The Problem of Evil
The Problem of Evil

After the cafeteria demonstration, most of Solomon's peers became inwardly focused, occupied foremost with themselves and their own business.

Although conversations and meetings hadn't shut down to a complete nothing, the social circles narrowed down into something lesser than pinpricks, and became more isolated from each other, almost like a reactive lockdown. As if everyone had suddenly become afraid of everyone else's potential power.

It was an incredibly terrifying sight for Solomon to witness, as human trust crumbled into its foundations, and the foundations themselves became shaken. His prognostications of the future turned a note darker, harbingers of potential doom at every corner; barely avoided or turned aside.

The Engine's demonstration had sparked a terrific realization in almost everyone who'd witnessed it. It was the realization they weren't in some storybook in which everyone worked hard to earn power and then selflessly constructed a better future. They were locked in a twilight realm, a wild and uncivilized zone full of uncertainties and conflict. They were Enrolled: the freshest and least bloodied inclusion in a series of so-called Classes historically known for competing with each other more than anything.

And instead of cooperating, everyone simultaneously decided there was more safety in pretending they were far too busy to interact. Although the Surveyor's Club continued its regular outings, reports became more scarce, and Penelope had allegedly become sullen and depressed, more focused on improving herself.

A hatred of weakness is starting to poison her mind, Solomon's predictions whispered. An unveiling of the darkest face of Justice, as blind as her all-consuming Wrath.

Solomon had, much as everyone else, drawn inwards. His reasons, however, weren't entirely self-motivated. As much as security mattered to him, there was something else driving him. Gnawing at every thought like a dog insistent on picking a bone clean.

"Mr. Lancaster, I cannot help but notice that you're distracted," the Educator said after Solomon lost track of the lesson for the second time in a row - admittedly unusual, given the Educator could tailor a regimen to account even for Solomon's slovenly distractedness. The Educator slowly lowered the book he'd been citing examples from, closed it, and then looked at Solomon. "I don't think we'll be able to accomplish anything substantial with your mind stuck in a groove. Instead, let's spend the remainder of the lesson's allotted time decompressing. Can you tell me about what's bothering you?"

Embittered, Solomon felt a spark of desire to lash out at the man's earnest attempt to reach out. It didn't help in the slightest that for all the assiduous genuity, it was difficult to sense the man's expression. All because of the blurred and indistinct features, the redaction surrounding every characteristic of his face, even dressed as he was in his boisterous Thematic outfit. Historically, none had ever broken the censorship of the Educator, none ever successfully beheld the man's true and unobscured countenance. Even the Metaphysicist never made a claim to the contrary.

However, even through it, Solomon could detect a tenor of concern. His bitterness spiraled down and collapsed on itself like the rungs of a broken ladder clattering in a dark alleyway after it gave way to pressure.

For a second, it seemed hopeless to even try sharing. Ingrained habits and well-worn experiences whispered of the uselessness of meaningful attempts at communication. Yet the Educator was the one and only individual Solomon knew who could see the Architecture same as him. If there was anyone who'd understand, it'd be him.

He'd already taken a chance with Harrison. This was even less than a chance. Might as well.

"You've heard about the cafeteria incident?"

"I have," said the Educator, unperturbed. "I know of almost everything of note that happens within my Academy the moment it occurs."

"Then why didn't you do anything to stop it?" Solomon asked, starting off neutral, yet quickly diverting to a more upset tone, as if casting an accusation at the man's feet, "It's clearly evil. Even if your amazing power is nullified outside of a classroom, you still wield authority over your students and could've done something. Could've told the Engine that you wouldn't teach her anymore if she did that. Or... I don't know, asked the rest of us to do something. You could've made a lesson out of it, even."

For a minute or so, the Educator pondered how to answer the accusations. There wasn't even a hint of tension or shame at being accused of silently approving of evil deeds, only a slight contemplation of the most accurate framing of his answer.

Finally, the Educator steepled his fingers, looked Solomon in the eyes, and started off, "Imagine if you could assign an accurate number to every being, corresponding to said being's ability to exert influence. A power level, if you will."

A demonstrative explanation or an exercise of the imagination. Solomon couldn't imagine it as anything other than tiresome. Still, he decided to play along. "Alright, so what?"

"If all of my students spent equal effort on learning from me, you'd all be necessarily level with each other," the Educator said. "And yet clearly, that is not the case. The Little Engine That Could is a whole year behind Judas Iscariot, and yet easily defeated him and your classmate. Do you know why?"

Solomon considered that. The Educator raised a fair point. How come some of them were stronger than others, even with less time? The naive answer was that some of them worked harder over a more limited time, although that seemed unlikely to be universal.

"I'm not sure," he answered honestly, even as some inklings of an idea danced in his head.

The Educator's blurred mouth curved into a smile. "It's simple. Hard work doesn't serve as an accurate determiner on its own. Judas has applied himself diligently over the course of his Enrollment. Alas, strength has its vectors. The sinuous interplay of supernatural power revolves on the same basis as the children's game of rock-paper-scissors. A man with a killing hand slays the strongman who lifts and throws boulders, and yet the strongman can destroy a military platoon, whereas the man with the killing hand will simply be shot prior to getting in range. A bit of a crude example, I'm assuming the killing hand can get the drop on the strongman... but you get the idea."

"So Judas isn't weak," said Solomon, summarizing the explanation. "He's simply invested in a different sort of strength, one that's essentially worthless when a metal monster is shooting blasts of steam at you. How does that mesh with the question I asked you?"

"I am invested wholly into being a teacher, Mr. Lancaster," the Educator said. "I am most excellent at my profession. I can teach a man or a woman to see through walls, or conjure up fire without flint or tinder, or even take flight among the birds. However, investment implies a cost. I have invested myself into this mantle so utterly, so thoroughly, I am now constrained to a mien of strict lawful neutrality in the face of both good and evil. To intervene would've ruined impartiality, and shattered any pretense of free will that my students have - important Aspects that I've carefully cultivated. Even so, I still believe my decision was worth it."

It was almost an admission of hubris. The Educator believed the formation of supernatural Aspects, even devoid of morality, was more than worth its investment cost to mankind. That human civilization could rein in the evil side of that reified power and eventually emerge as a utopia.

And, more than anything, it was also an admission that he believed it was worth pursuing more power in the face of adversity.

It didn't help as much as he'd hoped. If anything, the Educator's abiding neutrality only made Solomon even more abundantly ashamed, feeling his culpability was evident as one of the strongest among the Tarot Class.

"As your Educator, Mr. Lancaster, I should recommend more learning from your mistakes and less moping about them," said the man, seemingly amused at the silent response. "I won't force you to study more tonight, although I heartily suggest looking at what you have available, and what you could accomplish with it."

Solomon nodded with a sigh.

"Hey, Sol," Harrison said after Solomon returned. The muscular athlete was sitting at a desk, earbuds blasting some fashion of rock stuffed into his ears, poring over a book full of diagrams and notes on the margins. It was clearly borrowed from the Academy's Library. "Anything good from Mr. E?"

"Just stuff to think about."

"Hmm, yeah, tell me about it," Harrison muttered non-committally. "Thanks for borrowing me your solar, by the way."

"No problem," said Solomon, before muttering something unfocused and incoherent about not bothering him; a verbal spewage that Harrison, being Solomon's roommate for over a month now, thankfully seemed to comprehend.

After Solomon dropped into the embrace of a familiar bed, he further contemplated the Educator's words. The soothing comfort of the cool sheets provided lubrication to every thought and brought with it a gentle extrusion of novel ideas. He needed to experiment, and some easy methods came to mind.

His eyes cracked open, as he raised the stylized deck of cards he'd brought along for the Enrollment.

He focused. The Architecture of the cards was opaque, the involvement of their material form minimal within the structure of the universe. And yet, the Magician's Role was to connect the above to the below, the heavens to the terrestrial fundament. The cards themselves were trivial, easily discarded; the meaning hidden within the configurations on them, however, was a reflection of higher ideals. He struggled for a second, to express and externalize the inherent meaning of his Role, and forged a resonant sympathy between material and the abstract it represented.

Although it took a moment, it happened.

From every card, slowly, undulated a string of white mystical light, an ethereal cord. Like a spider's web, the strings exploded into the air, each leading away to somewhere else, most of them either out the window or through the door.

Solomon absentmindedly shuffled through the deck, as Harrison didn't seem to notice anything.

The Chariot's string was connected to Harrison's heart. The Magician's, to Solomon.

The ideal connects to the real.

After that, Solomon had slightly less trouble falling asleep.

---

Now that you've reached the second (Year 1, October) turn, and acquired some minor experience and sophistication in your Role, it's time to discuss the matter of Techniques, and expand on the power expansion mechanics.

In short, Techniques are efficient condensation of skill in applying your Role, meant to achieve specific outcomes. Often, they are more granular than Aspects, and develop in a straightforward fashion. Most of them be divided into three broad categories:

Aspectless - A Technique that doesn't require any particular Aspect, only your Role, or something else inherent to you. Varied limits.
Aspected - A Technique reliant on the cultivation of an Aspect. It cannot be raised above twice the number of its Aspect's level.
Combination - A Technique reliant on an Aspect and an Aspectless quality of some kind, or two different Aspects.

In most situations, you cannot raise a Technique higher than double its Aspect level, or the overall refinement of your Role in the case of Aspectless, or refinement level of its specific Combinatorial skills or prerequisites in the case of a Combination Technique.

As a result of your hard work, you've managed to develop the following Techniques:

Arcanum Technique: Comfort's Embrace (Level 2) - An efficient regimen of invocations meant to assure your comfort: regulation of temperature, minor alteration of tactility, and autohypnosis that optimize your sleeping experience frightfully well. Gain +5 Will every turn.

Combination Technique: Connections (Level 1) - A combination of your insight into Architecture alongside your Role as the Magician. Allows you to draw on and perceive semi-real connections between abstract or real things, and follow them. Currently, limited to your personal tarot deck and classmates.

Now, for the efforts you've expended this month, you're given 825 XP to do with as you please.

Will: 65
Credit: 5.2
XP: 825


It's recommended you attempt to vote by plan, as otherwise, this could get messy. Also, you should note Aspected Techniques aren't shown for Aspects at n/a level, not even for theoretical Techniques you could obtain later.

[ ] Combination Technique: Connections (Level 2, 100 XP / Level 3, 250 XP) - Expand your sight further, allowing you to visually trace the connections and 'perceive' what is happening on the other end. Furthermore, you can now see your personal connections, on top of those inherent to your tarot deck. / Connections may now be traced with less effort, and you may perceive the connections of other people and things in your environment, aside from your own and those of your deck.

[ ] Aspect: Sanctum - The ritualistic creation of a sacred space: a wizard's tower, a thaumaturge's temple. In a devoted sanctum, you possess fewer limits as a magician: energy constraints loosened, generation redoubled, efforts quintupled. Although outside you may be a mere magus, within you are the King of Magi, every wonder of the world availed and accessible. It can be moved with effort, eventually.

Current Level: n/a
Next Level: 1 (250 XP) / 2 (500 XP)

Allows you to demarcate a single room-sized space in which your spells are almost twice as strong, and you have slightly more laxity in what your spells can do.

/ Allows you to demarcate an area the size of a small family house, in which your spells are twice as strong, cost one-third less to cast and maintain, and you have slightly more laxity in what you can do. Furthermore, hostile effects in the area are minimally less potent and attenuated to harm you or yours less.

[ ] Aspect: Arcanum - Invocation and spellcraft, orthodox. Also the magical processes of enchantment and alchemy, albeit to a lesser degree.

Current Level: 1
Next Level: 2 (500 XP)

Acquire further sophistication in spellcasting, comparable to a mid-level non-Enrolled wizard. Can, with effort, shoot rods of electricity that cross a street and incapacitate a human, or form a ball of fire that covers a small room and mostly deals with everyone inside. For utility, can near-effortlessly levitate or conjure small objects, clean and alter colors of items instantly, produce minor cosmetic or illusionary effects, and transfer yourself spatially across a room. Can accomplish minorly impressive feats of alchemy and enchantment, as well as other similar deeds on this scale.

-[ ] Technique: Arcane Focus (Level 1, 300 XP / Level 2, 600 XP) - A fundamental alteration of your Arcanum, altering the casting style you employ to follow a certain precept. It also enhances and grants special capabilities endemic to each of the Foci. For more details, read their descriptions below. Can either be employed as a minor specialist boost, or 'locked in' with full devotion for dramatic benefits, in turn preventing you from picking any of the others. Devotion can always be selected later, although un-devoting yourself is an involved and lengthy process, and shouldn't be done without due consideration.

--[ ] Sword - 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: Hermetic Magic.

---[ ] Minor - Slight increase to Technique effectiveness.
---[ ] Devoted [7 Credit] - Monumental increase to Technique effectiveness, grants a Specialist Bonus. Locks out the other sub-Techniques.

--[ ] Wand - 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.

---[ ] Minor - Slight increase to Technique effectiveness.
---[ ] Devoted [7 Credit] - Monumental increase to Technique effectiveness, grants a Specialist Bonus. Locks out the other sub-Techniques.

--[ ] Cup - 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 Style: Raw Manifestation and Potioncraft.

---[ ] Minor - Slight increase to Technique effectiveness.
---[ ] Devoted [7 Credit] - Monumental increase to Technique effectiveness, grants a Specialist Bonus. Locks out the other sub-Techniques.

--[ ] Pentacle - 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).

---[ ] Minor - Slight increase to Technique effectiveness.
---[ ] Devoted [7 Credit] - Monumental increase to Technique effectiveness, grants a Specialist Bonus. Locks out the other sub-Techniques.

-[ ] Technique: Arcane Induction (Level 1, 125 XP / Level 2, 250 XP) - Can take on a single non-Enrolled apprentice, conferring the potential to reach half your overall talent and level in the Arcanum Aspect and your Arcane Focus Technique / Can take on three apprentices of a similar level.

-[ ] Technique: Comfort's Embrace (Level 3, 400 XP) - Requires Arcanum (Level 2).

-[ ] Create New Technique - write-in, variable (high) cost

[ ] Aspect: Hermes the Destroyer - A combat-oriented Aspect, all relegated to ensuring security and capabilities in combat. Focused on releases of pure destructive energy and entropic shielding. A more powerful Aspect.

Current Level: n/a
Next Level: 1 (250 XP) / 2 (500 XP)

Allows you to maintain an aura that shreds enemies within a couple of meters from you, and fire rays that present the same amount of danger as a longbow.

/ Shoot entropic rays that present the same amount of danger as a squad of trained and accurate crossbowmen, cloak yourself in destructive energies that can slay or at least permanently maim a baseline human within three meters of you in several seconds, make focused, charged releases and blast-waves that can throw or crush cars.

[ ] Write-in
 
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Oh boy oh boy things to analyze! Nothing brings me more joy than this, the chance to yell into the void and compliment my own intelligence (such as it is).

Anyhow looks like everyone is depressed and insular! This makes sense - fear is a potent motivator, and the fear of getting steamed by an angry train is to put it simply Present. I would hazard that Sol might be able to reattach everyone what with that nifty new Connection power (especially if if is invested into) what is possible isn't really my job in this section. Instead, I want to briefly touch on What In The Name of Coffee Jelly is the Educator doing?????

I would hazard that this is a required flaw of the system of Enrollment - if we were to imagine the Platonic Ideal of a teacher, it would probably be someone like the Educator who doesn't teach anything except pure data and allows students to arrive to their own conclusions. Arguably part of the job requires being of a Lawful Neutral alignment, as anything else would bias you to a specific side outside whatever the metaphysical Schoolboard says.

Anyhow that aside we really need to speak with Penelope. She is in a bad spot, for one. Sol's prediction is of a poison, an infection which left untouched will fester and fester- not something anyone should want the personification of Justice to be (that is to say, we don't want her to be comparable to the American Judicial System). Next chance we have, I would STRONGLY and emphatically recommend speaking with her.

Discussions on morality and the nature of strength aside, let's talk about the Big Thing this chapter - LEARNING!

As a university student myself, I am a sucker for a good bit of education and by jove do we have options here. A brief reminder of our current stats - we are currently Arcanum 1, 0 everything else. Now than, my personal desire is for at least a level of Destroyer. Arcanum represents a more utility focused magic, as seen in our cunning method of Optimized Napping, and having something combat focused is arguably handiest for any future attempts to defend Sol's person / try and deal with Penny (who doesn't like weakness) / go out into the wide blue yonder. Also, shredding matter with one's mind is Pretty Neat. I would hold off on Sanctum 1 for now - doesn't seem that handy when all we have is at max like Arcanum 2. Some of the techniques are pretty neat - however, I'd hold off going all-in on one of the Arcane Foci for now just because we don't know what exactly we'd be giving up. Arcane Induction is cool, though first we sort of need to know of non-Enrolled (which, having never left the school, we do not have). Connections 2 would be pretty neat, especially if we end up going out to explore, but again we don't immediately benefit from that.

In effect, Destroyer would secure our safety in the short term and Arcanum is broadly useful - in the future I can see Sanctum at last becoming handy once we have stuff for it to improve. A few others are functionally less valuable until we obtain social links and explore outside the school, though Connections and Arcane Induction will both become VERY handy as they improve.

Now just to throw my two cents in regarding Arcane Foci, my personal view is that Sword fits Sol the best - he is a man of reason, who ignores most of his emotions, but rather than allow him to wallow this would turn his already impressive mind to a razor's (heh) edge. Also it fits in pretty well with Destroyer (my favorite aesthetically sooooo...). I'm not that good at planning, so I'll probably vote for whatever seems best for me as ideas are contributed.

Thank you for reading SMBlade's Analysis Corner! Next time, we'll be analyzing... the God Diversion!

i desperately need new hobbies that dont involve large essays.
 
Alright First Impressions are like this.(Edit: The build Options have been Edited it seems)

Arcane Focus Level 2 and Comfort's Embrace Level 3 are beyond us at the moment beyond meta shenanigans. We have 825 XP and 5.2 Credit. Which Leaves us with this:

Connections Level 2(100 XP)
Arcane Induction Level 1(125 XP)
Hermes the Destroyer Level 1(250 XP)
Sanctum Level 1(250 XP)
Arcane Focus Level 1(300 XP, 7 Credit if Devoted is taken for the desired Element/we grind for it successfully)
Arcane Induction Level 2(250 XP, 375 Cumulative)
Arcanum Level 2(500 XP)

Thinking about plans and trying to get as close to 825 as possible without going over...

Arcanum Level 2+Arcane Focus Level 1(800 XP and maybe 7 Credit): We'd probably want to go Water or Earth Devoted with this one considering the Alchemy and Enchantment feats Arcanum Level 2 talks about if we go this direction. Our combat capability is... middling though I think.

Arcane Focus Level 1+Sanctum Level 1+Hermes the Destroyer Level 1(800 XP and maybe 7 Credit): Has general purpose potential but we may want to go Water or Earth to make the most of it.
 
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[X] Plan Destroyer 2 Electric Boogaloo
-[X] Hermes the Destroyer Level 2
-[X] Leftover 75 XP into Connections 1

Ok so I think we messed up not setting our power up with destroyer last time. Level 2 destroyer puts us at a power level I'm content to be at for a while, after this we can work on min-maxing sanctum + utility effects. Try to get our will gen up as much as possible. Destroyer 2 is at the same level as devoted level 2 swords in terms of combat power, and it's significantly cheaper without limiting our options. Focus our arcana choice on cups/pentacles, and use arcanum for utility effects. Use destroyer as our work horse for combat capability. We need to be able to defend ourselves now that we see how Wild West the enrolled are.

Connections builds on our architecture stuff and it's the cheapest thing on offer. Made the most sense for 75 xp.
 
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[X] Plan Destroyer 2 Electric Boogaloo
-[X] Hermes the Destroyer Level 2
-[X] Leftover XP into Connections 1

Ok so I think we messed up not setting our power up with destroyer last time. Level 2 destroyer puts us at a power level I'm content to be at for a while, after this we can work on min-maxing sanctum + utility effects. Try to get our will gen up as much as possible. Destroyer 2 is at the same level as devoted level 2 swords in terms of combat power, and it's significantly cheaper without limiting our options. Focus our arcana choice on cups/pentacles, and use arcanum for utility effects. Use destroyer as our work horse for combat capability. We need to be able to defend ourselves now that we see how Wild West the enrolled are.

Connections builds on our architecture stuff and it's the cheapest thing on offer. Made the most sense for 75 xp.
Connections is 100 xp, meaning we are at a total of 850xp
 
Wand - 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.
This is the focus I am most interested in, passion is what Sol needs as his laziness is caused by despair and passion is the counter to that. This allows you to create passion (If I am understanding it right). Also 'creative' magics is rather vague. It implies anything related to making something, even esoteric things. What is stopping Sol from creating clouds of boiling steam, a miniature blackhole (rather extreme example but it gets the point across). Ultimately, it has wide ranges of use as well as potentially high combat power.
 
[X] A Comfy Sanctum And Also Some Combat Power
-[X] Sanctum 1.224 (-362 XP)
-[X] convert Comfort's Embrace into a Combination Technique between Arcanum and Sanctum (-100 XP)
-[X] Destroyer 1 (-250 XP)
-[X] Arcanum 1.226 (-113 XP)

Will is a very important stat, and Sanctum is well-suited to Comfort's Embrace, since most relaxation would be in our sanctum anyway. I acknowledge the importance of strength, but monofocusing doesn't seem wise either. The Enrolled aren't That wild of a west; Judas was attacked for betraying an agreement, not for no reason! There's no justification to attack Solomon, so he personally should be fine. The bigger problem is Other people having problems Solomon wishes he could solve- something which relies most directly on our Will stat, because only some problems are direct combat. We can't use Destroyer to convince Penelope not to develop herself badly.
Arcane Focus's undevoted benefits don't seem worth it at this juncture- we could get a minor boost for 300, or we could double our level in the Aspect it affects for 500. but we might want it when we get to a high-enough overall level, when Aspects get increasingly expensive to level... or we might not. As for Devoted... maybe, it's hard to say. But obviously, I'm still disinclined for the moment.
 
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This setup would let us get a single arcanum 1 apprentice, more utility, and more information gathering. I can't think of any plans worth going for Arcane Induction Level 2 over right now due to it being mutually exclusive with Arcanum level 2 budgetwise.

Arcane Induction Level 1(125 XP), Arcanum Level 2(500 XP), Connections level 2(100 XP) = 725 XP
 
This is the focus I am most interested in, passion is what Sol needs as his laziness is caused by despair and passion is the counter to that. This allows you to create passion (If I am understanding it right). Also 'creative' magics is rather vague. It implies anything related to making something, even esoteric things. What is stopping Sol from creating clouds of boiling steam, a miniature blackhole (rather extreme example but it gets the point across). Ultimately, it has wide ranges of use as well as potentially high combat power.
I'm utterly uninterested in it as a specialization though its arguably the least interesting of all the choices.
 
-[ ] Technique: Familus (lvl 1) (50 XP) Aspect: Arcanum
Just as words bear Truth, so is there the flip side of the coin. Thoth's Shadow, cast by the brillance of the Word of God. At times a Cynocephalus, other times an Ouroboros. Who will be his shadow forevermore. Tasked to do what the God will not - to mock, to simulate and to deceive. The speaker of Illusion.

A shifting creature of shadow and light that's never quite the same in form. Limited communication abilities, able to make one illusory working with the rise of each sun. Of free will, but in service of Sol's goals.


A single month of progress allows you to reach an appreciable degree of basic spellcasting: a ray of fire that can set curtains on fire across a room, a clod of earth fired from your hand with the strength of a slingshot, minor arcane invocations and utilities, and maybe a single animal familiar.

Narratively.. a familiar that can lie on its own initiative gives us a lot of leeway that Sol's strict morality restricts us from. And the cost is discounted - 50 XP.
 
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Ok. I ran the combinations and think I have a list of all the plans potentially worth our time/that get within appreciable margins of 825

Elemental Plans(Each of these has the option of going devoted for 7 credit):

Arcane Focus Level 1(Fire)+Hermes the Destroyer Level 1+Sanctum Level 1(800 XP)
Arcane Focus Level 1(Water)+Hermes the Destroyer Level 1+Sanctum Level 1(800 XP)
Arcane Focus Level 1(Earth)+Hermes the Destroyer Level 1+Sanctum Level 1(800 XP)
Arcane Focus Level 1(Air)+Hermes the Destroyer Level 1+Sanctum Level 1(800 XP)

Arcanum Level 2+Arcane Focus(Fire) Level 1(800 XP)
Arcanum Level 2+Arcane Focus(Air) Level 1(800 XP)
Arcanum Level 2+Arcane Focus(Earth) Level 1(800 XP)
Arcanum Level 2+Arcane Focus(Water) Level 1(800 XP)

Buying One aspect straight to level 2:

Hermes the Destroyer Level 2(750 XP)
Sanctum Level 2(750 XP)

Nonelemental Arcanum Level 2 Plans:
Arcanum Level 2+Hermes the Destroyer Level 1(750 XP)
Arcanum Level 2+Sanctum Level 1(750 XP)

Apprenticeseeking in Tarotland/Utility/info plan:

Arcane Induction Level 1(125 XP), Arcanum Level 2(500 XP), Connections level 2(100 XP) = 725 XP
 
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It was confirmed that Destroyer fully stacks with Arcanum combat power-wise: Destroyer 1 + Arcanum 2 is more or less equivalent to Arcanum 4 or Destroyer 2 by themselves. As such, purchasing Arcanum 2 for 500 XP and Destroyer 1 for 250 XP will net us the same comfortable level of destructive might as the Destroyer 2's description, and Plan Destroyer 2 Electric Boogaloo will actually grant us power mostly equivalent to Destroyer level 2.5. As such,

[X] Plan Why Not Both?
-[X] Arcanum Level 2
-[X] Hermes the Destroyer Level 1
-[X] Technique: Familus (lvl 1) (50 XP) Aspect: Arcanum
-[X] Save the rest

It will net us a very comfortable level of combat power along with the utility of Arcanum 2 and the ability to impove Comfort afterwards, which is a task of paramount importance. The leftover XP can go to Familus, which nets us another immediately useful technique.
 
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Arcanum and Destroyer stack in terms of combat power, such that Arcanum 2 + Destroyer 1 roughly equals Destroyer 2 or Arcanum 4. Given how XP costs scale, by far the most efficient and broadly effective plan, granting us both utility and considerable combat power, would be:

[X] Plan Simple and Good
-Raise Arcanum and Destroyer by 1 level each. Save the rest of the XP to maintain flexibility later.

This gives us combat power equal to Arcanum 4 with all of Arcanum 2's abilities - effortless room range blink, at-will prestidigitation, etc. A potent kit for exploring or adventuring as we please.
 
I'm going to throw my hat in with Rihaku's plan - gives us a good base to work with as we progress, letting us spend future EXP on more techniques thanks to the more boring work we've done now.

[X] Plan Simple and Good
-Raise Arcanum and Destroyer by 1 level each. Save the rest of the XP to maintain flexibility later.
 
[X] Plan Why Not Both?
-[X] Arcanum Level 2
-[X] Hermes the Destroyer Level 1
-[X] Technique: Familus (lvl 1) (50 XP) Aspect: Arcanum
-[X] Save the rest
 
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If we're not buying a Devoted Focus, plan simple and good is far and away the best choice. It also unlocks combination techniques for Arcanum + Destroyer, or Destroyer + Perceiving the Architecture.

Now, with that settled... SMBlade has talked about this earlier, but we really need to do something about Penelope. She was at the top of our list for good friends to have, and has started down the slippery slope. It'd be good to catch her before she falls too far, and becomes a risk to be played around like some of our other class members are.

Also social actions are cheap in will and we just blew a ton on getting our admittedly really good power-leveling.
 
[X] Plan Why Not Both?
-[X] Arcanum Level 2
-[X] Hermes the Destroyer Level 1
-[X] Technique: Familus (lvl 1) (50 XP) Aspect: Arcanum
-[X] Save the rest
 
I tried thinking about some of the plans. I'm not really sure how to conceptualize the nondevoted versions of the elemental plans.
Edit: I'm not assuming we'll just get R's original specialist bonus, we may get something else, or have to choose it from a set of options.
Elemental Devoted Plans:
Hermes+Sanctum(Fire Devoted): Naive Power Level is Destroyer 1.5 plus whatever Fire Devoted Gives us. We also get the option of establishing a Sanctum which has the potential to stop Harrison from Draining our Will. Wand Magic can be cast silently if it's still like Rihaku's writeup and its fast. Good for slugfests. There's also stuff people have already brought up about using fire magic to counteract solomon's despair.(Edit: Fire also has potential to counteract Penelope's despair?)

Hermes+Sanctum(Air Devoted): Hermetic Magic is defined here as basically DND magic with verbal and somatic components. We may be able to set up something like Misaka's railgun and would we really be the kinds of people who play quests like these if we didn't seriously consider cognition enhancement? We could also potentially make transactions with Djinnis. Naive Power Level is Destroyer 1.5 plus whatever Air Devoted gives us, which is probably less than Fire Devoted.

Hermes+Sanctum(Water Devoted): Our Water stuff is heavily dependent on our emotions which is a problem but we get potioncrafting. The sanctum helps with our potioncrafting and will generation. Naive Power Level is Destroyer 1 due to the emotion problem.

Hermes+Sanctum(Earth Devoted): We go crafting and ritualism hard and who knows what happens to our ability to function in a slugfest. The sanctum helps with that and our will generation presumably. Naive Power Level is Destroyer 1 due to the crafting and ritual focus.

Arcanum 2+Fire Devoted: This makes our arcanum swerve hard into combat/emotions/creation. It has potential for Solomon's (Edit: and Penelope's) Despair.
Arcanum 2+Air Devoted: This has some definite potential but I can't put my figer on why.
Arcanum 2+Water Devoted: Probably better in terms of immediate combat power than the Hermes+Sanctum(Water devoted build) but the emotion problem remains
Arcanum 2+Earth Devoted: This seems like a Turtle build and I'm very leery of that

One Aspect to Level 2:
Hermes the Destroyer Level 2: Rihaku's already made clear the inefficiency of this idea by advocating for Arcanum 2+Hermes 1
Sanctum Level 2: Why would we do this?

Nonelemental Arcanum Level 2 Plans:
Arcanum 2+Hermes 1: Rihaku's already made clear why this is good
Arcanum 2+Sanctum 1: More general Power/utility but not much combined with the ability to move out of our room with Harrison and get more will gen.

Apprenticeseeking:
Arcane Induction Level 1+Arcanum Level 2+Connections Level 2: This build goes all in on infogathering and exploring the outside world to find an apprentice. I question the value of this build if we don't go apprenticeseeking fast.
 
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The Engine's demonstration had sparked a terrific realization in almost everyone who'd witnessed it. It was the realization they weren't in some storybook in which everyone worked hard to earn power and then selflessly constructed a better future. They were locked in a twilight realm, a wild and uncivilized zone full of uncertainties and conflict. They were Enrolled: the freshest and least bloodied inclusion in a series of so-called Classes historically known for competing with each other more than anything.
The honeymoon period is over now.

A hatred of weakness is starting to poison her mind, Solomon's predictions whispered. An unveiling of the darkest face of Justice, as blind as her all-consuming Wrath.
I'd like to talk to Penelope eventually to make sure this doesn't get worse. Since one of the good guys becoming darker is bad for everyone involved.

It was almost an admission of hubris. The Educator believed the formation of supernatural Aspects, even devoid of morality, was more than worth its investment cost to mankind. That human civilization could rein in the evil side of that reified power and eventually emerge as a utopia.

And, more than anything, it was also an admission that he believed it was worth pursuing more power in the face of adversity.
Sol has a pretty good read of the Educator relatively speaking. Also this says a lot about his views and beliefs.

Solomon absentmindedly shuffled through the deck, as Harrison didn't seem to notice anything.

The Chariot's string was connected to Harrison's heart. The Magician's, to Solomon.

The ideal connects to the real.

After that, Solomon had slightly less trouble falling asleep.
Architecturism and the Tarot Deck are really paying off it seems.

[ ] Combination Technique: Connections (Level 2, 100 XP / Level 3, 250 XP) - Expand your sight further, allowing you to visually trace the connections and 'perceive' what is happening on the other end. Furthermore, you can now see your personal connections, on top of those inherent to your tarot deck. / Connections may now be traced with less effort, and you may perceive the connections of other people and things in your environment, aside from your own and those of your deck.
Okay this is a pretty cool concept. Combination Techniques are going to be really interesting and they make leveling up multiple Aspects a lot more valid since they can make them work together through combination techniques. This one is combining Sol's Role and Architecturism skills it seems, it makes for a crazy good information gathering tool.

-[ ] Technique: Arcane Induction (Level 1, 125 XP / Level 2, 250 XP) - Can take on a single non-Enrolled apprentice, conferring the potential to reach half your overall talent and level in the Arcanum Aspect and your Arcane Focus Technique / Can take on three apprentices of a similar level.
This seems neat but it's not something I'm really interested in right now.

-[ ] Technique: Comfort's Embrace (Level 3, 400 XP) - Requires Arcanum (Level 2).
Okay I really really want this because extra Will Generation is invaluable. Also it's possible there will be a Combination Technique made possible with Sanctum which is going to be really awesome.

[X] Plan Simple and Good
-Raise Arcanum and Destroyer by 1 level each. Save the rest of the XP to maintain flexibility later.

This will get us to Arcanum 2 and Destroyer 1. Arcanum 2 will allow us to get Comfort's Embrace which is a Will generation Technique which is invaluable. Arcanum 2 is also DnD Wizard casting 1 or 2 3rd level spells such as Fireball. Also the Combination Techniques opened up by Arcanum and Destroyer is going to be pretty scary since it combines Arcanum's control and Destroyer's raw power.
 
[x]Plan Therapist
-[x]Arcane Focus Level 1(Fire Devoted)
-[x]Arcanum 2

[x]Plan Therapist Version 2
-[x]Arcane Focus Level 1(Fire Devoted)
-[x]Hermes the Destroyer Level 1
-[x]Sanctum Level 1

[x]Plan Therapist Version 3
-[x]Arcane Focus Level 1(Water Devoted)
-[x]Arcanum 2

[x]Plan Therapist Version 4
-[x]Arcane Focus Level 1(Water Devoted)
-[x]Hermes the Destroyer Level 1
-[x]Sanctum Level 1

Each of these plans is 800 XP. The idea here is to spec towards passion to combat Solomon and Penelope's despair and possibly get a lot of combat potential

Edit: We may also want to consider Water Devoted for a therapist plan
Edit2: I added water versions to my vote
 
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I tried thinking about some of the plans. I'm not really sure how to conceptualize the nondevoted versions of the elemental plans.
Edit: I'm not assuming we'll just get R's original specialist bonus, we may get something else, or have to choose it from a set of options.
Elemental Devoted Plans:
Hermes+Sanctum(Fire Devoted): Naive Power Level is Destroyer 1.5 plus whatever Fire Devoted Gives us. We also get the option of establishing a Sanctum which has the potential to stop Harrison from Draining our Will. Wand Magic can be cast silently if it's still like Rihaku's writeup and its fast. Good for slugfests. There's also stuff people have already brought up about using fire magic to counteract solomon's despair.(Edit: Fire also has potential to counteract Penelope's despair?)

Hermes+Sanctum(Air Devoted): Hermetic Magic is defined here as basically DND magic with verbal and somatic components. We may be able to set up something like Misaka's railgun and would we really be the kinds of people who play quests like these if we didn't seriously consider cognition enhancement? We could also potentially make transactions with Djinnis. Naive Power Level is Destroyer 1.5 plus whatever Air Devoted gives us, which is probably less than Fire Devoted.

Hermes+Sanctum(Water Devoted): Our Water stuff is heavily dependent on our emotions which is a problem but we get potioncrafting. The sanctum helps with our potioncrafting and will generation. Naive Power Level is Destroyer 1 due to the emotion problem.

Hermes+Sanctum(Earth Devoted): We go crafting and ritualism hard and who knows what happens to our ability to function in a slugfest. The sanctum helps with that and our will generation presumably. Naive Power Level is Destroyer 1 due to the crafting and ritual focus.

Arcanum 2+Fire Devoted: This makes our arcanum swerve hard into combat/emotions/creation. It has potential for Solomon's (Edit: and Penelope's) Despair.
Arcanum 2+Air Devoted: This has some definite potential but I can't put my figer on why.
Arcanum 2+Water Devoted: Probably better in terms of immediate combat power than the Hermes+Sanctum(Water devoted build) but the emotion problem remains
Arcanum 2+Earth Devoted: This seems like a Turtle build and I'm very leery of that

One Aspect to Level 2:
Hermes the Destroyer Level 2: Rihaku's already made clear the inefficiency of this idea by advocating for Arcanum 2+Hermes 1
Sanctum Level 2: Why would we do this?

Nonelemental Arcanum Level 2 Plans:
Arcanum 2+Hermes 1: Rihaku's already made clear why this is good
Arcanum 2+Sanctum 1: More general Power/utility but not much combined with the ability to move out of our room with Harrison and get more will gen.

Apprenticeseeking:
Arcane Induction Level 1+Arcanum Level 2+Connections Level 2: This build goes all in on infogathering and exploring the outside world to find an apprentice. I question the value of this build if we don't go apprenticeseeking fast.

I'd like to expand it with the Familus as well.

Hermes+Familus could expand on the offensive capabilities of the Familiar. It would at higher level already support spell channeling, perhaps a stronger focus on it.

Sanctum+Familus is what really interests me. Sol's spells would be stronger and have more diverse range in Sanctum.. What if this leads to channeling outside the Sanctum through the Familiar?

Connections+Familus This might be more than just communication. Sol might be able to push out his Soul to the Familiar.

Devoted Focuses similarly might have interesting effects.
Improved Intelligence, Strengthening, Creative applications of Spell, Transformative powers and so on..
 
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