Star

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XVII. Star

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We do not persevere alone. Our character is not found in isolation. Hope does not arise by putting our fellow man down; it is found by lifting others up.

Overview

The Star Arcana is the #17 Major Arcana, and is a card of guidance. It usually depicts a naked woman with one foot in a lake and another on land; she is pouring out two jugs of water, one into the lake and the over other the land. In the sky brightly shine stars- usually seven smaller stars around an eight, large star.

Star is often associated with hope, faith, responsibility, aspiration, inspiration, peace, order, communion and guidance. Much like Priestess, Star deals with the importance of interacting with others, and how one might influence them, but the Star takes a more direct and explicit approach to this- yet the Star does not explicitly lead, either. Rather, the Star inspires and the Star guides by dispelling ambiguity and tapping into the power of hope. For millennia, mariners at sea had to rely on the predictable, enduring pattern of the stars to guide them when there was no land to do so. The stars were not always visible, of course, but they were always there, and when all else is dark the Stars remain, giving light and order to the night. The stars were a promise that was never broken, and for that, people put their faith in them. Mythopoetically, the ordeal of the Tower, of hell, has passed- perhaps just momentarily- as even in the lowest of depths, they see something- stars- which can inspire them to rise higher out of that nadir.

Thus, much is expected from the Star, for obvious reasons. The Star is often someone who either has had a great deal of responsibility placed on their shoulders, or someone who very soon will be forced to take up that burden. Although the burden is great, they somehow manage to uphold it, even though the path is long, treacherous and wearing. The Star might stumble along the way or be faced with doubt- after all, nobody is perfect. Nonetheless, they ultimately uphold that responsibility, they become an inspiration for those around them, a focus for their hopes and dreams. The Star becomes a guide, and through that guidance is able to help unify those who follow them into a group, all working towards the same purpose, onwards and upwards- always upwards, for the Star is an Arcana of aspiration. In that sense, Star is strongest as a unifier of purpose, focusing the hopes and wishes of those around them into a singular goal, and then upholding the meaning and path of that goal all the way to the end. This is because the others trust the Star not to falter when they do, trust the Star to light the way when other lights fail, and trust the Star to keep to that shared promise. Much like the Tower before it, the Star deals heavily in adversity, but usually the adversity is someone else's; the Star is exhorted to be the light for them in their own personal darkness.

A reversed Star is often one who is unable to understand how others could have faith in them when they themselves feel so lost or confused. In this case, they might be just as lost as everyone else, unable to draw order from chaos, unable to bear the responsibilities that they have been- sometimes, many times unwillingly- been forced to bear. It may seem unfair, the Star may wonder who is to be their guide, their light. The Star may flee from their burdens, leaving others in darkness. Or alternatively a Star can burn themselves out through trying too hard, until they feel hollow and cold.

Example Inner conflicts for Star include feeling confused and having a disorganised world view; wanting to help others but feeling they have nothing 'concrete' to offer; feeling tremendously overburdened by the weight of everyone's hopes; or feeling lost as to what, exactly, the Star should be aiming for.

Mechanically, Star is a reasonably well-rounded Arcana, but puts more weight on supporting its allies and restoring them than it does on destroying its enemies. Its Personae are well-balanced.

Aptitude-wise, the Star is also weighted more toward defensive play, but also has access to some offensive options through Strength and social options through Agility. This allows the Star to play flexible as it likes and gives them a good utility both in and out of combat.

Arcana Qualities

Characteristic Bonus Aptitudes Magic Characteristic
+5 Strength, +5 Fellowship Fellowship, Strength, Defense Fellowship

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Arcana Exemplary

Exemplary Base Effect Rank 4 Improvement Rank 7 Improvement Rank 10 Improvement
Celestial Inspiration You may expend a One More or a received Baton Pass; in exchange, all allies within the battle ignore the effects of ailments or hexes until the start of your next turn. Alignment: You unlock the "Alignment" Personal Time Action. It is a group action, and may be used once per week. You designate a single action that requires a test, which may be a specific skill, a single combat action, or a single Personal Time Action (apart from Investigations or Counter-Shadow Ops). For the next seven days, all attendants gain a +10 bonus to that action's test every time they use that action, except for you; you take a -10 penalty to the action instead. Characters you pass a Baton Pass to, should they use a Realisation Action at any time before your next turn, apply your S-Link rank with them as a discount to the cost of the action, to a minimum of 0 (only the one action, though!). Characters theyBaton Pass to receive the same benefit. Alignment no longer penalises you, and any character who uses a Realisation action to modify their test reduces the Realisation cost by half.

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Arcana List

Grade One: Dhruva

A god and king of Hindu lore. He is the Star of the North Pole, and remains immovable and fixed, giving unending and constant guidance to the world.
Details
Grade: 1 Name: Dhruva Wounds: 10
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Weak Resist
Traits, Knacks, Item
Traits: Hopper (2), Unnatural Intelligence (1) Knacks: Siphon
Powers
Spells: Rakukaja, Spirit Drain Arts: Bash Passives:

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Grade Two: Aurvandil

A bold hero of Norse lore. He travelled with Thor on his adventures. When Thor carried him across the Ice-Stream, one of his toes froze; Thor threw it into the sky to become the morning star, so it might signal to his wife that he would soon be home.
Details
Grade: 2 Name: Aurvandil Wounds: 11
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Weak Resist Resist
Traits, Knacks, Item
Traits: Armoured (1), Berserker (1) Knacks: Light
Powers
Spells: Frei Arts: Brutal Edge Passives: Resist Despair

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Grade Three: Malara

The god of Venus in Orokolo lore. He went looking for wives and married the two daughters of the sun god. His sign is that of jelly-fish feet, which represent the twinkling of the stars. He is the protector of the Kauri clan from on high.
Details
Grade: 3 Name: Malara Wounds: 12
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Resist Weak Resist
Traits, Knacks, Item
Traits: Amphibious (1), Unnatural Fellowship (1), Unnatural Strength (1) Knacks: Wind Control
Powers
Spells: Garu Arts: Agile Target, Swipe Passives: Dodge Wind

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Grade Four: Zoryas

The Morning and Evening Stars of Slavic lore. They are actually twin goddesses, known as Utrennyaya (the morning star) and Vechernyaya (the evening star). They herald the coming and going of the sun. They also watch over the doomsday hound Simargl, who is chained to Polaris. If the hound ever breaks free, the world will end.
Details
Grade: 4 Name: Zoryas Wounds: 14
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Weak Resist Resist Resist
Traits, Knacks, Item
Traits: Flight (1), Toxic (0), Unnatural Toughness (1) Knacks: Perceive Illusion
Powers
Spells: Arts: Positron Cannon, Slaying Joy, Startling Gun Passives: Resist Amnesia

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Grade Five: Ītzpāpālōtl

The clawed-butterfly goddess of Aztec mythology. She is a fearsome warrior-goddess, but also the protector of dead children and women who died in childbirth. She is the leader of the Tzitzimitl, a host of star-demons who attack the sun during the solar eclipse.
Details
Grade: 5 Name: Ītzpāpālōtl Wounds: 15
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Weak Resist Block
Traits, Knacks, Item
Traits: Hover (2), Life Sense, Unnatural Fellowship (2), Unnatural WS (1) Knacks: Sense Weather
Powers
Spells: Megido, Nukebreak Arts: Passives: Energy Burn, Nuclear Flow

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Grade Six: Ruda

The Pre-Islamic Arab god of Hope. He brings good fortune to humans and protects them from harm. He was one of the most important of Arab deities, and was associated with the moon, sun and stars.
Details
Grade: 6 Name: Ruda Wounds: 16
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Block Weak Block
Traits, Knacks, Item
Traits: Auto-Stabilised, Flight (2), Unnatural BS (2), Unnatural Toughness (2) Knacks: Lock
Powers
Spells: Arts: Ground Pound, Kill Rush, Shield Grind Passives: Enhance Burning, Nuclear Boost

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Grade Seven: Bunjil

The Eagle-bodied hero of the Kulin people. He helped create the world and, having fathered his children, became the star Altair. When humanity fought each other and so angered the world that the seas rose, they begged Bunjil to save them; he bound humanity to oaths of law and then, with a wave of his spear, ordered the ocean to retreat before him.
Details
Grade: 7 Name: Bunjil Wounds: 18
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Weak Resist Block Block Weak
Traits, Knacks, Item
Traits: Exertion Regeneration (1), Flight (3), Enhanced Weapons (Light, Felling (2)), Sturdy, Unnatural Strength (2) Knacks: Liquid Control
Powers
Spells: Garula, Nukewall Arts: Beam Cannon, Lucky Punch, With Me Passives: Orion's Scope

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Grade Eight: Wenchang Wang

The God of Language and Culture in Chinese myth. He exists as the big dipper in the sky. He grants inspiration to scholars, students and authors, and is the patron god of students about to take examinations, especially the old Imperial Examination.
Details
Grade: 8 Name: Wenchang Wang Wounds: 19
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Weak Block Repel
Traits, Knacks, Item
Traits: Hopper (4), Peer (Writers, Academics, Students in the 2 weeks before and after an exam, 2), Sonar Sense, Unnatural Agility (2), Unnatural BS (3) Knacks: Ward
Powers
Spells: Elecwall, Freidyne, Ghost Mallet Arts: Flashy Flourish, Indirect Shield Passives: Enhance Stunning

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Grade Nine: Sraosha

The Zoroastrian yazata of holy obedience. He inspires good thoughts and good deeds, and is charged with spreading the Zoroastrian faith over the world. He is sleepless and looks incessantly over everyone, especially the poor. He accompanies souls across the Bridge of Judgment when they die, and is one of three judges to pass final verdicts.
Details
Grade: 9 Name: Sraosha Wounds: 20
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Weak Resist Weak Weak Resist Absorb Resist
Traits, Knacks, Item
Traits: Fear (10), Peer (Low-Income, 3), Shrug Off, Unnatural Strength (3), Unnatural Toughness (3) Knacks: Magical Barrier
Powers
Spells: Magnetic Pulse, Suppressive Space, Vacuum Wave Arts: David's Missile, Spacefold Step Passives: Nergal's Herald, Nuclear Amp

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Grade Ten: Helel

The Morning Star and the greatest of angels. He is actually the form of Lucifer, the Lightbringer, before he fell from grace. He sent prophetic visions to the Jews during their captivity in Babylon, and grants unerring guidance and inspiration through his own majesty to humanity below.
Details
Grade: 10 Name: Helel Wounds: 22
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Weak Weak Repel Absorb
Traits, Knacks, Item
Traits: Armoured (4), Flight (4), Superior Action, Unnatural Fellowship (3), Unnatural Fellowship (4), Unnatural Strength (4) Knacks: Divine Contract
Powers
Spells: Atomic Flare Arts: Break and Smash, Gigantic Fist, Kefitzat Haderech Passives: Nuclear Lord, Nuclear Magister, Victory Cry

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