[X] Idea: Hermit - A Man is an Island
The hermit has themes of aloneness, introspection, and the power of the soul. Here, the Hermit exercises that power to become metaphysically alone in the world, remaining unaffected by the actions of others. Perhaps this happens by existing just slightly outside of reality, so a bullet might appear to hit and yet the Hermit remains unharmed, or the Hermit's introspection creates an inviolate self-image.

Progression comes through introspection, as the Hermit solidifies their self-knowledge and self-image, turning it more and more immutable and therefore less and less accessible by others. This might be expressed visually in terms of an inner world along the lines of what Sarah Lin presents in The Weirkey Chronicles.
 
So more voting for a tarot in general than what the specific powers of the tarots theme are yet.

Thanks that is very helpful. 👍
Mind you looking at the potential powers is completely valid and I'm unsure the votes for power sets don't actually have effects on our powerset. Their just at the very least not the end of said development with the educator.
 
[X] Idea: Hermit - A Man is an Island
The hermit has themes of aloneness, introspection, and the power of the soul. Here, the Hermit exercises that power to become metaphysically alone in the world, remaining unaffected by the actions of others. Perhaps this happens by existing just slightly outside of reality, so a bullet might appear to hit and yet the Hermit remains unharmed, or the Hermit's introspection creates an inviolate self-image.

Progression comes through introspection, as the Hermit solidifies their self-knowledge and self-image, turning it more and more immutable and therefore less and less accessible by others. This might be expressed visually in terms of an inner world along the lines of what Sarah Lin presents in The Weirkey Chronicles.
I like the hermit but I don't actually want to emphasize the loneliness aspects of it.
 
Class Idea

The Shining Star- Smiling Through the Trials

A class for those who suffered, who faced trials and tribulations but still carried on the fight with grace and optimism. The wielder of this Arcana was expected to be among the last to fall to despair, and the ones who will try to spread the hope until the end.

Skillset

Healing and Empowerment- As the tarot of optimism, the wielder of Star Arcana can restore and embolden its allies in a single moment. Their energy returns faster, the mind becomes clearer and morale remains high regardless of situation.

Mental resistance- The Star doesn't go silent in the night, it shines brightly among the dark, especially in the dark and any attempts to subvert its mind will meet extreme resistance if not backfire.

Charisma- Stars are looked up by the people in the sky, they are the center of admiration and yet they felt unattainable.

Weaknesses

Weak Individual Strength- A star shining alone in the sky was weak compared to the Sun and Moon, they needed others to serve as their pillar of support or they will be easily overshadowed.

Reversed Star- Broken by the Trials
When star falls down and disappear those who follow them will lose their guide in the dark, finding themselves lost and in despair.

That's one down, now let me write my Idea for the Devil.
 
I'm liking the magi role the most right now probably gonna wait for more writeins tomorrow before voting though.
 
Role Idea

The Reverse Devil- Breaking through Decadence

The Devil

Conventional knowledge suggest that the Devil is not nice, that he is the opposition to everything good in this world. But if God had said that he is willing to welcome the sheep who got lost back to his flock then maybe you can start by making your way back.

The wielder of this Arcana can easily fall back to it's old habits, to indulge on their desires without a care in the world, yet you refuse to go with the winds opting to fight the written fate for the sake of your beliefs.

Powers

Your old friend, Darkness- The wieldere have dabbled and perhaps mastered dark arts in your life using them for the sake of your own interest. While your motives have changed it doesn't change the fact that you are in fact familiar with them.

Crossroads- You defied your role and was now freed from it's chains, whoever you'll become is now entirely your choice. Your actions, decisions and path is uncertain to the players of the world.

Devil's Advocate- You have a unique perspective on what people consider was common sense, while it wasn't free from your personal bias, you are guaranteed to look at things in a different manner.

Drawbacks

Devil's Reputation- Face it, the journey for your redemption is guaranteed to be long and hard. The world hates you for a probably good reason and doors might be shut before you could even notice them.

Crossroads- The world doesn't look kindly at your defiance, your act will provoke a reaction from the world itself. You must prepare for the coming tide.

Upright Devil- Blinded by Decadence

The truth is you are your worst enemy aren't other people or the world itself, it was you. Every day, every single act was a struggle to resist falling to back to what you once are.
 
[X] The Magician, Mercury

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 powers of speech and silence as magic, and the tools of the Magician's control over the elements and powers: to create (Wand), preserve (Cup), destroy (Sword), and redeem (Pentacle)


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 the Magician in his original Juggler aspect juggles eight implements, for eight is the number of his sephira Hod, Kabalistically. In the air surrounding him revolve his Tools and elemental weapons of power:

• Dagger: Air and the power "To know"
• Cup: Water "To dare" • Winged Egg: Spirit "To go"
• Scroll: that bears the Word • Stylus: that writes the Word
• Phoenix Wand: Tool of resurrection
• Censer: Fire "To Will" • Pentacle: Earth "To keep silent"

Powerset: The Magician's prowess allows them to channel the elemental and arcane forces with unparalleled skill through each Artifacts in their arsenal. They can influence Tarot archetypes to empower aspects, fusing their powers with allies. The Magician can bend reality through sheer will, transmuting physical properties, creating portals, and phasing through obstacles. Nothing can ever constrain Mercury.

The Magician's connection to the spiritual realm grants them access to the astral plane as well. Here, thoughts and dreams crystallize, and the hidden in unveiled. He travels through dreams among the stars leaving behind his earthly shell.

Reshaping reality takes a toll and someone, or something must always bear the cost. The Magician is also limited as he juggles between his Artifacts to channel each aspect of his magic.. 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. Solomon is at the journey's start.. he must prove himself worth to claim the Magician's vestments one, by one.



[X] Coffee Jello Tycoon
[X] Seek the Magician - King of Magi Role
Reworked the Wizard Mercury a bit going into powersets, cause I wanted to see what a more tarot thematic one might look like. It needs a lot more work though. I thought maybe a more of a Cardcaptor style wizard might be interesting to write up.
 
[X] The Con Is On
[X] Seek the Magician - King of Magi Role
[X] Seek the World - Dungeon Master Role


The Dungeon Master roles seems particularly fun for me, but I'm also voting for magician because I doubt that DM role will win.
 
[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?

Mind if I add on to the argumentation for earning the role?

- As above, so below - The Magician is a conduit of cosmic power, drawing on celestial powers to affect earthly reality. Biblical Solomon greatest quality was wisdom, gift from God so that he could rule his people justly and lead them to prosperity, drawing on celestial powers to affect earthly reality.
- My strength and my failure - In some interpretations Magician represents unique abilities: upright Magician taps into and benefits from them, reversed Magician may have talent that is unfocused and unmanifested. Solomon's greatest asset, his way to see things to come, is a unique ability that he both taps into and leaves unfocused, representing both upright and reversed Magician (more so OOC interpretation, but Sol strikes me as someone introspective enough to realise that and potentially use)
 
[ ] Idea: The Tower - Pride Before a Fall
Theme: Great and Terrible.

The Tower is associated with oppressive power and control as well as arrogant greatness, and who says this arrogance is unearned? Perhaps they are this great, they are this terrible…
Theme: Upheaval.
…and this is what makes them complacent. The primary association of the card is great destructive change, sudden and total, often brought upon oneself. This is unavoidable. You should've learned your lesson in advance.

Powerset:
*Pride… - The Tower is a card of devastating power, ability, and authority. The Tower may choose a power theme upon gaining the Role or immediately after the Upheaval, should they survive it. The closer the theme is to the notions of destruction, authority, control, mad genius, or raw strength, the swifter its (at maximum, unbelievably absurd) progression and higher its (at maximum, impossibly high) ceiling. After choosing the theme, the Tower gains moderate immediate proficiency with the associated powers and is capable of extremely swift improvement along all axis, including associated mundane qualities (physical durability, precision, strength, and so on for physically destructive powers, charisma and insight for mind control, intelligence and wits for tinkering or sheer genius, etc.), through feats of destruction and conquest, gaining authority over other beings, or dedicated training.

Limitation:
*…Before a Fall. - The Tower of Babel fell when it reached too far. The Tower's powers are inherently unstable. This is initially unnoticeable, but just as a shoddy foundation starts to strain when you put too much weight upon it, the Tower's powers start to fracture under the increasing pressure of their building might. This may manifest in a number of ways, from very literal (their strength outpaces their durability, causing them to accumulate compounding microfractures every time they exercise their strength) to indirect or metaphorical (the organization they built starts to resent them, their control slipping in ways too subtle to notice, until it's too late). It's very possible and encouraged to stave this instability off, and someone competent and careful enough may reach impossible heights without eventually crumbling.

Beware of overestimating yourself, however. It's nigh-impossible to catch every sign of collapse, and should the Tower pass a critical point (which, with Pride's tendency to grow during violent conflict, may easily happen at the worst possible moment), they will experience the Upheaval. Everything the Tower built with their Pride immediately, violently crumbles, with literal explosion for more physical powers or violent mental degeneration for mental ones, until they die or are left completely powerless, save for their ability to start building anew.

The instabilities accumulate depending on the method of growth. Violent subjugation is the most dangerous method, though it's by far the fastest, while careful research and measured training are much slower but stabler.

It's possible to trigger the Upheaval intentionally. In this case, it's much less violent and can be calibrated. If it's slow and deliberate enough, the Tower may only discard specific parts of their Pride or manage to become a blank slate without any destruction at all.
 
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[X] The Con Is On But A Bit Different
-[X] Comfy Pillow
-[X] Coffee Jelly x4
-[X] Baton x2
-[X] Lighter
-[X] Cigarettes x4
-[X] Survival Handbook To Educational Enrollment
-[X] Tarot Deck
-[X] Solar Charger
The Solar Charger probably isn't best-suited to being used immediately; it's stated it will accrue value over time. In the initial hours of our trip, there's no need for it, as everyone's phones likely come pre-charged. Now is a period of great impact, but the impact of the solar charger will likely be comparatively minor during this period.
A second Baton is selected for the purposes of selling off; either the usefulness will become clear in time, or people will believe the loafer's predictions. four units of cigarettes are selected instead of 1, because the other things don't cost-effectively benefit from duplication except coffee jelly, and the choice to include cigarettes at all implies those give more goodwill pick-per-pick than the more versatile coffee jelly item does in willpower form.

[X] Idea: The Deck
-[X] The source of Tarot, the arrangement of its components; agent and reagent of fate, and definer of its limits. A deck missing Death cannot herald its changes, so they will not come to pass. Such scenarios aside, it controls their order as well, and that is meaningful in itself. Death to begin may represent the journey's open, but Death to end represent its namesake. A role with subtle and broad manipulation of the Cards that comprise it, it can bring them onstage but not choose what they do once there. Potentially able to call upon the powers of Tarot Cards left unchosen, though which comes forth would be subject to fate's decree.

[X] Idea: Card Reader
-[X] Tarot Cards have their meanings, but those meanings are manifold. a three-step progression has only the broadest of implications on its own; it takes a reader to discern their specifics, to discern a Hermit as prudence and not treason, a Magician as the time to act and not a time to reevaluate (-as above, so below; but that goes both ways, the physical reflecting on the heavens)- and so on. The number of connections one can draw, and hence the versatility of a Reader in any situation, increases exponentially as a function of laxity in declaring things represent other things; If a hermit is a hermit crab and a magician a stage magician, the time for prudence and reevaluation becomes simply watching an unusual street show. This role has themes of deduction, reason, prediction, confidence and wonder, but also of subjectivity, bias, doubt, and cynicism; its predictions tend to seem correct, but not always.

[X] Idea: Hermit (semi-counterargument) - Sometimes An Island
-[X] Though the Hermit has themes of withdrawal from events and relationships, withdrawal is an active action, the act of motion. The hermit is not always alone; he is able to be isolated at his wish, temporarily and for clear purpose, introspection and gathering strength. Like when Solomon loafs to regain will, for instance. So to be sure, the Hermit may retract from the world, ignoring spellcraft and sword when withdrawn, but he will not stay so forever and not when he doesn't wish to be.

[X] Idea: Ten Of Swords
-[X] See the completed Quest 'Ten Of Swords' for details


[X] Seek the Hermit role unless it gets a really bad drawback taped on by accident.
 
[] 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: When active gains enhanced strength, speed, and agility while tapping into the very flow of time. He can foresee critical shatterpoints, and the shifting balance of power, while also briefly manipulating time to execute a precise strike that bypasses defense.
Temporarily inherit the skills and abilities of defeated foes.
Wand of Divine Will: The Wand shapes their dreams into reality, limited by on Willpower. Manipulate matter, and bring his visions to life. Can subject friend or foe into an illusory Labyrinth where time does not pass.

Trickster's Bargain: As Pan, can enter into pacts with adversaries, negotiating temporary alliances or sowing discord among enemies.
Ayin's Vision: Through the mystical connection to the Hebrew letter Ayin, Capricorn gains heightened perception, allowing them to see through illusions, decipher cryptic messages, and unravel hidden mysteries.
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: Celestial beings tasked with maintaining cosmic balance can intervene and suppress the Devil's powers when they sense an imbalance. This limitation can be triggered if his actions threaten the harmony of the universe. The alignment of planets shifts to staunch Solomon's power flow, should he transgress. His command of the Role becoming unpredictable or even sealed.
 
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[X] The Con Is On But A Bit Different
-[X] Comfy Pillow
-[X] Coffee Jelly x4
-[X] Baton x2
-[X] Lighter
-[X] Cigarettes x4
-[X] Survival Handbook To Educational Enrollment
-[X] Tarot Deck
-[X] Solar Charger
The Solar Charger probably isn't best-suited to being used immediately; it's stated it will accrue value over time. In the initial hours of our trip, there's no need for it, as everyone's phones likely come pre-charged. Now is a period of great impact, but the impact of the solar charger will likely be comparatively minor during this period.
A second Baton is selected for the purposes of selling off; either the usefulness will become clear in time, or people will believe the loafer's predictions. four units of cigarettes are selected instead of 1, because the other things don't cost-effectively benefit from duplication except coffee jelly, and the choice to include cigarettes at all implies those give more goodwill pick-per-pick than the more versatile coffee jelly item does in willpower form.

[X] Idea: The Deck
-[X] The source of Tarot, the arrangement of its components; agent and reagent of fate, and definer of its limits. A deck missing Death cannot herald its changes, so they will not come to pass. Such scenarios aside, it controls their order as well, and that is meaningful in itself. Death to begin may represent the journey's open, but Death to end represent its namesake. A role with subtle and broad manipulation of the Cards that comprise it, it can bring them onstage but not choose what they do once there. Potentially able to call upon the powers of Tarot Cards left unchosen, though which comes forth would be subject to fate's decree.

[X] Idea: Card Reader
-[X] Tarot Cards have their meanings, but those meanings are manifold. a three-step progression has only the broadest of implications on its own; it takes a reader to discern their specifics, to discern a Hermit as prudence and not treason, a Magician as the time to act and not a time to reevaluate (-as above, so below; but that goes both ways, the physical reflecting on the heavens)- and so on. The number of connections one can draw, and hence the versatility of a Reader in any situation, increases exponentially as a function of laxity in declaring things represent other things; If a hermit is a hermit crab and a magician a stage magician, the time for prudence and reevaluation becomes simply watching an unusual street show. This role has themes of deduction, reason, prediction, confidence and wonder, but also of subjectivity, bias, doubt, and cynicism; its predictions tend to seem correct, but not always.

[X] Idea: Hermit (semi-counterargument) - Sometimes An Island
-[X] Though the Hermit has themes of withdrawal from events and relationships, withdrawal is an active action, the act of motion. The hermit is not always alone; he is able to be isolated at his wish, temporarily and for clear purpose, introspection and gathering strength. Like when Solomon loafs to regain will, for instance. So to be sure, the Hermit may retract from the world, ignoring spellcraft and sword when withdrawn, but he will not stay so forever and not when he doesn't wish to be.

[X] Idea: Ten Of Swords
-[X] See the completed Quest 'Ten Of Swords' for details


[X] Seek the Hermit role unless it gets a really bad drawback taped on by accident.
Imma note the baton is only a temporary weapon it's not gonna be worth much after even a few weeks in class I assume.
 
Imma note the baton is only a temporary weapon it's not gonna be worth much after even a few weeks in class I assume.
did I imply otherwise?... when I said 'become clear in time', I meant, like, within a few hours of role selection but potentially not before that critical period ends.
(though, I think the baton will be relevant to us-if-we-get-hermit for longer than that, because I suspect (especially given it was personally carved) the Baton to have synergy with Hermit, serving as a material focus that matches to the hermit's stick.)
 
[ ] 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 single power of modest strength that represents their old self: an athlete may gain a measure of physical enhancement, a scholar, improved comprehension. 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 the super-strength growing greatly more powerful whenever they are alone and without allies, a career-ending leg injury - to super-speed transitioning into teleportation. 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.
 
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Tossing out some role ideas for other characters I guess?

[ ] Idea: [The Star - A Guiding Light]

Stars have long shined in the sky, being used as markers of direction and aiding many in whatever journey they undertake. Stars have also been symbols of hope, and general positivity and peace. To take the role of the Star is to become a light to guide others, to shine the way forward and direct them to brighter futures.

Beacon - As the Star, you naturally inspire hope, determination, and faith in all who follow you. Your light reveals paths forward and unveils hidden depths and secrets, mapping out routes far into the future for all to travel upon. Those that you guide become blessed and fortunate, as they use your light to find their own way into greater growth and prosperity. Expect people who benefit from your shine to have a steadier mind, acquire the will power to move forward, have most minor harm or illness be rendered inconsequential, and greater insight into their own fate. When hope is at its highest the best way forward becomes clearer than ever.

Nightfall - The Star is most visible at night, during a time of greatest misfortune or danger when catastrophe has stricken or will befall soon. As the danger grows, so too does your power and boons, but it is easy for faith to waver and for trust to fall when misfortune begets every turn. Your light becomes more important than ever, but while a Star has always guided others, it too has been the most distant. You may give advice and attempt to lead, but it is up to the listener to follow through, and they and only they alone can accomplish what must be done, because while you can try to aid them, direct intervention is restricted in some cases. After all, a Star lights a path but cannot walk it in the place of others. If all hope is lost and faith in your ability forgotten, one more chance is allowed in the form of a wish to whoever still believes when you fall. Be warned though, a wrongful light can draw all alongside you to a shared doom, as eyes focus on the lights above ignorant to the cliffs they step off of.
 
When I think about Devil, I imagine some dealmaking powerset...
 
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