I get your point but being heartless or evil doesn't mean that sombody must be less determined.
Or more determent. It's a human thing. So I guess it would be somewhat the same level of ability practically for any type of person. It's just that the ways to exploit their mental weaknesses will be different. In one case, it is better to aim at the super-ego, in the other at the id or something.​

Edit: Also, should we propose ideas as votes? I just proposing some random things, which pop up in my head and which I like. But I am not sure, if we need to vote for them.

[] Idea [The Lovers - Conjoined Twins]

Forever Together: You possess the remarkable ability to divide yourself into two separate entities, one representing your feminine side and the other your masculine side, each with their own distinct physical bodies. These twins are connected through a telepathic link, enabling seamless communication regardless of the distance between them. They can be separated by any arbitrary distance, yet one twin can effortlessly return to the other at will, transcending any barriers or obstacles. At any given moment, they can merge back together, combining their unique experiences into your original personality. If one of the twins perishes, they will vanish but trigger an automatic reunion. It is impossible to permanently destroy them individually.

Soulmate: You possess the incredible ability to establish a profound connection between two or more individuals. With this link, you can evenly distribute damage among all participants or transfer it to a specific person. For instance, you can create a bond between your twin and another person, ensuring that all harm is directed towards the designated individual. Alternatively, you can choose to bear the wounds on behalf of someone else. However, the duration of these connections is not permanent and relies on the strength of the relationship between the individuals involved. By cultivating close proximity to your targets, you can intentionally extend the lifespan of these links.​
 
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Strengh also seems to have an unspoken "weakness" against assassin type stuff like if the Strengh User was asleep and got attacked their powers wouldn't work until it would be too late.
 
[ ] 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.

Transcendental Sacrifice: Unlike traditional sacrifice, instead reject the notion of losing something valuable. Instead, it empowers the Hanged Man through acts of selfless giving and profound understanding to reach a state of profound enlightenment and divine connection. Invoked, they are temporarily immune to all harm, and their actions are empowered with immense energy and wisdom. Wield light to cleanse the surroundings, enlighten allies, and banish all forms of darkness.

Baptism of Renewal: As Osiris immerse themselves and others in pools of sacred water, experiencing a rebirth that cleanses negative effects, rejuvenating vitality, even grievious injuries and granting temporary protection.
Elemental Equilibrium: harmonize the once opposing elemental forces of Water, Air, and Fire, fusing these elements into a seamless unity, unleashing their combined potential.

Black Chalice of Binah: The highest waters of the sea of wisdom. Drinking from the summoned chalice grants them enhanced knowledge and perception of the world, aiding in decision-making and becoming a transcendent strategist.
Lucid Sleep of Shiloam:
allows moments of clarity and enhanced perception, allowing them to see beyond the veil of reality and access hidden realms or memories. Enters the dream realm while conscious, traveling to surreal landscapes to gain insights, unlock new abilities, and confront inner fears.

Transcendent Exchange: Like Odin's sacrificing his Eye, this hero willingly parts with something of great value or significance to attain profound insights and unlocking a wellspring of unparalleled potential.

Limitation: Hanged Man's powers may be suppressed until they perform specific purification rituals or overcome spiritual obstacles. They rely on maintaining spiritual balance and harmony. Any spiritual corruption or misalignment could cause their abilities to falter until they restore their inner equilibrium. The divine forces that rule the Hanged Man will subject them to trials throughout their journey as they advance.
 
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Strengh also seems to have an unspoken "weakness" against assassin type stuff like if the Strengh User was asleep and got attacked their powers wouldn't work until it would be too late.
Well, protection relies more on unconsciousness part. So it would not be very useful. There is much more elegant and simple way to hurt someone like this. Alexandria gambit. ;)
 
For that reason I think the Tower should be limited to one expression that is NOT dependent on the identity of the user (probably Tinker or Shaker - Electrokinesis), and the same with Death (probably super-speed or super-Prowess). Otherwise Birdsie still has to create the powerset for both, and we won't know what those powersets are until he spends wordcount to reveal them.
Hm, fair enough for Death. A big part of Tower's symbolism is the ability to change your ways after the big destructive boom though, because while painful and personally terrible the upheaval may very well be a valuable lesson in humility and kindness. Which is reflected in the ability to blow yourself up going for easy strength and then choose a more peaceful, steady, slow but stable approach with a different theme. Just making it about electrokinesis or tinkering hurts that a bit.

[ ] Idea: Death - Inevitable Transformation
The most misunderstood Tarot card, Death deals with the inevitability of change and new beginnings. As winter passes, embrace spring, and wait for summer; the corpse rots, feeding maggots, fertilizing the earth, and giving birth to plants, which will be eaten by animals, only for them to die and start feeding maggots. The end is nigh. Fear not, for death is just the beginning.

Powerset:
*The Cycle - The old phase ends, the new one begins. Death starts with a modestly potent power that improves learning and improving their mundane skills and makes easier the usage of their (yet nonexistent) supernatural abilities. This power is initially static, but whenever they experience something that greatly shakes up their routine - a Change, which may be anything from an irreversible break-up of a years-long relationship or an injury that prevents them from continuing their career to a literal death of a friend or themselves - Death's powers shift accordingly, with the magnitude and nature of the metamorphosis depending on the magnitude and nature of the Change.

A break-up may lead to becoming greatly more talented and inventive whenever they are alone and without allies, a career-ending leg injury - to gaining the ability to levitate in exchange for some amount of their enhanced prowess. Death of a treasured and loved best friend, whose powers were complimentary with theirs and who was always there for them, may lead to them inheriting all of his superpowers. Dying themself may result in rising as an incorporeal ghost, or in their aforementioned friend inheriting their powers instead.

That said, any great change counts, not necessarily negative. Getting a significant promotion or starting a new and promising relationship will advance Death's powers as well.

Limitation:
*Just Wait - Death's powers are resistant to traditional methods of improvement, and the transformations they experience are reactive in nature and hard to steer in a desired direction, as opposed to whatever is most suited to the Change. It's best to wait until something disrupts their routine by itself. The spring won't come swifter just because they want it to.
*What Change? - The transformation's magnitude depends on whether the Change was lasting and impactful. If the friend whose abilities they inherited is miraculously resurrected, they may gain an ally back but the inherited powers lose their potency until only dim embers remain, owing to the psychological impact and time spent without him. Similarly, the metamorphosis is typically never enough to outright reverse the Change itself. They won't get their girlfriend back, their friend will stay dead and buried, and their injury is still there, the career ruined. Accept it, and move on.
 
[ ] Idea: [Fate Seeker - To Question The Future]

Who is the one to have their future told? The questioning and adrift, one who is sat down before a fortune teller and has their fate drawn out and laid bare before them. The tarot's power is in part due to both tarotists, and those that seek them out for answers. It then seems logical, for the one whose future is described, to have some degree of control over the cards and their nature, yes?

To Ask And Be Answered - A fate seeker wishes to know, to rid themselves of the uncertainty that surrounds all things yet to be, and to grab hold of knowledge so that they can change their fate. It is to that end that at any junction, they can empower and then inquire the cards or any others who see into the future about what fate lies before them. A truthful answer must be given by those who were asked, but that won't mean it is correct. At the same time, to surrender your judgement to chance and another's reason seals fate and allows reality to draw closer to the asked's response.

To Decide Destiny - While the cards themselves hold meaning aplenty, and the one who draws them out can explain the significance, it is ultimately up to the viewer to pick and choose what qualities they believe the cards show, and to believe in whatever future they think most likely. Destiny may seem rigid and inflexible, but a bit of creative interpretation can go a long way to change things. You can not dictate with absolute certainty what will happen, but you can certainly tweak the result through strength of willpower to be more favorable.

To Influence and Be Influenced - To ask of the future allows others' idea of it to permeate you, their beliefs, their strengths and weaknesses soon become part of yours as you start to share common ideas of fate, destiny, and all that will arrive. However, in turn, your own interpretation of the cards can affect them too, changing their meanings and altering their very being. The more you change to match their views, the more they change to match yours.

To Reject All Response - Some fates are too awful to consider, some futures too unsightly, and some answers unappealing and unsatisfactory. It is a simple matter then, to turn away from the answers you asked for and close your eyes to what you have been shown. Deny all meaning and rob the cards of their strength in a fit of pique and disallow their influence. You will render yourself incapable, no longer willing to seek out answers, yet rob your fellows of their fate too, denying all any glimpse into the future or control of any outcomes. Blind yourself and the world to whatever comes next, and take away all power over what befalls us all too.
 
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[] Idea: [Fortune Teller]

Soothsaying: You possess the extraordinary ability to harness seemingly ineffective methods to predict the future and manifest them into reality. The tools and techniques of divination become conduits for your inherent power to glimpse into what lies ahead. While the future is vast and fully unknowable, these tools allow you to channel and focus your abilities in specific ways. Each method and divination tool yields distinct outcomes, with their own unique manifestations, strengths, and limitations. Moreover, this power extends beyond foreseeing the future, as certain forms of divination can also provide insights into the past. Through this practice, you can acquire knowledge and wisdom in a broader sense.

Kaleidoscope: You possess the remarkable ability to sense when someone is deliberately or attentively observing you. You can discern the intensity and nature of their intentions, whether it be curiosity, fear, hostility, friendliness, and more. Additionally, you can approximate the general direction from which the observer is located. This ability is particularly potent when it comes to psychic and paranormal modes of observation, especially when another individual with precognitive abilities attempts to predict your actions. During such instances, your own predictions will begin to show fragments of other people predictions, creating a phenomenon known as precognition of precognitions. If a potential future version of yourself dislikes the intentions and outcomes foreseen by another predictor whose focus is on you, your subconscious will guide you to avoid that unpleasant future.​
 
I rewrote the Magician again. I feel like I didn't do justice to his symbology the first time.

[] 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.
 
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(because the obvious things might need saying)
[ ] Idea - Hermit (Generalised)
-[ ] The Hermit, like many Tarot cards, has a simple aesthetic. 'a cloaked old man upon a mountain, bearing a lantern and staff', attached to the word 'Hermit'. and from this come its themes and iconography. An old man, so the Hermit is wise; a Hermit, so he is isolated, but this too must be wisdom, or form it. And religious isolation is particularly core to the word 'Hermit', so the isolation is a cultivation of his wisdom... And that is about as far as is obvious, but leaves the cloak, the mountain, the lantern and the staff in the lurch. One interpretation states he is atop the mountain peak, so all can see him, and be guided by his lantern (of truth); that his staff helps him navigate narrow paths. Paths, of course, are metaphorical here- it is to aid him in 'success in tasks otherwise treacherous'. So here we have our first answer for what the Hermit is: a man of great wisdom at the peak, showing all his location, that they may rise. A Hermit of this kind begins with great power, primarily mental but also in precise-execution, who inspires others to gain similar might.
-[ ] But other interpretations are possible. The hermit faces forwards, his journey is not over; he leads by example of his continued travel. For that matter, what of his cloak, 'a form of discretion', and his staff? If he is motionless at the peak, he needs it no longer. No, the cloak and staff suggest that the Hermit, though at one peak, yet intends to attain another; that his lantern is for his own journey first and foremost. Otherwise, discretion is a contradiction in terms. The Hermit can shrug off his cloak if he wishes, guide others by his lantern and his stature, but he is not self-sacrificing. The glimmers seen past his discretion are fair game, but the hermit is self-sufficient; he can and will manage alone, travelling unseen from each peak. At least, until he reaches the next, because the lamp is nonetheless as described, suited to guide the unknowing. At each peak, he may reveal his position and inspire others to follow, but he will not wait there forever. The next peak beckons. A Hermit of this kind perhaps begins with some minor power, but is suited foremost by cloak and stick to developing the next silently; then, another peak attained, he reveals himself and inspires others to follow. If we travel in full literalism, his powers likely suffer during each training period past the first- to reach the next peak, one must descend partly down the mountain just-summited. at this level of metaphorical argument that is not a necessary conclusion; but if taken, the Hermit is also naturally incentivised to perform the classical action of a hermit, withdrawing himself from events, while he travels to the next peak, lest he be caught in a weakened state.
-[ ] Or perhaps the Hermit is neither of these. In divination, the card represents prudence, circumspection, treason, dissimulation, roguery, and corruption. Yet where is the treason, the roguery and corruption? By divinatory meaning the Hermit is clearly in exile; either once-betrayed or a rightfully-outcast once-betrayer, the hermit conceals his nature accordingly in prudence against reprise. And with mystical associations disregarded, his situation is clearly such; alone atop a mountain, with no dwelling or visible supplies. By first association, that sort of Hermit must betray or be betrayed, but then nobody would pick the role, so instead- A Hermit of this kind is familiar with and knows easily whether betrayal approaches, and how to avoid it on his journey towards enlightenment. Still, the interpretation is far inferior to the former duo- useful, but excessively situational, only relevant as an add-on to some other. (though in similar vein one might suggest the Hermit a former or future radical, who will 'corrupt' and commit 'treason' against the currently-flawed social order; a more ripe, but more dubious, path.)
-[ ] Some other meanings which don't fit cleanly into a holistic story-of-the-role but deserve acknowledgement: the Hermit denotes long-term healing and recovery; this suggests a regenerative ability that isn't especially fast but works unfailingly if given time. The Hermit is considered to denote Virgo, so representing logic, practicality, perfectionism, and digestion-of-food; this suggests mental enhancements... and digestion-of-food. Hermit represents 'seeking the inner voice or calling upon vision from within', suggesting divinatory capabilities as well as self-understanding. It also represents 'A need of understanding and advice, or a wise person who will offer knowing guidance', but these are representations of why a not-hermit needs the hermit, so as powers it implies the ability to understand others and advise them. also, the lantern of truth has a six-pointed star, which is associated with judaism, which in a context like this suggests the hermit has some knowledge of the kabbalah, perhaps like in Unsong. And the Hermit is considered the older-wiser version of the Magician, so one might argue the Hermit should have a similar powerset, except more practical/unified- 'wise', one might say- and with less raw power; this could be used to structure the specifics of his travel from peak to peak in Variant 2, perhaps.

[ ] Idea - general between roles
-[ ] Cards with physical things as part of their identity (like the Hermit's Staff) should gain some amount of benefit to the associated powers from having appropriate physical items to use the ability through, increasing as the item's appropriateness does and as the roles general power increases.
-[ ] (ie: a second-type Hermit would gain stealth from a cloak, inspire others better and 'travel' more quickly with a lantern, and 'travel' more quickly and be more easily able to avoid problems with a better stick; but no item would directly increase the amount of power he gains from his current 'peak', only the ease at which he reaches the next, because he's not carrying around a mountain to stand on.)
 
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[] Idea: The Emperor - Authority of The King
Theme: Leadership and Command.

The Emperor leads the people, for everyone heeds his words. He is decisive and proactive, mighty and disciplined. Yet be wary, for the burden of power is heavy, and responsibility is great.

Powerset:
*Words of Authority
- The Emperor's orders hold great magic. Whoever hears his voice is filled with a powerful compulsion to obey him. If the recipient of the order disagrees with it, they may try to fight it, with effectiveness depending on their willpower; at the start, it's fairly easy to fight it off for an average person, though they'd be incapacitated for a short while.

However, the ability's true potential blooms when it's used to lead and inspire. A recipient that wholeheartedly agrees with the command may draw power from it, empowering their actions and refilling their will to act. Long-term orders may last for weeks, though their power is starkly limited. Short-term orders, like "Strike this man!", however, may be expended for a stupendous burst of immediate power. Encouragement is greatly effective as well, with the recipient able to work for many hours without rest, drawing will and stamina from the Emperor's order.

Using this ability is very mildly draining when used on others and highly draining when used on oneself. At higher levels, the ability grows in power, stamina, and application. Commands may well be transmitted remotely or through writing, weak-willed victims may be filled with fanatical zeal or reduced to absolute servitude. The world is your oyster, Emperor.

*Chain of Command - The Emperor draws strength from his subjects. This is not metaphorical. The Emperor may establish a bond of fealty with an individual who of his own true will agrees to serve as his vassal. The bond allows the Emperor to temporarily borrow his subjects' strength, empowering himself with their attributes and abilities at the cost of lessening them for an equal amount - say, a healer vassal's healing power may be used by the Emperor as well, though it tires the vassal as if they used it themselves, in addition to tiring the Emperor. This is exhausting and requires full focus, in addition to the base cost, and grows steadily more difficult the more is borrowed at a time.

The bond's second and, arguably, more useful effect is that it greatly empowers orders given by the Emperor to his vassals. An order to strike an enemy down fills the vassal with utterly incredible might, while long-lasting orders become actually useful. Hostile orders become much harder to fight off as well.

The bond is permanent, and can only be broken by the Emperor himself by issuing a formal command in response to a betrayal. Use with caution.

Limitation:
*Heavy is The Head That Wears The Crown
- The Emperor must be careful with his orders, as his authority is only respected when he himself is worthy of respect. Fighting off a command grants unconditional resistance against the further commands, which, while slight at first, may eventually lead to his foes becoming completely immune to his powers, or ruin the empowerment he might give to his unsteady allies. In addition, the Emperor's vassals become his responsibility. Any injuries, curses, or similar received by his subjects hurt the Emperor as well, though to a much lesser degree, and a vassal's untimely death means a devastating blow to his wellbeing and advancement.
 
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Interesting, how the world have changed because of these power shenanigans. Well, at least no one tried to nuke anyone I believe? It would be peculiar if the world didn't experience significant changes, especially considering the potential ramifications of utilizing paranormal abilities to seize territories. Such actions would inevitably give rise to intriguing legal precedents and necessitate the establishment of new laws. Moreover, one can only imagine the detrimental impact on the economy caused by these sudden events. The sudden emergence of new factions, capable of seizing power and disrupting logistics at any given moment and at any place, is unlikely to have a positive effect on economic stability. This poses considerable risks for investors, at the very least. And risks mean less and smaller investments, which slows down the economy.

In a world where paranormal things and powers suddenly exist, autocracies would undoubtedly become even more oppressive, transforming into complete dictatorships. On the other hand, democratic countries might be inclined to tighten their grip and lean towards authoritarianism as a response to sudden danger and instability. Such shifts in governance are often observed when people seek a sense of security amidst uncertainty.

I think, world is in deep crisis. And it is impossible to fully get out of it because someone constantly throws chaos into the world. Superpowers can help, but not on a global scale, not with all problems, and not when they are the root cause of problems, I think. It's not a death spiral... Well, maybe in some places. But it can get worse.​
 
Well, at least no one tried to nuke anyone I believe?
Nukes were canonically used in at least one battle involving the Metaphysicist, but no harm resulted because he made a metaphysics law saying they shouldn't hurt noncombatants/terrain/etc.
Superpowers can help, but not on a global scale, not with all problems, and not when they are the root cause of problems, I think.
Depends on the scale and versatility of the superpowers. The metaphysicist, whose powers can do basically anything, can allegedly clone himself numerous times, with each clone retaining his entire At Least city-level powerset- he could plausibly just park a clone at every city in the world and use his metaphysicisty powerset to solve any aspect of any problem they have that isn't, in itself, an Enrolled or manifestation thereof. and probably most problems that Are from Enrolled, too.

If the problems exist and aren't solved, it's not because the superpowers can't help, it's because they aren't being put to use on helping with full force.
 
[] Idea: Death - All Roads Lead To Rome

Theme: The Unstoppable Force

Death is the end, everything dies and nothing can escape its reach. It cannot be destroyed, but equally, it can do nothing but destroy.



Powerset:

*Entropy-Death is completely invulnerable and unaffectable, it could stand unscathed and unwarmed through the heart of a nuclear explosion. Anything that could harm or affect Death in any way simply won't. Guns would jam, Powers would dissolve or disappear, chains would rust the moment they touch his skin, illusions would evaporate, and Death would walk straight paths through twisted space.



*Inevitable-The more someone has tried to harm or affect Death the more their ability to flee or resist him disappears. Someone who tried to shoot Death would find that he feels as if he hasn't slept in days, someone who tried to vaporize him would collapse, unable to even move a finger.

On the other hand, Death will always find some way of hurrying its pursuit. A car conveniently left running, or a door left unlocked. Coincidences will align so that Death's hunt is as smooth as possible.



Limitations:

Singular-All of Death's powers only affects Death. He cannot use his powers to heal or save in any way. Death cannot extend his invulnerability to anyone else, so long as it is not aimed at Death it will not be affected. In fact, Death has no control over his abilities at all, Death must simply take what they give it.

Edit: Grammar.
 
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Throwing this in the thread as well.

One interesting thing about the magician proposed by R, is that it allows us to bluff if people don't know our exact spell slot limitation. We can always pretend we have one more in the chamber even if we don't. They seem powerful enough that the threat of one is a deterrent all on its own. The reason this is interesting is that it can play into the idea of a trickster wizard as well, where bluffs and tricks are your bread and butter. Or simply bluff that we can do something ridiculous even if we can't yet. The breadth of the magicians power set is unmatched, just pretend we have the perfect spell for a situation even if we don't
 
[X] The Con Is On

I have a conspiracy theory. The same force that hides the identities of the other Enrolled is the reason why no one ever believed in Solomon's predictions until now. Now that his class is Enrolled and they are no longer in the same space as Earth people are no longer being mind whammied into not believing him.

(This also has very interesting implications for Ms. Smith...) (Ms. Smith is the only character to have believed in Solomon's advice before Enrollment and his advice has so far at least saved her life 50~ ish times, Solomon has a theory that the world has it out for Ms. Smith because she has some kind of power that can't be risked getting out and since she has the ability to listen to him maybe... :V)
 
Throwing this in the thread as well.

One interesting thing about the magician proposed by R, is that it allows us to bluff if people don't know our exact spell slot limitation. We can always pretend we have one more in the chamber even if we don't. They seem powerful enough that the threat of one is a deterrent all on its own. The reason this is interesting is that it can play into the idea of a trickster wizard as well, where bluffs and tricks are your bread and butter. Or simply bluff that we can do something ridiculous even if we can't yet. The breadth of the magicians power set is unmatched, just pretend we have the perfect spell for a situation even if we don't


Magician Solomon has gravitas, but I hope we also play more into the central themes of Magician in the finalized version of our Role. Tarot lore is so fascinating. We can selectively pick themes to fit the character, but leaning into interpretations of existing themes might make it easier for the debate with the Educator. Ideally, I'd love to see an incorporation of Vancian magic and Tarot lore.

One of the things of Magician Trismegistus I'd like to bring up is the attempt at mitigating Willpower management. Now this is not a final solution to all our problems, but it's certainly useful to have if we pair Willpower generation from successes in the Hero's journey.

Censer of Fire of fire can literally store willpower, made physical.
Chalice of Valiance lets him restore willpower when facing, appropriate worthy opponents - only during adversity.

Solomon not having the vestments to start with might pose problems, but even a single one to start with might solve a lot of his early game issues. We can leverage the achievement of him overcoming his Cassandra's curse to Earn the first Artifact. The more he starts to play into the Magician Role, the more the potential to become quite powerful and versatile endgame.


Edit: Also, tidbit from Discord about the votes - except the item choice:
B': This 'vote' isn't really a vote, at least not as far as roles are concerned.
Roles are merely brainstorming which I can use as inspiration, with more inspiration taken if a lot of players like an idea.
 
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As long as this "trickster" stuff doesn't become his identity... because there is nothing worse than the trick becoming the power in the Magicians case to me

Like the Wizard of Oz does have dignity in his story but he's a literal fraud with no real magic who is in over his head and bullshiting because of it so im not really keen on making an aktive comparison to him as a "Wizard" Inspiration.
 
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Hmm bit sad there's no big competition yet. Though kinda glad cause it means I don't really have to argue for king of magi right now. It's still a pretty good role. Hmm for strength you can argue that they get conceptual strength as in well punching concepts and such.

Oh by the way when it comes to the inspiration problem I think that could probably be helped a bit if athlete gets chariot and some inspiration themed powers or themes around the carrying up of others are added.
 
Oh birdsie said with a permission slip and a lot of effort we can go to our upper classmens theme worlds. So children stories theme world and the bible theme world.
 
Oh birdsie said with a permission slip and a lot of effort we can go to our upper classmens theme worlds. So children stories theme world and the bible theme world.
Has anyone already used a biblical theme?
These students should be very visible, it is strange that they are not mentioned in the general review of geopolitics, as well as in the top 10 in strength.
 
So for the magician I think genericname has some merit in the idea of enhancing whats already there to greater superhuman levels. The magician tarot is number 1 in the listing and is associated with resourcefulness and skill which back this idea up. So the idea that someone with decent skills will get a boost and a prodigious talent an even more prodigious boost has merits.

Maybe not right now but eventually when negotiating with the educator we should bring this up if the king of magi wins. Along with the themes of solomon comes wisdom and the ability to make sound decisions so maybe some powers based around making sound judgements to get people to trust us and basic competency boosts.
 
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