It’s okay. Trust me when I say, that list is not long.
Team Analysis: TC and CA
Witch of Hope, Maid of Heart, Page of Life, Seer of Space, and Mage of Time
Well, congratulations, you passed the first main point, having a Space and a Time player. They are both required for a session to be anywhere near possible to succeed, so that’s down. You now have a chance of succeeding!
A possible problem however, that I saw with this team, is the fact that it has an uneven number of players. For a balanced session, an even number would be necessary, and it would be helpful to balance out the number of active and passive players. So the passive player we suggest to even out your session at six players would be a Sylph of Rage.
The Witch of Hope would be your main brawler. Lasers, a manipulation of faith, and an abrasive personality to match after the session starts, this is the character on your team who is going to be fighting the absolute most. But this faith you would place in them on the battlefield does not mean that they are anything even vaguely near leadership material. They do not know how to rally their teammates, they are more likely to enrage them and maybe never even know it. But on the battlefield, you cannot deny they are the most useful member of your team there. They have Hope to manipulate, to train freely. They would be not only be an object of faith for you in combat, but also an object of faith for whoever they would care to be, allocating the powerful energy of their Aspect as freely as they want. But under no circumstances should the remainder of this team place any faith in this character as a leader. Second-in-command? Yeah, sure, they’d probably have a pretty good hand in passing on orders and motivating their comrades and the like, but do NOT let this character be a leader.
The Maid of Heart, however, do allow to be a leader. This is a character in touch with the emotions of their comrades, at least slightly capable in battle by virtue of sheer numbers (making copies of yourself, who knew that splinters could be so useful?), and, while a tad manipulative and not entirely ethical, would be able to create emotions in their allies to defuse any given situation, even without using their god tier powers outright. The Maid would have a finger on the pulse of their team, would be able to keep a short leash on the enthusiastic-but-abrasive Witch, would provide words of encouragement to the Page as they struggle their way up to their god tier, and would have the sense to leave the Seer and the Mage alone to work by themselves—the Maid would find out that, by the fairly enigmatic virtue of their Aspects, the Seer and the Mage would prefer to work as a slightly separate unit. The Sylph and the Maid would likely serve as the two grounding forces of this team, one understanding the forces which would serve to undermine the team (Rage) the other understanding everyone’s emotions and selves. The Maid and the Sylph would likely prove to be close friends by the end of the session, if not already by the start, given how they would be so keen to confide in each other their fears and thoughts (Sylphs often prove a good listener given the intrinsic healing nature to their roles, and if you add that to the emotional nature of the Maid’s Aspect, these two would be each other’s best confidants and advisors—and I will add that it certainly helps these two are the active-passive pair of their classes). The Maid needs to be careful to not abuse their power, either as a leader or in their god tier form, but I believe their understanding of the gravity of their roles and the friend and adviser they will have in the Sylph will help.
Pages often start as the most passive of people, and in this session, the Page of Life will prove no different. Likely a very meek person, the Page of Life is all about choices, decisions to make in life. The Page, pre-session, might have been a person with a wide variety of opportunities before them, but was sort of overwhelmed by the amount of them, the fear that they might make the wrong choice, accordingly. Now, in-session, they’re sort of pigeonholed in a role, and it’s frustrating to them, to suddenly be void of all these choices and to be only offered now the one. To be honest, though, I can’t blame them for being frustrated, but they do only have one role. The Page of Life is an incredibly powerful healing class. They would potentially be the best cleric of all time, equipping their teammates with the incredible healing power of Life. It’s an amazing role to have, and a well-trained Page of Life could even bring a dead teammate back to life. But to achieve this role, they would need the aid of their comrades. The Seer of Space would tell them just how important, how necessary this role is, and how they alone would be able to fulfill it in their session. The Maid of Heart would try to aid them in accepting their role, help them be motivated to fill it. The Witch of Hope would also probably prove a source of motivation themselves, although this might be more of a, “Ha, ha, I’m better than you,” sort of deal. In any case, if this Page’s other teammates support them, they should prove quite the capable healer.
The Seer of Space would be the central tactician of the team, given the nature of their classpect, and would rely on their teammate’s trust to better get them through their session—luckily, though, one already does trust them. The Mage of Time and Seer of Space should take to each other like a duck to water, if they haven’t before the session. So when they need something, the Seer of Space will be undoubtedly be the one to find it, to comb through all of paradox space, but the Mage of Time will likely be the one to get it. The Seer will also likely put a bit of a leash on their Mage, given how they would have some knowledge of how bad it would be if Time itself were to try and bite the session in the butt (the Page needs it to get even the vaguest understanding of their abilities, the Seer needs it for the frog, etc.), but other than that, they give the Mage full reign over their powers, as the Seer would be among the first to know that, to survive this session, they need a Time player who knows Time like the back of their hand. The Seer would serve as another advisor to the Maid, knowing the where of all things they might need, and would provide a more logical side to the Maid, in comparison to their more emotional self. Given their intrinsic knowledge of birth inherent of Space, they will likely not need as much coaching in the making of their frog from their denizen than anyone else. The Seer of Space will also put a leash on the Witch of Hope, a sort of unattached persona directing the Witch towards what they might need and what they might need to do. To the Page of Life, though, the Seer acts a tad more emotional, more parental, as it were, encouraging them to fulfill their role as no one else could. The Seer of Space would be the first to discover the Quest Beds, and also likely the first to figure out how to use them, and to suggest the use of them to all they and the Mage believe would need to use them.
Speaking of the Mage, they and the Seer would work best as an independent unit, for the most part. Without a Knight to work with, the Seer would depend most on the Time player for help in completing their world’s quest, but beyond even that, the two would be pushing each other’s limits, helping each other reach the highest point of their powers. Sure, they’d be helping the other members of the team, but their main concern would be each other—especially with the Mage. We’ve touched on this once or twice before with one or two other posts concerning a Mage of Time, but Mages of Time have a tendency to separate themselves from the rest of their team. While not quite true in regards to the Seer of Space, they would certainly avoid involving themselves with the other players in order to fulfill their own goals. Hell, if the Mage and the Seer develop their abilities well enough, it’s more than likely they might even be able to outright unravel the mysteries of SBURB in addition to realizing their own quests.
The reason why TC and I suggested the addition of a Sylph of Rage would be because, in addition to being a grounding force to the team and a good vent an adviser to the Maid of Heart, we noted you don’t have much in the way of combat power. Sure, you have that Witch of Hope, but until the Maid of Heart goes legitimate god tier, that Witch is all you’ve got. But the Sylph of Rage, with their ability to create Rage in others would essentially allow them the ability to give their teammates incredible power wrapped in the form of a berserker mode of sorts. In addition to that, the Sylph would be able to provide some sort of healing power with their ability to heal using Rage. While certainly….unusual in the way it sounds, the Sylph will be an incredible ally while the Page learns, the Maid leads, and the Witch fights.
So all in all, we think this team should be quite capable of taking the game on. They have a sound emotional base, a curious Space/Time duo, and a healer with a lot of potential. Just keep an eye on the Witch before the final fight, and you should be fine.

Powers: CA
Well, the Witch and the Heir are the active-passive pair for the Manipulator classes. While the name may imply the Witch class being female-exclusive, there has been no indication of such a thing in the canon. These classes tend to have a more familial bond to their Aspects, the Witch having a more parental bond as compared to the Heir’s filial one. The Witch manipulates their Aspect to conform to them, to do what they desire. They teach it, and with this potential, comes a tendency for the Witch to deviate from their responsibilities by inverting. Jade Harley and Damara Megido (as the Witches of Space and Time, respectively) both inverted, although the former was by natural passivity, and Damara’s was more of a sudden shock. Anyway, both ended up inverting, denying their responsibility to act…well, I would say selfishly, but that’s not quite right…they acted in a way they were predisposed to, Damara immaturely, and Jade as more of a planner than someone to jump right into things.
So, the Witch of Hope, what can they do? Well, the Aspect they would be manipulating is Hope, and Hope is the Aspect of energy and faith. This means that, while the Witch would be unable to create faith in themselves, they could alter the allocation of people’s faith, like how people distribute existing experience points and the like when starting up a tabletop roleplay, or an RPG. While their actions after the fact might inspire more faith in them, they cannot directly make themselves an object of faith. While this might not seem horribly helpful, let me tell you now that faith is a very powerful thing, and a change in faith results in a change of actions. The Witch of Hope will always be defended by people’s intrinsic faith in them, something that, while they cannot understand, they do not have the will or desire to not trust.
In addition to the power of hope and faith and the like, the Witch of Hope would be able to manipulate the pure energy of Hope, teach that energy to weaponize itself, to defend them naturally. Its eyes would extend further than the Witch’s, and when it is finally taught to defend the Witch, it will do so easily and nearly without fail, shooting lasers to get rid of enemies, bringing up shields in response to people’s attacks. This immunity to most attacks will be like an involuntary muscular response in its being the responsibility of something else, but it requires a very skilled Witch, though, so practice, practice, practice. In the meantime, though, shooting people with lasers of pure Hope energy is pretty cool.
This Witch would originally have inverted themselves into the Seer of Rage. They would originally be more passive, able to see why people among their friends are angry. They would intrinsically know if people are angry and why, which they would then tell their friends in the hope of it being fixed. Once they get into the game, though, they stop noticing problems among their friends and start fixing them.
In any case, the natural faith that is placed in the Witch of Hope and their skill on the battlefield and inclination to fixing problems would make them an optimal choice for leader…except Witches don’t do responsibility. They would be a soldier, not the king. Skilled, incredibly so, but they wouldn’t want to go anywhere near the head position of the team, and given their newfound insensitivity to their friend’s anger, that may be all the better for the team.