Heya, So As A Fellow Breath Player, I Would Like Your Opinion On The Mage Of Breath, How One Would Be

heya, so as a fellow breath player, i would like your opinion on the mage of breath, how one would be a mage of breath, abilities, etc. also, i'd like to ask a personal question on how being an heir of breath would be for a real-life person. i believe you are a person more experienced than i in the subject of the windy thing, and as a mage of breath myself, i not only gain my knowledge from experience, i would like to gain knowledge from the windiest of them all.

Alright. I assume you want a typical analysis of the Mage of Breath, and you want me to write about my experience as Breath’s Heir. This probably won’t be set up like my typical analyses, as I sort of rant about the Mage here instead of structuring the analysis, preparing notes, etc.

Heya, So As A Fellow Breath Player, I Would Like Your Opinion On The Mage Of Breath, How One Would Be

(there’s another outfit tho)

Mage: Actively gains knowledge about/through their aspect. Gains knowledge through experience.

Breath: Freedom. Travel, wanderlust. Literal breath, the wind, the air. The individual. Direction–the paths we choose to take.

Inversion: Heir of Blood

The Mage of Breath has experienced Breath and because of that, they have gained much knowledge on it. This contrasts the Seer, who typically analyses their aspect from afar, or gets information about it as if it was from a book.

For example, the Mage of Breath has most definitely had a lot of experiences with freedom in their life. Perhaps they had lenient parents growing up. They probably know a lot about the good of freedom–how good it feels to be able to do whatever they want, say whatever they want, etc. Of course, the Mage of Breath knows the bad of freedom as well. They’ve probably made a lot of mistakes due to lack of structure, or might have abused freedom of speech, among other things.

The Mage might also have a lot of experience with the wind. I imagine they live in a windy sort of place, or if they don’t, they might have gone to such places. Due to this, they’re probably either fascinated by the wind, or are scared of it. They might also have experience with breathing related diseases, like asthma.

They might like to travel, have a sense of wanderlust, etc. Typical Breath player stuff. Not really gonna go through that, but I may make a post later outlining the typical traits of players of certain aspects.

So, through all of these experiences in Breath, the Mage gains knowledge. This is pretty important, seeing as the Mage is one of the knowledge classes.

I think god tiering for the Mage won’t actually give them much in terms of powers, in my opinion. Their knowledge will most definitely be enhanced. Have a small list of powers:

Knowing the best possible direction for individuals in their session to go

Learning how to give people in their session more freedom/learning the path that will result in the most freedom

Learning to do the windy thing? Unlikely, but what if.

Suddenly becomes a weather person???

God tiering is still beneficial! Conditional immortality and the outfit is quite worth it, in my opinion.

More into their role in SBURB.

The Mage’s role is to be an advisor. Which I guess is obvious. They aren’t important in terms of strategy–that tends to be geared towards Seers and Mages of Light, as well as Mind players. Doesn’t mean the Mage isn’t hella cool.

They’ll be in charge of advising their team whether to pick a path with more freedom or less freedom. And someone might be wondering “well Lumi, why is this important?” Let me give you some situations where more/less freedom would make a timeline.

More freedom: There’s no freedom in your team. Only one person calls all of the shots, the rest simply obey. There’s no diversity in thought patterns, causing some situations to be unable to be answered, or the person who calls the shots chooses something stupid. Mage calls them out on their crap. Revolution.

Less freedom: Everyone’s too separate from each other. SBURB can’t be beat due to lack of unity (EX. One person attempts to beat the black king, fails. Space player tries to make frog, needs help, everyone’s busy doing their own thing, no frog.) So the Mage is all like “there’s too much damn freedom”, and they use their knowledge on how to get out of bad situations caused by too much freedom and get this team together.

(Also, this might sound like Mage of Blood territory, and it can be, but there’s a difference in how the Mage of Blood and the Mage of Breath think: The Mage of Blood thinks “there’s a lack of unity!”, and the Mage of Breath thinks “there’s too much freedom!”)

They can also guide people into the direction that SBURB wants them to go in. The Mage will use their knowledge on the directions people take to assist them on this. This ability is useful in the situation that a player is over embracing their role, or if a player has inverted.

I think that’s all I’ve got on the Mage. Have a TL;DR:

Personality:

Experiences with freedom

Experiences with wind

Also maybe fascination with wind?

Typical Breath player things– wanderlust, wanting to travel.

Powers/SBURB Role:

Learning best possible direction for people to go

Also advise on how to get there

Learning how to give session most freedom

Weather person powers (aw yeah)

Judging whether session has too much/little freedom

Then acting on that

Onto my Heir-y stuff. Will be under readmore, so people who aren’t interested don’t have to look at it.

Seguir leyendo

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