Could you further explain this? I'm not being facetious, I actually want to understand your point.
Birdsie previously said the hermit is his most compatible role and all the themes kind of check out for the loafer. He also doesn't need to simply sacrifice he can cultivate self betterment too. So yeah its probably the most fitting. Not saying thats a good thing necessarily but if your measuring compatibility for solomon its pretty much the top.
 
Birdsie previously said the hermit is his most compatible role and all the themes kind of check out for the loafer. He also doesn't need to simply sacrifice he can cultivate self betterment too. So yeah its probably the most fitting. Not saying thats a good thing necessarily but if your measuring compatibility for solomon its pretty much the top.

I agree that the Hermit is at the top of compatibility, I disagree that the cultivator aspect is. The strengths of our mc are predicting the world and others.

Focusing on personal strength, and secluding ourselves from the world feels contrary from what we've seen.
I do agree the Teacher Hermit, or however it's called, could be very appropriate, if we wanted to take it.
 
The only roles that I am truly against taking are Wheel of Fortune: Gambler's Den (Gacha is always bait and luck-based powers are too unreliable to be useful for us, since they could easily fail us at a bad time and are hard to implement into plans) and The Chariot: Gilded Path (since it doesn't fit our character all that well and if we want to spend Credits here, we have better options IMO). I'd normally be fine with The Devil: Demon King, but taking it would lessen the chance of getting people to vote for the concept I'm most interested in for Birdsie's next quest after this one finishes (if QM will keep doing that of course). If we don't want to spend few credits here, then Wheel of Fortune: Denial of Predestination is a good choice. Otherwise, I think we should take The Magician: King of Magi, since it is quite versatile.
 
I agree that the Hermit is at the top of compatibility, I disagree that the cultivator aspect is. The strengths of our mc are predicting the world and others.

Focusing on personal strength, and secluding ourselves from the world feels contrary from what we've seen.
I do agree the Teacher Hermit, or however it's called, could be very appropriate, if we wanted to take it.
Fairly sure it can cultivate just about any part of ourselves if we choose that direction it doesn't exactly exclude social interaction. It has themes that are high compatibility with what we already display. Like yes it has themes of it but birdsies not said there are any actual maluses for social interaction and social stuff does count as introspection. We aren't gonna choose to stop socialing irrelevant of what roles we pick.
 
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Preliminary leanings.

[X] The Devil: Paganism
[X] The Devil: Demon King [10 Will, 1 Credit]
[x] Wheel of Fortune: Denial of Predestination
[x] The Hermit: The Enlightener
 
[X] Wheel of Fortune: Denial of Predestination
[X] The Devil: Demon King [10 Will, 1 Credit]
[X] The Hermit: The Cultivator
[290 Will, 25 Credit]

I admit I'm voting for the Denial of Predestination because I rather like the aesthetic of them it and the idea of being able to pull some Doflamingo on crack tier stuff appeals to me greatly, also it being student credit free is a MASSIVE plus to me.

However, I will admit I don't think it has nearly the level of scaling both early and late game that the Demon King does so I'll also be putting towards that for the others in thread who've made excellent points.
 
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On second thought...

[X] The Devil: Paganism
[x] Wheel of Fortune: Denial of Predestination

Edit: I was voting for Demon King/Enlightener because I felt like I had to.
 
As for why I think Paganism/Denial of Predestination jumped out at me?

Paganism: Game theoretical coordination problems and ensuring people can trust each other, also Dies Irae was awesome in spite of being fractally problematic and the protagonist has time powers/a similiar mindset to what Solomon has right now. Also it lets us chase markers in and out of universe.

Denial of Predestination: It's incredibly aesthetic and has protection against fate effects in addition to fate effects.
 
Ok, I woke up. My everything hurts.

Let's see... Why so many people choose the Wheel?
 
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Ok, I woke up. My everything hurts.

Let's see... Why so many people choose the Wheel?
Ok, so. Why should we get the Wheel of Fortune: Denial of Predestination?
(...)
I like the wheel of fortune because it continues our theme of predictions and uses it to its full potential, and also (...)

Some arguments in favor. It's mostly a matter of which gameplay it's preferred and what powers are more interesting.
Oh, and of credits.
 
*However, even a King mustn't contest the winds of fate. Against their prevailing touch, your plots may collapse like a house of cards. It is easier to move with them at your back and in your sail, letting them spur you onwards and then altering course only as you are about to land, within the circumscribed region of permissible outcomes. Even then, preferably you should only do so on another man's ship.
Does anyone have any ideas what is meant here?
For the time being, I interpret this to mean that we should not try to change the predictions directly, otherwise fate will try to ruin all our plans for us.
 
Does anyone have any ideas what is meant here?
For the time being, I interpret this to mean that we should not try to change the predictions directly, otherwise fate will try to ruin all our plans for us.
I think that it was saying that we must follow the directions of fate but can control how it plays out. For example, someone from our class must die and we can control who, but the general direction remains the same.
 
Does anyone have any ideas what is meant here?
For the time being, I interpret this to mean that we should not try to change the predictions directly, otherwise fate will try to ruin all our plans for us.
fate especially those of the same class as ours can topple our plans like paper mache? So don't try and oppose the tropes of our classes enrolled? Also whatever classes involved with fate don't try to fight it directly. At least not outside our sanctum.
 
I think that it was saying that we must follow the directions of fate but can control how it plays out. For example, someone from our class must die and we can control who, but the general direction remains the same.
For more reasons why I think that is, we can control where we land. So if fate was the winds it would take us to an archipelago, but we can control which island to land on. So fate has its direction but we can choose the most desirable way to fulfil it. Like interpretations of prophecies for example, they'll happen but it doesn't have to be the worst case scenario.
 
[X] The Magician: The Mystic
[X] Wheel of Fortune: Denial of Predestination

Well, I think these powers are cool.

[X] The Hermit: The Enlightener
Okay, I'll admit, I'm also a sucker for power-of-friendship type stuff, so I've got to vote for this.
 
We can take it down to around 18 credits not to mention the cultivator can still have motivations we choose what we cut off. Also it takes a bit to cut things off simply cause the loafer doesn't want to cut everything out.
I'm aware of these factors, and my position stands. I said "costs 25 Credits and advances by the method of sheering off bits of self; though it has practical benefits for the Loafer, it strikes me as fundamentally undesirable."; the method of sheering off bits of self seems like a bad plan even perfectly selectively. Rather soon, you'd run out of truly low-hanging fruit.
(and 18 is less than 25 but is still pretty high.)
 
[X] The Magician: King of Magi [200 Will, 14 Credit]
[X] Wheel of Fortune: Denial of Predestination
 
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