#honestly i think some of the minor arcana fit better for a few of these cards but i wanted to stick w majors
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october is coming. which means, of course, that it is time for the horrors. tfw the dream self must confront the Nightmare Self
#body horror //#homestuck#YES i am invoking tarot symbolism and YES i have reasons for choosing the cards i did and YES i AM just making things up as i go. im normal#symbolism runthrough real quick. consider this an Artist's Statement of sorts.#The Tower: ambition built on a flawed premise. guy who always thinks he knows better than you in dire need of a wakeup call#strength: the journey of the self vis a vis finding the courage to act & tapping into latent potential that always existed#& simply needed to be accessed. note: dirk in this card is brain ghost dirk specifically.#(an illusion constructed by jake because he didn't believe in his own repressed abilities - drawn here as The Horrors.)#the devil: you are maybe not the CAUSE of all of your problems but DAMN you are making them worse for yourself.#this card is SO heavy on unhealthy coping mechanisms. symbolism here - very literally holding self down#sure it feels comforting in the moment but eventually you are going to drown.#the chariot: this one's not super clear visually but i do have a method to my madness#the chariot is the card of willpower; control; forward motion; resolution.#by the same token i think it is also a card about being really really stubborn - blinded by a goal.#holding onto the reins and refusing to let go even when holding them hurts you & others around you.#honestly i think some of the minor arcana fit better for a few of these cards but i wanted to stick w majors#for the sake of Icon Recognition i guess.#anyway [putting the alpha gang in the Narrative Wiggler to work through their problems]#they are going to the Dream Realm to meet their weirdest selves (and friends) in combat. unless...?#(it was never about fighting it was about healing. SYMBOLISM)
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Skill Proficiencies are the Bedrock on Which the Success of a D&D Party Rests, Monks are a Utility Class, and Other Correct Opinions
This came up when I was thinking about the Cobalt Soul subclass and the discussion thereof, especially the dismissive way in which people sometimes treat the mystical erudition feature. I am also a bard player, in my longest-running game, and I prefer utility classes in general, so I decided to write a whole essay that maybe like 5 people will appreciate, two of whom are in my inbox (thanks for the encouragement, @ayzenigma and @agigabyte and one of whom is me.
In D&D, on a fundamental level, this is what happens:
A DM describes the world
You decide to interact with the world in some way
The DM decides if you automatically can do what you want, if you automatically canât do what you want, or if there are a range of possible outcomes. If the last option, roll a d20.
The DM narrates what happens when you act or fail to act, ie, describes the new state of the world; the cycle begins anew.
The vast majority of those d20 rolls will be skill checks. Some will be combat rolls, which are a whole other thing, but most will be skill checks. Some will be incredibly important skill checks. Some will be relatively minor. Sometimes youâll be aware of how important the roll is; sometimes you will not. Spells can sometimes guarantee or improve the chances of a success, as can some class abilities; but those are finite resources, and in the end a lot of D&D is resource management, and many of the choices you make in interaction are going to be influenced by what resources you have left.
Consider: the party comes upon a door with a single lock. The party is D&D four-person-party classic: a mage archetype, a thief archetype, a healer archetype, and a strength-based battler archetype.
The mage can cast knock to open the door. This does guarantee success, but itâs extremely loud and will not only alert anyone nearby but also uses a second level spell slot. They may be able to get around this if they or the healer also casts silence, depending on how you play it*, but thatâs either another spell slot gone, or ten minutes wasted.
The battler can, for free, either kick down the door or attack it. This is also going to be very loud unless silence is employed, they might choose to use a finite resource (a once a day weapon ability, a rage) and even if this itself doesnât alert anyone on its own, the big hole where a door should have been, or even the smashed keyhole, probably will.
The thief can, for free, pick the lock. Assuming they are specifically a rogue, because of their class build there is a very high chance of success, and specifically a high chance of quick, quiet, secret success even without additional help. And if they fail, well, the other options still exist and only a small amount of time has been lost.
Things like a single rage, or a second level spell slot, donât seem like much on their own, but that is the other thing about D&D: usually you go to bed with some things left in the tank, but occasionally you do not, and as the resources get into the red line it is not terribly difficult to get into a death spiral of throwing your limited resources at a problem too large to be solved by them. When youâre in a game where, mechanically, there is no difference between having 100 hit points left and having 1 hit point left, but there is a vast chasm between having 1 left and having none, that extra second level slot worth of healing or damage can mean everything.
Or: at levels 5 through 8, with a cleric, the difference between an allyâs life and potentially permanent death is whether the cleric is left standing with one third level spell slot at the end of a battle.
This isnât to say you shouldnât use spell slots to achieve things, especially if theyâre important; just that thereâs a balance, and sometimes a single good thievesâ tools check, investigation check, or persuasion check makes just as much of a difference in terms of the partyâs success as a high level spell, even though itâs far less flashy.
The game designers realize this. Older versions had the idea of taking ten: if time is not of the essence and there is no significant penalty for failure, you could take ten and guarantee an average job (which does still require some skill proficiency to take that assumed roll of ten to âpretty goodâ). This still remains in 5e in the form of passive checks. Itâs a core element of the rogue and bard classes that they are people who are highly skilled - both have more skills than most classes and access to expertise, which significantly increases their proficiency bonuses and therefore reduces the chance of failure - and both have additional class features that either improve the breadth (jack of all trades for bards granting them partial proficiency in everything) or depth (reliable talent for rogues granting them a guaranteed average job) of those skills. Frequently, and especially for bards, this is not seen as a significant help, possibly because it rarely comes up in combat. This is wrong.
Hereâs the thing: combat takes a long time at the table but in terms of what the party is doing, two minutes of combat a day (20 rounds, total) would be considered an incredibly difficult day. The rest of the time, youâre not in combat.
Hereâs the other thing: how did that combat happen? Did it happen because someone failed a check - that a better stealth roll or deception check, perhaps made by someone with expertise in one of those two areas, could have prevented? Or if this conflict was inevitable or necessary, was the party able to use that stealth or deception to get a surprise round? Investigation, nature, arcana, or history to know a little bit more in advance about what theyâre about to face? Perception or survival to even find the enemy they need to stop? Persuasion to gain an ally? All of these can make the difference between a success and a failure.
When you come to the end of a long-running D&D game, you will probably think back a lot to combat moments and RP moments, and unless it was one of those few clutch ability checks where you knew how momentous it was at the time you probably wonât think back to the dozens of locks picked without issue, or social encounters navigated with relative ease, but theyâre going to be there, and you would have felt the strain without them.
This isnât limited to skill checks, honestly; itâs a problem with almost all so-called fluff/flavor abilities. Itâs interesting, in that the words we use to describe a well-built character are themselves quite neutral in terms of the specific build (min-maxed, optimized) but in practice many people assume these fit into one of two categories: the tank, or the glass cannon. Of course, those are combat-specific abilities, and see above with regards to combat. And maybe you are in a D&D game that is very much about combat and combat only, but if youâre not, that so-called fluff is far too dismissive of utility.
And monks, in particular, are more of a utility class than one would expect. Sure, they get a lot of attacks and theyâre sort of tanks of the âtoo fast to hitâ variety and they can stun, but monks are utility in a negative-space sort of way.They donât need your buffs, and a monk in your party, like a rogue who can pick locks or a bard who can talk their way out of trouble, saves your resources. They are incredibly fast, and donât need longstrider or jump cast on them. They donât need feather fall or fly because they run up walls and avoid falling damage. They donât need to be healed, if they just catch the arrows that were shot and evade the area of effect spell; they donât need a magic weapon (or any weapon); they donât need a restoration to end effects, they donât need protection from poison or disease, they save you the need to cast comprehend languages or tongues, theyâre less likely to need a buff to help them save against other effects, eventually they donât even need food or water. A monk, like a skill check, helps the party by saving finite resources. The Cobalt Soul build merely makes it a little more literal by granting the monk themselves the ability to make those skill checks.
In conclusion: skill checks are cantrips that everyone gets, and if a class got 8 cantrips when most others got 4, and they had an extra bonus to hit, youâd absolutely notice.
*per a quick search itâs up for debate based on the ranges of the respective spells and whether the lock needs to âhearâ the spell or not and anyway if this is what you choose to fixate on in this essay I cannot stress this enough: you have the reading comprehension of a slime mold and the sense of relevance of a Republican congressperson.
#i play a character with 11 skill proficiencies/expertises and yes it's as great as that sounds.#d&d#dungeons & dragons#way of the cobalt soul#no readmore we die like a party that doesn't utilize skill checks effectively
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Monster Miriyam Headcanons
So, to preface, Miriyam is still technically human - her monster form comes about as a contract with her patron, the King of Swords, and manifests this way because she is halfway to becoming a member of his court. Sheâs essentially got one foot in the realms of the arcane, the other in her/the normal world - changing or transforming means pulling magic from the realm of the Suit of Swords and rather than expressing that through spells, does so through self modification. Hence the monster form, which was inspired off the Nyx Hydra design for the King of Swords in the Arcana tarot deck. Sheâs met with Arcana a few times now and while some very perceptive humans read her more as Arcana-adjacent than anything else, the Arcana very much believe that sheâs human regardless of what form she takes.Â
Size-wise, sheâs about 7â2â, not including horns (horns make it a good 7â10â). Very muscular and definitely as strong, if not stronger than you think she is based on appearance alone. Prehensile tail.Â
Miriyam doesnât break this form out without a long conversation as to what she is (only held with potential long term partners, really, casual hookups donât usually get to a personal enough point to warrant that)
Transforming is kind of gross, honestly? Like this is some very audible crunching/popping, like when you crack your knuckles but way louder, but itâs also a very fast paced change so you donât hear it for every long
Sheâs got some habits from the monster side that have quickly become noticeable when sheâs wandering about as a human.Â
This includes enhanced sense of smell, hearing, and sight.
Smell and hearing are particularly intense, though, to where she can pick up on a mouse running on the palace marble or tell you exactly what spices someone mixed into a dish as soon as she stepped into the kitchens.Â
Sight is trickier to quantify, but the average human with 20/20 vision can see the furthest edge at 3 miles away. Miriyamâs would be somewhere in the 4-5 mile range, while night vision is about 3-4 miles (assuming clear skies and no obstacles)
Very catlike? Loves to sun herself if she can find a private spot in the daytime, will purr if you scratch behind her ears, also easily tempted by shiny things (particularly gold shiny things, her eyes get bigger than her brain at the idea of Expanding the Instinctual Hoard)
Extremely embarrassed to admit she has a not insignificant collection of gold coins and trinkets sheâs collected over the years based purely on instinct - she has no idea where half of it came from
Has gone and still goes on long flights, usually to get out when her nightmares get bad. While her secondary form isnât necessarily a secret - she used it in the Coliseum during her brief time as a gladiator, and most of the guard is aware simply for the sake of ease - she still waits until nightfall for some sense of privacy.Â
Her favorite place sheâs ever gone was to the Scourgelands, where she flew through the southern lights, and sheâs hoping to bring a partner there one day if theyâd be alright taking the fast route.Â
When it comes to fighting prowess, sheâs absolutely a predator - armored scales, claws, fangs, speed, strength...fuck around and you will find out and yes I do mean that double entendreÂ
Thereâs some art refs under the cut from @anonbunnyart and @lajadelmira so you get an idea of what she looks like, and then weâre going to dive into the thirst.Â
In case it isnât clear: NSFW AHEAD, MINORS DNI, also obvious monsterfucking cwÂ
by anonbunnyart
by lajadelmira
Still cis, still a lesbian, so sheâs still attracted exclusively to women and femme-presenting nonbinary people, the pool is only narrowed based on if her partner would ride the dragon.Â
Yes Iâve made that joke many times, no Iâm not going to stop making it. If I donât, just assume Iâm dead
Absolutely a top and a dominant top at that, convincing her to bottom when sheâs in monster form is very, very difficult and usually only comes about in niche circumstances. More on that later.Â
Addendum: Sheâs slightly more willing to bend if you want to use your hands/mouth, but straps are damn near impossible for her to get into when she has all of you right there to pay attention to. Sheâs not opposed to being touched, but sheâd really just rather pay attention to her partner like this.Â
Personal pleasure is very much just an afterthought, and honestly, sheâs okay with that
Has several âweak spotsâ on her body that will definitely turn her to putty, no matter how tough she acts. Done in sort of a sensitivity scale from least to most.Â
Horns:
Itâs not that theyâre sensitive, but if you grab her by the horns and tell her exactly what you want to do her/her to do to you, sheâll find it very hard to tell you no.
Loves it and will take it as encouragement if sheâs going down on her partner and they grab her by the horns when she does something they like.Â
Tail:
Her tail is prehensile, and she will use that to her advantage, including fucking her partner with the tip of it (which is nice if her partner likes penetration, because finding a strap to fit her in draconic form is A Whole Nightmare)
However, she will go a little apeshit if you play with the tip otherwise - particularly if you suck on it - and honestly youâll probably get pounced
Wings:
Quick note - Miriyam usually keeps her wings tucked fairly close to her back as a sort of protective measure, and she doesnât usually like being on her back because she doesnât like them being pinned, but can ease into it with a partner
Loves, loves, loves it if you touch her wings - the membranes are sensitive and just running your fingers across them makes her want to purr like a kitten
Fun fact, stimulating the right spot on her wings will actually make her orgasm. (That spot is on the wing membranes closest to her back, about halfway down, and no, thatâs not something Miriyam will realize until she has a partner that wants to explore her physically like that)
Territorial. Absolutely a territorial bastard. She tries to tamp it down, she really does, but some days itâs harder than others. Particularly when she can pick up the scents of other people on her partner, that really kicks up the âmineâ instinct even if she logically knows nothing happened and trusts her partner fully
She really likes scent marking because of this - no, she wonât piss on you, thatâs just the best term I can come up with - but she has a few approaches if sheâs feeling like she needs to âstake her claimâ
Lots of roaming hands and definitely letting her mouth wander, but if not directed to a specific spot she will absolutely go for a full bite on your pulse point to really just layer the scent in there
Tucks shed scales into the pockets of her partnerâs clothing (jackets, shirts, pants, etc)
Or, a good old fashioned absolute obliteration - by which I mean sheâll fuck her partner until theyâre an overstimulated puddle in her lap plus an orgasm for good measure - and then taking care of them afterwardÂ
That being said, this definitely goes both ways, she will be raring to go if you just murmur a âmineâ in her ear - sheâll be eager to prove that yes, she is yours, and sheâs not going anywhere
When it comes to actually doing the deed...
Favorite positions (in no particular order)
Partner pinned to the wall, any position, just. Pinned to the wall
One hand around both her partnerâs wrists, legs spread out over her thighs, the other hand between their thighs or otherwise roaming
I feel like I should mention here that monster Miri has a habit of filing down at least the first two claws on each hand (middle and index) if she knows sex is on the table, sheâs not out here to hurt her partner like that
Seated on the edge of the bed, ideally facing a mirror, with her partner in her lap. One hand/her tail tip between their thighs, and arm around their waist, chin on their shoulder watching them in the mirror
Yeah this is definitely a favorite of monster MiriâsÂ
A handful of things she enjoys (all with prior consent)
Primal (predator), some painplay (ft. claws, teeth, and a very strong grip), sensation play, overstimulation
Some turn-ons
Lingerie, but the shinier the better
Gold accents in particular will really make her go AWOOGA, she jokes itâs because of the gold dragon hoard but itâs actually not far off
Dirty talk/dirty...actions?
Just manhandle her sheâll think itâs hot
Any and all of the brat fighting wordsÂ
âWhat are you going to do about it?â, âMake me.â, etc
Honestly the more I think about it Iâm not sure thereâs an off switch so much as each side of the switch being fight or fuck. Like. Miriyam is always horny like this. She can chill but why would she in the privacy of her home/when sheâs with her partner
This might be. TMI. But the scale plating over the fun parts isâŚ.retractable I guess? I donât know what word I want but theyâre not always out because that feels like a hazard. And unfortunately no nips like this because those are also a hazard, but her neck, ears, lower belly, and the previously mentioned areas are all very sensitive and prime for the touching.Â
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I canât make builds so letâs talk about the latest UA
I canât make builds right now so letâs talk about Feats. Iâm honestly a big fan of feats but I do think that ASIs are a little too strong by comparison in 5e. I feel like in order to compete with ASIs in 5e a Feat needs to do one of two things:
Offer new unique abilities that provide a large boost to your characterâs capabilities so that taking them is worth sacrificing an ASI. (Feats like Crossbow Expert, Great Weapon Master, Warcaster, etc.)
(Half Feats) Provide a nice bonus to reward you for slower progression, or for having an uneven ability score to increase. (NOT ATHLETE, but feats like Linguist, Resilient, and the racial feats from Xanatharâs)
For the most part feats do accomplish these two concepts well but there are some feats that are laughably weak (Keen Mind, Weapon Master) while others are way too good. (Lucky.) I think that Feats should remain as options for players who want to build a specific build. They shouldnât be the âbestâ choice but rather they should be inherently optional for those who want the power boost they provide.
With that in mind we got an Unearthed Arcana for Feats, and since I want to do more on this Tumblr than just make League of Legends builds I figured Iâd throw my thoughts out into the wind.
Artificer Initiate
The main strength of this feat by far is that the spells are added to your spell list. This means that Artificer Initiate is a very easy way for just about any spellcaster to get access to Bless and Cure Wounds / Healing Word. These spells are fairly independent of their spellcasting modifier so getting both of them as a Wizard, Sorcerer, or even Warlock can be good in a pinch.
Other than that the ability to cast spells with tools is nice but ultimately pointless. Itâs good if youâre playing an Artificer / Wizard multiclass but Artificers can already cast spells through their infusions. Ultimately this feature of the feat would work better if there were more Intelligence casters in 5e.
Itâs a very fun feat for roleplay and has good utility, but I donât think anyoneâs going to be begging to get this feat.
4 / 5
Chef
How the mighty Gourmand and the âmightyâ Song of Rest have fallen. Okay let me start with the obvious: the âtreatsâ you can make are complete fucking trash. Theyâre laughably underwhelming and serve more as a ribbon ability than anything.
As for the Song of Rest-esque effect Song of Rest was already a grossly underwhelming ability for Bards. Itâs really sad that it was so underwhelming they flat out gave it to everyone (at the cost of a feat) but I donât think that harms the Bard class too much.
Just overall the feat really doesnât live up to the fantasy of being a cook. Two underwhelming abilities for the price of an ASI? No thanks.
2 / 5
Crusher
âHi Iâm playing a Champion Fighter with a Warhammer!â The utility of this feat starts and ends with the critical hit modifier which Iâm gonna be honest is insanely overpowered.
âBut what about moving people? My Monk can now push people off cliffs!â Have you ever played a Minotaur? To be fair you probably havenât. Pushing people around will hardly ever be useful. Thereâs perhaps niche utility in pushing someone away so you can run without provoking opportunity attacks but the Mobile feat does this so much better while also giving you additional movement.
Perhaps the only niche use of this feat is that it can increase your DEX, making it a good Half Feat for Monks that isnât fucking Athlete.
1 / 5
Eldritch Adept
I really like this feat. Itâs kinda become a running gag on this account that I really like sticking Warlock levels into things, and while it isnât just for the invocations thatâs definitely a big part of it. Thereâs a lot of really cool invocations that you can grab to make your character mildly magical without messing them up by multiclassing. To name all the invocations you can get as a non-Warlock:
Armor of Shadows is, has, and always will be the invocation you take more for character flavor than for practicality. Reddit has been theorycrafting how to break this feat with an Abjuration Wizard but I think thatâs a bit too niche.
Beast Speech is really cute conceptually but will rarely be useful. I can guarantee that every single Druid and Ranger is going to hoover up Eldritch Adept just to talk to their animal companion though! (This wouldâve been a nice feat to put in my Kindred build if it had existed at the time.)
Beguiling Influence... take Skilled instead. Maybe some niche use for the Half-Elf Rogue who wants proficiency in literally every skill in the game.
Devilâs Sight! This is the main Invocation people are going to be looking for! Magical Darkness is incredibly hard to use effectively and this invocation is pretty much the only way to make it not completely useless?
Eldritch Sight: at-will Detect Magic is never a bad thing but it always suffered from opportunity cost. This makes it available for Bards.
Eyes of the Rune Keeper: just get the Comprehend Languages spell tbh. Itâs a ritual after all.
Fiendish Vigor is alright. Decent on an Eldritch Knight as a backup Second Wind.
Gaze of Two Minds is far, FAR too situational to be useful.
Mask of Many Faces is a god-tier invocation for Arcane Tricksters. It ticks me off that you canât take this feat as a non-caster for a regular Rogue to gain access to this.
Misty Visions depends on what your DM lets you get away with using Minor Illusion for.
Thief of Five Fates: just get Bane from another source.
It kinda bumbs me out that this feat is restricted to just magic users, and I feel like that part of the spell could be removed. Also kinda bumbs me out that you canât blow two feats to get Agonizing Eldritch Blast (Magic Initiate [Warlock] + Eldritch Adept) but I sort of understand why thatâs a thing. But invocations are the perfect example of something worth losing an ASI for.
5 / 5
Fey Touched
Hereâs the first feat that I think is a little too good. Letâs get the elephant out of the room first: Fey Teleportation. The differences between the two feats are as follows:
Misty Step from Fey Teleportation comes back on a short rest.
Fey Teleportation is locked by race.
Fey Touched gives you two spells.
Fey Touched lets you add the spells to your spell list.
Oh and letâs talk about some of the spells that are in the Enchantment / Divination school:Â Bless, Command, Detect Magic, Dissonant Whispers, Heroism, Hex, Hunter's Mark, Identify, and Sleep. (Just to name the notable choices.)
This feat shouldâve been a full feat (no ASI.) Adding both Misty Step and Hex to your spell list as a Cleric or Paladin is more than enough to make this feat OP. If Artificer Initiate is a full feat than this should be too.
5 / 5 - OP award for being OP
Fighting Initiate
This should be a half feat. Actually: this should be merged with Weapon Master. I personally already Homebrew the Weapon Master Feat to do this along with the effects of Weapon Master (+3 weapons, +STR or DEX.)
If this was done as an eratta to Weapon Master (instead of its own feat) the feat could be taken by Wizards who want a way to defend themselves, Rogues who want more options Scimitars cough while also honing their own skills, or Barbarians who just finally want a fighting style. Iâm glad something like this is finally being considered but please just buff Weapon Master instead.
4 / 5
Gunner
Crossbow expert for guns. A lot of people interpret this as a silent endorsement of guns in D&D or a hint at a potential official gunslinger (sub)class but really I just think Jeremy Crawford got sick of people asking him âdoes Crossbow Expert work with guns?â on Twitter.
gun / 5
Metamagic Adept
IE the feat thatâs making Reddit throw a hissy fit. Does this suddenly make the Sorcerer class useless? Well excluding the fact that Sorcerers get way more sorcery points, metamagic options, and the ability to turn their spell slots into Sorcery points (and vice-versa)? Put bluntly your options are:
Make (Charisma Mod) creatures succeed their saving throw for your spell. (Rarely going to be used unless youâre already a Charisma caster.)
Double the range of your spell. (Maybe useful for a Cleric to extend the range of Cure Wounds idk.)
Reroll (Charisma Mod) damage die. (Kinda useful for spells that roll few dice.)
Double the duration of your spell. (Perhaps some niche use with certain spells.)
Canât use Heightened Spell
Can cast one spell / cantrip as a Bonus Action. (One use of a bonus action spell isnât really worth a whole feat.)
Cast 2 spells without verbal or somatic components. (Canât be counterspelled!)
Make a spell of first or second level hit two targets. (Actually has some niche use for certain spells. Particularly nice to get extra value out of healing spells.)
(UA)
Change the damage type of a spell. (Maybe useful for Tempest Clerics? But barely.)
Ignore cover. (Very rarely useful.)
Reroll a spell attack once. (Kinda meh; might be useful if you have a very big attack roll spell but you probably wonât.)
I think the main thing Reddit is upset about is two uses of Subtle Spell for a Wizard but... if your player took anti-counter spell insurance instead of an ASI let them have it? Chances are youâre way too counter spell-obsessed if the Wizard casting a good spell once and awhile ruins your game.
As for the feat itself? The two that rely on your Charisma mod are hard to use for that exact reason. Beyond that there are some interesting ones beyond âanti-counter spell insuranceâ but I feel like two Sorcery points to use on metamagics isnât enough. Probably a testament to how underwhelming the Sorcerer class is as a whole.
3 / 5
Piercer
Itâs Savage Attacker and Brutal Critical combined in one half feat. I guess if youâre using Piercing weapons but I canât shake the feeling that Savage Attacker would be the better option.
One interesting thing to note is that essentially all ranged weapons do piercing damage, and this feat doesnât have a melee limitation like Savage Attacker. This could be a good feat for a bow fighter to do more reliable damage.
The irony though is that even though this is essentially just Savage Attacker Iâm forced to say itâs overpowered since it provides more utility than Savage Attacker (assuming you donât use weapons that donât do piercing damage) as a half feat. This isnât really a testament to this feat being overpowered, but rather that Savage Attacker should honestly probably be a half feat as well.
2 / 5
Poisoner
This is how poisons should work! Itâs perfect for someone who wants it, and it looks well-balanced overall. The gold cost, action economy, and CON save requirements makes this feat fair for the DM.
Itâs interesting that this feat allows you to ignore resistance to poison but not immunity. Poison was one of the elements Elemental Adept couldnât affect which was part of the reason that Green Draconic Sorcerer was so bad (among the zillion and one other problems with Poison damage.) Overall this feat is really awesome but itâs held back by poison damage as a whole in 5e. Basically if this was for any other damage type than poison it would be great (which makes me wonder what this feat would be like with flaming poison.)
4 / 5
Practiced Expert
This is basically a slightly worse version of the Prodigy feat but itâs a half-feat and itâs for all races instead of just for humans and half-races... honestly Prodigy is such a shit feat that I see no issue with this. I already let non-humans take Prodigy in my campaigns. My only real complaint is that this feat proves that Prodigy (as well as the Skilled feat) should probably be half feats.
4 / 5
Shadow Touched
Darkness is very hard to use without abilities to see through it (Devilâs Sight.) But other than that what can you get? Disguise Self? Just take Eldritch Adept instead for unlimited Disguise Self. There are very few low-level Illusion / Necromancy spells when compared to Divination / Enchantment. There are some midway decent ones (Inflict Wounds) but is it really worth it to lose an ASI for Darkness and Inflict Wounds? Put bluntly: no. Maybe some niche use for Darkness spam Warlocks to get an extra âspell slotâ but itâs still underwhelming.
2 / 5
Shield Training
Itâs nice to be able to grab a shield as a caster who likely has their off-hand open anyways. Itâs also nice for a fighter to be able to âchance stancesâ and drop their AC in exchange for harder hits. The only part that bugs me about this feat is that the fantasy of an arcane caster using a shield as a focus is weird to me. I feel like there should at least be some sort of gold cost to convert a shield into a ânot-quite Ruby of the War Mageâ that can be used as an Arcane Focus.
3 / 5
Slasher
This feel like the best of the damage feats since it actually lets you do some unique stuff. Being able to slow enemies (without fucking Sentinel)Â lets melee fighters keep their allies safe, and giving allies disadvantage to hit you allows you to be a lot sturdier.
The sad truth is that this is probably the most underwhelming of the damage feats though. Itâs very hard to use this feat as anything other than a Swashbuckler Rogue, and in order to get Slashing damage as a Rogue (Scimitar) youâd need to blow another feat or do some multiclassing. Slows in melee range are largely useless, and the crit is unreliable. I really want this feat to be better.
4 / 5
Tandem Tactician
Hereâs the one feat I honestly have a big problem with. I donât think being able to Help as a Bonus Action makes this feat OP. (Itâs nice for anyone to be able to gain access to a useful Bonus Action without multiclassing.) But the problem lies in the fact that this feat lets you affect two people with the Help action. This makes the ability to give two melee allies (such as your Rogue) Advantage even more broken. People can already testify to how strong Mastermind Rogue is for its action economy increase.
And the best part? This feat still fails at giving Bonus Action Economy to âeveryoneâ since backline characters canât use the 10 foot range Help. Iâd much rather this feat be given 30 feet, and Mastermind Rogue given an eratta to have its ability reach 60 feet or something idk.
1 / 5 - OP and dumb award for being OP and dumb
Tracker
âLOL RANGER IS OFFICIALLY USELESS NOW XDDDDâ Jokes aside Hunterâs Mark and tracking abilities is good value for a half feat. Magic Initiate (Warlock) or Fey Touched are still probably better than this feat, but if you need the Survival skill then this is helpful.
4 / 5
FINAL RATINGS
Favorite Feat: Eldritch Adept
Least Favorite Feat:Â Crusher
Most OP Feat:Â Tandem Tactician
Weakest Feat: Shadow Touched / Chef
Overall this Unearthed Arcana excites me because Iâve always liked Feats and thought that they were cool. In my opinion itâs much more interesting to create a character with unique abilities over one thatâs just traditionally strong. A lot of these feats need revision but I hope that practically all of these get published so we can make some truly unique characters with them.
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Because there still aren't enough Deltarune theories: Fun Facts About Cards
So, I was thinking a lot about @pirenja's older post on Jevil and Seam as The Fool and The Magician, the first (or first and last, depending on who you ask) cards of the Tarot major arcana and which usually map to the Jokers in a standard playing card deck. Â
There's also the MINOR arcana, though -- the plain numbers and suits that make up the rest of a Tarot deck, and look a LOT like a typical 52-card deck. Â I knew about those, but didn't know those, so I got curious and spent a couple days looking into it, just for funsies.
So, uh...holy shit. Â The card-based Darkners aren't just playing cards, they're TAROT cards. Â The characters we know fit almost ridiculously well to their cards, and there were a couple parallels I found particularly interesting. Â Allow me to infodump, and add in a few extra fun little things that also came up in some card research, and which might have some...interesting implications on the rest of Deltarune. Â A lot of this is gonna come from Wikipedia, as well as this site.
Just a heads-up, this post is gonna include a lot of theories (some of which may or may not be pure crack) and will be LONG, and much of it will look like this:
...But in a fun way, I promise. Â ~^
First, let's go over some REALLY brief info about some of the cards we've seen so far in Deltarune. Â The ties between these guys and Tarot are pretty damn obvious, especially when you look at the four suits:
Diamonds: Â In Tarot, their equivalent is Pentacles or Coins. Â These are associated with wealth, business, and physical possessions.
Sounds a lot like the Rudinns and the King of Diamonds, right? Â I mean, they're so obsessed with their treasure that they sold their beds to have more of it!
Hearts:  The Tarot equivalent is the Cups.  Associated with emotions and bettering oneself. Â
Hathys are pretty big on emotion -- they're the ones you keep flirting with in encounters, after all, and the proceeds for Hathy's bake sale go towards their health.
Clubs: Â The Tarot equivalent is the Wands. Â This one I had to work a bit to figure out, but it seems to be more associated with social things, passion, and desire/drive.
Clover is definitely a social one, seeing as how they're throwing their birthday party in the castle when you arrive. Â And they're also VERY passionate about three specific topics, which actually plays into pacifying them!
Spades: Â Now for some fun. Â In Tarot, these are Swords, and are most associated with...take a wild guess. Â Ambition, power, violence, and the military.
Yep.  Shall we look a bit closer at the actual cards in the Spades suit, then? Â
First off, the King of Spades/Swords. Â The card is LITERALLY called The Warlord, and is associated with force and discipline, ruthlessness, intelligence, and sometimes coldness and abuse in a negative reading. Â Pretty damn accurate to the King, I gotta say. Â Not a lot of room for interpretation here.
The other Spade we know of, though? Â A...little less clear-cut, but still works. Â Lancer is the Jack of Spades, meaning his Tarot equivalent is the Page/Knave of Swords -- same card, just an older name -- which is indeed all about youth and energy, as well as learning and observing, and keeping cool in danger. Â However, the card is also called The Spy, and also has a meaning of concealing oneself and keeping secrets.
Hm. Â Some of that really sounds like Lancer, some...doesn't? Â Perhaps our boy has an arc and some more character development ahead of him. Â Or...I'll get back to this. Â Because there is some interesting theory fuel here once I bring in another point.
Now, for a Spade we DON'T know yet, but that we know very well is coming: Â The Queen. Â The Queen of Swords is associated with intelligence, strategy, independence, and...repressed sadness and divorce? Â Hm.
HM. Â If the King of Spades is meant to be a Dark World mirror of Asgore, could the Queen end up being a dark mirror of Toriel, out in self-exile? Â Time will tell. Â And when we do finally meet the Queen in future chapters, she will very likely be one hell of a big deal, if the Tarot theme holds, so keep the card description in mind for that!
But, we can't stop at the Queen; we're missing a big, major detail. Â In Tarot decks, and in fact in historical playing card decks in general, there are FOUR face cards of each suit, not just the three we see in a typical deck. Â At the top are the King and Queen, obviously. Â At the bottom is the Page or the Knave, as I said up there the equivalent of the modern Jack. Â And the last one, between the Page and the Queen? Â The Knight.
No, really. Â The Knight is a CARD. Â But, I'm gonna go further than that: Â We already know someone, specifically a card person, in the Dark World who fits the description of the Knight of Swords/Spades, quite well in fact:
Associated with major, drastic changes -- pretty appropriate for the person who's been jailing kings and opening up dark fountains, huh?
Impulsive, and constantly takes actions without much planning beforehand.
Fanatical and single-minded, obsessively loyal to one thing and one thing only at a time.
Confident, to the point of arrogance. Â Basically, obsessed with themselves.
Articulate, good with words, and a sweet-talker, able to get what they want through speech and charm alone. Â Ironically, not often associated with direct action, and can mean cowardice.
Also, a bald-faced liar -- their whole thing is trickery and deceit. Â They also keep a LOT of secrets, like the Page.
Worth noting, the Knight often replaces the Queen entirely in older decks, and is considered the card right under the King of Spades, as his main servant or advisor.
Notably, according to that Tarot site up there, they are heavily associated with major career changes and promotions.
You figured it out yet?
.
.
.
Oh yeah.  Worm knight. Â
Let's go through some points with both Rouxls Kaard and that card description in mind, if you don't believe me. Â
Uh, hello? Â Confident, impulsive, acts without thinking, fanatical, self-centered? Â The card description may as well be the guy's Wikia bio.
Articulate...well, he tries. Â Can't fault him for that. Â (yes you can)
Honestly, aside from that "God. Â Damn it." moment, can you give me one instance in which his manner of speaking WASN'T overly flowery and fancy, to the point of ridiculousness? Â That's, like, his most defining trait.
He's a coward, never actually facing you himself until you reach the castle, and instead preferring to vandalize puzzle solutions and throw minions at you.
He seriously butters you up during the entire second shop conversation, and in fact almost constantly from the moment K.Round is defeated for the final time -- he says he's always on the winning side, which at the time is you, and does his best to claim he never truly opposed you at all, that everything was a test, he just wants to help you, etc.  The guy even tries to BRIBE you at the very end if you went pacifist, offering Susie a plate of worms for letting him lie about his involvement in your adventure, to boost his own ego. Â
Did I forget to mention he's pretty much got a lot of the Rudinns and Clover (and a lot of fandom it seems) charmed with his looks and manner of speaking, and wrapped around his finger as well? Â Because that.
Throughout the game, Rouxls really is nothing more than a big talker and a big liar.  Most obviously, the first time you talk to him in his shop he says quite a bit, but does a COMPLETE 180 on ALL OF IT after he's defeated for the final time, suddenly going from praising the King to hating his guts and claiming to be undermining him, from mocking the Fun/$!? Squad to praising them and offering assistance, and from complaining about Lancer to admitting he cares about the kid quite a bit. Â
Also, consider: Â His "ultimate puzzle", which he suspiciously refused to show us...
Even if it's not explicitly pointed out as such, Rouxls is King Spade's second in command, the guy serving directly under him in the castle in the absence of the Queen (or any other castle staff besides the guards, for that matter). Â In very old decks before the Queen was a thing, Knights are in between the Page/Jack and the King and are considered the King's advisor/right hand guy.
Knights also have a lot of very close connections to Pages, both in card games as well as history. Â A page is literally a knight's very young (age 7-14) apprentice and servant, and stick close to them and learn from them -- similar to Rouxls' lesser dad/son relationship with Lancer! Â (Also, a thought: Â medieval knights would often carry lances, supplied by said page!)
During battle, the King calls the Knight "My Knight". This might confirm that the Knight is indeed a member of his own court, the Knight of Spades, and not of another suit. However, from the tone and some of the other things he says throughout the battle, itâs clear that King Spade actually owes allegiance to the Knight, rather than the other way around. Possibly even some fondness for him, from that particular tone.  And...I'm not gonna beat around the bush on this.  King Spade is totally Rouxls' sugar daddy.  The King just up and fires everyone in his castle, and gives this random unqualified prettyboy the next-highest position after himself out of absolutely nowhere?  Yeah.  No.  Even incompetent kings don't just do that.  There's something really weird going on there, something about their relationship that screams thereâs some shady business going on behind the scenes.  Though, potentially, one could also flip the script, seeing the new job as repayment for putting King Spade in power...
One final point, getting a bit away from the card again.  In the game, The Knight is supposed to have a close connection with the Dark Fountains, able to âpull them from the Earthâ and manipulate their power to bring darkness or whatever, right?  When using the Card Castle fountain to go home, Kris and Susie teleport in a massive column of white light, that looks like this:
(Sorry, screenshotting that particular moment is tough...)
Look a little familiar?
Yep, I'm gonna go there. The same goddamn teleport animation. Nowhere else in the game is that particular animation used, even when it kinda should -- for instance, Jevilâs scythes also teleport in vertical columns of light, but those look entirely different!
There's some other things about Rouxls that actually make me super suspicious of the guy, but one that does so even more now, that I really should bring up if I'm claiming him to be The Knight:  Remember that last battle against K.Round?  When Rouxls brings out his "Control Crowne"?  That lets him control anything âdisc-shapedâ, and (if we take Ralsei's word for it) looks incredibly painful? Â
...What the actual living FUCK??! Â Seriously, is no one else IMMENSELY ALARMED by the fact that not only is this crown a thing that exists, but for some goddamn reason it just happens to be in the puzzle guy's possession??
I'm bringing that point up for a pretty big reason, though: Â Another name for the Diamonds/Pentacles suit is DISKS. Â If Rouxls wasn't just bluffing (like he does on everything else, admittedly), there's a good chance he might be able to use that crown on Diamond cards as well.
And Rouxls DEFINITELY has a lot of interesting connections to Diamonds himself, beyond that.  Rudinns generally seem to be pretty enamored with the guy, and the whole suit is all about money and even represent the Merchant, or if you will, the shopkeeper class. (And if you ask him why heâs selling things to you, he will admit he's raising money, for...some reason.) In a four-color deck, Diamonds are usually represented by the color blue instead of red.  Also, Diamonds/Pentacles represent the Earth element, which is where one would find worms and insects.  So, he may very well have a close connection to Diamonds, as well as being the Knight of Spades...
I'll get back to that one as well, though, because there's another point I wanna bring into this whole card mess that might complicate things. Because while researching, I found a very, very interesting little bit of trivia about the Joker card...
Second half of this post and a LOT more fun cracktheories under the cut. Â Yep, you heard me, I'm still only halfway done here!
So. The Jokers, Fool and Magician, former members of the card court, before...something went wrong.  You know how Jevil (and presumably Seam, as his only equal) can apparently do anything?  Well, while researching Tarot, I also randomly looked into the Jokers and their functions in a couple of other card games, the biggest being Spades, because why not.
In Spades, the Joker card can attach itself to any non-Spade card in the deck to make it count as the equivalent Spade, though still inferior to the real Spade card. Â In other words, Jokers can turn other cards into Spades.
No, I'm serious. Â Look for yourself.
This idea Iâm mostly just having some fun with here, but if this little bit of trivia happens to come into play in the next few Deltarune chapters, it might have some SERIOUS implications on what we know about the Spades court. Â In particular, it means we might not be able to take...really, any of the Spades characters we meet at face value (pun not intended, but appropriate).
But you know what?  I think we should take a closer look at the Spades we already know, and see if that might already be the case. Â
The King fits his card description very well, and we actually see the other three kings locked up in a cage, so none of them could have been converted into the King of Spades. Â So, we can pretty much confirm he's who we think.
But, then there's Lancer.  So far, he's the only Jack we've seen -- I know the card characters were originally based on a set of playing card designs by @kanotynes, and that the Jacks in that deck included not only Lancer but also the various minor enemies we see:  Rudinn, Hathy, and Clover.  But, in the game, those three don't seem to have any royal ties at all, definitely not as princes!  So, I think we can confirm that they're not actually the Jacks of other suits in Deltarune.
So, I'm gonna go back to my first Tarot loose end -- the Page of Spades/Swords, Lancer. Â Remember how I pointed out some pieces of the card's description didn't fully match the kid? Â The secrets, the concealing of one's true nature?
What if Lancer's not the Jack of Spades at all, but rather another Jack that was converted into a Spade by one of the Jokers for whatever reason? Let's take a quick look at the other Pages, and see if one fits Lancer a bit more, shall we?
The Page of Hearts/Cups: Â A "sweet-natured child", immature, creative, naive, a bad childhood, and self-centeredness. Â Not a bad fit for Lancer, gotta admit!
The Page of Diamonds/Pentacles: Â Planning for and seizing future success and opportunities, loyalty, sometimes associated with fruit trees and harvests (âDelicious little appleâ / "Sweet little peach"?), and most importantly, a student, constantly learning just like the Page of Swords. Â Also not a bad fit, though maybe a little less than the Page of Cups.
Now for the really fun one. Â The Page of Clubs/Wands: Â Inspiration, optimism, also creativity and making plans, rushing into things without thinking (appropriate for the Knight's charge...), "a bit of a cheeky charmer or lovable rogue", impatience, laziness, and a big emphasis on "losing yourself". Â Also, did I mention that Wands represent the fire element?
So, really all three other Pages have elements that fit this kid in different ways, but some of the things about that Page of Clubs are...striking, to say the least. Â This possibility might be worth keeping in mind when chapter 2 ever gets released!
Now, then, there's also another Spade we know, even if unconfirmed, with no known equivalents in other suits to rule out.  Could Rouxls also have been another suit, and got converted into the Knight of Spades? Â
Remember all those weird connections to the Diamonds suit I pointed out? Â Well, let's talk about the Knight of Diamonds -- A Red Knight, if you will!
"A young man who is dark of complexion and features." Â This is an actual quote from Wikipedia.Â
Defensive -- focus on protecting home and family.
Hard worker, determined, stubborn, finishing what you start.
All about questioning one's work or home life, or where they stand on an issue.
An animal lover.
The "wish card", about making your wishes and dreams come true, via perseverance and ambition.
Also, a negative interpretation is a loser or laziness, expecting results but not putting in the effort. Â
Not a PERFECT fit, but still an interesting comparison, no? Â Especially those things about fulfilling your wish, but failing by not putting in the effort required, kinda like how Rouxls is quite proud of becoming the high-ranking and privileged "Duke of Puzzles", but doesnât actually put together anything other than simple block-pushing puzzles. Â Another thought that comes up: Â The control crown(e). Â If Rouxls was originally a high-ranking Diamond/Disk suit, that fucking thing suddenly makes WAY more sense. Â (Also, it would make all the Blue Diamond comparisons really funny in hindsight. Â Just saying.)
Yeah, I know, claiming that Rouxls is the Knight is a big enough deal, and this extra cracktheory about him being a Knight who switched suits is one even I'm admitting itâs crazy, and over-analyzing is just what I do.  Who knows if all or any of this will still be plausible by chapter 2.  However, worth noting:  If Rouxls was originally another suit, and got converted into the "Lesserâ Knight of Spades/Swords by one of the Jokers, then there is very likely ANOTHER Knight of Spades/Swords out there, a much more powerful one.  Hm...
...Naaaah. Â Too obvious. And on the same note, if my cracktheory about Lancer being the âlesserâ Jack of Spades up there ends up actually being somewhat accurate, then there's also an original one out there somewhere...
...Maybe? Â If you look at that description up there again, it actually seems to fit Ralsei even better than it fits Lancer -- the things about concealing one's true nature, keeping secrets, intelligence, and analysis suddenly become quite fitting. Â And didn't Ralsei's original concept art include a reversed spade instead of a heart on the front of his robe?
So, if these are the case, what card is Susie? Â I'm...admittedly not sure. Â ^^; Â I bet someone else can find a card that fits her though, so I'll leave that one open.
Okay, okay, I'm done with the wild theories now. Â Lastly, I just wanna mention a couple of other interesting, weird card things I found out while researching. Â Won't go as in-depth with these, but including them because why not:
A lot of people have been theorizing about the idea of Darkners bleeding like humans, and unlike monsters. Â What if I told you that "bleeding" is an actual card term? Â When you bleed your cards, you're accidentally exposing your hand to other players out of turn.
Remember when Rouxls called the party "mine amigose"? Kind of an odd line, especially coming from him, but it was actually another card game reference! Also from Spades is the term "Three amigos":  A nickname for the Ace, Queen, and King of Spades.  Interestingly, the Ace of Swords is all about cutting through lies and exposing the truth.  (Maybe that could be a card for Susie in future chapters?)
Hell, thereâs just a LOT of card references thrown all over the place. A cute one is when Jevil says âpiip piipâ during his fight -- like the dots on dice, the individual symbols on number cards are called pips.
Want another fun Tarot card meaning? Â Take a good look at the Nine of Swords. Â It's generally considered the worst card you could get, even in a mostly positive reading -- It's literally called The Nightmare, and represents fear, stress, being overwhelmed, grief, doubts, cruelty, etc. Â Basically, if it's bad, it's in this card, up to and including a complete breakdown. Â Now, recall another line that seems totally benign at first, courtesy of Jevil: Â "From now, a nightmare will awaken in your hearts. Â In the shadow of the Knight's hand..." Â If I were y'all, I'd make damn sure to WATCH THIS CARD.
Also, "The Knight's hand"...of cards, perhaps?  :P  Okay, bad joke. Â
There's sometimes three Jokers in a deck -- a white one in addition to black and red. Â Just sayin'. Â Might wanna also keep your eyes open for a third Joker in chapter 2, maybe chilling out with the Queen wherever she is?Â
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What would your tarot card deck be like?
YES! YES!!! Anon, you have MADE MY DAY!!! Okay, give me a minute to stop spazzing out enough to tell you what I would want. *Takes a deep breath and digs into the masses of papers to find the tarot deck idea*Â
Okay! I got it! I found it!Â
Now, letâs start with the major arcana:
The Fool - Emperor Claudius
The Magician - AugustusÂ
The High Priestess - Livia Drusilla
The Empress - One of Julius Caesarâs wives. I honestly donât know enough about them to select one off the top of my head. I will be back to this.
The Emperor - Julius Caesar. Duh.
The Hierophant - The God, Jupiter.Â
The Lovers - Julia Flavia and Titus Flavius Sabinus III - I was going to put Emperor Titus here in an older draft, but I think those two fit better. One has to note duality in the imagery of the tarot after all.
The Chariot - Germanicus - Behind him are his loyal legions.
Strength - Agrippina the Elder - This card fits her SO well, itâs crazy. And she deserves this card. I picture her caring for the young Gaius Caesar in his little uniform she made him.
The Hermit - Seneca - Because the hermit is a wise old man.
Wheel of Fortune - Caligula (Gaius Caesar) - Because he really was such a wild card. No one knew what he was going to do next and thatâs why this card fits him.
Justice - Drusus and Nero Germanicus - I know this card has one person, usually, but these two deserve divine justice.
The Hanged Man - Sejanus
Death - Nero - Because heâs not completely bad, but people see him as this. But he also brought about change. He was the last of the Julio-Claudians.
Temperance - Vespasian - Even though he was a penny-pincher, he did wait patiently for the right moment during the civil war.
The Devil - Domitian and Julia Flavia - Yes, she appears twice in this deck, but the Lovers and the Devil are inverts of each other.
The Tower - Tiberius - But this time it would be people being thrown off a cliff.
The Star - Julia Livllia
The Moon - Agrippina the Younger
The Sun - Britannicus - Because heâs the happiest person I could think of for this card. (Geez, Rome is TRAGIC man.)
Judgement - Galba - Because he knew it was his duty to oppose Nero.
The World - The Personification of Rome
Now, for the Minor Arcana made of the Pentacles, Wands, Cups and Swords.
I wonât go through every card- even though I want to. But each set tells a different story about Rome. Or whatever.Â
Pentacles: Tells the story of Augustus. His rise to power, the peace he created and maintained.Â
Page: Gaius and Lucius (Agrippaâs sons)
Knight: Agrippa
Queen: Livia
King: Augustus (or Octavian)
(I KNOW they appear more than once in a deck, but this is a story, damn it!)
Swords: Tells the story of Caligula and the house of Germanicus. Itâs such a tragic story- really. (And I have a few specific cards to note.)
4 of Swords - Death of Drusus Germanicus
6 - Gaius leaving Capri for Rome
8 - Julia Livila in exile
9 - Agrippina the Younger
10 - Death of Gaius Caesar
Page: Germellus (Tiberiusâ son.)
Knight: Cassius (The wrong one, of course.)
Queen: Caesonia (I was thinking Julia Drusilla fits here, but she really doesnât my mind.)
King: Caligula
Wands: The conquest of Vespasian in the Civil War and his family.Â
10 of wands: Vespasian sweeping the streets of Rome.
Page: Vespasianâs daughter, Domitilla (I think thatâs how you spell her name)
Knight: Titus - Because he really is.
Queen: I am tempted to say, bag of money, but⌠it should be Caenis, his wife.
King: Vespasian
Cups: This is the story of Nero and his golden house. Because it seems so full of life and yetâŚis a problem at the same time.Â
8 of Cups - The Burning of Rome and Nero walking away.
Page: Claudia Augusta (Neroâs daughter)
Knight: Tengellius
Queen: Poppaea Sabina
King: Nero
I could write out all of the minor Arcana cards in detail, but this is already a long list. I might do that next though. But this is whatâs in my head as an idea for a tarot deck! Note, some of this WILL change, but this the rough idea. Also, the suits will stay the same kind of item. It just fits better and itâs confusing when people change them. I want this to be an easy to read, but deep deck. Because each card has a piece of history attached to it. I know that Julia Drusilla hasnât made the deck yet, but I am sure I fit her in there somewhere. I think she would be in many of the sword cards, though.
Anyhow, this is my idea of a deck and if any artist wants a hand at it, please let me know first!
Thanks!
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A Look at  Personaâs âEveryday  Average (Best) Friend Thatâs Comic Reliefâ
Starting Persona 3, thereâs always been that one character that fills the role I mention in the title, and frankly, thatâs just the shorten version. The real title  should be A Look at Personaâs âEveryday Average (Best) Friend Thatâs Comic Relief Who for Some Reason are Girl Crazyâ, and I swear, I think it get crazier with each game. Persona 3 has Junpei Iori, Persona 4 has Yosuke Hanamura, and Persona 5 has Ryuji Sakamoto (I actually heard thereâs a wild translation from that new book that Yuki Mishima is the P5 character that fills the role, but I canât find it, so Iâm sticking with Ryuji).
With Persona 3 and 4, itâs kind of like they copy and paste the character (I mean, isnât it weird both are of the Magician Arcana and lose someone they love/interested romantically along with filling the role I mention). However, there are differences. Junpei, a good guy from beginning to end, is jealous of the Male MC and he has to overcome it (I donât know much about Female MC, but I believe heâs less jealous/not jealous and a good friend to her), Yosuke cause some problems with his friends, but he gets treated as (if not actually) second in command until Naoto joins, and he takes the murders seriously. Ryuji is neither jealous or second in command, but his relationship with Joker/Akira is the most â(best) friendâ like due to their common branding of âtroublemakersâ.
Persona 2 doesnât really have a character fitting the role (for both IS and EP). But if you want to get technical and say Innocent Sin has prototypes of a modern Persona game (characters and character interactions wise at least), this role is filled by Eikichi Mishina of sorts (and hell, most fans include him as one so Iâm going to count him as one). He is  one of the friends of Tatsuya (and like, literally, one of his friends since childhood) and is generally stuck in comic-ism situations, but the only girl heâs crazy for is Miyabi (since he was a kid). Eternal Punishment, due to the fact fact the cast is adults and the role is really more for teenagers, has no character fitting the role. The âclosestâ you get to it (but not really, unless thereâs an technical argument itâs what an adult version of the role would look like) is Ulala Serizawa, a everyday average woman roommates and friends with Maya, who is involve in some funny moments of the game with her love life pretty much screwed up due to her taste in men.
Then we get to Persona 1, and since itâs the first game, it literally doesnât exist. The closest you can actually get to it is  with the characters Masao âMarkâ Inaba and Hidehiko âBrownâ Uesugi, due to the fact the game is split into two routes : Main Sebec Route and Snow Queen Quest. For Sebec, if you pick the âcanonâ choice of Reiji or pick Elly and Ayase as the fifth member, Mark will âfillâ in the role due to being a default party member. Mark has feelings on Maki Sonomura, who he eventually gives up on when he realizes she will never like him back in that way. Mark also tries to stay serious given their situation...but he honestly fails at times (these comic moments usually involve Nanjo). In the Snow Queen Route, since Mark leaves the party, Brown will take over the âroleâ (if you let him join because itâs possible to leave him behind). Brown is a legit comic relief character, but thatâs because his character is a bit of a comedian (which I believe helps him be a minor celebrity when he reappears in Persona 2 or something on those lines). Itâs implied that he has a thing for Tamaki Uchida (the Protagonist of SMT...If) due to his reaction of her and Tadashi Satomiâs dream of being together (then again, maybe Iâm just taking his reaction wrong). He is a funny man, but he knows when to stop it.  (It should be noted if you have Brown in you party in the Sebec route, itâs pretty much having two of the same character.)
After looking at all the characters, for them to fit the role, they have to become friends with the Protagonist right near the beginning, or in Persona 2 case, friends beforehand. As I said before, Mark and Brown, are the closest you can get to the role because like lack one thing: theyâre not actually friends with Boy with Earring/Naoya since all of the playable cast arenât friends, being acquaintances at best. The only known relationships we learn right at the beginning is Markâs friendship (and crush) with Maki, Mark and Nanjoâs hatred for each other, and Brown and Ayaseâs friendship going by her reaction to Brown when the Persona game didnât work. The manga is better, since not only shows most of them in the same class (with the only ones that I can remember at the top of head being Naoya, Nanjo, Ayase, Mark, and Yukino), they treat each other as regular classmates do (re: getting/trying to get along with each until the end of year). The Persona 1 characters are borderline strangers to each other (with a few exceptions), and they really only become friends right at the end of the Main Sebec Route (when exactly is hard to tell, but since they are chummy by graduation...I say maybe when they finished fighting the final boss?).
It would be interesting for Persona 6 to have the best friend character being an actual friend you know beforehand like Persona 2, or just some random character you barely know and become friends at the end of the game.
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