, Roxy Lalonde, the Rogue of Void, and Horuss Zahhak, the Page of Void, we have only seen two’s lands (Roxy’s and Equius’), but, of course, given how one is a member of a Void session, one that is inherently different to other sessions (read: regular ones), we can only use one, Equius’, the Land of Caves and Silence. This was an empty-looking land that, in an obvious (and, I imagine, intentional) contrast to Light lands, looked like it was perpetually night. Silence is a lack of sound, and the “lacking” part makes it the Aspect word, and I think it’s possible that Caves might be the aesthetic word, as one would think that they are a permanent structure, leaving Silence to be the quest word, but given how little time that was spent in the Land of Caves and Silence, even in Paradox Space, there isn’t much we know about the land. We can imagine that Void lands would have a direct contrast to Light lands as for the light that’s on it, and where Light lands look like they’re at various stages of the daytime, Void lands would be in darkness.
So, with that aesthetic knowledge done, what would the Page of Void’s quest be?
I mean, they’ve got to have a quest, right?
….Yeah, I’m officially labeling the Page of Void as the most useless class until they reach their full potential.
I know, I know, I’m being mean, but really, and I am being quite literal here, the Page of Void has nothing to do.
Their land has consorts, sure, but they’re pretty damn content with what little happens in their darkness-filled land. Their Denizen is not causing any trouble, no monster’s rampaging, no slaves need to be freed, no tablet needs to be destroyed, no war needs to be stopped…nothing.
I know, you’re all like, “What the hell is this bullshit?!”
I was like that, too. But then I started actually trying explaining it to myself (note to self: muttering to yourself in public generally garners a few odd looks), and it makes sense.
The Page’s natural ability to give people Void (read: nothing) is the only thing they could do without actually dying on their quest bed, and even then, they would only be able to make them forget. They have nothing to do besides not screwing shit over, and that’s because their only gift to give other people (with their powers, I mean, not like, intellectually or creatively) is nothing.
Their quest is nothing…but at the same time, it’s far more challenging than one might think. Because with nothing to do, what else is there but for them to learn to overcome their own boundaries. Their quest is to learn to reach their full potential. Their quest is to learn their powers, to learn themselves…and to maybe stop holding so tightly on to all of those secrets.
bliggity bliggity, bloggity, bloggity.
Heh. Bloggity.

Page of Breath
Powers: CA
The Page and the Knight are the passive-active pair for the Exploit class. Both use their Aspect as weapons, but in different ways, as where the Knight keeps the sword they have been given by their Aspect, the Page hands it out, makes themselves an army. Similarly, where the Knight reaches their full potential as an army by themselves, the Page learns what they can from their teammates and allies. Jake English, as the Page of Hope, equipped thought-Dirk with his beliefs that the manifestation of his knowledge of Dirk existed, and he was essentially just wished into existence by those beliefs, having received Aranea’s gift of his full potential. And while Pages’ abilities take a while to come into effect, due to their full potential being a long road to reach the end of, at least they don’t have to deal with the pesky side effect of their session lacking their Aspect.
So, if Pages make their allies Knights of whatever Aspect they are, the Page of Breath would, by definition, therefore be able to equip others with Breath, making their allies Knights of Breath. As far as equipping others with Breath directly goes, it means that those equipped would be at least as free as the Page is. As a backlash, though, this might mean that the Page takes the equipped allies’ place in a lack of freedom, and if physical freedom is in dispute here, this could be by means of literal place swapping via some sort of teleportation, but in a team full of Knights of Breath, the Page probably shouldn’t be too concerned about a newfound lack of freedom.
When their teammates are given the Knight of Breath’s abilities, side effects should include things such as being able to control the air around them, essentially being able to airbend as a result, and possibly being able to fly or teleport. They would be able to fight just as long as they are free, and whether that which binds them is physical, emotional, or mental, with the Page able to equip their teammates with the freedom they need to fight, making the Page, once fully recognized, an easy choice for the team’s therapist. By loading their worries, their troubles, onto the Page, they would be able to fight to their fullest abilities, and being the feelings dump is something the Page of Breath isn’t entirely unready for. I mean, just look at Tavros. When he isn’t being walked all over, Tavros is a very good listener, able to understand people’s feelings. That soft spot of his is exactly what landed him in so much trouble with Vriska in the first place.
The only concern I have with the Page is that they shouldn’t be too keen on erasing their allies’ emotional and mental bonds. While being the go-between for all conflicts all the time seems like a nice idea given how it would aid all members of the team to not have to worry about little fights that turned into something bigger, by getting rid of every little emotional tie between their team’s members, good or bad, runs the risk of inverting the Page to a Thief of Blood. The Page will likely be able to figure out when they’re coming close to crossing the boundaries of their abilities, but someone might want to keep an eye out just in case.
Weapons: TC
Well, the obvious answer would be a lance, wouldn’t it?
Pages lean towards more traditional weapons. Examples of this include Jake’s pistols, Horuss’s supposed bow, and yes, Tavros’s lance. Breath weapons are generally melee weapons, but with more reach, which can be manifested in two ways: the capability for being thrown or a longer handle. Examples of Breath weapons include the lance again, wielded by both Tavros and Rufioh, and John’s hammer.
So, a Page of Breath who isn’t Tavros would still have Lancekind as a viable option, but some alternative options are as follows:
Land and Quest: TC and CA
Alright, another Breath land! Sweet. And as per usual, let us say this in our great big disclaimer voice. Ahem. “TC and I suggest the use of this word list to aid you if you are having trouble coming up with the Aspect word for your land.”
Alright, now that that’s done, let’s get to work. To sum up the discoveries TC and I had made as far as Breath lands in describing the Sylph of Breath’s land, we had figured out by comparing Tavros’ land, the Land of Zephyr and Sand, and John’s land, the Land of Wind and Shade, that it likely doesn’t much matter what the land looks like. I mean, between Tavros’ bright, undeveloped, empty land, and John’s dark, developed, lively land, there seems to be this whole spectrum of possibilities for Breath lands. The one thing that I can imagine joining them, though, would be that the quest for Breath lands involves wind. This doesn’t mean that the quest word itself has to be the Aspect word, just that the quest has to, in some way, involve wind. John’s quest was to use wind to blow away the clouds and free the fireflies, the quest we had described for a Sylph of Breath involves creating wind for their land by creating freedom for captured wind spirits, so on and so forth.
So, that being said, what would the quest be for a Page of Breath? Well, the Page would have to learn to arm others with the freedom they already know how to use. And while this freedom can take multiple forms (physical, mental, emotional, etc.), it would likely be easiest for the Page to deal with a form of the latter two, as quests are often meant to occur before the player in question has reached god tier. So imagine the consorts for their land are snakes. Like, those really cool flying snakes from Southeast Asia. So they can fly. Even some ancient ruins or whatever depict the snakes flying. Except this generation of snakes you’ve found spent their entire life on land and have no idea that they can fly.
A certain catastrophe occurred on their land, maybe a drought, maybe a famine, whatever, but the point is, they’ve lost a vital resource they need to survive. Good news is, there’s resources nearby. Bad news? They’re on the other side of a deep, deep ravine just about splitting the entire land in two. Good news, again, though, this ravine’s producing a constant updraft. These snakes are built for flying, so they could easily cross it, except they don’t know that they can glide around like that. They think they’d fall the moment they go too far off the ledge. This mental and emotional bond to the land is dangerous, as if they don’t cross the ravine soon, they’ll likely die.
The Page’s quest is to provide their consorts with the freedom they need from the land around them to cross the ravine and save their life in that way. By freeing their allies just the right amount from their fears and doubts, the Page can allow them to achieve great things. Just a push in the right direction.

Heir of Light
Powers: CA
The Heir and the Witch are the passive and active pair that fall under the category of Manipulating Classes. The Manipulating classes are easily the most complex classes to understand, as where other classes’ abilities generally exist as an independent variable from their Aspect, the Manipulator classes’ abilities are intrinsically linked to their Aspect and how they interact with it. To the Witch or the Heir, their Aspect is almost like another person. To the Heir, their Aspect molds them as a parent would a child, provides them with protection and sudden bursts of their Aspect, as though giving them a gift (which may or may not be a good thing, depending on the Heir’s Aspect). Their Aspect will bind the Heir with rules to help them learn to not hurt themselves or others in using, but once the Heir has learned the rules and begin to take them to heart, the rules will be gone, allowing a metaphorical bird to leave the nest.
So, the Heir of Light would be essentially the child of Light. What this means is that the Heir would be molded by luck, they would understand it, as thought they were intrinsically shaped by it for their entire life, and they may very well have been. The Heir would know that luck has its rules, its limits, and, in manipulating Light, would know just how short they would have to stop to not upset their Aspect’s balance. You know how, mathematically defining luck, while there could potentially be long stretches of success, there would have to be long stretches of failures to return to the true value of how often an event occurs? Well, the Heir would know just how many successes they would have until a long period of failure would have to occur to set the scales right. The Heir has the ability to choose the placement of someone’s lucky streak, and change how long it will last, and will be able to manipulate knowledge in both themselves and in other people within the borders Light sets.
Another things the Heir gets is little “gifts,” from their Aspect. The Heir would be granted long enough stretches of luck to mean something, but short enough that they don’t have to suffer the consequences of it. Light would also, on occasion, bestow sudden leaps of knowledge to the Heir along with streaks of luck, giving them the chance to use the knowledge they have inherited.
And as far as manipulating a more literal interpretation of Light, the rules would still apply to them. They would have to use available light to manipulate it, and, in being protected by light, they might even be able to become the intangible energy itself so as to remain unharmed by any attacks.
Heirs, at least to me, are the most confusing class of all, as they are altered by their Aspect, rather than the other way around, and for someone who isn’t quite so linked to their Aspect as, say, an Heir of Space, it doesn’t entirely make sense. But hey, you do you.
Weapons: TC
Heir of Light weapons are rather straightforward, since Light players tend to use unorthodox weapons with magical properties, like Rose’s needles and Vriska’s dice. Heirs tend to use weapons that are symbolic of their aspect, as if they are wielding their aspect itself to defend themselves with, like John’s hammer and, more importantly, Equius’s fists, along with his bow, which kept breaking, symbolizing that Equius had nothing to defend himself with, being the Heir of Void.
As such, an Heir of Light would use magical items, perhaps with a luck/fortune motif to further symbolize Light. The following would easily suffice.
Land and Quest: TC and CA
Alright. As per usual, TC and I recommend that you use this word list to help you if you’re having trouble coming up with an Aspect word for your land.
So there have been three Light players shown in all of Homestuck: Rose Lalonde, the Seer of Light, Vriska Serket the Thief of Light, and Aranea Serket the Sylph of Light. Of those three we have only seen two of their lands, but thankfully, those two have played in (arguably) normal sessions, and therefore those lands can be used as examples. Rose’s land as a Light player, being the easier of the two to dissect, will be the first one we do. The Land of Light and Rain was Rose’s land, and where Light is obviously the Aspect word, the quest and aesthetic word is Rain. Rose’s job on LOLAR was to learn to play the rain, but we don’t know to what end given how Rose never actually completed her quest in the Alpha timeline.
The other planet, Vriska’s, was the Land of Maps and Treasure. The sky of her land is covered by glowing compasses and landforms, exuding the image of an old map, which gives us the impression that Maps is the aesthetic word. This leaves the word Treasure to be the Aspect word of Vriska’s land. And given how we never saw much of that world in the first place, there isn’t much data we have been given as far as what the quest for Vriska’s world was. Or much about her world in general, really.
So of the two Light lands, the patterns that can be drawn between the two worlds are that they are relatively bright, and while the decorations between the two worlds vary, one thing I’ve noticed is that it looks like the sun is always in some degree of out-ness. In Rose’s world, it looked like it was at noon, but in Vriska’s it was at sunset, perhaps a symbol, of sorts.
So that’s what it looks like, but what about what the Heir is supposed to do there? Well, the Heir of Light needs to learn how far they can stretch Light as an Aspect, and this could have multiple connotations. Of all the Aspects in SBURB, Light is possibly the most multifaceted between its links to luck, knowledge, and light itself, so the Heir could potentially have a quest related to any of the three parts of the Light Aspect, how far luck can carry you above skill, how much knowledge can carry you above instinct, how far light can carry you above knowing where you’re going. So why not make use of a combination of any two of the three, or all? Picture this:
A maze exists in the Heir’s world, and deep within lies a treasure, a resource, something the consorts of the Heir’s world want of need, and the maze was deemed such a confusing mess that once you enter, you will not come out. The Heir’s quest is to enter and find what their consorts need or want or whatever. Now, how would they find their way around? Well, among the option of mapping out the maze and potentially running out of room, I’m certain you recall a certain Theseus finding his way around the maze with the aid of a ball of string to know where he was coming from and where he was going. The moment the string runs out, though, if at all, the Heir relies on luck, getting to the goal quickly and then they rely on knowing where they’re going to get back to their guide out, the string. It’s a matter of balance between luck and knowledge and skill and the strength to carry back what their consorts need. The Heir will learn all of the above and more from their Aspect.
Oh gods, this took forever. So sorry.
Powers: CA
The Page and the Knight, as I mentioned last post, are the passive-active pair for the Exploit class, and where the Knight relies entirely on themselves to reach their full potential, and can only arm themselves with their Aspect, Pages rely on others to reach the tip of their abilities, and are heralded as the most powerful class in all of SBURB. Pages equip others with their Aspect, and the abilities of Knights of their Aspect. So take, for example, Jake, as the Page of Hope. By granting Mind Dirk the abilities of a Knight of Hope, he was able to threaten taking Aranea’s soul in an undeniably painful process, all aided by Jake’s arming him with his beliefs, i.e., in him.
Therefore, the Page of Light would be able to make their teammates Knights of Light, arming others with both luck and sight, and, also, information. I had remarked in an earlier post that the Page of Mind would have a sort of telepathic ability due to their being able to equip others with their thoughts. In this case, the Page of Light would likely have a very similar ability, as the Page would be able to equip others with information, make things clearer for their teammates, an ability most, if not all Light players possess. The Page would also be able to do more than the Page of Mind, as they would be able to transmit what they were seeing to their teammates. So a Page of Light would probably do even better than a Page of Mind in an espionage role, as they would be basically able to arm their comrades with whatever information they see and know, rather than having to think it first.
But in addition to that, the Page would be able to make Knights of Light out of their teammates. The Knight of Light would be able to arm themselves with Light, which can take a more literal, and a more figurative approach, both making a Knight of Light, let alone a whole army of them, a formidable enemy. The Knight of Light would be able to use information as a weapon, and I imagine this as the Knight being able to see and know the weak points of their opponents in battle, whether they favor their left side, or that their downward block doesn’t quite block the entirety of their legs. The Knight would enter a state of heightened observance in order to arm themselves with knowledge now made clear to them. They would also be able to arm themselves with the more common interpretation of Light, luck or fortune. In a way, they might be able to become the Marvel hero, Scarlet Witch. Where they might not be able to manipulate it in quite the way that she could (Witch indeed- a Witch of Light), they would be able to understand luck, see where their fortunes and their enemy’s fortunes lie, and be able to arm themselves with the knowledge of who would be more likely to slip on the banana peel they just dropped. Finally, the more literal interpretation of the Knight of Light’s abilities would be to arm themselves with actual light and the energy within it. The Knight might be able to pull off something like what Jake did with his halo of Hope energy, except most likely less deadly. They would be able to blind their opponent, make them more susceptible to attack. They might also be able to make an outright weapon from solid light (as it is possible, and not just in the Portal games). The Knight would be well-armed by the Page’s abilities.
As I mentioned earlier, their abilities might give the Page an immediate advantage as an information-gatherer or a spy. Another possible position the Page of Light might have is as a tactician, giving a far-away outlook of the battle and passing on advisory notices to their teammates as for waves of enemies and possible advantages in a battle.
Weapons: TC
Lots of asks for Pages recently, aren’t there? Well, as I said for the other Pages’ weapon analyses, Pages tend to use traditional weapons, like swords or guns. However, this is contradicted by the pattern set by all of the Light players whose weapons have been revealed so far, as all of their weapons have not been things that one would typically think of as weapons. The revealed weapons that have been used by Light players were Rose’s knitting needles and Vriska’s Fluorite Octet. However, both of these weapons have some sort of magical quality, for lack of better phrasing. Rose’s needles doubled as magic wands, and Vriska’s dice did something different for each different possible roll.
As such, combining these two patterns together, we would have to change the definition of “traditional weapons”. The traditional weapons that a Page of Light would use would be traditional weapons for wizards, witches, or magic users. The following strife specibi come to mind.
And an honorable mention to:
Land and Quest: TC and CA
This is the first time we’re doing a Light player. Fun. And as always, our usual disclaimer: If you’re having trouble coming up with the quest or Aspect word for your land, we suggest the use of thepageofhopes’ word list to create your land.
So far, the planets of two Light players have been seen in the comic, Rose Lalonde’s land as the Seer of Light, and Vriska Serket’s land, as the Thief of Light. Rose’s land as a Light player, being the easier of the two to dissect, will be the first one we do. The Land of Light and Rain was Rose’s land, and where Light is obviously the Aspect word, the quest and aesthetic word is Rain. Rose’s job on LOLAR was to learn to play the rain, but we don’t know to what end, Rose never actually completed her quest in the Alpha timeline.
The other planet, Vriska’s, was the Land of Maps and Treasure. The sky of her land is covered by glowing compasses and landforms, exuding the image of an old map, which gives us the impression that Maps is the aesthetic word. This leaves the word Treasure to be the Aspect word of Vriska’s land. And given how we never saw much of that world in the first place, there isn’t much data we have been given as far as what the quest for Vriska’s world was. Or much about her world in general, really.
So of the two Light lands, the patterns that can be drawn between the two worlds are that they are relatively bright, and while the decorations between the two worlds vary, one thing I’ve noticed is that it looks like the sun is always in some degree of out-ness. In Rose’s world, it looked like it was at noon, but in Vriska’s it was at sunset, perhaps a symbol, of sorts.
But speaking of quests, an optimal quest for a Page of Light would be something that gives others good fortune. But how would that work? I mean, luck is an intangible concept before god tier, right? How would they be able to give their allies any form of luck?
Well, the answer, my friend, is simple: cheat.
The world has a sort of coliseum in it, run by an “elite,” set of consorts, I suppose. To put it simply, Karl Marx would think very poorly of this world.The “elite,” happens to have something that the world needs desperately to solve some sort of problem the world has.
In order to reach their ranks, a certain group of trials had to be overcome, and these trials would be decided by chance. A machine. Like a roulette wheel or a spin machine.
Our Page’s task is to obtain that item and solve that world’s problem by using the “elite’s” resources. Only problem is, the Page themselves can’t enter these trials to obtain these resources for themselves. So what do they do? They choose a proxy and arm them with luck by making it so the trials that are chosen by the machine are easy for them. They fix the roulette wheel, hand out loaded dice in the casino, and make the spinning machine wheels stop at all the right places. And they use their gift to their advantage.
Sure thing! Once again, like with the Page of Mind post we did not too long ago, we’ll do the specific god tier first and then go about describing the team.
Also, sorry it took so long. TC and I have been hella busy. Hope you like it.
Powers: CA
The Page and the Knight are the passive-active pair for the Exploit classes. Their jobs are to allow themselves, or, in the Page’s case, others, to exploit their Aspect as a weapon. Pages and Knights must both reach their full potential in order to completely use their abilities, and given how Pages rely on others to reach their full potential, it takes an infinitely longer time. However, all this time spent on the Page is not in vain. Once they reach their full potential, Pages are hypothesized to be the most powerful Class in SBURB. Pages arm others with their Aspect, granting them great power in a sort of repayment for allowing them to reach their full potential. Pages are like kings, leading an army of Knights of their Aspect. And with the Page of Heart, that is a very apt description, especially given the abilities of the Knights this Page would be leading.
The Page of Heart would be able to arm others with the Aspect of Heart. This means that the people they arm become Knights of Heart, in addition to giving the Page an ability to give others a certain emotion that they may already be feeling a spark of. It would almost be like a cleric in an RPG or something similar, making their teammates feel pumped for battle. If the Page’s team feels as though they will lose the battle against their Black King, then the Page will be able to take their fighting spirit, for that always exists going into a battle, and boosts it. They boost their team’s morale, in order to give them the feeling that they will win, and giving them more of an ability to win (you know, if you think it, you can do it).
Another ability of the Page of Heart to equip others with Heart as a weapon would be allowing their allies to become Knights of Heart. A couple of posts ago, I explained the abilities of the Knight of Heart, but in the case you hadn’t read that, that basic abilities a Knight of Heart would have include an intuitive knowledge of Heart, leading to a sort of empathetic ability in order to know what emotions to exploit, the ability to create a sort of “soul weapon,” which may reflect the person who uses it or the Knight in question’s strife specibus, and the ability to splinter themselves, making an army out of the parts of themselves that feel or act certain ways. For example, let’s say that Vriska came into contact with a Page of Heart who reached god tier and their full potential, and they happen to bestow the powers of a Knight of Heart on her. Her splintering might occur between the side of her which is entirely victory-driven, another might be the side of her which feels a fair amount of crushing remorse for her actions, and yet another might be the homicidal maniac who believes those who drag down the group shouldn’t be around to do as much and so on and so on. She’s a very conflicted person at some points, and not so much at others. This Page will have more of an “army” to lead than others, given how their Knights would be able to split themselves up into different people.
In any case, this Page will likely have a role in their team as a motivator of sorts. Someone who can get their team up and at ‘em as far as completing quests and other jobs and the like. This makes them a prime choice for a leadership role, but I’ll be analyzing that role more in-depth later on in the team section.
Weapons: TC
The tendency for a Page is to use an ACTUAL WEAPON as a strife specibus as opposed to the item lying nearest to them. A Page would use a sword as a weapon instead of, say, a broom. Heart players tend to gravitate towards melee weapons with a sharp and/or pointed edge. As such, when taking both of these factors into account, we get the following weapons.
Land and Quest: CA and TC
A lot of this will be repetition from the Knight of Heart post we made not too long ago. So here we go.
So far, we’ve seen the lands of two Heart players, Dirk Strider, the Prince, and Nepeta Leijon, the Rogue, but of those two, we can probably only use one as an example, as Dirk’s session is a Void session, which leads to some automatic differences between his world and the world of a Heart player in a normal session. For example, his entire world is covered in a noble gas, and is filled with dead, skeletal consorts…or maybe those are just monsters? And of course, time for our usual disclaimer-like quip: as with TC’s land, we suggest the use, once again, of this word list to aid you in the creation of your land, in both its quest and its aesthetic.
In any case, the unfortunate fact is that we are now limited to only using one land, the Land of Little Cubes and Tea. Nepeta’s land is an oddity in its nomenclature, given how it is made of an extra word. While this was presumably done only on Hussie’s part to make the abbreviation for the land LOLCAT, this is an interesting thing and I felt need to make a note of it.
In any case, Nepeta’s land is rather easy to deconstruct and decipher. The “Little Cubes,” part is likely a reference to the little cubes forming staircases and such all along the land, looking suspiciously like sugar cubes. This is likely the Aspect word. Heart lands tend to be sweet and soft, and these “Little Cubes” are most likely made of sugar. The “Tea,” part is quite obviously a reference to the teapots sitting on top of the mountains on the land. We aren’t entirely certain which is the quest and which is the aesthetic word given how little time there was spent focusing on the characters in the Land of Little Cubes and Tea, but that’s as much as we can learn from the name and brief glances we have gotten of the land.
As a side note, if none of the words in thepageofhopes’ list appeal to you or they don’t seem to fit the land you had pictured for your character (if you thought of a quest beforehand), it is possible that the Aspect word for a Heart land is meant to sort of reflect the nature of the player. Nepeta, despite having her underlying metal-as-all-hell nature, was a sweet, adorable individual, a personality that made her easy to like, and as such, her land reflected that. Dirk didn’t have an Aspect word, but his land reflected him, as it was a very interesting land with great levels of depth to it, like Dirk.
As for the Page’s quest, I imagine it a little like this: Dominoes. There is a problem on the Page’s world. The consorts, although they recognize it’s a problem, have no real motivation to get rid of it. This is similar to the Knight of Heart’s quest, but rather than the Knight themselves motivating everyone, the Page is smart (this isn’t to say that the Knight isn’t, their abilities work in a different way than the Page’s, which would have made this quest a bad idea for them to undertake). They realize that, given the nature of their abilities, a lot less work can be put into things if you simply have some people act as the motivators. Motivate one in the right way, and you have a Knight of Heart to motivate others. Spread them out, give them enough time, and these Knights of Heart would have spread Heart throughout their area like wildfire. Now the Page can point the Knights in the right direction, tell them what they need to do, in order to get rid of the problem. This might be making something. This might be getting a weapon from somewhere else on the world for the Page to use to slay some sort of monster. Whatever it is, with an army of Knights to motivate the consorts, the quest is a lot easier to manage.
Team Analysis: CA and TC
Knight of Void, Mage of Space, Rogue of Life, and Page of Heart
Well, there’s an immediate problem that I spot with this session: There’s no Time Player. Time Players are vital to the session. Doc Scratch, I believe, said something along the lines of, “A session without a Time player is doomed to fail.” And what’s worse is that without a Time Player, your players wouldn’t have a Scratch Device to help start the session over, so their game is doomed and without some Deus Ex Machina sort of thing going on, and a healthy session intervenes and gives them something to work with, then this session won’t have any sort of good ending. More likely than not? The Reckoning will happen, and everyone will die. The end.
But I’m not going to end it there. You have a Space player, one of two necessary parts for this game. There’s still some sort of hope here, so what I’m going to do? I’m going prescribe you a Time player based on what kind of Time class would help balance out this session. I might even help and prescribe another player to help out if it comes down to it (I know a fair amount of people I’ve worked with want sessions with an even number of people, and it may even be required by SBURB anyway, so I’m going to help you out there). So let’s see what kind of things the team you already have need.
The Knight of Void would provide an immediate benefit to this session. A Knight’s presence in a session means that whatever their Aspect is, their session lacks it, and this session is given a great gift by this Knight. Under most circumstances, the Knight of Void would likely constitute an immediate advantage to their session, as the lack of Void means that this team would have everything they need to complete their session successfully. In this session, though, given how there is no Time player, they would have everything they need except Time to help the Genesis Frog or to prepare themselves. This Knight would be an army, a construction crew, basically anything, able to call out anything they need from the nothingness, and able to show up wherever they may be needed. The weaponization of Void would likely allow this Knight the ability to teleport into and out of existence wherever they need to be, or, at the very least, turn invisible. But with this boon comes a potentiality for the session’s curse: Knights have a mask that they hide behind. For Dave, it was the impermeable “cool kid” act, for Karkat, it was anger, and for Latula, it was the identity of the gamer girl. If this Knight hides behind a mask that makes them keen on overworking themselves, or, on the flip side, not working at all, then the session has more problems than simply no Time. But that’s why the Page will be helpful, once they reach their full potential. Now, this may seem manipulative, but if the Page were to arm the Knight with a feeling of guilt whenever the Knight doesn’t show up on time, or a feeling of happiness whenever they do something good, then the group may be able to train the Knight to step out from behind their mask and simply act for the group. The Page will have to be careful with when and how they do this. If they simply do this with their abilities, rather than talking to them and using pathos to convince the Knight that what they’re doing is problematic, then they might accidentally invert themselves into a Thief of Mind, stealing the Knight’s thoughts and giving themselves a boost while doing so.
The Mage of Space. Now, I know a fair bit about Mages, TC being one, and I know a fair bit about Space, that being my Aspect, so I know that an unprepared Mage will cause a pretty large degree of problems. First off, Mages have a tendency to be bitten in the butt by their Aspect. And Space is a very big thing to have its teeth digging into your ass. Space has a connection to creation, and if the Mage breaks the rules, then gods know that the game might glitch out, and the Mage might end up standing on an enemy spawn point working double-time. But altogether, a Mage balanced by their teammates would be an asset to their team. Their massive knowledge of how Space works would allow them to go around at super-speed or make their enemies go around a lot slower. They could teleport themselves and other things. They could make things bigger or smaller, within the rules of how matter works, and they might even be able to, given enough time learning, make one of those never-ending corridor type deals. You know, when the protagonist of something or another is running towards a door at the end of the hallway or whatever, but no matter how fast of long they run, it never seems to be getting any closer? That’s likely something the Mage could manipulate into existence. They would be the person who needs the Knight’s services most, even outside of their quest, as the Knight would be able to pop test subjects into existence for them to learn more about their abilities and the rules of Space once they reach god tier. But again, the Mage’s inevitable backlash will have to be something that the Mage is prepared to get rid of, and they will have to help prepare their teammates to do the same. The Mage will need to learn or already have some sort of good work ethic, because if they want to complete their quest and learn to manage their abilities as the Mage of Space, then they will have to work double-time, and the Page would likely be able to help motivate the Mage, too.
Next up, the Rogue of Life. Now, let’s face it: with Nepeta’s ship-making, Roxy’s drunken speech obscuring what she’s trying to say, and Rufioh’s wings, Rogues have always had the tendency to reflect their Aspect. But with what I can tell, as soon as the Rogue enters the session, that tendency to reflect their Aspect is gone. Nepeta didn’t have much in the way of shipping time until the trolls were on the meteor, as far as we can tell, Roxy became sober (and as such, her speech stopped obscuring information, a major symbol of Void), and Rufioh ended up becoming paralyzed from the neck down, thereby losing his freedom. So this Rogue would likely be a very lively person before the game started, they would be all for all the possibilities of their Aspect, and then when the game starts, they might not show this all too much. This isn’t to say that they end up being as bland as dead!Aradia, but it might mean they their priorities get put in order. Let’s say that this Rogue, before the game starts, is all for screwing the rules (a more symbolic showing of Doom, Life’s antithesis) for some reason or another that may have to do with affluence, but when they enter the game, something happens that makes them realize that the rules are important in this game, and they embrace the control that Doom has over their life. They realize the limitations of Life, and respect them. The Rogue would be a grounding force for the rest of the team, understanding where Life’s jurisdiction ends, but that doesn’t mean that they might not stretch those rules if something very special to them were on the line. The Rogue would be taking the life from their enemies and giving it to their teammates, a fearsome ability that would be very useful in making sure people tend not to die. But when the Reckoning comes, not even they will be able to keep things from dying.
And finally, the Page of Heart. I had mentioned a something about Pages earlier in another team ask, and I’m thinking that a lot of it rings true here, as well. The Page will likely be at least somewhat mild-mannered, and likely a sort of protege for some of the other members of the team. The Rogue and the Page would likely keep the other members of the team in check, what with the Rogue’s newfound understanding of rules and the Page’s understanding of emotion. But funny enough, I have a feeling that this Page might be more likely to be looking at a lot of the session in a more objective manner. I talked about some of their roles earlier, with the Knight and Mage, but they would probably be the one who lets the Knight and Mage know what they are doing right and what they are doing wrong. They would make the Knight and Mage aware of things by using their abilities, but they have to be careful that they don’t just make their teammates feel things on the fly, lest they invert by the surprising overuse of their abilities. The Page would have to be willing to talk to their teammates, let them know that things are going wrong, and that they can be a part of the solution. Counselling, you know.
Altogether, this is a pretty good bunch. A fair balance of people grounded by an understanding of problems and solutions, and a fair amount also aided by their ability to do awesome things. But we are still missing two players. So first off? We’ll add the Time player.
For this session, we recommend the Sylph of Time. Once they reach god tier, the Sylph would be able to create Time for others, giving everyone enough Time to finish their quests, master their abilities, and then be back in Time for tea. They would have time travel, like all Time players, but they would also be able to give Time to their other people. It would be like giving others a hyperbolic Time chamber (give the player ten minutes in the Sylph’s abilities, and they would be able to complete a day’s, a month’s, etc., worth of stuff). The Sylph, as a healer, would be able to heal using Time, basically undoing whatever damage had been done, provided Time was willing to do that much. I would recommend having this Sylph’s major concern be reaching god tier, at which point the ability to make hyperbolic Time chambers for everyone else be an option. They would be a major asset to this team, but would also be able to help solve any arguments people might be having in the team (give them Time). Then they would know when to send in the Page to help.
Now, for your last player, TC and I had a bit of a debate. We both knew that achieving a balance between active and passive players was probably for the better, but where I was thinking Mind player, you know, logos to the pathos, TC was thinking Hope (because all sessions could use a bit of Hope) or Rage (to motivate). Now, I don’t know about you, but I’ve always thought Rage players were a bit dangerous (no offense, Rage players, a lot of times, dangerous is good, just a bit scary), especially in a session that might have Space itself causing problems with the Mage in it. Then he suggested the Witch of Blood. Active player. Not a member of an Aspect already used. Also, incredibly helpful. You know those horrible (and I mean HORRIBLE) fanfictions you might be able to find gods-know-where if you’re not careful? Those ones where not only are physics questionable, but everyone’s acting out of character as fuck? Well, the physics would likely be the Mage’s job, but the OOC team-building-in-five-minutes thing would be the Witch’s. This session, with the Sylph and the Page and Rogue acting as grounders, and the Mage and Knight being powerhouses, is already very good. They would have a good chance of succeeding. But if their teamwork is shoddy, not much could be done with it. The Witch would be able to rewrite any encounter like it were a bad fanfic. They would make the Knight completely abandon their mask to help their teammates with little to no prompting courtesy of the Page, the Mage would be willing to work just as hard as they need to, and the Rogue, well, the Rogue may be poorly written, but at least they pose a good point: don’t break those rules, Mage. The Witch of Blood would be able to make the team cooperate as never before. If they were good before, well, with the Witch by their side, as TC put it, they’d be “a well-oiled machine.”
Add a Sylph of Time and a Witch of Blood, and your team has a very good chance of surviving. Nice job choosing a variety of Classes and Aspects.
Alright! Well, we’ll do the Page of Mind thing first, and then regroup for the team thing later on. We’re sorry this took so long to put together.
Powers: CA
The Page and the Knight are the passive-active pair for the Exploit class. The Page is notorious for being a class without many powers to start off with, even after they achieve god tier, but once they achieve their “full potential,” they become a force to be reckoned with. Many times, it has been admitted over the course of Homestuck that Pages are potentially the most powerful class known, but given their passive nature, this cannot affect themselves, and even given their power, it takes a very long time to reach, leaving many Pages never even recognizing their true potential in the end, a tragic fate, and one that may cause them to invert once they realize the tragedy in it. But thankfully, it hasn’t happened yet. Anyway, the Page requires others to help them to reach their full potential, whereas Knights are capable of reaching their potential on their own. But even if it takes longer for them to reach this full potential of theirs, it pays off immensely, as the Page is viewed as one of the most dangerous classes in the game, even if they don’t use their abilities for themselves. I mean, just look at the damage Jake did as the Page of Hope: he was able to allow “thought Dirk” to essentially threaten Aranea with destroying her soul. The only thing that stopped that from happening was that Aranea was the person who allowed Jake to reach his potential in the first place, and kept him screaming old-fashioned mannerisms while surrounded by a halo of Hope energy. Dirk was armed with Jake’s belief in him, allowing him to use that as a weapon, and without her, he lost his potential.
The thing about Pages is that their potential isn’t in the same place Knights’ is. Say that a Knight was given a sword. I’m certain they could do about twelve billion different things with that same sword until it breaks. They could level mountains, raise armies, whatever they well like. While the Page, when you give them a sword, they give it to others. I have heard it said before that where Knights are amazing, a Page can be likened to a king, leading an army of Knights. And the reason why they can do that is because they can give a Knight’s sword, a Knight’s abilities, to another person. They can create an army of Knights by giving their swords to others, and giving back their powers to the people who helped them reach their potential.
So essentially the Page of Mind’s ability is to make their allies Knights of Mind. Mind is the Aspect of thoughts and choices, so therefore, those who the Page arms with their ability would be able to arm themselves with thought and choice. The Page might be well-suited as an intelligence gatherer, now that I think of it, as they would be arm others with specific thoughts, their thoughts. They would be able to pass on their thoughts and the information that they gathered to their Knights using their abilities. In a way, a Page would be capable of telepathy, arming others with their thoughts. Those equipped with the abilities of a Knight of Mind would be able to arm themselves with the knowledge of choice and the consequences. The Knights in the Page’s army would be excellent builders of Rube Goldberg machines, capable of setting things up one after the other to harm their enemies, be this through physical harm, insanity, or another mean. They would be able to weaponize thoughts and create revolution or raise an army for themselves. It’s possible that those armed with knowledge of the Aspect of Mind might have some sort of understanding of justice through their understanding of choice and consequence. After all, as Latula Pyrope, the Knight of Mind, said that karma made some sort of intuitive sense to her. They understand that there is a balance among all things, and justice, whether or not it is fair, must be served as consequences.
So a Page of Mind would be able to bestow to others the abilities of a Knight of Mind, bestow upon their allies thoughts and information in a sort of telepathic manner. This could open up multiple roles. A spy or an intel-gatherer would work quite well. By working with the rest of the team, they could provide a communication role by passing along thoughts for others to arm themselves with. In this way, they might be able to transfer information faster than people could type it. In the case of communication failures, like all members of their team fails to keep five computers on them at all times like a sensible person, or they just happen to lose them all, the Page of Mind would be able to allow for communication between teammates. They would be at the center of a web of communication, and an invaluable teammate.
Weapons: TC
Well, pages are interesting in terms of weapons, since there is no real set pattern to them. I mean, what can you think of that a lance (Tavros), a bow and arrow (Horrus), and a pair of pistols (Jake) have in common? Then I realized that all of these are all weapons in the conventional sense. Mind players, also have a potential pattern, as I mentioned earlier, assuming that Latula and Terezi use the same weapon. Even if they do not, the other theorized weapon that Latula used was her skateboard, meaning that at the very least, Mind players gravitate towards melee weapons. So, as such, the following strife specibi would fit both of these patterns.
Land and Quest: TC and CA
We have discussed this before, with our Bard of Mind post, so a lot of this is repetition, but let’s go about it once more.
Of the Mind players we have known in Homestuck (Terezi, the Seer, and Latula, the Knight), we have only seen the former’s land, The Land of Thought and Flow, so all ideas we have about a Mind land comes from inferences we have drawn from Terezi’s. As with TC’s land, we suggest the use, once again, of this word list to aid you in the creation of your land, in both its quest and its aesthetic.
So, dissecting Terezi’s land. We don’t know what her quest was, but we know that both words can relate to Mind in some way or another. Thought is the obvious one, as Mind is the Aspect of thought, but what about Flow? Well, flow is a reference to either the rivers all over her land, or the lights flashing and flowing through the sky (the lights that look suspiciously like the Mind symbol). Either way, we can probably imagine that “Flow,” might have been the aesthetic word for her land, leaving “thought,” to have been both the word related to her Aspect. Although we don’t know which word was her quest word, we can at least dissect that much into her land.
Now, the word relating to the Mind Aspect is easy to make. But the quest, that is the harder bit. As we had said before, Mind is the Aspect of thought and choices, of consequences and possibility. This, as such, could lead to a variety of potential quests for a Mind land and Mind player, but to help a Page of Mind understand their abilities once they reach their full potential, might I suggest a quest in which they have to solve a puzzle but using their whole land. It’s timed, in a way. Like there’s only a certain window of time during which the Page may reach a treasure or something, and the Page needs the help of their consorts or other players to reach it. You know how in video games there are those puzzles where once you press a button, you have a limited amount of time to cross ten platforms, juggle some lemons and blitz a few enemies? Yeah, it’s a bit like that, except there are twelve buttons that need to be pressed at the same time and they’re all on different parts of the Page’s world. Under normal circumstances? Impossible. But if they use their allies (consorts, teammates or otherwise), and give them the information that they need in order to help them, they should be able to complete it.
This would help them in learning to use their abilities to transfer information. They would be able to learn the basics of their abilities, even if they haven’t reached the god tier yet. They could just use a computer and IM system to give their allies the go-ahead. They just need to use their ability to arm others with information in order to finish their quest.
Well, I think I just came up with your quest word and Aspect word. Puzzles. Or maybe Trials. It’s up to you.
Team Analysis: CA and TC
Knight of Breath, Page of Mind, Muse of Time, Sylph of Space
First time to do this. Okay, well, you reached the first checkpoint, i.e., the Time and the Space player. The Time player helps with giving enough time to the creation of the Genesis Frog, and help others with finishing their quests as well, this ringing especially true given this Time player is the Muse. The Time player is also in charge of Scratching the session, should it be necessary. And although we aren’t sure if it’s necessary, the fact that this session has an even number is pretty helpful, especially when getting the planets aligned. The ring has always been surrounded by an even number, so, if it does happen to be a necessary factor to the game, you’re good there.
However, there may be a couple of problems, and those problems come in the form of the Knight and the Muse in the session. Admittedly, they are very awesome classes, but the Knight’s Aspect is exactly what the session lacks, and a session without Breath (a.k.a., freedom), is almost immediately crippled. As I mentioned in the post about the Knight of Breath, some possible ways the session could lack freedom include the portals that the players need to get around their might be too far away to reach, there might not be enough building materials to reach them in the first place, or the portals might not even exist. This lack of mobility can take many forms, but no matter what form it takes, the session will be crippled by it, and to keep the session from dying, the Knight will have to get in gear as fast as possible as far as mastering their abilities. The Knight will have to be willing to fly everyone around through the portals, get people where they need to be and when they need to be there (as per the Muse’s specifications), and not get too tired out from doing it. It’s an immense challenge.
Speaking of the Muse, the problem with that is that the Muse’s existence in the session may throw things out of whack: a powerful class has a fair amount of problems to balance things. For example? The Muse may learn that they have to leave their session partway through the make The Choice to save gods know how many people from the person who chose to destroy things. The Muse’s planet is dead, which means that they had to oversee everyone else’s quests, but without the Muse to do that, the session may fail. Their sacrifice has consequences, consequences that the Page in this session may be able to help understand, or, rather, help the Muse themselves understand. In any case, Muses are powerful, and their existences in a session tend to mean that something major is going to happen. Caution is advised.
Alright, now let’s talk about their cooperation:
The Knight of Breath is an interesting person to look at, because Knights are infamous for hiding behind a sort of shell or mask. Dave hides behind a “cool,” exterior, Karkat hides behind a mask of anger, and Latula, behind the guise of a “gamer girl.” This hiding is done entirely to protect a sort of insecurity, or perhaps a problem they see with themselves that they don’t want to face. Dave hides behind the entirely unflappable cool person exterior because he believes that he can’t amount to the same thing as his brother or John (at least he believes as much in the game, especially once John reaches god tier, hence his, “I’m not a hero, I won’t die a Heroic death, etc., etc., etc.” shpeal). So, depending on what the mask of this Knight of Breath is, the Knight might cause a problem very early, especially so given the team’s dependence on them! Just imagine the problem an aloof Knight of Breath may hold (e.g., shows up 15 minutes late with Starbucks just to give the impression that they don’t care too much). The Page of Mind will likely be needed to help them if their mask turns out to be problematic and the Sylph will be there to help with any problems their mask may cause with the other teammates. The Muse will likely take on a different role for the Knight: one of the coach. They will have to help train them to use their powers, devote and give time to them, be this Time they stole from their enemies, Time they inherited, or Time they created for them, because without this Knight knowing how to use their abilities, the session may fail. So this Knight’s role? Integral.
The Page of Mind would be a protege of sorts for the entire team. Not necessarily someone they would feel like pushing around, per se, but Pages have a tendency to be fairly mild-mannered, I suppose. The Page would have to allow others to understand their mistakes before allowing someone else to step in to correct them (if the people themselves don’t correct them themselves, that is). Whereas the Sylph would likely mediate using the pathos (emotional appeal), the Page would likely use logos (logical appeal) and really just show them that they made a mistake objectively. They, like the Knight of Breath, would likely be a major devotion of the Muse’s Time and resources (i.e., Time), especially so if the Knight has a “mask,” that’s causing problems for others. By allowing the Knight of Breath to know the abilities of a Knight of Mind, they would be able to know the consequences of the persona they’re hiding behind, and the problems it’s causing for others. They would know that they have to modify their behavior in order to bring the session to a successful close. So the Page is an important part of this session, as they would be able to allow their teammates to weaponize their thoughts and choices, and also understand the consequences that occur as a result of their actions.
The Muse of Time would likely serve as mission control and teacher for the group. Practically everything would be their job, as per their quest, and they would be able to decide what the next best course of action would be. They would teach the Page to reach their full potential, and they would help the Knight understand and use their newfound abilities, not to mention helping the Sylph with creating the Genesis Frog. Given how barren their world is and how good they’ll end up at Time shenanigans once they reach god tier (or possibly even before), they ought to have little standing in their way of reaching god tier. Their biggest problem would be learning how to use them all in time to get their new universe created. But with a little help from their innate Knowing and their teammates, especially the Sylph, they should be fine, and they should be able to tell whether The Choice needs to be made at all.
The Sylph of Space’s role would most likely be as a fairly good mediator, as shown by Kanaya being a prime auspistice. The whole “creating Space for others,” schtick of their powers would likely reflect in their ability to know how to get conflicts resolved most of the time: separate the parties involved. If they’re given some time on their own, they will likely realize what it is they want to say to one another, and why things went wrong. Sylphs are fairly helpful and calm people on their own, but between trying to make sure any disputes end up finished and making a universe, they, like everyone else in this session, have a lot on their plate. The Sylph would serve as a grounding force for their team. While the Knight is messing around with all their fancy new powers or whatever, the Sylph would likely be the one to tell them that they need to help out other teammates move around their world. Where the Page would be too harsh in trying to tell the Knight to get to work, the Sylph knows exactly what to say to get their teammate to help. Where the Muse is likely working themselves to death, the Sylph would be willing to get them to rest a bit, knowing that they would be able to work just as hard, if not harder, later, with the Time they have accumulated.
Other potential problems include the abundance of passive players, players who can’t use their powers for themselves. If they have an agenda they have to accomplish, and their teammates either can’t or won’t help them with it, they wouldn’t be able to accomplish it, no matter how important it is that it be completed. Cooperation is key for a session with a lot of passive players outnumbering active players.
But looking on the bright side, we have people whose abilities should compensate for each other’s, and if they have enough bite to support their bark, then the team should be fine and the Genesis Frog should look splendid on the other side of that door.
Prognosis? As long as they’re already willing to put up with each other’s shit, they should be good. It’ll be a hard session, but with the right strings pulled, everyone should come out of it alive.