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> New Magical Tradition, the Tarot
ElFenrir
post Dec 20 2005, 03:12 AM
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Alrighty, well, i finally typed the damn thing out. Comments, suggestions, please. I havn't had a chance to playtest this yet, and I still have to do a little bit of tweaking of spirits, but this SR4 'create your own tradition' thing is great, I gotta say.

Tarot Magician Tradition:

Drain: Willpower+Intuition. Tarot magic is much more 'intuitive' than logical.
Spirits:(individual powers still pending. Most will copy their elemental counterpart however.)

Light: Use stats as Fire.
Dark: Use stats as Water.
Mind: Use stats as Air.
Body: Use stats as Earth.
Soul: Use stats as Man.

Tarot magicians follow a particular 'card' as their 'idol' or 'totem' as you will. They refer to them as Mentor Spirits, much like Shamans or Idol worshippers, and they have advantages and disadvantages to each one. Tarot Fetishes are always some sort of cards of some kind...usually the Minor Arcana cards(5 of cups, 7 of swords, etc.) The Major Arcana are what are represented in the Mentor Spirits.

I took the basic descriptions from a Tarot site, and from what bit of knowledge of Tarot cards I have, and made the spell/spirit/skill adjustments from there.

I feel that some of the Mentor Spirits might have too harsh of penalties for their benefits in a couple of cases, and vice versa. Anyone is welcome to give some feedback there, as I really would like to balance them well.

There are 22 Major Arcana...0-21. Im not sure what they're going to call their Lodges or anything yet, but that will just be for flavor and the like.

[ Spoiler ]


Alright, i used outside sources for Tarot for this, as my knowledge of the Tarot is not perfect. But i think i might have something here.
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