For the hermit something that allows us to invest in others and get returns from them. The hermit role emphasizes the pathway you light for people can be hard so minimal guidance is possible. But, through self reflection and the inceitives of actually helping people and getting gains from helping them while also learning what they know well we can change our character and scam people for their efforts benefiting us.
 
So maybe for hermit a power where we guide others and the more they benefit from our teachings the greater the power boost we recieve. The caveat being is if our teaching is detrimental to the student we are punished by fate in someway.
 
Just noodling on some Class ideas

Class Ideas:

The Cartomancer-

Fluff: There is power indeed in embodying an Aracna, but what of those who weld The Cards themselves? For You, The Cards are not Gods, They Are Tools. You Call on them for their Magics and for The Foresight they might bring, but you do not worship on bent knee to Fate. Fate is but as fickle as a shuffle of the deck.
Mechanical Concept: A Card Themed Mage, Versatile Magical Mid Liner with minor support abilities. Capable of using spells based on a psychical deck of Bound Cards, maybe with Collection or Improvement/Crafting Mechanic?

The Fates -

Fluff: Who are The Fates? Mystery Itself, some might say, or Luck- mercurial and strange, a Tripartite Being, Who Embodies Past, Present and Future.
Who Sees the Threads of Fate and Acts as Weaver for them, helping all things reach their conclusions. But are you pulling at the threads, or are they pulling you?
Mechanical Concept: A High Support/Control Class allowing "deep" or long-range divination and "Fate Weaving" as well as an ability that allows you to split yourself into three representations of yourself, with The Class working best more mysterious and ineffable you seem.
 
From my own understanding of the Loafer, it seems that his lack of will power stems primarily from nihilism and a sense of meaningless. This is a problem that will not be solved through determination or understanding but requires the Loafer to deal with it at its heart. Such that quite strangely I would argue that the best Tarot for the Loafer would be The Fool.

Here's an Omake with my understanding why

If the Loafer was to look back into his past into the moment, he had been most motivated, the Loafer would have thought of forced class trip to an art gallery. He could have argued against it but couldn't be bother.

It was a dumb abstract wishy washy painting of black and white which the Loafer could barely remember now. What he did remember was the tour guide who ranted on the seemingly profound artist's intention of the piece. He disagreed an it was there that inspiration and motivation struck.

The intended meaning of the painting was irrelevant. The artists intention of his own work was irrelevant to the Loafers own interpretation, when the painting is viewed by the viewer no intention of the artists effects the viewers own interpretation. The meaning of the piece was derived from the internal self rather than the external. The Loafer was a self-proclaimed Nihilist of Nietzschean creed, in spite of having never read the book. But if the art was the world and the artist god, god's intended meaning was irrelevant to the Loafers own. It did not matter if God was dead or had no created intended meaning to life. For the Loafers own meaning and own interpretation held primacy. Meaning derived internally rather than externally. It was hypocrisy of hypocrisy. But if the Loafer was to make life have meaning in meaningless world there was only one option. The Loafer might have picked Death and solve the problem of Death and the desolation of life. But that did not deal with replacement of desolation with meaning. He might have picked the Chariot for the determination to power through with his hypocrisy but that sidestepped the issue of meaning through sheer will. Thus, the only choice was the fool, for how else was one to reject god's own reality and continue with the greatest hypocrisies then through foolish ignorance. Ignorance backed with the infinite potential to replace god's reality, meaning and interpretation with his own.

There a quick omake with my case for why the fool actually fits the for the loafer the best as it would allow the easiest ability to get rid the will power issue which stems from nihilism by attackig nhilism at its heart. The loafer having never read Nietzche despite professing nhilism is important as despite what a few people who use Nietzche as an excuse to act as they wish, Nietzche was a positive nhilist who believed in moving on from the 'death of god'
 
[X] The World, Reversed
-[X] Comfy Pillow
-[X] Coffee Jelly x 7
-[X] Baton
-[X] Survival Handbook To Educational Enrollment [Free, then 10 Will for each purchase afterward] x 2
-[X] Solar Charger [75 Will]
-[X] Tarot Deck [5 Will, .1 Credit]
-[X] Cigarettes [Free, then 10 Will for each purchase after the fourth] x 2

I like this suite of items, because it gives us plenty of useful stuff to make us valuable, we can reveal one copy of the handbook to the others to make it look like we're helping everyone out, and still keep a copy in case someone tries to nick it. Solar charger is expensive but almost certainly worth it. No lighter for the cigs because it's very likely anyone who wants cigs probably has their own, and it probably won't belong before someone becomes pyrokinetic.

Anyway, for roles I had an idea based around the suits of the minor arcana, in this sort of vein:

[X] Idea: [Suit of Pentacles]
The suit of pentacles deals with the material world and personal wealth, so the bearer of this Role has great power over the physical world. At high levels, the Suit of Pentacles allows for the transmutation of base metals to gold, and many other transformations besides. Chemical processes, material conversion, any power that affects the physical can be expressed through the Suit of Pentacles. However, this Suits focus on the physical leaves it weak in the metaphysical, and the bearer will be unable to directly affect minds or spirits, and any ethereal, intangible, or noncorporeal threat will be highly difficult if not outright impossible to counter by the Suit of Pentacles.

At least, that's the beginning of a thought on a Role. Little bit stoned ATM so probably not great but maybe someone else can come and think of ways the other suits can fit a Role. Cups represents emotions and creativity, Swords are thoughts and actions, and Wands are energy, passion, and spirituality. I think there's a basis for a very strong four-man team dynamic with these, but I lack the brainpower to fully articulate them right now.
 
From my own understanding of the Loafer, it seems that his lack of will power stems primarily from nihilism and a sense of meaningless. This is a problem that will not be solved through determination or understanding but requires the Loafer to deal with it at its heart. Such that quite strangely I would argue that the best Tarot for the Loafer would be The Fool.

Here's an Omake with my understanding why

If the Loafer was to look back into his past into the moment, he had been most motivated, the Loafer would have thought of forced class trip to an art gallery. He could have argued against it but couldn't be bother.

It was a dumb abstract wishy washy painting of black and white which the Loafer could barely remember now. What he did remember was the tour guide who ranted on the seemingly profound artist's intention of the piece. He disagreed an it was there that inspiration and motivation struck.

The intended meaning of the painting was irrelevant. The artists intention of his own work was irrelevant to the Loafers own interpretation, when the painting is viewed by the viewer no intention of the artists effects the viewers own interpretation. The meaning of the piece was derived from the internal self rather than the external. The Loafer was a self-proclaimed Nihilist of Nietzschean creed, in spite of having never read the book. But if the art was the world and the artist god, god's intended meaning was irrelevant to the Loafers own. It did not matter if God was dead or had no created intended meaning to life. For the Loafers own meaning and own interpretation held primacy. Meaning derived internally rather than externally. It was hypocrisy of hypocrisy. But if the Loafer was to make life have meaning in meaningless world there was only one option. The Loafer might have picked Death and solve the problem of Death and the desolation of life. But that did not deal with replacement of desolation with meaning. He might have picked the Chariot for the determination to power through with his hypocrisy but that sidestepped the issue of meaning through sheer will. Thus, the only choice was the fool, for how else was one to reject god's own reality and continue with the greatest hypocrisies then through foolish ignorance. Ignorance backed with the infinite potential to replace god's reality, meaning and interpretation with his own.

There a quick omake with my case for why the fool actually fits the for the loafer the best as it would allow the easiest ability to get rid the will power issue which stems from nihilism by attackig nhilism at its heart. The loafer having never read Nietzche despite professing nhilism is important as despite what a few people who use Nietzche as an excuse to act as they wish, Nietzche was a positive nhilist who believed in moving on from the 'death of god'
Birdsies already said that none of protagonists actually really fit the fool role well. He said its likely to go to the class clown.
 
The World: Curtain Call

The character gains an immediate power over outcomes, as point of inevitability where all stories meet their end. By imposing that truth onto the reality around them, the World is assured success. Doing so requires and allows you to become your very best self, one who is complete within their current frame of being.

This expenditure is taxing, but almost guarantees victory over any reasonable opponent, and may be deployed reflexively in response to hostilities. Growth is slow and primarily focused on increasing the ontological weight of this power, and further effect access is difficult.

The Hermit: Mind Over Matter

The character gains the power to astrally project themselves into reality when in a meditative or unconscious state. This begins with mere perception, but with time and development, the character may influence the world around them, or the peoples within it, by the strength of their mind alone. In time, they may move mountains or seas with will alone, or shift through other planes of existence, or perhaps even shuck material form entirely and ascend as a being of cosmic freedom.

The basic power is essentially costless in its own right, but may make sleep regenerate less Willpower for the character, while substantial exertions require even greater costs on the mind. Progression comes primarily from exploration, both of the world around them and the world within them.
 
The Magician:

Magical powers (vancian magic style)- typical quadratic wizard curve. Weak at the start, strong over time. Justification: as above so below and all the cosmic power talk leads itself more to a traditional sorcerer than a sleight of hand magician. This can be argued up on the power scaling, think actual god of magic once we fully realize the role.

Talent Enhancement- The Magician tarot card tends to represent fulfilling your latent potential and harnessing your skills and abilities to the fullest. This ability would enhance your natural talents, the more naturally talented you are the better the enhancements. A high school track star would become an Olympic Athlete, a prom king or queen a cult of personality. The loafer is a hidden genius so this would be monumentally more powerful for him than on others, also allows us to lean into his predictive abilities more.
 
[X] Idea: The Magician, Trismegistus

Will. Magic. As above, so below. Words and thoughts with power to bend reality. Words as trickery. Illusion versus change in accordance with Will. Knowledge. Skills. Tools. Connection. Transmission. Universal access to all realms. Domain of Mind, with all its virtues and flaws. The Wand.

The core of Magician is the embodiment of the idea of As above, so below. He points to the stars and the earth and forms connections between them. The Magus doesn't hold the wand, he is the Wand, the channel of Will.

Mercury is always in motion, and here in his original Juggler aspect juggles eight implements. For eight is the number of his sephira Hod, in the Kabbalah. In the air surrounding him revolve his Tools and elemental weapons of power:

• Dagger of Air - "Blade of Insight": to carve destiny's path with deepest knowledge and perception. With it in hand Magician slices through falsehoods and the fabric of Fate.
• Cup of Water - "Chalice of Valiance ": To quench the thirst for conquest by drinking from the abyss of Courage. Pure willpower, in face of Adversity. Washes away all fear and inhibitions. The Tides obey.
• Winged Egg of Spirit - "The Vessel of Transcendence": Soar with the wings of eternity, trespassing through dimensions. Astrally project, and communicate with spirits and ethereal entities.
• Scroll that bears the Word - "The Codex of Creation": holds the Words of creation itself. When the Magician invokes a Word, they can bring objects into existence, alter reality, and bend the laws of nature.
• Stylus that writes the Word - "The Pen of Manifestation": To write the Word with celestial ink. When the Stylus touches a surface, it can bring any drawings, symbols, or inscriptions to life.
• Phoenix Wand - "Staff of Rebirth": of resurrection and renewal. When activated, it can heal wounds, restore life, and reincarnate the dead and dying.
• Censer of Fire - "Vessel of Will": vessel for holding the element of fire and Will in physical form. By swinging the Censer, the Magician can command and manipulate flames, project their intentions made manifest.
• Pentacle of Earth - "Seal of Silence
": When touched to the ground, it manifests unyielding barriers, like backs of mountains. Steals away all voices and sounds while allowing the Magician to speak to the soul.

Limitation: All magics bear a price. Someone, or something must always bear the cost. The Magician is also limited in the sense that he juggles between his Artifacts to channel each aspect of his magics at a time.. He must always peer into the tapestry of the heavens watching for the stars to align before he can act, connecting them to the Earth. Neither does he possess any of the Magician's vestments at the journey's start.. he must prove himself worthy to claim each one, by one.

[X] Idea: The Pagan Devil

Rebirth. Time. Forbidden knowledge. Temptation. Knowledge = power. Climbing. Shadows and light. The eye as mirror of the soul. Mind over matter. Matter over Spirit. Blind impulse. Unstoppable growth. Material mastery. Hidden structures of matter. Lust of result. Natural vigor.

"Thou hast no right but to do thy will. Do that, and no other shall say nay. For pure will, unassuaged of purpose, delivered from the lust of result, is every way perfect."

Pan Pangenetor, the all-begetter Goat is crowned with horns of the spiraling form of all nature. Before him is the Wand of the Chief Adept, crowned with the winged globe and the twin serpents of Horus and Osiris - icon of the divine will of creation. Adorned with the grapes of Bacchus, he smiles. His third eye is open, seeing past all illusions.

Cosmic Convergence: Drawing on the aspect as the Child of Time, dances sending ripples across the time stream. Speeding up or slowing down time, flitting seconds back and forth out of existence. Foresee shatterpoints in time, wherein branches of Time spilt.
Wand of Divine Will: The Wand which wills dreams into reality and illusions. Reshape matter. Summon the Gates of Matter to make true creation, limited only by Will. Can cast friend or foe into an illusory Labyrinth where time does not pass.

Trickster's Gambit: As Pan, can enter into soulbound Pacts. Pacts, which the very world will not allow to be broken. Extraordinary talent for discerning ones heart's desires and misdirection in negotiation. Claims the skills and abilities of oathbreakers.
Ayin's Vision: Through the mystical connection to the Hebrew letter Ayin, Capricorn gains True perception, allowing them to see Truth of all things. Illusions fade, mysteries unravel, souls lay bare before him.

The Ecstasy of Creation: Pan through his bonds grants freedom to others from the shackles of the mundane, propelling them toward new horizons of boundless potential - their idealized state. Darker or Brighter mirrors of what they were.

Capricorn's Ascent: Like the mountain goat climbs past obstacles, see the footholds in Time. Rise with the challenges, and worthy opponents. Fall from a misstep.

Limitation: Lose the ability of utter falsehood, forevermore. Bound to comply with letter of a Deal. Celestial Guardians of cosmic balance can intervene to seal the Devil's powers if his actions threaten the harmony of the universe. Draws from the alignment of Saturn, rising and falling with its ascension.

[X] Idea: The Hanged Man
Dissolution. Sacrifice. Renunciation. Redemption. Immersion. Baptism. Crucifixion. Suspension. Cleansing. Earned wisdom. Lucid dreaming. Stillness. Meditation. The power of water. Roads less traveled. Waiting. Annihilation of self in the beloved. Enlightment.

Embodies the phrase "Let go and let God"

The card of the Dying Gods and Mem - the element of Water. Of Osiris slain by Set and reassembled by Isis. Odin, wounded by a spear, willingly hung upon the Yggdrasil.


Elemental Equilibrium: harmonize the once opposing elemental forces of Water, Air, and Fire, fusing these elements into a godfyre that sparks like lightning and blaze like the sun.

Baptism of Renewal: As Osiris, immerse themselves and others in pools of sacred water, experiencing a rebirth that washes away negative effects, and even grievious injuries and the god's protection for a time.

Black Chalice of Binah: The highest waters of the sea of wisdom. Drinking from the summoned chalice grants them a glimpse of omniscience, peering at the world through eyes of a god. Become, a transcendent strategist on the vision glimpsed for that period of time.

Lucid Sleep of Shiloam: Allowing them to see beyond the veil of reality and access hidden realms or memories. Enters the Dreaming realm while conscious, traveling to surreal landscapes to gain insights, ferry dreamstuff back to the waking realm.

Transcendental Sacrifice: Unlike traditional sacrifice, instead reject very the notion of something valuable lost. Instead, it empowers the Hanged Man through acts of significant selflessness to touch upon a sliver of divinity.
No earthly means may harm them at this state. They blaze with celestial radiance, the light of creation pushing back against the darkness of entropy. Allied hearts sing in fervor as the god walk again for a time. Cleansing conceptual corruption, mending, enlightenment aura.

God barterer: Like Odin's sacrificing his Eye, the Hanged Man will part with something of great value or significance, once. And the universe will part with something back.

Limitation: Rites of purification must be performed before they are worthy in mind and body to channel the powers of this mantle. To always be in spiritual equilibrium.

Like the dying gods of time immemorial, the Hanged man too must be brought to near death to experience their ectasy. In the Lucid Sleep of Shiloam which is no different than the waking world, they shall have their trials and die time after time.

[X] Idea: The Lovers, Brothers

Analysis. Division and union. Choice. Choosing one's fate. Reception of inspiration. The Emperor and Empress. The Other. Contradiction.
Separation creates awareness of other. Binaries. Twins: mortal and immortal. The Price of the Fruit of knowledge.


The Sacred twins. When his mortal brother Castor dies Pollox petitioned to share his godhood, and was so granted giving rise to the Gemini.

Fundamental nature of the Brothers Tarot is thus "Solve et coagula": Solve, to break down, and coagula, to recombine, to higher form - an ascension to Divinity.

Primeval Transmutation: through secrets of Hermetic marriage and Solve et Coagula, the Gemini Twins wield the power to breaking down opposing elements – light and darkness, fire and water – reconvening them into their primeval, most highest form.

Division's Edge - One of the twin Swords of Zayin. The Cosmic Scaple, that severs conceptual bonds when invoked, like social bonds, memories, curses. Furthermore can divide abstract concepts, at a cost.
Starthreadder- The counterpart, The Needle that weaves back the fraying threads of the Cosmos. Ordo Ab Chao, holds the power to reverse entropy, for a time. Replenish life force of beings and systems, negate the effects of deterioration. Reverse conceptual decay, temporarily.

Arch of Revelation: Crossing the paired Swords of Zayin open a mystical arch of swords, that is the bridge over the Abyss between worlds. Distant places, realms, the metaphorical bridge of understanding is in grasp.

The Ape of Thoth - summon a towering entity cloaked in eerie hieroglyphs. It whispers discord, fears and insights. Weaving illusory shadows that distort reality. For a Price.

Limitations: The Twins can only embrace the powers of Gemini while together. Should the scales of Balance ever tip the Ape of Thoth will exact retribution. Arch of Relevation will bar the derelict Twins from entry.

Ordained by Fate, one of the twins will always die before journey's end.



[X] Coffee Jello Tycoon
[X] Idea: [The Devil - Tempter of Hell]
[X] Idea: The High Priestess - Keeper of Secrets
[X] Idea: Suit of Pentacles
[X] Idea: The World - Dungeon Master


Pagan Devil lore post
The Lovers, Brothers lore post
 
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@Lealope, I'll vote for the Con Is On, provided you add a sentence or two making explicit that Sol will spend all available resources (Will, items, and perhaps most importantly his classmates' window of credence) liberally to secure his intended role.

Give Sol's personality and capabilities I think there are three natural types of story that it would be productive to tell. This should inform our powerset and therefore our Role:

1) Hero's Journey - A talented but reluctant hero is shocked into action by some dramatic event or tragedy and must overcome his inner demons (in this case, sloth) and substantial external resistance in order to achieve his goals. Many stories follow a similar narrative arc and for this we'd want a high-potential power that plays to Sol's strengths. Would require the plot to cooperate to some extent since right now Sol has little motivation to actually exert himself beyond securing his own prosperity and safety in the medium term.

2) Great Teacher - Possessed of incredible capabilities but suited by demeanor to a more passive or support-based role, Sol cultivates and strengthens the powers and personalities of his classmates to do what he cannot be bothered to. A more character-focused story based on developing relationships, exploring the foibles and backstories of our mentees, and so on. Similar to a character-raising sim or team manager style of gameplay.

3) Sol Badguy - A powerful and entertaining memetic choice with decent narrative staying power. If Sol embraces a fundamentally adversarial role then it's fine for him to be overpowered because he'll be opposing the 'protagonists.' This could be for an actual reason (perhaps he can drain their Roles to fuel his own) or for more didactic purposes - basically the Dungeon Master to their adventurer. This would give us a lot to do immediately and great leeway of action, and would be a pretty unique style of quest where we embrace either unambiguous or overdramatic villainy.

With that in mind, here are a few ideas suited for these narratives:

[X] Idea: The Magician - King of Magi
*Theme: Talent and Ability - Sol was the only one capable of predicting the Educator's abduction and the only one prepared for it. In the eyes of his classmates he must seem supernaturally capable - and perhaps he actually is. All the more reason that his preternatural gifts expand into actual magic upon enrollment.
*Theme: Nominative Determinism - How could any but Solomon, named after the King of Magi, end up with the Magician Role?
*Powerset: Full Magic. The awesome world-shaking powers of classical wizardry are yours to command. Teleportation, divination, mental warfare, summoning of djinni and astral beings, and of course alchemy and elementalism. Even from the beginning, the Magician wields a formidable set of 3-5 potent spells with high defensive, offensive and utility potential. He develops a greater repertoire through knowledge and wisdom - ideally, through experiencing the world, but academic study can do in a pinch.
*Limitation: A Wizard is Never Late... Nor is he early, but arrives precisely when he intends to. While the Magician is powerful, material concerns bore him and he spends much of his time in his tower observing the world, acting only and precisely at the moment of maximum inflection. This is because of his two primary limitations: One, outside of his sanctum each of the Magician's spells either has a long cooldown (usually a day to restore the relevant spell slot) or requires fairly extensive preparation. Two, the Magician is highly incentivized to operate alongside, rather than against, the winds of fate: he is far more effective, and grows far faster, in subverting the vague wording of a prophecy towards his ends, than by trying to avert it altogether; and is far more appreciated as the hero's mentor or enabler than if he were to seize the role himself.
*This can work for both the Hero's Journey and Great Teacher narratives, and gives us cool, broad, but limited powers with which to immediately make an impact on the class. We can scale by either experiencing and exploring the fantasy setting ourselves, or by leaning into our mentor role.

*Feats: Striking down an army with a catastrophic torrent of lightning. Beguiling those of lesser mind with a violet fog of enchantment. Affinity: As per his namesake, summoning a mighty and versatile spirit (or spirits) to serve for a prolonged duration, but careful wording and extensive preparations are needed to avoid rampancy.
*Arguments: Aside from his natural compatibility with the themes and name, Sol will incorporate any arguments posted in the thread that he thinks will help, such as these.

[X] Idea: The World - Dungeon Master
*Theme: Repletion - The World is complete in and of itself, representing might culminated into the fruit of creation. Immense power and ability, but very limited ability to advance through conventional journeys.
*Theme: Fruitful Opposition - The World is that which the Fool explores and presses against. A fitting role for he to whom its dynamics were laid bare from the start.
*Power: Special Eyes - Kaleidoscopic eyes that seem to encompass the entire spectrum of colors, possible and impossible. Grants high-grade extrasensory perception, spatial manipulation, dynakinesis (control over all forms of energy - initially only brute force, but advancement enables countless applications, eventually including crazy shit like isekaing other people in conjunction with spatial manipulation), and tactical combat precognition. As long as the eyes themselves aren't damaged, the user can regenerate from them as a core.
*Power: The World Itself - By mentoring or guiding a character, the World can enhance the power of their Role (or, in the case of civilians, grant them a Role based on one of the Minor Arcana) with no apparent upper limit, so long as they continue experiencing novel situations caused by him. Additionally, he can slowly (but compoundingly) advance his Special Eyes by performing actions congruent with one who has attained repletion - sleeping, slacking off, entertaining himself, etc.
*Limitation: Final Boss - Firstly, the World cannot use his Special Eyes offensively unless egregiously provoked or in self-defense. It is acceptable to bait others into attacking you, if they are fool enough to do that. Secondly, more than most the Educator has a plan for you; infrequently he will assign you moderately onerous tasks above and beyond regular coursework which you will be required to complete, and this will continue even after your Education is finished. Usually this will involve you cultivating some sort of scheme which the rest of the class is expected to foil; perform well, even defeat them, and you'll be rewarded accordingly - absorbing the main character's power to fuel your growth, making some of them your minions, or even a shot of the fabled super-coffee jello.
*Why would Solomon push for a role with the second limitation? He wouldn't, the Educator imposes it as a condition of making the Role that powerful to begin with.

*Feat Examples: The Four-Dimensional Man, Behemoth, turning Mid-Boss into an endboss via the Ten of Swords Role
*Arguments: Will similarly incorporate arguments posted in the thread.

[X] The Con Is On
[X] Seek the Magician - King of Magi Role
[X] Seek the World - Dungeon Master Role
 
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Surely these people have phones, Solomon could just save his videos on his phone. It would then be possible to transfer by Bluetooth, or cable if someone has a suitable charger or cable in their backpack. This would also increase the value of his charger, since the ability to view the video they purchased would require power and more people would have videos worth watching.
 
[X] The Con Is On
[X] Seek the Magician - King of Magi Role


The magician does some pretty great things for us here. It provides very high initial power with low combat endurance. This allows for a much safer early game, which is where we have the potential to see some trouble. It gives us a clear road to improving our power set, and even incentivizes having Sol explore the world and grow as a character. Lots of initial power, tons of potential, even fits his name. Also, should we manage to nab the 25 SC motivation achievement, this role doesn't lock us into a passive play style.
 
[X] Idea: Wheel of Fortune - Bringing Predestination
Theme: Predestination.
Perhaps fate is predetermined to some extent, but this does not mean that all its points are fixed and cannot be rearranged to get the outcome that Solomon needs.

Powerset:
*Manipulation of probability. The one who controls the wheel of fortune can manipulate probability by raising the possibility of success or failure of an event, as well as having the opportunity to improve or worsen the outcome of the events themselves as a whole.
*A look inside fate. The wheel of fortune user works directly with fate, so his predictions and anti-predictions are especially strong, and attempts to hide fate from his gaze are doomed to failure.

Limitation:
*The inevitable movement of the wheel. The wheel of fortune user knows the wheel moves no matter what, failure follows success and victory follows defeat. Using their power, the wheel user only redistributes luck and does not create it.
By increasing someone's luck, Solomon will doom a person to failure of the same level in the future and vice versa. Although he has a certain amount of control over when the effects will be released, it requires Solomon's presence at his side.
But there is an exception to this rule in the form of Solomon himself, for whom fate makes small indulgences.
Solomon has a special pool, each time Solomon experiences bad luck this pool is replenished and can later be used to change luck without consequences. The size of this pool grows with Solomon's power level.

[X] Idea: Hermit - A Man is an Island
[X] Idea: The Magician, Trismegistus
[X]
The Reverse Devil- Breaking through Decadence
[X] Idea: The High Priestess - Keeper of Secrets
 
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[X] The Con Is On
[X] Seek the Magician - King of Magi Role
[X] Idea: The Magician, Trismegistus
[X] Idea [The Magician - True Alchimist]
[X] Idea [The Hermit - The Honored One]
 
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I've got a question.

Do card power ideas have to be in one vote to count?

Like if sombody says the Tower should cause earthquakes as an idea and somebody else makes their own Tower vote but doesn't mention earthquakes does that mean that the earthquakes stuff isn't voted for unless sombody else makes a Tower vote that has it in it?
 
I've got a question.

Do card power ideas have to be in one vote to count?

Like if sombody says the Tower should cause earthquakes as an idea and somebody else makes their own Tower vote but doesn't mention earthquakes does that mean that the earthquakes stuff isn't voted for unless sombody else makes a Tower vote that has it in it?
powers aren't exactly just decided right now there are future votes for that. Birdsies said we'll talk about it with the educator later. This vote is less about power sets so much as compatibility for solomon, how much we think a role will fit him, and what powers we think these tarot cards can get.

Oh and play styles and such.
 
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powers aren't exactly just decided right now there are future votes for that. Birdsies said we'll talk about it with the educator later. This vote is less about power sets so much as compatibility for solomon, how much we think a role will fit him, and what powers we think these tarot cards can get.

Oh and play styles and such.
So more voting for a tarot in general than what the specific powers of the tarots theme are yet.

Thanks that is very helpful. 👍
 
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