We're currently at 20 Magician (19 + 1, WHISPER is not being properly integrated into the voting bloc on the tally) vs 22 Wheel before accounting for argument power, in which I believe both Magician and Hermit have a massive lead over Wheel... in light of this, some relevant logistics:

@Birdsie For write-in upgrades do we need to win a plurality of the vote as per any other option, or will they go through if we convince a majority of the winning option's voters? For example, if Magician wins with 20 votes would the Upgrade apply:

1) Only if the Upgrade also has at least 20 votes, or
2) As long as the Upgrade has at least 11 of the 20 Magician voters

@ImperatorV Seeing as you are the quintessential mage-gang voter, your preferences for this vote are likely similar to mine, with King of Magi > Denial of Predestination > Hermit. In that case I would strongly suggest dropping your approval vote for Denial of Predestination currently as it's leading in the raw numerical vote, so as to maximize the chances of King of Magi winning.

@_brightwing We may be able to come to an agreement on the upgrade blurb. What thematic tarot modifications would you be looking for in the King of Magi Upgrade to facilitate a vote switch? I'm open to moderate changes as long as we preserve the core spirit of the upgrade (reducing the drawbacks of the Role and giving Solomon incentives to actively cooperate with his classmates)

@JOEbob While it's not a perfect fit for your preferences, the Upgraded King of Magi is an option with very good chances of winning that somewhat fits your expressed desire for a The Hermit: Enlightener-style character that possesses considerable personal power. An approval vote for it would only make your preferred outcomes more likely.
 
We're currently at 20 Magician (19 + 1, WHISPER is not being properly integrated into the voting bloc on the tally) vs 22 Wheel before accounting for argument power, in which I believe both Magician and Hermit have a massive lead over Wheel... in light of this, some relevant logistics:

@Birdsie For write-in upgrades do we need to win a plurality of the vote as per any other option, or will they go through if we convince a majority of the winning option's voters? For example, if Magician wins with 20 votes would the Upgrade apply:

1) Only if the Upgrade also has at least 20 votes, or
2) As long as the Upgrade has at least 11 of the 20 Magician voters

@ImperatorV Seeing as you are the quintessential mage-gang voter, your preferences for this vote are likely similar to mine, with King of Magi > Denial of Predestination > Hermit. In that case I would strongly suggest dropping your approval vote for Denial of Predestination currently as it's leading in the raw numerical vote, so as to maximize the chances of King of Magi winning.

@_brightwing We may be able to come to an agreement on the upgrade blurb. What thematic tarot modifications would you be looking for in the King of Magi Upgrade to facilitate a vote switch? I'm open to moderate changes as long as we preserve the core spirit of the upgrade (reducing the drawbacks of the Role and giving Solomon incentives to actively cooperate with his classmates)

@JOEbob While it's not a perfect fit for your preferences, the Upgraded King of Magi is an option with very good chances of winning that somewhat fits your expressed desire for a The Hermit: Enlightener-style character that possesses considerable personal power. An approval vote for it would only make your preferred outcomes more likely.
I might change vote in a couple days we still have like 4 until the vote ends and I gave two vote markers for what was basically hermit. So I could possibly ask them to change. I really don't like how your kind of ignoring the despair problem that loafer has your plan doesn't have anyway of fixing or even examining it. We might also need to spend 25 sc someday JUST to get subhuman willpower which we could get right now with the cultivator over time. I don't want to spend 25 sc for subhuman willpower when we can spend like 17-18 right now and get other things out of it. Instead we're looking at spending an additional 25 sc and character development later for the change in our character. I also think your plan sucks for some of the compatibility issues with our goals because we're gonna have to spend will for crafting everything, for training, etc etc.
 
@Birdsie For write-in upgrades do we need to win a plurality of the vote as per any other option, or will they go through if we convince a majority of the winning option's voters? For example, if Magician wins with 20 votes would the Upgrade apply:

1) Only if the Upgrade also has at least 20 votes, or
2) As long as the Upgrade has at least 11 of the 20 Magician voters
I'd have to weigh the arguments and what the thread wants. Could go either way.
 
X] The Hermit: The Cultivator
[X] The Magician: King of Magi
[X] Upgrade the The Magician: King of Magi to Write-in: Upgraded King of Magi if we can afford it.
 
@_brightwing We may be able to come to an agreement on the upgrade blurb. What thematic tarot modifications would you be looking for in the King of Magi Upgrade to facilitate a vote switch? I'm open to moderate changes as long as we preserve the core spirit of the upgrade (reducing the drawbacks of the Role and giving Solomon incentives to actively cooperate with his classmates)

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.


*For a number of more immediately-accessible gross and material invocations, you can astake control over the four Minor Arcana: Swords, Wands, Cups, and Pentacles. Each bestows authority over a certain element, as well as a certain methodology of magic: (Air, Reason), (Fire, Creativity), (Water, Emotion), (Earth, Material). Focus on a single one that appeals to you the most, prioritize each in equal measure, or swap out your pick on the basis of need.

I think also playing into Magician's aspects as Mercury and the cosmic Juggler could work in our favour in swaying the Educator seeing they have thematic precedence. The Magican's vestments could easily be translated to soul Artifacts that lets us employ esoteric effects that could complement King of Magi - they could be constructs with how he channels advanced spells, the symbology lending them gravitas. The artifact abilities don't necessarily have to be the same either except for the elemental theme. They already play into each other so well. Playing into the As above so Below aspects, Realms and Tools and others only helps us solidify the Role.

Edit: When we debate with the Educator I'll try to pitch in about tarot symbolism interpretation as much as I can.
 
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I might change vote in a couple days we still have like 4 until the vote ends and I gave two vote markers for what was basically hermit. So I could possibly ask them to change. I really don't like how your kind of ignoring the despair problem that loafer has your plan doesn't have anyway of fixing or even examining it. We might also need to spend 25 sc someday JUST to get subhuman willpower which we could get right now with the cultivator over time. I don't want to spend 25 sc for subhuman willpower when we can spend like 17-18 right now and get other things out of it. Instead we're looking at spending an additional 25 sc and character development later for the change in our character. I also think your plan sucks for some of the compatibility issues with our goals because we're gonna have to spend will for crafting everything, for training, etc etc.
I don't care for spending 25 sc to eliminate a defining character trait, especially right after we selected the very same character.

I actually want to read the story of The Slacking Loafer, not The Genius.
 
I don't care for spending 25 sc to eliminate a defining character trait, especially right after we selected the very same character.

I actually want to read the story of The Slacking Loafer, not The Genius.
even 25 sc gives us subhuman willpower and the motivating factor of his non motivated self is despair. So unless you want to keep the despair I don't see why we'd continue to be simply the slacking loafer. Also with cultivator its gonna take at least a year or two to get rid of said despair. Even 25 sc later isn't gonna get rid of it but not getting rid of it means a despair ridden character.
 
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[X] The Magician: King of Magi
[X] Upgrade the The Magician: King of Magi to Write-in: Upgraded King of Magi if we can afford it.

I am a fan of mages and metaphysics, which are both likely to be prominent in the narrative with these roles. The Devil could have worked well, too, but it isn't doing great so there's no point.
 
[X] Wheel of Fortune: Denial of Predestination
[X] The Magician: King of Magi
[X] Upgrade the The Magician: King of Magi to Write-in: Upgraded King of Magi if we can afford it.


Updated by vote in light of new information. Once Birdsie confirms my Wheel write-in I'll add it to the list.
 
Uh by the way for those who want the efb magi and just base magi I recommend making arguments for our classmates. Because we've definitely not gotten the requisite discounts to cheapen it as much as we can.

Edit: Also I asked birdsie if we could have a vote next update for write in options for whatever vote won. So like say wheel won a vote for base wheel or the write ins and the same for magi. He said we'll see so thats not a no its probably somewhat precipitated by what we all want.
 
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[X] The High Priestess: Keeper of Secrets [140 Will, 7 Credit]
[X] Wheel of Fortune: Denial of Predestination
[X] The Hermit: The Cultivator [290 Will, 25 Credit]
[X] The Devil: Demon King [10 Will, 1 Credit]
[X] The Chariot: Gilded Path [100 Will, 7 Credit]
[X] The Magician: King of Magi
[X] Upgrade the The Magician: King of Magi to Write-in: Upgraded King of Magi if we can afford it.
 
The God Diversion
Forgot to actually post this in the thread:

[X] The Devil: Keeper of Sheol [290 Will, 25 Credit]

The Keeper of the gates that divides the realms, laughs. From disillusionment, madness, joy or relief.. None can say as they pass beneath his sight. The Tempter and the Redeemer, Do as thou wilt. He cares not.

*Capricorn's Ascension: As mortal conflicts you participate escalate, your third eye opens. You see the the footholds in time where branches spilt to possibilities of triumph or doom - the precipice that changes the course of everything, decreed by the hand of Fate. Whether or not you possess the ability to execute the shatterpoint lays on you.

*Beloved of Saturn: you will always have, Time. Your form in the world of Matter is effectively frozen to your idealized permutation. As the Child of Time, ripples of the stream submit to your will. Slicing off branches, temporal permutations of yourself, hastening or slowing the flow to a crawl.. is all within your palms. Za Warduo.
Additionally, you may also reverse entropy, for as long as Saturn's grace wills. Replenish life force of beings and systems, negate the effects of deterioration.

*Pan's Labyrinth: Bearer of the keystaff of Caduceus, unlock the Gates of Matter. Powers of True Alchemical Transmutation is in your hands, constrained by only your heart.
*Open the Gates corporeally into the material world, calling forth the Goetic daemons into being. As they manifest, they take on forms for this realm drawing from your shadow self. You will feel their void in soul, and should they be slain a measure of your self will be lost.
*The Maw, fed by strife and spiritual energies will gape wide vomiting forth hordes of lesser denizens that fade back to the conceptual realm, lasting heartbeats.
*Additionally, step through the Gates. Time trickles to a crawl, branches of time shaping themselves into the Labyrinth. Witness the shards of possibilities of what was, and could be peering through the branches. Don't stare too long lest you be lost.

*Eyes of Ayin: Through the mystical connection to the concept of Ayin, you gain True Sight, allowing you to see truth in all things. Illusions fade, mysteries unravel, souls lay bare before you. Deceptions fall apart. No mortal may lie while staring into the beacons of Truth.
*Ledger of Souls: Enter binding pacts with any sentient, laying open the Gates of Matter. Bestowing its blessing and dreams of the labyrinth. And the services of those within. For each contract or adversary defeated claim a steady well of spiritual energy. Live on interesting times, feasting on strife and upheaval.

@Birdsie
Collab with OctarineStrike, new iteration of a possible Devil combing the best of both. We tried to include in as much Devil symbology as possible so as to sway the Educator in a power debate.

[X] Rihaku
 
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Brightwing has proposed that we make the upgraded King of Magi more thematically connected to the Magician Tarot. Here is a potential revision. I'm hoping this can be used as a vector to reduce the Will or SC cost of our write-in and grant the otherwise hyper-versatile KoM a degree of thematic focus (beyond his existing affinity for summons).

Upgraded King of Magi (250 Will, 25 SC)
*As per the baseline, but his weakness to Fate is strongly mitigated; he is much more easily able to twist, invert, or rules lawyer the threads of fate into relatively preferable configurations, so long as they are somewhat narratively satisfying. Perhaps he may not be able to insert himself as protagonist, but either antagonist or deuteragonist would be doable. (Birdsie has noted this will be about a 33% mitigation of the baseline KoM's weakness)
*A substantially greater affinity and command over the elements and casting styles associated with the Four Suits of the Minor Arcana. Solomon can either choose to specialize in one for a moderate power/versatility bonus + unique major buff, or represent all four to apply said moderate bonus (~20%) to all Suit-associated magics. Also allows him to more easily accrue associated spells passively, or as a result of things he was already going to do (for example - by saving the nerd from bullying, he might learn a powerful protective ward in addition). There is some overlap between Suit domains. The Suits and their associated casting styles are, respectively:

*Swords - Air and Reason. Aerokinesis, electrokinesis, eventual 'pure' telekinesis and command over the electromagnetic spectrum, enhanced cognition, the summoning of Djinni, and offensive magics, including those which act as proactive defense. Casting style: Traditional Hermetic Magic, verbal and somatic components.
--Specialist Bonus: Thrice-Great Hermes - Before the unraveling of the Logos, no magic may stand. The stark light of reason reveals all manner of trickery and illusion for the shambles they truly are. If you specialize in this Suit, its associated magics will receive an overwhelming bonus to dispel, unravel, pierce, unmake, or otherwise undo the supernatural effects of others. Very useful against almost any magus or Enrolled.

*Wands - Fire and Creativity. Pyrokinesis, the summoning of Ifrit, thematic flame magics (cauterization, creation of passion, damage over time effects), and all fundamentally 'creative' magics - from inciting a wellspring of inspiration to creating a barrier against incoming harm, to the creation of life itself. Casting style: Wand Magic, which requires a focus implement but otherwise no verbiage and only very brief, quick movements.
--Specialist Bonus: Fire-Keeper - The raw power of flame yields a simple yet critical benefit. If you specialize in this suit, its associated magics will receive an additional major bonus to effectiveness and versatility. Fire burns brightly, but not eternally: this bonus slightly erodes the more times it is used in quick succession, but restores itself over time. Better one decisive conflagration than a trillion trifling embers.

*Cups - Water and Emotion. Hydrokinesis, including eventual control over ice and all other liquids; the creation of supernatural potions, poultices, salves and tinctures, the summoning of Marids, and all fundamentally transformative magics - from altering someone's emotional state to increasing their strength to transforming them into a newt. Dual casting styles: Raw Manifestation, which channels pure emotion to create powerful but somewhat ill-controlled effects, and Potioncraft (self-explanatory). While the former is less useful in the day-to-day, it is often the most potent in times of dire need, and the specialist of Cups can rely on the latter for more consistent utility.
--Specialist Bonus: Holy Grail - The power of the Cups suit to regulate emotions grants its adept a degree of perspective and balance. The world may shift like the changing of the tides, yet the sea itself remains undiminished. If you specialize in this suit, moderately discount all Will costs; substantially discount Will costs related to magics associated with this suit.

*Pentacles - Earth and the Material. Terrakinesis, including ferrokinesis; the creation of artifacts and vestments, the manufacture of Golems and other material servitors, and all magics related to matter and the material world, including the summoning of actual individuals from, theoretically, any physical realm. Casting style: Ritual Magic (including Artifice). Relatively slow and requiring preparation, but mightier in potential effect than even Manifestation, and just as precise as Hermetic Magics. With time and foresight, the artificer is the mightiest magus of all.
--Specialist Bonus: Terra Firma - Matter is the gross reflection of the spirit supernal; why should he whose spirit is so kingly, be consigned to common form? The specialist's strength, precise control, durability and stamina are all enhanced to superhuman levels. The degree of this enhancement scales with the magnitude of his past accomplishments in artifice & ritual magic. Even should his tower fall, and great works be unraveled, his magnificent physique shall stand as shining testament to his achievements on this earth.

To clarify, you are not locked into your casting style, but the spells granted by this bonus will typically be of that style, and spells not cast in that style typically will not benefit from your Specialist Bonus.

---

What do you guys think, KoM voters? Do you prefer this configuration to the original?
 
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Brightwing has proposed that we make the upgraded King of Magi more thematically connected to the Magician Tarot. Here is a potential revision. I'm hoping this can be used as a vector to reduce the Will or SC cost of our write-in and grant the otherwise hyper-versatile KoM a degree of thematic focus (beyond his existing affinity for summons).

Upgraded King of Magi (250 Will, 25 SC)
*As per the baseline, but his weakness to Fate is strongly mitigated; he is much more easily able to twist, invert, or rules lawyer the threads of fate into relatively preferable configurations, so long as they are somewhat narratively satisfying. Perhaps he may not be able to insert himself as protagonist, but either antagonist or deuteragonist would be doable. (Birdsie has noted this will be about a 33% mitigation of the baseline KoM's weakness)
*A substantially greater affinity and command over the elements and casting styles associated with the Four Suits of the Minor Arcana. Solomon can either choose to specialize in one for a unique major buff, or represent all four for a moderate buff to power and versatility when using any of their associated magics (about ~20%). This also allows him to more easily accrue associated spells passively, or as a result of things he was already going to do (for example - by saving the nerd from bullying, he might learn a powerful protective ward in addition). There is some overlap between Suit domains. The Suits and their associated casting styles are, respectively:

*Swords - Air and Reason. Aerokinesis, electrokinesis, eventual 'pure' telekinesis and command over the electromagnetic spectrum, enhanced cognition, the summoning of Djinni, and offensive magics, including those which act as proactive defense. Casting style: Traditional Hermetic Magic, verbal and somatic components.
--Specialist Bonus: Thrice-Great Hermes - Before the unraveling of the Logos, no magic may stand. The stark light of reason reveals all manner of trickery and illusion for the shambles they truly are. If you specialize in this Suit, its associated magics will receive an overwhelming bonus to dispel, unravel, pierce, unmake, or otherwise undo the supernatural effects of others. Very useful against almost any Enrolled.

*Wands - Fire and Creativity. Pyrokinesis, the summoning of Ifrit, thematic flame magics (cauterization, creation of passion, damage over time effects), and all fundamentally 'creative' magics - from inciting a wellspring of inspiration to creating a barrier against incoming harm, to the creation of life itself. Casting style: Wand Magic, which requires a focus implement but otherwise no verbiage and only very brief, quick movements.
--Specialist Bonus: Fire-Keeper - The raw power of flame yields a simple yet critical benefit. If you specialize in this suit, its associated magics will receive a major bonus to effectiveness and versatility. Fire burns brightly, but not eternally: this bonus slightly erodes the more times it is used in quick succession, but restores itself over time. Better one decisive conflagration than a trillion trifling embers.

*Cups - Water and Emotion. Hydrokinesis, including eventual control over ice and all other liquids; the creation of supernatural potions, poultices, salves and tinctures, the summoning of Marids, and all fundamentally transformative magics - from altering someone's emotional state to increasing their strength to transforming them into a newt. Dual casting styles: Raw Manifestation, which channels pure emotion to create powerful but somewhat ill-controlled effects, and Potioncraft (self-explanatory). While the former is less useful in the day-to-day, it is often the most potent in times of dire need, and the specialist of Cups can rely on the latter for more consistent utility.
--Specialist Bonus: Holy Grail - The power of the Cups suit to regulate emotions grants its adept a degree of perspective and balance. The world may shift like the changing of the tides, yet the sea itself remains undiminished. If you specialize in this suit, moderately discount all Will costs; substantially discount Will costs related to magics associated with this suit.

*Pentacles - Earth and the Material. Terrakinesis, including ferrokinesis; the creation of artifacts and vestments, the manufacture of Golems and other material servitors, and all magics related to matter and the material world, including the summoning of actual individuals from, theoretically, any physical realm. Casting style: Ritual Magic (including Artifice). Relatively slow and requiring preparation, but mightier in potential effect than even Manifestation, and just as precise as Hermetic Magics. With time and foresight, the artificer is the mightiest magus of all.
--Specialist Bonus: Terra Firma - Matter is the gross reflection of the spirit supernal; why should he whose spirit is so kingly, be consigned to common form? The specialist's strength, precise control, durability and stamina are all enhanced to superhuman levels. The degree of this enhancement scales with the magnitude of his past accomplishments in artifice & ritual magic. Even should his tower fall, and great works be unraveled, his magnificent physique shall stand as shining testament to his achievements on this earth.

To clarify, you are not locked into your casting style, but the spells granted by this bonus will typically be of that style, and spells not cast in that style typically will not benefit from your Specialist Bonus.

---

What do you guys think, KoM voters? Do you prefer this configuration to the original?
I think its pretty good. Might vote for it tomorrow and if I do ask the two people who got vote markers from me to change too.
 
Ohmygosh that is cool as hell!



I love how cohesively the themes are fleshed out with the magic. You thought of everything, the elemental summons, implementing the emotion aspects so well. And they touching on so much symbology!
 
I am not sure what to vote for anymore.
 
Brightwing has proposed that we make the upgraded King of Magi more thematically connected to the Magician Tarot. Here is a potential revision. I'm hoping this can be used as a vector to reduce the Will or SC cost of our write-in and grant the otherwise hyper-versatile KoM a degree of thematic focus (beyond his existing affinity for summons).

Upgraded King of Magi (250 Will, 25 SC)
*As per the baseline, but his weakness to Fate is strongly mitigated; he is much more easily able to twist, invert, or rules lawyer the threads of fate into relatively preferable configurations, so long as they are somewhat narratively satisfying. Perhaps he may not be able to insert himself as protagonist, but either antagonist or deuteragonist would be doable. (Birdsie has noted this will be about a 33% mitigation of the baseline KoM's weakness)
*A substantially greater affinity and command over the elements and casting styles associated with the Four Suits of the Minor Arcana. Solomon can either choose to specialize in one for a unique major buff, or represent all four for a moderate buff to power and versatility when using any of their associated magics (about ~20%). This also allows him to more easily accrue associated spells passively, or as a result of things he was already going to do (for example - by saving the nerd from bullying, he might learn a powerful protective ward in addition). There is some overlap between Suit domains. The Suits and their associated casting styles are, respectively:

*Swords - Air and Reason. Aerokinesis, electrokinesis, eventual 'pure' telekinesis and command over the electromagnetic spectrum, enhanced cognition, the summoning of Djinni, and offensive magics, including those which act as proactive defense. Casting style: Traditional Hermetic Magic, verbal and somatic components.
--Specialist Bonus: Thrice-Great Hermes - Before the unraveling of the Logos, no magic may stand. The stark light of reason reveals all manner of trickery and illusion for the shambles they truly are. If you specialize in this Suit, its associated magics will receive an overwhelming bonus to dispel, unravel, pierce, unmake, or otherwise undo the supernatural effects of others. Very useful against almost any Enrolled.

*Wands - Fire and Creativity. Pyrokinesis, the summoning of Ifrit, thematic flame magics (cauterization, creation of passion, damage over time effects), and all fundamentally 'creative' magics - from inciting a wellspring of inspiration to creating a barrier against incoming harm, to the creation of life itself. Casting style: Wand Magic, which requires a focus implement but otherwise no verbiage and only very brief, quick movements.
--Specialist Bonus: Fire-Keeper - The raw power of flame yields a simple yet critical benefit. If you specialize in this suit, its associated magics will receive a major bonus to effectiveness and versatility. Fire burns brightly, but not eternally: this bonus slightly erodes the more times it is used in quick succession, but restores itself over time. Better one decisive conflagration than a trillion trifling embers.

*Cups - Water and Emotion. Hydrokinesis, including eventual control over ice and all other liquids; the creation of supernatural potions, poultices, salves and tinctures, the summoning of Marids, and all fundamentally transformative magics - from altering someone's emotional state to increasing their strength to transforming them into a newt. Dual casting styles: Raw Manifestation, which channels pure emotion to create powerful but somewhat ill-controlled effects, and Potioncraft (self-explanatory). While the former is less useful in the day-to-day, it is often the most potent in times of dire need, and the specialist of Cups can rely on the latter for more consistent utility.
--Specialist Bonus: Holy Grail - The power of the Cups suit to regulate emotions grants its adept a degree of perspective and balance. The world may shift like the changing of the tides, yet the sea itself remains undiminished. If you specialize in this suit, moderately discount all Will costs; substantially discount Will costs related to magics associated with this suit.

*Pentacles - Earth and the Material. Terrakinesis, including ferrokinesis; the creation of artifacts and vestments, the manufacture of Golems and other material servitors, and all magics related to matter and the material world, including the summoning of actual individuals from, theoretically, any physical realm. Casting style: Ritual Magic (including Artifice). Relatively slow and requiring preparation, but mightier in potential effect than even Manifestation, and just as precise as Hermetic Magics. With time and foresight, the artificer is the mightiest magus of all.
--Specialist Bonus: Terra Firma - Matter is the gross reflection of the spirit supernal; why should he whose spirit is so kingly, be consigned to common form? The specialist's strength, precise control, durability and stamina are all enhanced to superhuman levels. The degree of this enhancement scales with the magnitude of his past accomplishments in artifice & ritual magic. Even should his tower fall, and great works be unraveled, his magnificent physique shall stand as shining testament to his achievements on this earth.

To clarify, you are not locked into your casting style, but the spells granted by this bonus will typically be of that style, and spells not cast in that style typically will not benefit from your Specialist Bonus.

---

What do you guys think, KoM voters? Do you prefer this configuration to the original?
Seems top-shelf-I absolutely support this.
 
[X] The Magician: King of Magi
[X] Upgrade the The Magician: King of Magi to Write-in: Upgraded King of Magi if we can afford it.

Brightwing has proposed that we make the upgraded King of Magi more thematically connected to the Magician Tarot. Here is a potential revision. I'm hoping this can be used as a vector to reduce the Will or SC cost of our write-in and grant the otherwise hyper-versatile KoM a degree of thematic focus (beyond his existing affinity for summons).

Upgraded King of Magi (250 Will, 25 SC)
*As per the baseline, but his weakness to Fate is strongly mitigated; he is much more easily able to twist, invert, or rules lawyer the threads of fate into relatively preferable configurations, so long as they are somewhat narratively satisfying. Perhaps he may not be able to insert himself as protagonist, but either antagonist or deuteragonist would be doable. (Birdsie has noted this will be about a 33% mitigation of the baseline KoM's weakness)
*A substantially greater affinity and command over the elements and casting styles associated with the Four Suits of the Minor Arcana. Solomon can either choose to specialize in one for a unique major buff, or represent all four for a moderate buff to power and versatility when using any of their associated magics (about ~20%). This also allows him to more easily accrue associated spells passively, or as a result of things he was already going to do (for example - by saving the nerd from bullying, he might learn a powerful protective ward in addition). There is some overlap between Suit domains. The Suits and their associated casting styles are, respectively:

*Swords - Air and Reason. Aerokinesis, electrokinesis, eventual 'pure' telekinesis and command over the electromagnetic spectrum, enhanced cognition, the summoning of Djinni, and offensive magics, including those which act as proactive defense. Casting style: Traditional Hermetic Magic, verbal and somatic components.
--Specialist Bonus: Thrice-Great Hermes - Before the unraveling of the Logos, no magic may stand. The stark light of reason reveals all manner of trickery and illusion for the shambles they truly are. If you specialize in this Suit, its associated magics will receive an overwhelming bonus to dispel, unravel, pierce, unmake, or otherwise undo the supernatural effects of others. Very useful against almost any Enrolled.

*Wands - Fire and Creativity. Pyrokinesis, the summoning of Ifrit, thematic flame magics (cauterization, creation of passion, damage over time effects), and all fundamentally 'creative' magics - from inciting a wellspring of inspiration to creating a barrier against incoming harm, to the creation of life itself. Casting style: Wand Magic, which requires a focus implement but otherwise no verbiage and only very brief, quick movements.
--Specialist Bonus: Fire-Keeper - The raw power of flame yields a simple yet critical benefit. If you specialize in this suit, its associated magics will receive a major bonus to effectiveness and versatility. Fire burns brightly, but not eternally: this bonus slightly erodes the more times it is used in quick succession, but restores itself over time. Better one decisive conflagration than a trillion trifling embers.

*Cups - Water and Emotion. Hydrokinesis, including eventual control over ice and all other liquids; the creation of supernatural potions, poultices, salves and tinctures, the summoning of Marids, and all fundamentally transformative magics - from altering someone's emotional state to increasing their strength to transforming them into a newt. Dual casting styles: Raw Manifestation, which channels pure emotion to create powerful but somewhat ill-controlled effects, and Potioncraft (self-explanatory). While the former is less useful in the day-to-day, it is often the most potent in times of dire need, and the specialist of Cups can rely on the latter for more consistent utility.
--Specialist Bonus: Holy Grail - The power of the Cups suit to regulate emotions grants its adept a degree of perspective and balance. The world may shift like the changing of the tides, yet the sea itself remains undiminished. If you specialize in this suit, moderately discount all Will costs; substantially discount Will costs related to magics associated with this suit.

*Pentacles - Earth and the Material. Terrakinesis, including ferrokinesis; the creation of artifacts and vestments, the manufacture of Golems and other material servitors, and all magics related to matter and the material world, including the summoning of actual individuals from, theoretically, any physical realm. Casting style: Ritual Magic (including Artifice). Relatively slow and requiring preparation, but mightier in potential effect than even Manifestation, and just as precise as Hermetic Magics. With time and foresight, the artificer is the mightiest magus of all.
--Specialist Bonus: Terra Firma - Matter is the gross reflection of the spirit supernal; why should he whose spirit is so kingly, be consigned to common form? The specialist's strength, precise control, durability and stamina are all enhanced to superhuman levels. The degree of this enhancement scales with the magnitude of his past accomplishments in artifice & ritual magic. Even should his tower fall, and great works be unraveled, his magnificent physique shall stand as shining testament to his achievements on this earth.

To clarify, you are not locked into your casting style, but the spells granted by this bonus will typically be of that style, and spells not cast in that style typically will not benefit from your Specialist Bonus.

---

What do you guys think, KoM voters? Do you prefer this configuration to the original?

While I don't have an issue with this version per-se, I do believe that the original is both easier to build upon and harder to replicate. Guidance as a mechanic is something that'll be harder to add later, whereas the suites of the magician are easy to add to our role throughout the education. I'd rather have a strong base that we can build upon, rather than adding more choices/specializations immediately.

If this more thematic power-set allows for greater power levels and/or decreased cost, then that would be a factor. However if it doesn't, I think the original simplifies character creation (since we would need to also vote for what our specialization is, lengthening an already long vote), and is harder to replicate through later upgrades.
 
[X] The Magician: King of Magi
[X] Upgrade the The Magician: King of Magi to Write-in: Upgraded King of Magi if we can afford it.
 
So we've got 3 EFB's right now that possess votes.

Hermit: The Cultivator
[ ] The Hermit: The Cultivator [290 Will, 25 Credit] - In order to cultivate wisdom, one must comprehend the inner and outer worlds. Through comprehension, master them. Through mastery, control them. And through control, utterly and ruthlessly transcend them.
*Advancement is made through meditation and isolation. The inherent distractions of within and without are bothersome, plagues of material trapping to be ignored and eventually transcended. Through rigorous discipline, you cultivate not mere willpower, but a severance from temporal circumstance that lets you bypass your limits. Discard sloth, and become eternally sleepless; throw away attachment to life, and become eternally living; disrobe from greed and acquire matter limitless. For every temptation you refuse, you grow an ironic faculty related to its aspect. Begin with your inherent despair, and you'll find having motivation does not matter anymore.
*In doing so, you also cultivate reserves of inner wisdom and external strength, in a cycle that seems almost endless. A hardened and swifter body; mind sharper and more responsive than ever, and even the soul swelling with its primacy spilling out to reinforce the former facets.

*Inherent danger of callously shearing off too many parts of yourself. In a distant era from now, you may be a wise elder meditating in a sublime spatial grove, finding that you do not have or feel the need to do anything for the rest of eternity; having cloven away your attachment even to the Earth, and those you called friends and family. No more malevolence dreaming in your heart, but neither also the benevolence to do anything about evil. Nothing but a simple eternity of no attachments awaiting you...

Rihaku's current addendum to King of Magi:
Upgraded King of Magi (250 Will, 25 SC)
*As per the baseline, but his weakness to Fate is strongly mitigated; he is much more easily able to twist, invert, or rules lawyer the threads of fate into relatively preferable configurations, so long as they are somewhat narratively satisfying. Perhaps he may not be able to insert himself as protagonist, but either antagonist or deuteragonist would be doable. (Birdsie has noted this will be about a 33% mitigation of the baseline KoM's weakness)

*A substantially greater affinity and command over the elements and casting styles associated with the Four Suits of the Minor Arcana. Solomon can either choose to specialize in one for a unique major buff, or represent all four for a moderate buff to power and versatility when using any of their associated magics (about ~20%). This also allows him to more easily accrue associated spells passively, or as a result of things he was already going to do (for example - by saving the nerd from bullying, he might learn a powerful protective ward in addition). There is some overlap between Suit domains. The Suits and their associated casting styles are, respectively:


*Swords - Air and Reason. Aerokinesis, electrokinesis, eventual 'pure' telekinesis and command over the electromagnetic spectrum, enhanced cognition, the summoning of Djinni, and offensive magics, including those which act as proactive defense. Casting style: Traditional Hermetic Magic, verbal and somatic components.
--Specialist Bonus: Thrice-Great Hermes - Before the unraveling of the Logos, no magic may stand. The stark light of reason reveals all manner of trickery and illusion for the shambles they truly are. If you specialize in this Suit, its associated magics will receive an overwhelming bonus to dispel, unravel, pierce, unmake, or otherwise undo the supernatural effects of others. Very useful against almost any Enrolled.


*Wands - Fire and Creativity. Pyrokinesis, the summoning of Ifrit, thematic flame magics (cauterization, creation of passion, damage over time effects), and all fundamentally 'creative' magics - from inciting a wellspring of inspiration to creating a barrier against incoming harm, to the creation of life itself. Casting style: Wand Magic, which requires a focus implement but otherwise no verbiage and only very brief, quick movements.
--Specialist Bonus: Fire-Keeper - The raw power of flame yields a simple yet critical benefit. If you specialize in this suit, its associated magics will receive a major bonus to effectiveness and versatility. Fire burns brightly, but not eternally: this bonus slightly erodes the m
ore times it is used in quick succession, but restores itself over time. Better one decisive conflagration than a trillion trifling embers.

*Cups - Water and Emotion. Hydrokinesis, including eventual control over ice and all other liquids; the creation of supernatural potions, poultices, salves and tinctures, the summoning of Marids, and all fundamentally transformative magics - from altering someone's emotional state to increasing their strength to transforming them into a newt. Dual casting styles: Raw Manifestation, which channels pure emotion to create powerful but somewhat ill-controlled effects, and Potioncraft (self-explanatory). While the former is less useful in the day-to-day, it is often the most potent in times of dire need, and the specialist of Cups can rely on the latter for more consistent utility.
--Specialist Bonus: Holy Grail - The power of the Cups suit to regulate emotions grants its adept a degree of perspective and balance. The world may shift like the changing of the tides, yet the sea itself remains undiminished. If you specialize in this suit, moderately discount all Will costs; substantially discount Will costs related to magics associated with this suit.


*Pentacles - Earth and the Material. Terrakinesis, including ferrokinesis; the creation of artifacts and vestments, the manufacture of Golems and other material servitors, and all magics related to matter and the material world, including the summoning of actual individuals from, theoretically, any physical realm. Casting style: Ritual Magic (including Artifice). Relatively slow and requiring preparation, but mightier in potential effect than even Manifestation, and just as precise as Hermetic Magics. With time and foresight, the artificer is the mightiest magus of all.
--Specialist Bonus: Terra Firma - Matter is the gross reflection of the spirit supernal; why should he whose spirit is so kingly, be consigned to common form? The specialist's strength, precise control, durability and stamina are all enhanced to superhuman levels. The degree of this enhancement scales with the magnitude of his past accomplishments in artifice & ritual magic. Even should his tower fall, and great works be unraveled, his magnificent physique shall stand as shining testament to his achievements on this earth.

To clarify, you are not locked into your casting style, but the spells granted by this bonus will typically be of that style, and spells not cast in that style typically will not benefit from your Specialist Bonus.

Brightwing and I's current proposal for a 25 Credit Devil(Edit: I just realized this should be 250 will):
[X] The Devil: Keeper of Sheol [290 Will, 25 Credit]

The Keeper of the gates that divides the realms, laughs. From disillusionment, madness, joy or relief.. None can say as they pass beneath his sight. The Tempter and the Redeemer, Do as thou wilt. He cares not.

*Capricorn's Ascension: As mortal conflicts you participate escalate, your third eye opens. You see the the footholds in time where branches spilt to possibilities of triumph or doom - the precipice that changes the course of everything, decreed by the hand of Fate. Whether or not you possess the ability to execute the shatterpoint lays on you.

*Beloved of Saturn: you will always have, Time. Your form in the world of Matter is effectively frozen to your idealized permutation. As the Child of Time, ripples of the stream submit to your will. Slicing off branches, temporal permutations of yourself, hastening or slowing the flow to a crawl.. is all within your palms. Za Warduo.
Additionally, you may also reverse entropy, for as long as Saturn's grace wills. Replenish life force of beings and systems, negate the effects of deterioration.

*Pan's Labyrinth: Bearer of the keystaff of Caduceus, unlock the Gates of Matter. Powers of True Alchemical Transmutation is in your hands, constrained by only your heart.
*Open the Gates corporeally into the material world, calling forth the Goetic daemons into being. As they manifest, they take on forms for this realm drawing from your shadow self. You will feel their void in soul, and should they be slain a measure of your self will be lost.
*The Maw, fed by strife and spiritual energies will gape wide vomiting forth hordes of lesser denizens that fade back to the conceptual realm, lasting heartbeats.
*Additionally, step through the Gates. Time trickles to a crawl, branches of time shaping themselves into the Labyrinth. Witness the shards of possibilities of what was, and could be peering through the branches. Don't stare too long lest you be lost.

*Eyes of Ayin: Through the mystical connection to the concept of Ayin, you gain True Sight, allowing you to see truth in all things. Illusions fade, mysteries unravel, souls lay bare before you. Deceptions fall apart. No mortal may lie while staring into the beacons of Truth.

*Ledger of Souls: Enter binding pacts with any sentient, laying open the Gates of Matter. Bestowing its blessing and dreams of the labyrinth. And the services of those within. For each contract or adversary defeated claim a steady well of spiritual energy. Live on interesting times, feasting on strife and upheaval.
 
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One more argument for Solomon getting King of Magi for the class: if we don't get a power that restrains our rampant prognostication, most of them would be effectively at our mercy. Solomon could anticipate the advent of the Educator weeks in advance, and predict the consequences of lottery numbers. Unbound by Cassandra's Curse, what agency could exist for them if we turned out powers to the task of suborning them? They should really be actively bribing us to take on a role that makes it weaker, which King of Magi accomplishes. Else, no matter the role, what hopes could they really have of resisting our insights?
 
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