Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
Xelkelvos
Dec 19, 2012
Pardon the interruption on the "What the gently caress is wrong with Brucato?" chat, but here's the last bit on the Log Horizon TRPG.


With only Cat people to shame itself in furry appeal.

Sample character generation
For those that are curious, here's what the official cahracter sheet looks like

Somebody who can into Moonrunes can probably translate all of that stuff, or it can probably be inferred from the pregen sheets already up. :effort: on my end in doing that that though and the amount of stuff to keep track of isn't a lot outside of skills.

Doresh posted:

No I'm reminded of these Pathfinder discussions that basically amount to how dual shield wielders make for the best sword-n-boarders.

Oh well, let's make a Fox Tail Guardian that is also an Elder Maid

Unfortunately, the only offensive Dual Shield wielders in this game are Clerics (filthy casters getting all the fun) and there's really no way around it beyond Changing Equipment all the time (it takes a Minor action to do so). Also, it's not even possible to really use the shield as a weapon by RAW until Rank 3 with the Skill Clerics get. Everything's written fairly clearly in this game though, so making up a skill shouldn't be too hard. (Balancing it might be difficult though). Apologies to the poster in ADTRW who also requested a character, but I don't feel like making another character as of this moment unless an actual game of this is ran or other circumstances call for it.

So Fox Tail Guardian, Sub-Class Elder Maid. I honestly have no idea what Elder Maid is supposed to be other than something referenced on one of the skills. The source material also has a few dozen other skills I may have not listed while others were probably lost in translation. But away we go!

Base Stats
First we'll genreate their base Stats from their Race and Class. Since they're a Guardian, we should boost their STR as high as it can go (7) and then put the remaining two wherever.

STR 4+0+3=7 -> 2
DEX 2+0+1=3 -> 1
POW 1+1+0=2 -> 0
INT 3+1+1=5 -> 1
HP 50+8=58
Fate = 1

As a note, it's obvious, I could actually have a Stat lineup of 2,1,1,1, but I didn't. Why? No reason really. It does change when a Stat goes up though if that's at all important. The way I have it now means that at Rank 2, they'll have a lineup of 2,1,1,2 as opposed remaining at 2,1,1,1. At rank 3, they're even so where the spare 5 base stat points are allocated doesn't actually make as much difference in the long run compared to picking up gear or Skills that boost Attributes associated with them.

Skills
Before we get to our final stats, we can pick up Skills. Since she's a Guardian and a Maid, her duty should be to protect and server her master, so we should pick up skills to reflect that. Each new character starts with three Combat Skills and one General skill
The skills we'll pick up are:
  • Covering - A Warrior skill. For a number of times per round equal to Covering's SR (Skill Rank), the user can take the damage and effects of an attack for an ally in the same square as them.
  • Tank Descent - Another Warrior skill. This one, as a Move Action, has you make a [Normal Move] in your speed spaces. Along with it though, you can take a willing target and have them make a [Safe Move] to your square. Basically, it's like you're carrying them to safety. This can only be used SR per Scene, but it doesn't count if you're doing it with Extras (unnamed NPCs). Doing this as a Minor Action lets you increase the distance by +1 Square.
  • Standout - A Guardian skill. SR/Scene, during initiative, pick an ally with Hate Top. Your Hate is now that +1
  • Weapon Bash - A Common Skill. Get 2 Hate, make a [Weapon Attack] and deal [Attack Power + (SR+3)D] damage. Crits increase the damage by +2D
Tank Descent is the General skill while the others are Combat skills. The first three skills are essentially to protect allies by taking hits, moving them away from danger and drawing attention away from them respectively. Weapon Bash is a more powerful alternative to the basic attack (Attack Power +1D) just to round out the character since I felt the character needed at least one offensive option. As a note, most of the Guardian's moves are Defensive. Only 4 of their 23 skills are any sort of Weapon Attack and it makes sense for a Class all about protection.

In a previous iteration of this build, I chose the Fox Tail Skill Substitute Tail which allows access to a General Skill that the character couldn't normally get such as a Racial Skill belonging to another race. In exchange, the character's max HP is reduced by 10. In the long run, this is a pretty good exchange, particularly for Warrior classes since it's little more than a Rank's worth of HP lost for a Skill that should more than compensate for it. I did this iteration instead since it seemed like a more realistic build. :shrug:

Gear
Starting characters get 350g to spend on stuff to start. No rules listed for starting at a higher Rank. We'll need armor, a weapon, a shield and maybe something else depending on what's leftover. Since our starting character is Rank 1, they only have access to Rank 1 items. Each race has a Skill that allows them to use or equip items of a rank 2 higher than their current. For referrence, the Fox Tail's Skill is for [Light Armor], [Boot]s, and [Cloak]s so it's not very useful for us. The Dwarf has a good onefor Guardians since theirs is for [Heavy Armor], [Medium Armor], and [Shield]s. By Rank 9, this skill is worthless though since there's no listed items above Rank 9. Making an item that follows the scaling is easy enough though, but I doubt the writers of this system care enough to write for those ranks.
  • Ring Mail - [Heavy Armor], 7 PDEF, 2 MDEF, -2 Initiative, 130g
  • Buckler - [One-Handed], [Shield], 3 PDEF, 2 MDEF, 50g
  • Short Spear - [One-handed], [Spear], 3 PATK, +1 Initiative, 60g
  • Iron Helm - [Accessory], [Helm], 2 PDEF, 60g
  • Healing Potion I - [Consumable], [Medicine], [Rare], Timing: Minor, The target regains 25 HP, 40g
  • Favorite Sandwich - [Consumable], [Food], [Preparation], The target's [Fatigue] rating decreases by 5, 10g
Other starting freebies include:
  • Backpack - [Bag], +5 Inventory slots
  • Adventurer's set - "Contains: chalk, flint, writing implement, spade, hammer & chisel, ten meters of rope."
  • Favorite Sandwich - as above
If we wanted to go double Shield, the Iron Helm or the Consumables would be dropped in exchange. I'll show the effects when I tally up the Attributes

Ability Scores and Attributes
  • Athletics: 2(STR)
  • Endurance: 2(STR)
  • Disable: 1(DEX)
  • Operate: 1(DEX)
  • Perception: 0(POW)
  • Negotiation: 0(POW)
  • Knowledge: 1(INT)
  • Analyze: 1(INT)
  • Accuracy: 2(Highest = STR)+2(Battle Master skill) = 4
  • Evasion: 1(DEX)
  • Resistance: 0(POW)
  • Max HP: 58
  • Starting Fate: 1
  • Attack: 3(Spear)
  • Magic: 1 (using unarmed Magic)
  • Recovery: 0
  • Physical Defense: 4(STRx2)+7(Armor)+3(Shield)+2(Helm)= 16
  • Magic Defense: 2(INTx2)+2(Armor)+2(Shield)= 6
  • Initiative: 2(STR)+1(INT)-2(Armor)+1(Spear)= 2
  • Speed: 2
If we decided to double shield, our Defenses, Attack and Initiative would all end up changing. PDEF would go up to 18, MDEF to 8, Attack falls to 2 since it's now based on Unarmed Attack which is STR and Initiative would go to 1. A Guardian Skill for Shield bearers of note is a Combat Skill called Shield Master which gives +(SRx2) to an equipped shield. At rank 1, this is a +2 pushing PDEF to 20 and MDEF to 10. Finally, if the Dwarven equipment skill is picked up, instead of a Buckler, we can pick up a Small Shield which is +1 to both defenses compared to the Buckler as well at the next tier of Armor. The costs of just the Armor and the two shields would leave us with 70g left for either a backup weapon, a defense Accesory or some consumable. Just the armor and shields gives a final PDEF of 4(STRx2)+9(Armor)+6(Shield 1)+4(Shield 2)= 23 and a MDEF of 2(INTx2)+3(Armor)+5(Shield 1)+3(Shield 2)= 13. A 7 point difference in Defenses is fairly significant since this is a one to two die difference in damage that can be taken in exchange for a relatively meager attack damage, going just a little later in initiative, -10 starting HP and using up two of our Starting skills. Like I said in the previous post, this is where the Chargen minigame kinda rears its head, and while it can be satisfying to cheese out the highest Starting Defense possible, it kinda harkens back to D&D where instead of starting with a concept and making a character based on it, it's more reasonable to make a character and build a concept to justify it.

Character Data
This includes Connections, Subclass, name, Level, Gender, "Guilding Creed"(Why the PC is actually out and about and not still moping about missing the real world) and so forth. Whatever.
We're an Elder Maid called Foxy. Our connection is to another PC that we've sworn to protect :effort:

Final notes
So that's our character. In order to see how effective they really turned out, let's compare them to some Enemies. Most enemies are of a rather similar nature in stats though which is convenient for anyone looking to run a game. Also note that I'm ignoring the damage reduction via one of the character's starting moves since it also increases Hate which makes calculations a bit harder. The reduction is also only by 2 so the only difference is about a turn or less of survival.

Kobold - The humble Kobold. Normally, Goblins are the typical starting mook, but in this game, it's the Kobold. Goblins are Rank 3. Kobolds use Kobo Slash as their attack. It has an accuracy of 12 versus Evasion (1+2D) and deals 23+2D physical damage. Odds are, our Guardian isn't going to be avoiding that attack anytime soon. It's a 1 in 12 for Foxy to successfully dodge it. The damage, however, is a better bet since PDEF subtracts from damage rendering that 23 to a 7. Without factoring in Hate damage, it would take 5 consecutive turns for the Kobold to finally kill Foxy (14 average damage from the Kobold). Unfortunately, the Kobold has a trick up its sleeve that, for a Minor action, they can add +5 to the damage dealt. This bounces it to 4 turns, again without Hate bonuses. Can the tank kill the Kobold faster than they kill us though? The Kobold has an Evasion of 8 while our roll is 4+2D (Average 11). This means that 5 out of 6 of the Guardian's attacks should go through. The basic attack is Attack+1D damage which means an average of 6.5 damage per turn. With an HP of 16 and a PDEF of 6, it would take about 39(?) attacks to take the Kobold down. Abysmal. Weapon Bash gives us a Attack+4D in exchange for 2 Hate which is an average of 11 (average 17 - 6 PDEF) Damage per hit. It would take about two hits in this case. Much better. Even if that meant taking and additional +4 damage (2 Hate and the x2 Hate Modifier from the Kobold) per attempt (net +2 per turn since each time the Kobold lands a hit, it's -1 Hate).

This is a solo fight though and against a part of Kobolds, the likelihood of victory, even if only one of them was focusing on the Tank is worse as each additional Kobold in the same square gives a +1 to [Dodge checks]. Three other Kobolds in the same square make it such that there's only a 1 in 6 chance to hit the Kobold.

Pixie - An even worse foe. 34 HP, an evasion of 2+2D, an attack that rolls at 3+3D and deals 25+2D damage. Foxy hits less often with about the same chance to get hit (90%). While the pixie deals more damage at base, they don't have a way to increase it. It still takes the same about of turns to kill Foxy however since the average damage is a 16. The pixie has the same PDEF as the Goblin, but with a little more than double the HP, it would take more than twice the time to kill. Worse for our Tank, but the Pixie's chance to get hit doesn't change, even if there's a swarm of them.

Brier Weasel - A magical enemy. 40HP, 1+2D Evasion, and 4 PDEF. It makes a Magic attack with a 4+2D roll against Resistance (2D6) and 4+2D magic damage. Unfortunately, the difference in PDEF is negligable and it would take about the same amount of time to kill as compared to the Pixie. The Weasel hits 5 out of 6 times, but the net damage is so low, I'd swear it was a typo. It's consolation is a once per scene trick where it can deal 10 extra damage on a hit and with its high initiative makes it an excellent cleanup hitter.

Kobold Shaman - Same defenses and dodges as the Weasel, 27 HP. It takes about 5-6 attacks to kill it as long as it's alone. It's attack rolls at 2+3D for 17+2D Damage which is another 90% chance to hit and a net average 18 damage per hit. Thus, the shaman needs only 4 hits to kill the Tank.

Skeleton - For demonstration's sake, let's try a Rank 2 opponent and see what happens when the Tank is up against something stronger than it. The Skeleton has 21 HP, 9 evasion, 8PDEF, has a 13 Accuracy with 30+2D damage. Would take 3-4 hits to kill and would kill Foxy in about 3. As a consolation, the Skeleton would fall under the category of Weapon Master for that set of enemies so its damage is the highest amongst its peers. Unfortunately, it's also the lowest HP and throwing Foxy against the other tanks is a similarly losing proposition do to some of the tricks they can pull off.

Full Tank mode - If Foxy went into full armor, doing the math, it looks as though that there's a net 1 turn increase in survival in 1v1.

So the Guardian does its job fairly well, all things considered. It takes hits and can do okay with an attack Skill that isn't the base one. Guardians do have a few personal offensive options based on their gear though. Notably, Onslaught which requires a Two-Handed Weapon and gives 3 Hate in exchange for dealing [Attack+(SR+4)D] Physical damage and gives a +1D hit chance to the next attack. Alternatively, there's Shield Smash which is a Minor Action that requires a Shield and will give an opponent [Stagger] for their turn as long as you or an effect deal them at least 1 damage. [Stagger] is -1d for any Major action taken. As I write this, I realize that this is probably much better than picking up Standout.

That's all though! With a few fixes and tweaks, this could definitely be a 4e-esque game without all of the bloat 4e has. I also want to reiterate that allowing multiple characters to share a square adds a whole new dimension to tactical combat that's amazing and more games should do it.

Adbot
ADBOT LOVES YOU

Xelkelvos
Dec 19, 2012
Untested Thief, the Would-Be Knight and going with the crowd with the Fae

Xelkelvos
Dec 19, 2012
Better question: Is Sir Bearington a possibility?

Xelkelvos
Dec 19, 2012
This is Sir Bearington

Xelkelvos
Dec 19, 2012

GimpInBlack posted:

I'm seriously thinking about doing an F&F of the Song of Ice and Fire RPG. It's... special. When the numbers are balanced it's pretty fun, but the numbers unbalance easily. Like, "a starting character can accidentally be literally unbeatable by anyone but the greatest (swordsman/schemer/whatever) in the land" unbalanced.

I've seen this from personal experience and it's absurdly batshit how easy it is to unbalance everything by having someone really focused on a given skill. In this case it was Archery and that meant most enemies got taken out fast and early before they even could get close.

I also remember reading up on Cubicle 7's Doctor Who RPG and it's a neat little point buy system with multiple tiers of resolution. If I remember correctly, it's along the lines of, from worst to best: No, and; No; No, but; Yes, but; Yes; Yes, and.

Xelkelvos
Dec 19, 2012

Nessus posted:

Ah yes, snakes, noted for their association with music and - oh god they're a snake charming gag, aren't they.

e: whoa this was about the changing breeds thing, I see this thread was not in fact eight pages long

I was thinking Rattlesnakes

Xelkelvos
Dec 19, 2012

GimpInBlack posted:

We're almost done with the core book, I'm just trying to figure out the best way to make reviewing what's essentially a big list of spells and monsters interesting. Further Afield will be up next, which is a really cool supplement.


By turning it into a roll-and-keep system where the default difficulty is 9 and yet it's trivially easy to start with a character who keeps the best 5 out of 8-9 dice rolled. Basically the game works okay if everybody is a jack of all trades, slightly better at one, but there's absolutely nothing stopping you from making a specialist character that breaks a large chunk of the game over your knee.


I'm gonna go ahead and say every character creation example should include a bear.

Brb making a bear in Log Horizon

Xelkelvos
Dec 19, 2012

theironjef posted:

Because Noun: The Verb is an inherently fun and easy to copy format. Pick a silly name, divide your subject up into five categories, add a curse.

I mean there's gotta be a Gargoyle: The Flappening out there with categories like Goliaths and Brooklyns.

Well there's Princess: the Hopeful or something that's probably the only other fansplat that I know of that's had more than a week's worth of development. It's also gone through at least one tone shift during its existence and development since an entirely new bucket of source material came out while it was being worked on.

Xelkelvos
Dec 19, 2012

Doresh posted:

Now I would make a joke about a hypothetical "Magical: The Girling", but I think that's what Princess: The Hopeful is.

I think there's even a fan-game for Kamen Rider, but I don't even want to think about how this is supposed to work with your typical WoD rules and customs. I'm already waiting for Super: The Sentaining.
Princess is magical girls in WoD. You are correct. Thanks to Madoka Magica they even have a source of horror that appends the previous one.

As for sentai and Kamen Rider, Hunter does that well enough actually. The only reason to make them their own splat is to give mechanical weight to done of their qualities

Xelkelvos
Dec 19, 2012

Doresh posted:

I think I'll stick with Magical Burst. I don't need crossovers between magical girls and scat-crazy furry dudes.

And please tell me Hunter has Giant Robots. That would be amazing.

I'm sure TSV or Cherion has something in the works like that

Xelkelvos
Dec 19, 2012

theironjef posted:

Well yeah, the whole awesome thing about a dimension hopping game is that the hopping started long before the players figured it out. I think the best way to create new ones is in three parts. Pick a genre, pick a twist, pick a bad guy (who probably generates an additional twist). So say for example...

1. World - Dinosaur World - Humans never evolved, the KT event never happened. Classic.
2. Twist - Iron Age technology - sword and spear, chariots, battle engines all that good stuff. What a twist, are dinosaurs doing this?
3. Bad Guy - Alexander the Great - He wept, for he had no more worlds to conquer, and thus did reality provide him one.

Result: Tôi Kratistôi - The world where Macedonians have been cultivating, hunting, domesticating, and selectively breeding dinosaurs for 2500 years. Since only Alexander and an army went through to this world, they didn't bring along the former world's momentum of technological development and are fairly backwards tech-wise. Whether Alexander is still alive would depend on if I wanted to make this games dimensional lord equivalents immortal or not, but I can already slap together some hacky genre fiction (they're now greco-animistic religiously and worship a Zeus that's embodied as a T-Rex with gnashing jaws that create the storms, Bucephalus is now a triceratops, etc.) and start writing adventures.

You could probably set up a set of tables during char gen so everyone can participate in the bizarre cosm building

Xelkelvos
Dec 19, 2012

Doresh posted:

Ulisses is also the German publisher of Pathfinder, Shadowrun and other stuff. I would say with having to translate all those foreign books and working on the newest edition of The Dark Eye, they seem to be a bit busy. A shame, really. TORG deserves another go.


I think we can use some Maid RPG tables as a base.

Every player picks a geographical region, a genre/setting period and names a person fictional, real or made up on the spot. GM fills in holes or players make multiple additions if needed.

Then roll on each table for each area, invading cosm and leader of said cosm until satisfied

Xelkelvos
Dec 19, 2012

Doresh posted:

Everything is possible.


A scenario seed for a potential German version would have the players take the role of Bundeswehr recruits fighting the urge to start smoking out of pure boredom.


This would make for a kickass Only War adventure.

East Asian version lets you pick playing groups in South Korea or Singapore or Thailand.

Playing recruits in Israel might be too serious

Xelkelvos
Dec 19, 2012
That reminds me, I forgot to ask how my Log Horizon F&F was. It didn't generate quite as much of a response, so idk if I was doing anything right or wrong. I want to do another F&F at some point of some other games, but I want to up my RPG reviewing game.

Xelkelvos
Dec 19, 2012

Kavak posted:

You've never played in a nWoD chat game :negative:

They made attempts at having the various gamelines play nice with each other, unlike with oWoD, so the Mage issue is kind of glaring. Honestly, they shouldn't have bothered- crossover is the devil's business.

Anyone who knows anything about WW knows that crossover games are fraught with difficulty between the splats given their different fields of expertise and power levels. Mages are generally head and shoulders above everyone unless certain conditions start occurring (Changelings getting max mileage out of Contracts, Demons going Loud, Vampires manipulating enough sleepers, etc.). Crossover in limited scopes do well though or with a certain thematic bent since with ghosts and spirits, Mages are equivalent to wrecking balls when dealing with those types compared to Sin-Eaters and Werewolves, respectively, who're more akin to finer instruments. Alternatively, gutter mages.

Xelkelvos
Dec 19, 2012
I there a way to read old F&Fs without archives? A friend who I might be GMing for named a system either in just or for serious and I want to take a look at it to see which it is without asking. (It's Continuum for reference). Also, I want to see the [abandoned] Legends of the Wulin F&F to see if it can be explained to me better.

Edit: Thanks! This link Needs to be in the OP

Xelkelvos fucked around with this message at 04:52 on Apr 25, 2015

Xelkelvos
Dec 19, 2012

chaos rhames posted:

One thing that's annoying about Genius is that it missed an opportunity to balance with other wod lines, so you could have it play with werewolves or vampires.

Someone do Princess next. Maybe that might do it.

Xelkelvos
Dec 19, 2012

ZorajitZorajit posted:

Re: Space 1989: Ooh ooh, pick me! Introducing (dredging up?):

http://1d4chan.org/wiki/Modempunk

I did some of the initial fluff work when this started as a thread on /tg/. It's, admittedly, a pretty barebones construction and not really deep enough to provide a full write up for. But this is the relevant section (and the entirety of the world building:


I ran a very, very brief game of this and its something I'd like to return to. For me the most important themes are youth and punk-rebellion. So the culture war becomes a hotter and more oppressive. My central setting was a mall, with an arcade and a Radio Shack being the PCs haunt. It was fun, but I'm not sure how much staying power it has. As an interactive medium, I think its easy for everyone to be going in different directions and have a different, it might be better served by the slower and more descriptive capacity of forum-play. I also doodled a short story in the setting, but found it felt too nostalgic (for a time during which I was postnatal) and cheesy.

A one or two post writeup for this might be enough.

Xelkelvos
Dec 19, 2012
Done with finals, back in the States. Gonna try another F&F. Deciding between Engine Heart, Princess: the Hopeful and Pokemon Tabletop United. Two are /tg/ productions with one simpler and somewhat more successful compared to the other. There's also Adeptus Evangelion (actually two different games due to a rules split) that's another /tg/game based off of Dark Heresy that's worth reviewing, but I'm not at all familiar with that rules set to give it all the lumps.

Which should I try and knock out?

Xelkelvos
Dec 19, 2012
Princess: the Hopeful
Part 1: Another forums.RPG.net production that doesn't understand the importance of editors, images, and turning extra content into supplements
[No title image because no one ever made one and gently caress doing that myself]

Disclaimer: I have very little experience analyzing TTRPGs and while I am familiar enough with the rules for nWoD to try this out, I'm still a bit lacking in my knowledge for nWoD 2E. Like how Genius seems to lean heavily on inspiration to oMage, there's likely some inspiration from oWoD in this game that will just run right past me since I have absolutely no knowlege of oWoD stuff beyond the names of the games and what I've absorbed from this thread and the WoD thread, so if I miss something from oWoD or nWoD that the game seems to be clearly aping, feel free to point it out.

Background:
The original foundations for this game were laid in the RPG.net forums and continue to be developed to this day. If this was a proper book and production, what counts as the core book would likely have been split into the core and an supplement. As it currently stands, the pdf runs at 394 pages (and 431 with condition cards). In terms of time spent on development, the first post that started this thing off was dated March 3, 2009 and originally titled Princess: the Fading. It was remaned relatively quickly (since the second thread six months later had it with its current name). One of the bigger sparks in development was the release of the anime Puella Magi Modoka Magica. Even prior to this, there was a lot of inspiration to draw from such as Sailor Moon and subversions/parodies like Sailor Nothing. However, there wasn't really a series that hit the themes of PtH quite like Modoka Magica and likely affected the development heavily from that point forward. Prior to that, much of the development was based on emulation of the genre and then creating their own subversions or elements of darkness. As much as I'd like to go on and on about the dev process for this fan game (since it provides a lot of useful context for something like this), much of itis wrapped up in the rpg.net threads which is now on #8 at ~2700 posts. Compared to Genius, Princess still sees a bit of active development with minor updates usually popping up once a month based on their update log. That log doesn't go past 2012 though. As for how serious this game is, it's definitely a real tossup since this amount of development is too much for a parody, but the original rpg.net post starts with this:

quote:

Today I remembered John Biles' parody homebrew, Senshi: The Merchandising, and I started brainstorming how'd you go about something like for nWOD.
So while it may have started out as lightheared parody, it turned into something serious.

Also, as it turns out, there were two previous attempts to do Princess before this. One was abandoned (by McGiygas and also actually about the forked version that's been stalled since 2012 afaik) and the other is listed as complete (by recon_etc). Both are in archives and just looking at those posts (courtesy of the F&F archive), a bit has changed since their posts including the introduction. Not enough that it may as well be a different game, but just enough that there are noticeable changes. There is no guarantee that I'll go beyond the completed version which got all the way to the Charms section, but one can always Hope

Introduction:

quote:

No matter how old we may be now, all of us were once young. The world was unexplored and exciting, full of possibility. What we lacked in experience and wisdom, we made up for in possibility and enthusiasm. We dreamed of fame, fortune, wealth, glory, respect. We wanted to be astronauts, cowboys, firemen, doctors, singers, rock stars, or all of the above at once. After all, we didn’t know what was possible – and that meant ANYTHING was possible. We looked at the world through guileless eyes, felt it as fully and intensely as anyone ever could. When we came to a new idea, we embraced it zealously and whole-heartedly, convinced we’d found the secret that would change the world. When we loved, we were convinced it was the most passionate ever felt; when we hurt, we thought it was a tragedy the likes of which had never been seen. We were convinced that we had the whole thing figured out, that we could make everything perfect if we just had a chance, if the grown-ups would just listen. After all, we could do anything if we put our mind to it. We were fearless. We couldn’t wait to grow up so we could grab life by the horns.
And as we mature, we realize the follies of our youth. We learn that our love and pain are not unique, that everyone in the world has gone through the same; this was comforting, but it was also disappointing. We found out that there are no more cowboys, that we didn’t have the money or determination for medical school, that we couldn’t pass the physical to be an astronaut or that becoming a famous musician is just a matter of luck and we’d probably have to get a job doing something boring, even worse, something LAME. We learned that growing up isn’t about suddenly being able to do everything you ever wanted; it’s mostly about learning how stupid you were when you were young. We learned from our mistakes and shook our heads, wondering how we could ever be dumb enough to make them in the first place. Our potential was replaced with reality. We found out that no, life wasn’t going to be an open book for us. We become jaded, we figure out we’re not that special, that the things we love aren’t really the best things in the universe, that our fresh new ideas had been tried before a thousand times. Our fearlessness turned out to be recklessness, so we cast it aside. We weren’t going to change the world, we were just going to live in it.
Yet even after learning this, we still long for the fire and passion of our youths. Yes, we know that we’re not that special and yes, we know the things we believed were silly... but wouldn’t it be nice if they weren’t? The promises of our youth could never be fulfilled... but it still felt good to think they could, right?
They can. We didn’t get wiser when we grew up, we just became more cynical. We weren’t stupid back then, and our greatest mistake, our only mistake, was telling ourselves that we were. We stopped putting all of our selves into everything we did because we became too afraid of failing, of letting ourselves get hurt by the effort. So we told ourselves that trying was silly. We abandoned the dreams we had rather than see them fail. We gave in to our fears.
And now it’s time to overcome them.

Before we're out of the gate, we get a rousing speech that's the equivalent of the opening fiction I guess. I may be off, but there's definitely some Changeling: the Dreaming vibes based on all of the "growing up isn't all it's cracked up to be" stuff. It's all like this too. Just overblown and a little pompous. I could try an sum up all of the weird nonsense that the introduction puts forth, but it's all kinda bad so I'll just quote it.

quote:

A Game Of Fighting Fear
Princess: The Hopeful is a game about the promises of our youth fulfilled...Princes and Princesses are those who haven’t given in to that fear of inadequacy and failure. They come from a world unlike the World of Darkness, a better world, a kinder world, a just world. They come from the world we all wished we could make before we knew it was impossible – and they seek to prove us wrong. A better world wasn’t impossible, and it still isn’t. As a Princess, power isn’t a gift to you, it’s a responsibility.
You can fix problems
There’s too much we just resign ourselves to. We say, “That’s just the way it is,” and live with the pain. You don’t have to. You can do things, real things, to solve people’s problems. You don’t have to feel frustrated. You can be their white knight against the cruel world. Few people have the power to do this and the chance to see the world work the way we think it should is too tempting to pass up.
But some problems don't want to be fixed
Life is a Gordian knot. There’s not always an easy way to do things, even against apparently supernatural threats. People are complicated and confused. They will often act against their best interests without thinking. Many insist on the Status Quo because they know how to live with the Status Quo, and something new makes all of their supposed wisdom worthless.
Because doing good can be terrifying
An angel is another kind of monster. Those who do what they believe is right, relentlessly, unapologetic, frequently frightening those around them. It’s understandable – you have power and they don’t. No matter how kind you try and be, you’re taking the decision out of their hands. Not everybody will be thankful. Many will try to destroy you or chain you down. They might be right. They might be wrong. To act, you need the resolution to decide what is what and many will call that inhuman.
And sometimes the good guys can't win
You’re powerful, but you aren’t all powerful. You can’t be every where at once. You can’t account for simple bad luck. No matter how much you want to believe otherwise, you can and will fail. People will die. People will suffer. And because you’re in the thick of it, you’re going to feel their pain worse than if you stayed at home and turned on the TV. Doing the right thing can be a trial without end.
But you can't walk away. Because sometimes they do
Blissful ignorance is no longer an option. You can’t hide behind the excuse that there’s nothing you can do. And sensitive to the hearts of others, you can’t shut out their pain – or their joy. Those rare moments of beauty and happiness are what make the fight worth it. You need to protect that, because without those occasions of hope, life is not worth living. Once your eyes are open to that fact, it’s hard to shut them again.
Nothing will be the same
The world will never be the same after you. You are going to change things, even if you’re too small for the cosmos to notice just yet. You’re a force of chaos, shaking people from the sleep they’ve been in. Once you start performing your little miracles, people will take notice. Living with and for others means you can’t always be discreet. You’re different. You’re not playing by the rules anymore. You’re laying down new rules and once people understand them, they’ll try and exploit them, like they did with the old rules. You are a revolutionary force.
You'll just have to find out for yourself
In the end, a world of darkness is a world of possibilities. Many of them are not pleasant – we’ve spent millennia creating societies of light expressly out of fear of them. Under the blanket of night lies an undiscovered country. It might be empty, waiting for you to build your own palaces. It might be flush with danger, patiently lying just out of sight. And it might be hiding the very treasures we’ve thought were impossible. The darkness, the shadows, the occult – it is like Pandora’s Box. In it might lay evils we can’t imagine. But slam the lid too fast and you lock away Hope forever.

The theme of the game is obviously Fighting Fear and making a difference against reality and the troubles it brings. The mood is Exhasution since the trials will never end and any spare time is few and far between. Themes of growing up also seem to be apparent based on the Introduction section alone. One thing that's also apparent is how closely it edges on being some sort of Superhero WoD splat instead of Magical Girls. The unending battle for hope and doing the right thing and such just screams Superman rather than any sort of Sailor Moon deconstruction.

There's also not a Glossary at this point, so when "Status Quo" appears capitalized in text, it's assumed that it's something important in the text, but idk if it is or if it's just the severe lack of editing because someone didn't get the memo that status quo isn't a proper noun. Princesses (and Princes) are also known as the Nobility (again, no glossary, so I'm assuming here).

Inspirations:
Sailor Nothing

I'll let TVTropes (:barf:) explain this one:

quote:

Take a basic Magical Girl template, influenced most of all by Sailor Moon (note the title). Infuse some Neon Genesis Evangelion, mix in the tone and atmosphere of Animorphs, and add some of the self-awareness of Scream on top. What do you get? Sailor Nothing, a Web Original written by Twoflower and a very scary magical girl story, not unlike Elfen Lied. It also predates some other takes like Futari wa Pretty Cure and Puella Magi Madoka Magica (but not Shamanic Princess), being written in 2000 and 2001.
Uncommonly, it doesn't begin with the heroine's origin story. In fact, as the story opens, Himei has already spent five years as Sailor Salvation, and acquired a lifetime's worth of horrific memories fighting as the sole grunt soldier in a futile war against the Yamiko. Having initially Jumped at the Call, she sees it as cause for celebration when her boss and Mysterious Protector, Magnificent Kamen (nicknamed "Magnificent Bastard" for good reasons despite the trope-y name), finally gets fed up with her complaints and fits of Unstoppable Rage and fires her. After all, more even than most, she just wants to be normal...
There's just one problem: she can't be. Kamen cut her off, but she still has her powers, and still gets the unbearable splitting headaches that signal the birth of a new Yamiko. There's no escape, except one option... and that option is looking more attractive every day...
So...Grimdark Sailor Moon that appealed to anyone who wanted an edgy magical girl series.

Puella Magi Modoka Magica

As mentioned above, this anime premiered in 2011 and made huge waves in the Magical Girl scene by being less than subtle about the darkness within it which becomes readily apparent after the first plot bomb. The universe doesn't exactly mesh with the setting Princess has so it's not a perfect match, but the trials and tribulations are supposed to be relatively accurate.

Mai-Otome
Without going into the batshit setting involving nanomachines and the virgin girls they are bonded to, the inspiration noted is based on the Realpolitik that's involved. I don't know either. For further reading though, consider the meme O noes her nanomachines!11!!(:nws:).

Brave - What happens when a Princess shirks their duties
Coraline - The world Coraline enters is representative of a Dreamland and the Other Mother is an example of a one of their antagonists.
Peter Pan (2001 Film) - The pitfalls of Dreamlands and themes of growing up.

First thoughts: As a twenty-something who consumes way too muchanime and superhero comics, the growing up themes actually do resonate with me and I'm sure the collaborators of Princess may have done a bit of the same. Also, Cythereal is a real trooper for being able to get through Genius since Princess seems to be in the same mire of being overloaded with content with the book having a monstrous lack of aethetics to at least soften the blow. There's a lot of text to pore through and I'm sure some of the more obviously dumb stuff might go over my head. However, Chapter 1 has a section titled Nakama so clearly the anime is strong in this game to a likely embarrasing degree. Also of note, the Gordian Knot line has been in the text since 2010 as referenced by a /tg/ thread lambasting the game so any amount of editing and critical commentary has been minimal. At some point somewhere, this was also probably a slight comedy game or something with more noble intentions. However, it's reached someplace a bit creepier and offputting. Also, the lack of Princess Tutu in the inspiration section is a little disappointing.

Xelkelvos
Dec 19, 2012

Hyper Crab Tank posted:

There's a good argument to be made it's a subgenre of superhero fiction, yeah. There are a few more features that are particular to the subgenre - the superpowers are always magical in nature (hence the name) rather than, say, caused by radioactive spiders or having an awesome utility belt, for instance. But a lot of the usual superhero tropes are there. Fighting other superpowered villains, struggling to maintain a normal civilian life in the meantime, etc.

Arguably, it's a subgenre spun out of another subgenre. Tokatsu specifically. Whereas toku is male oriented and features mostly science based or extraterrestrial based powers (at least initially), magical girls are the opposite with magical sources and female oriented. Both run off of some sort of emotion with friendship/camaraderie as part of it. Hot-bloodedness, courage and bravery in toku and love, kindness and hope in magical girls. They're both two sides of the same four colored and sometimes campy coin.

Xelkelvos
Dec 19, 2012
Princess: the Hopeful
Glossary -or- The thing that's in every WoD book, including Genius except this one

Apparently, the wiki for the project has a Glossary of terms. However, the book itself does not. This may be intetional if the purpose of the book is to compile the wiki's contents. That raises the question of who needs it compiled and why doesn't the drat compilation also have this glossary? For the sake of everyone and myself, I'll go over the contents of this before heading into the rest of the book.

Beacon - Special mortal with no powers but a close relation to the Light of Hope. Light of Hope is not in the glossary.
Blossoming - The first time a Princess transforms
Calling - the X-splat for Princess. They are: Champion, Grace, Mender, Seeker, Troubador
Charm - The name of their magic skills. Coincidentally comes in ten categories: Appear, Bless, Connect, Fight, Govern, Inspire, Learn, Perfect, Restore and Shape. Each Calling is connected to three of these groups.
Hopeful - Used to refer to anyone touched by the Light of Hope (context based on this makes me assume that it's their power source)
Invocation - Another form of magic. They are Aqua, Aria, Fuego, Lacrima, Legno, Specchio, Tempesta and Terra.
Kingdom, The -

quote:

the once great and noble civilization that came before the current debased World of Darkness, there is very little actually known about it but a large amount of speculation.
:rolleyes:
Nobility - Collective name for Princesses
Phylactery - The storage unit of a Princess's soul and how they can turn into Liches A Princess's transformation item
Prince(ss) - Who the game is about
Queens, the - Group of powerful people who were around before The Fall. There are five Radiant Queens and three Twilight Queens
Radiant, the - the Radiant Queens: The Queens of Clubs, of Diamonds, of Hearts, of Spades and of Swords and/or those that follow them
Regalia - the stuff a Princess has on when they transform as well as gear granted by Charms
Sworn - People empowered by the Princesses
Twilight, the - as like the Radiant. Their Queens are of Tears, of Storms and of Mirrors

This Glossary is far, FAR, from comprehensive, but it's a start. Things like Nakama and the Dreamlands and the like will be explained when they come up. But more preface before we dive further and deeper into this madness

Next time: Fluff and nonsense and pictures to keep the post from being too boring

Xelkelvos
Dec 19, 2012

LornMarkus posted:

He's dropped that and also Magical Fury which was a more rules-light affair, as I understand it, and might also have been designed to be lighter in tone. Haven't gotten around to reading it yet though so I can't say for certain.

It looks like Magical Burst is gearing back up with plans for a fifth iteration according to Ewen's blog (Dated March 15 of this year). Magical Fury also has a Companion book now.

Xelkelvos
Dec 19, 2012
Princess: the Hopeful
Chapter 1: Noblesse Oblige -or- eight pages of WORDS WORDS WORDS with nothing about how to actually play the game

Every chapter from here on, there's no pieces of fiction that actually deepens the world. Instead we get a quote from a famous person before they tell us everything there is to know. We start off Chapter 1 with a bit of how Princesses (or the Nobility) see the world and here we already deviate from the established notions of the WoD where greys are the sum and the whole.

quote:

Light and Dark
Ask any of the Nobility and they will tell you that of course there is such a thing as objective good and evil. To the Radiant the world they inhabit makes this as clear as daylight. A Princess draws her magic from the Light. A force created by love, friendship, by effort to improve the world or just effort to help a stranger out. The Light probably isn’t the absolute axis for all that is good but if it could think you could say it’s making a sincere effort to reach that exalted height. For the Nobility this is enough to point at for proof that good really does exist, because what Princesses compare the Light to is the Dark.

The Dark is the Light’s opposite in every way. It is a force of banal corruption; it festers where people commit acts of cruelty and inflict suffering on each other. Everything it touches is tainted with its own nature. If left unchecked it would cause an unending torrent of corruption until the Dark finally succumbed to its own nature and starved upon an empty wasteland. The scholars among the Nobility are divided upon one key question about the Dark. Its origins. Some say that it is a dreadful alien being attacking our world through humanity’s cruelties for it’s own sustenance. Others say that we ourselves are the Dark’s true origin, our sins created it and we shall forever be haunted by our crimes until such a day as we rise above them.



Yeah, I don't know the point of hypothesizing about the source of The Dark is other than some metafictional masturbation. The next section is all about the origins of the realms of the Nobility. Really don't know why it's relevant or necessary at this point, but we're here now and the train's already off the tracks. Consider it similar to when Mage talks about the Fall of the Supernal realm. In this case, it's the Kingdom with the only remainder being a place known as the Alhambra. (The others for potential namedrop reference are Andarta, Aztallan, The Confederacy of Four Winds, Crystal Heril, Danann, Gonel and Wen-Mung.) Due to each place being so different, the assertion of those differences by their reigning Queens allowed Darkness to enter. Eventually the Kingdom fell, blah blah blah, past now remains shrouded in mystery, I stopped caring.

Next is what happened after The Fall (the name of what they call the Kingdom's fall). Three new figures are name dropped: The Red, White and Black Queens. They're powerful individuals tainted by darkness and created a trap within the Dreamlands (no explanation as of yet as to what this is and how it relates to other realms) to keep the Nobility there and away from the Earth by creating an illusion of the Earth there. The period is called The Long Night and the trap made it so any Princesses who did incarnate on Earth for whatever reason, alone and without help. The Twilight Queens are name dropped here: The Lady of Alhambra, the Seraphic General and the Queen of Mirrors (who doesn't get a special name) and are shown to be one of the three major factions in the game.

quote:

In July 1969 mankind first set foot on the moon. The hope released by this single event was so great that for the briefest instant the Light shone brighter on Earth than it did in the Dreamlands. In a flash every soul trapped within knew that they were not on Earth as they believed. The five Queens mustered their armies against their jailors and shattered the machinery of their prison. Their victory was swift and brutal; after millennia of imprisonment the Kingdom was once again free.

The effects were far from instantaneous. The first reincarnated Princess to once again Blossom was in 1987 and the second was not until 1994. No one is even sure if the commoners of the Kingdom reincarnate at all but no one has turned up with accurate memories of a past life in the Kingdom so far.
Mention is made of reincarnation in this section and the previous one, but it's not made clear as to what it refers to specifically and how that's all supposed to work. Unfortunately, it isn't, so it's left somewhat vague and confusing for now. Also, the years seem oddly specific for a WoD game and should have some significance. They probably do, but they're not relevant to the game at all and are totally unnecessary. The moon landing being a key date as opposed to VE-Day or the Fall of the Berlin Wall seems to be a sort of personal choice by whoever wrote the section, but it still seems way too specific.

Being a Princess
As a note, to remind everyone again for those who may or may not have forgotten, both males and females (and whatever other genders there are) can become a Prince/Princess.

With regards to the Blossoming, the first transformation, I'll skip most of the fluff to the paragraph that sums up the inevitable.

quote:

No matter the precise trigger, though, Princesses are frequently idealistic or visionaries in some way, although that does not necessarily correlate with naivety; one can be aware of the flaws of the world and still want to improve it. In the end, all that the Hopeful have been able to detect among the circumstances which granted their powers are broad trends and patterns. Almost inevitably, there will be an exception to any rule they devise.
Before reading, I thought this was some sort of puberty analogue. I'm thankful that I'm at least partially wrong. So yeah, while there are broad trends to Blossoming, there's always exceptions so a player can be that speshul snowflake Princess who awakened at the age of six or something. The general trend is anyone in their mid-teens and up can blossom with older individuals triggering during some life changing event. Virtue or Vice have no bearing and stick out oddly as mechanical features mentioned in the middle of a fluff section as though an individual's Virtue and Vice were some constant metaphysical trait akin to alignment.



quote:

From the moment she Blossoms every Princess has the ability to Transform. With the simplest effort she pushes her dreams and aspirations outwards from her soul. They flow through her body, transforming her into the woman she always wanted to be.

The Nobility often tell each other that Princesses don’t do magic; they are magical and Transformation is the proof. In her mundane identity a Princess is hardly recognisable as having any magic at all, but in her transformed identity... Ah, what a difference that is. Magic flows through her body; it is on the level of blood or bone. Her magic makes her stronger, more charismatic, or smarter.

Even her personality is different, but not by much. Part of it is the just the natural result of her magic: She is more confident because she is more capable, she makes more witty remarks because she can think of them faster. Other changes come from the Transformation itself though nothing important changes. Both of her two selves are fundamentally Her. The changes are little things, she uses different phrases and expressions to say the same concepts, her mannerisms are different. Like the changes to her physical body these changes are an expression of the person she wishes to be, drawn from her innermost hopes and made physical by her magic.
From this, it means one could go from :spergin: to :j: or :sparkles: if they wanted as far as I can tell.

In exchange for these powers, Princesses gain a form of super-empathy called Sensitivity and it increases as a Princess gets stronger. The negative product of Sensitivity are Shadows. There are mechanical bits attached to these things, but they're not elaborated on here. Wisps are their magical resource. I'll skip over the talk about Invocations and Charms since it doesn't really explain anything about them that isn't just fluff. Suffice to say, a Princess needs to feel the emotion necessary to use her abilities. Learning new charms and such is a matter of training (i.e. experience) :facepalm:

Next we get into the Dreamlands:

quote:

Within her dreams a Princess travels beyond her mind and into the very soul of humanity. Within the Dreamlands the hopes and aspirations of mankind take life, they form vast cities. Beautiful vistas with all the incomprehensible forms of a dream. The Dreamlands are more than just a metaphor; they are a true world. The inhabitants have lives, hopes and dwell in functional societies. Many Princesses are surprised to discover something so ordinary amongst dreams and flights of fancy, but is it really so surprising than a Princess’ dreams would form after how she sees the world? For the Princess who cares so much about friendship and community when she is awake, what else would she dream about?

Travelling to the Dreamlands offers many practical advantages to a Princess; she can find friends and mentors among the population including the Radiant Queens. Objects of power, often created and traded by Dreamlanders, can be formed into Bequests. However the Dreamlands is not just frolicking and sunshine; it contains all mankind’s fears and hates as well as it’s hopes and dreams; and it was once used by the Darkness to construct a trap for the souls of the Kingdom. Though the trap is broken it’s creaky machinery and the remnant of the prison’s old wardens still seek to imprison the Enlightened in a blissful dream.
Every supernatural apparently needs their own special realm (exceptthe ones that don't) and this is theirs.

The culture section is next and it's best preserved in its original form:

quote:

The Nobility are really good at community; in the short time since the Release a sprawling culture has grown across a network of blogs, forums and social networking sites. The Hopeful community covers more than just Princesses; Beacons and Sworn are welcome and even ordinary people can often be found on the comment threads. The online Radiant community is hardly a walled garden; it spills forth onto related subjects. Princesses can often be found blogging about and arguing in forums related to politics, current affairs, activism and social justice. Many blogs or forums are considered to be both hubs of the Radiant community – for the author or prominent members are Princesses – and considered to be ordinary websites by their mundane viewers – for the Princesses are still in the closet (at least under this username).

Many Princesses eagerly flock to debates about occult theory or magical phenomena, but on this subject the Nobility often retreat to their own private communities for a Princess talking about her emotional variety of magic often causes her to clash with both mortals – who eagerly latch onto occult principles (accurate or otherwise) to make up for the fact they cannot perform magic – and actual magicians – for whom occult principles form the foundation of their power – some young and naive princesses have caught the attention of experienced magicians who simply recognised the way they talk and think about magic.

Inevitably debates between so many young, passionate ideologues – on the internet no less! – often descends into a morass of arguments often about the most pointless things, if only because it’s easier to join an argument when you don’t need to have read about the subject. At least most Princesses are socially competent and able to spell. People often wonder how Princesses, a group who live by the maxim “School, friends, royal duties, sleep, choose three” ever find the time to argue on the internet. In truth it’s common for Princesses to vanish entirely from their online community when an actual problem comes to their town; lives have even been saved because somebody decided check up why a someone stopped posting.
Yeah...At lot can be said about this section particularly concerning the last quoted paragraph (I skipped the last actual one since it's mostly a transition into Nakamas). The snide passive aggression is practically dripping off of that paragraph.



quote:

The word “Nakama” means a group of friends; translated into English you might say “buddies” or“gang” in the playful kids’ use of the word.

Princesses use the word “Nakama” no differently than ordinary people. A Nakama is first and foremost a group of friends. They go shopping, see movies, plait each other’s hair or compete in fun magic contests.



Fluff on Queens, not really relevant; Campaigns (why?), so an in fiction reason for large groups to get together and fight as though the players and the ST couldn't think of one; and finally the Language section where the creators try to make in-universe explanations for their naming conventions.

quote:

Terms in Japanese originate from Bonnie Getsuei, an American (and complete Japanophile) who forged much of the Radiant’s community in San Francisco and even provided a common entry point to the online Radiant community for English speaking princesses (presumably actual Japanese Princesses also use their native tongue).

Italian words can often trace their origin to the Queen of Heart’s earliest followers in the United Kingdom (The Court of Hearts had a late start in America, as the first impressions of that court often clash with America’s national ideals. Today few Princesses even remember what the fuss was about.) Influenced by Andartan culture those Princesses chose to use a romance language, and since they didn’t want to use French; Princesses everywhere sprinkle their magic with Italian terms.

Greek and Latin words both share origins in the Court of Diamonds; the early Lights were the first to attempt to begin classifying and studying hopeful magic and related phenomena. This project was split between those who were more influenced by their Queen and wanted to use Greek and those who were more influenced by human academia and wanted to use Latin. The argument was never settled and various words from both languages have become part of the Princess lexicon, mostly for things a Princess can go a while without encountering as everything else was named through informal, and therefore faster, channels. Exceptionally nerdy Princesses sometimes use Greek instead of the Latin terms or Latin instead of the Greek, and Latin or Greek instead of English, Italian and Japanese terms.

...

Finally English is, obviously, the de-facto language of English speaking Princesses. Anything that did not get a catchy enough name quickly enough is likely to be in English. One unusual, and uniquely American, fact about English is that many Princesses adopt a more “royal” manner of speaking in their Transformed identity, which is to say a British accent ranging from “BBC English” to “not even The Queen lays it on that thick”. Princesses who are actually from the United Kingdom usually use their natural accent, though as the British will parody anything some have been known to play up, or adopt, incomprehensible regional accents when around Americans.
I don't know either.

That concludes Chapter 1 and now we can get to the really important stuff concerning the game. There's still a lot more fluff to go though so there's still stuff that everyone can groan over.

Next: The skeleton and bones of the system and the spookiness therein. :skeltal:

Xelkelvos
Dec 19, 2012
Princess: the Hopeful
Chapter 2 - Coronation, Part 1: This is where the Magic happens

So after all that fluff, we finally get into making things relevant to the game. It's merely a 15 Step process. :stonk:

To be fair, it's only a few more steps than most WoD games (just pulled up Demon for example and it has 9, Strix Chronicles clocks in at 7). For the first time in a while while making this post, I've opened a WoD book to compare Princess to it. Color me surprised at Chapter 1 always being a fluff chapter. That being said, Chapter 1 tends to actually focus on the key aspects of that splat (Demon focues on the GM, Angels and the Fall; Vampire focuses on Clans, Covenants and what it means to be a Vampire). PtH instead spends a relatively large amount of time talking about backstory and what makes a Princess rather than spending more time talking about a Princess's trials and tribulations, the moral dilemas that may come up in their campaign against darkness and so forth.

How to build a Princess
Step 1: The Story Seed - Decide what the game is about (i.e. the plot). This isn't a step I've ever seen in any other WoD game. It's the step that may as well be one of the Zero steps that's done by the person running the game beforehand.

Step 2: Character Concept - The standard Step 1.

quote:

The second step is to try and distil your character down into a single concept. You want something that you can easily hold in your head, this concept will serve as the anchoring centre to your character. When you start adding details later it should be quick and straight forward to ask yourself “does this detail
strengthen my character concept?”
A good character concept focuses on who your character is. Is your character’s self-identity defined by her mundane side, her supernatural side, or a balance of both. Because Princesses invest so much of themselves in their work it is often hard to separate who a Princess is from what she does, but try to cut out the specifics and drill down to the core of your concept. Consider a “young politician” instead of the “student president.”
Character’s often change during character creation as ideas bounce around, and once play starts circumstances can change fast. It’s good to have a little flexibility in your core concept.

Step 3: Fleshing it out - Essentially Step 2b.

quote:

Are you playing a Prince or a Princess? Does your character fight evil in a frilly sailor fuku or spandex and a cape?
Now that you have your core character concept you can add everything else: Appearance, personality, background, family, friendships and perhaps romances. In short, it’s time to write your character as a character rather than a collection of attributes and a list of magical powers.
Some players can write for pages while others will prefer a few paragraphs. There’s no right or wrong answer, except that it never hurts to discuss things with your group and try and make sure everyone’s style fits together nicely.
Why are these two steps separated? I understand that Step 3 follows from 2, but it's not as though they can't be the same step for simplicity's sake.

Step 4: Virtue, Vice, Aspirations and Dreams - Hopeful is banned as a Virtue since every Princess has it and that's the core of the splat, so it's already prominent. Five Aspirations and Dreams are suggested with at least two Dreams. Dreams are a special form of Aspiration for Princesses that'll be explained in the next post.

Step 5: Attributes - The standard Step 2. 5/4/3 Standard.
Step 6: Skills - Standard Step 3. 11/7/4 Standard.
Step 7: Skill Specialties - Standard 4. Pick three. Normal.

Step 8: Add a Calling and a Transformed Attribute - The first part of the typical "Add _____ template."
Calling is the X splat of Princess and represents the way the Princess brings Hope into the world. They'll be explained in greater detail in another post. Each Calling also has two Attributes the player can chose from to get a free Transformed Attribute dot. Transformed stuff will also be explained as this goes on, but as far as I can tell it's a bit disparate and spread out. Typical for White Wolf I guess.
List of Callings (list taken straight from the book):
  • Champion: Defenders of the weak and helpless. (Strength or Resolve)
  • Grace: Elegant and noble, the voices and diplomats of the Reborn. (Presence or Composure)
  • Mender: Those who take wounded flesh and wounded hearts and make them whole. (Intelligence
    or Stamina)
  • Seeker: Hunters of truth, banishers of lies, revealers of the hidden. (Intelligence or Wits)
  • Troubadour: Artists and exemplars who inspire greatness in others. (Presence or Dexterity)
Step 9: Add a Queen - The Queens act as mentors for Princesses and help define a Princess's philosophy. They also have a Favored Invocation that gets a unique enhancement.
List of Queens (as the list of Callings)
  • Clubs: The Queen of Wilds leads the coven of Princesses who seek to live in harmony with the
    world.
  • Diamonds: The Queen of Lights leads the conclave of progressive-minded Princesses who believe
    in constantly adapting and refining the Kingdom’s techniques.
  • Hearts: The Queen among Queens leads the court of Princesses who focus on communities, and
    their place within society, first and foremost.
  • Spades: The Queen of Knaves leads a confederacy of winking scoundrels and good-hearted rogues
    who believe the best application of the rules is to break them.
  • Swords: The Queen of Heroines leads the company of Princesses who believe that inner strength
    and passion should always light the way
Just like most Y splats, it's possible to choose none but it's said to be rare for Princesses. Princesses can also choose from the Twilight Queens, but those who follow those Queens essentially are of an Antagonist faction like the Seers or the Pure.

A sidebar (more like box since the book is single column instead of the double that's standard to WoD books) gives players a better idea of how to choose their Queen

quote:

Choosing a Queen
It is rare for a Princess to ever agree with her Queen on every single point, and it is almost universal for a Princess to have some affinity for the teachings of several Queens. This can make it hard for Princesses (and players) to know which Court is right for them. Should a naturalist join the court of Diamonds with her fellow women of science, or the court of Clubs with her fellow nature lovers? In all likelihood such a Princess will show her shared ideals by acquiring both the Acqua and Legno Invocations, but the player still has to decide which Queen goes on the top of the character sheet. The answer is which Queen shares her approach to making a brighter tomorrow:
• If you believe that self discovery and mutual understanding brings people together in harmony you will always be welcome in the court of Clubs.
• If you believe that clear and careful thought will lead us to a better tomorrow you’ll find minds that think alike in the court of Diamonds.
• If you believe that a Princess’ role is to build and lead communities into the light then you have a place in the court of Hearts.
• If you believe that the world’s ills are best solved outside of any boxes then you’ll fit right in at the court of Spades.
• If you believe that the world needs individual heroes led by all consuming passion then you can proudly join the court of Swords.
The Twilight Queens also have an approach.
• If you believe that the Darkness must be destroyed no matter what it takes you are ready to enlist in the armies of Storms.
• If you believe that being a Princess makes you the most important and special person in the world, and a utopia is just going to happen because you’re around then consider the Queen of Mirrors.
• Finally the Queen of Tears would say that if you believe in protecting your people no matter the cost, bring them to Alhambra where they will be safe. Yet remember that of all the Queens only the Lady of Alhambra rules a kingdom that survives to this day. She asks, and offers, more than any other Queen. A Princess who believes in protecting her people no matter what should still think if she wishes to be a part of Alhambra and if not she should choose another Queen or perhaps become a Courtless Lacrima specialist.
Step 10: Add Invocations - There are eight different categories of Invocations that players can choose from. Players start off with three dots to allocate with one needing to go into their Queen's favored Invocation. If they have no Queen (called Courtless [!?]), then they can just drop the dots anywhere. Invocations, as far as I can tell, don't get explained individually in their own section. Their either explained with their associated Queen or as a whole in their section.

Step 11: Add Charms - Charms are basically the actual tricks and spells that a Princess can do. There are 10 categories of these and players get 5 dots. Two of those dots must go into their Calling's three favored Charm families. Charms are purchased individually akin to Changeling, but rather than being a chain, it's a family (so multiples 1s, 2s, etc), and taking a Two dot Charm in a family requires having a one dot charm in that same family. Upgrades to that Charm cost a single Charm dot. Alternatively, players can trade, at most, one Charm dot for one Transformed Attribute dot or 3 Transformed Skills dots

Step 12: Add Inner Light - "A Princess’ magic shines out of her soul to illuminate the world. The raw power of her hopes and feelings is represented by her Inner Light."
Start with 1. Spend 5 Merit dots to get another. Spend the other 5 to get the third.
Step 13: Add Wisps - The resource stat. Wisps were explained in the previous chapter because I skipped over it. They're a measure of the manifestation of a Princess's emotional and magical energy.
Step 14: Add Belief - The morality stat. Will be explained in greater detail next post.
Step 15: Add Merits - "As a supernatural being a Princess is given three merit dots to spend at charachter creation, for a total of ten merit sdots." Two typos

And that's Character generation! Not too different from what standard WoD char gen might be like. There is no quick reference however. Maybe I expect too much.

Experience costs
Princess has the standard costs for things: 4 per Mundane Attribute Dot, 2 per Mundane Skill dot, 1 per Merit dot, and 5 per power stat dot. For the other things: Transformed Attribute and Stat dots cost one less than their Mundane counterparts and it costs another XP to convert Transformed dots to Mundane. Affinity Charms costs 1 per dot. Non-Affinity Charms cost the same but with a 1 XP surcharge. Charm upgrades cost 1 XP. Favored Invocation costs 2 per dot and the others cost 3 per. Belief is actually more expensive compared to the two splats I've checked at 3 per dot. Finally, Willpower that's sacrificed can be rebought at 1 per dot.

This was another shorter post, but it's on the level of Cytheria's size which I guess is as fine a benchmark as any for post about WoD fangames.
Next Post: Princess Traits. And maybe some pretty pictures to doll the post up since this one was kinda bland.

Xelkelvos
Dec 19, 2012
Maybe an absolute bastard Grel Fighter/Thief with a few randomly rolled Quirks and Flaws.

Xelkelvos
Dec 19, 2012
Don't want to break up creepy cat talk, so I'll just drop this in and let everyone continue.

Princess: the Hopeful
Princess Traits - Princess PTSD
Skirts, dresses, stars, hearts and sparkles The various Advantages and Disadvantages of being a pretty pretty Prince or Princess. I apologize for the sheer number of Madoka pics, but the series provides an easily accessible amount of choice images for this section.

Inner Light
Wisps and Attribute/Skill Maxes follow Demon's (and presumably others). Transformed Attribute/Skill Max is the max when transformed. It starts at 5 and goes up 1 every 2 Inner Light until 9 Inner light where it matches the Mundane max. Princesses start with a max effective Charm level of 3. The effective Charm level is the Charm's level plus one per upgrade bought (so a 3 dot Charm with 4 Upgrades bought is effectively Seven). The max Charm level goes up one per Inner Light. Princesses also have Sensitivity, their drawback. The dice rolled for Sensitivity is equal to half of Inner Light rounded up.

Sensitivity

quote:

A Princess is, by nature, sensitive to the suffering of others. When she sees someone in pain she cannot help but feel it herself; when she witnesses cruel or callous acts that cause suffering in others, the light within her dims and flickers. The sympathetic pain echoes in her mind afterward as a Haunting; she may continue to see the face of the victim or relive the moment over and over. Food tastes like dust, her favorite music is nothing but a cacophony, and headaches won’t leave her. Worse, the most severe Hauntings leave behind a lasting injury to her magic, represented as the Shadows trait.
The acts a Princess is sensitive to are called cruelties. A cruelty is any action which causes significant emotional pain to a sapient being that is not fundamentally evil (creatures of the Darkness are fundamentally evil, except Darkened). Both the act and the victim must be in the Princess’ presence, and to qualify the villain must be being who has a Virtue and Vice (or equivalent) – accidents or animals may cause pain, but they don’t trigger Sensitivity. The degree to which a Princess is sensitive is determined by her Inner Light, increasing in size as the Inner Light grows stronger. When a Princess witnesses (or causes) an act of cruelty, she rolls a dice pool of half her Inner Light (rounded up); she adds 1 die if the tainter is an intimate of hers, adds 2 dice if she herself is the tainter. The Storyteller may add up to three additional dice if the act is especially heinous.
Any successes on this roll mean the Princess experiences a Haunting; if there are more successes than the Princess’s rating in Shadows she also gains one dot in Shadows and the Fresh Shadows Condition. The type of a Haunting is determined by the number of successes rolled and the severity of the Haunting is determined by the dots in Shadows she possesses. When a Haunting occurs on a roll that also caused the character to gain a dot of Shadows, use the new, higher rating to determine its severity. The duration of a Haunting is normally one scene, but if a Princess’ Belief falls too low Hauntings last longer.
A war zone, a call center or possibly a bondage dungeon would probably trigger a boatload of Sensitivity rolls for a Princess. Yelling a slur to a particularly vulnerable person might cause a Princess to be literally Triggered and have them be literally shaking. :v:

This is one of those rolls where successes are to be avoided. If there are more successes then their rating in Shadows, they get a dot in Shadows in addition to the Haunting effects. The last quoted paragraph doesn't quite mesh with the next table (unless my reading comprehension has gone down the shitter while making this post) which contains effects based on the number of successes on the Sensitivity roll. The Haunting types are also the stages of Grief. All conditions gained as a result of this last for the Haunting's duration
1 Success - Acceptance - Take unpreventable Bashing damage equal to Shadows
2 Successes - Depression - Roll Shadows, lose Willpower equal to the number of successes, minimum 1. Also gain the Memories of Failure Condition
3 Successes - Bargaining - Gain the Senseless Martyr condition
4 Successes - Anger - Gain the Obsessive Vengance condition. If the Princess was the perpetrator, then gain the Pain Seeker condition instead
5 Successes - Denial - Gain the Abject Denial condition. If the Princess was the perpetrator, gain the Willful Amnesia condition instead.

All these conditions remind me of the note during The Huntsmen Chronicles development that said that not everything had to be a Condition.

Shadows

quote:

Shadows are the painful product of Sensitivity. They are regrets and sorrows, doubts and fears; they are everything a person says when they say “I can’t” to themselves; and for a women whose emotions are magic they can be as debilitating as any illness.
Another typo. Also, the fact that it's female when talking about emotions being as debilitating as an illness gives me these odd vibes of sexism. I know that Princess isn't meant to be gender specific and they only use females in the text given the nature of the source material, but it still kinda bugs me. It does read with less odd sexism if "women" was replaced with "person." Mechanically, Shadows are a penalty to a Princess's Transformation roll (the first time it's mentioned) making it Belief + Inner Light - Shadows. To get rid of Shadows, the Princess must smite the Villain with all of the power of Love and Justice and scatter the remains with the force of their Hope

quote:

During the scene in which a Princess gains a dot of Shadows, if she manages to make the victim of the Tainting whole, or punish the one responsible for it, she may remove the dot again. After the scene ends, the dot “sticks” and can’t be lost so easily. If a Princess with Shadows fulfills her Virtue, she may remove 1 dot of Shadows in addition to regaining Willpower. If a Princess rolls an Exceptional Success on any roll to regain Wisps, she may also remove a dot of Shaodws. Finally, a Princess may spend Beats to remove a dot of Shadows; the cost equals her current Shadows rating.

Wisps
There are four things Wisps are generally used for:
  • Charms are already explained (the magic tricks Princesses can do).
  • Practical Magic - spending Wisps to add bonus dice to mundane rolls based on certain Attributes as determined by one's Queen.
  • Holy Shield - while Transformed, negate Bashing or Lethal damage at a one to one rate of Wisps or downgrade Aggravated to Bashing (it's not explained if spending 2 Wisps can negate 1 Agg damage or not)
  • Quickening Transformation - same as in Werewolf.
If a Princess's Wisp pool falls to 10-Belief, she gets the condition Running on Fumes

To regain Wisps, there are also four ways:
  • Call of Duty - The normal method of regaining Wisps. At the end of every Scene where a Princess successfully performs a Task appropriate to her calling, the ST can call for a roll with the same pool as the task (or one of the pools if there are more than one) with a penalty equal to their Shadows. They regain Wisps equal to successes on the roll
  • Inner Strength - By spending 1 WP, the player can roll Belief and regain Wisps equal to successes + Inner Light. An exceptional success also grants the next roll Rote. This method is only to be used when the Princess is in immediate danger. Making a heroic speech asserting her Beliefs beforehand grants 9-Again on the roll.
  • Circle of Light - It's a Merit and is explained there.
  • Voluntary Work - Doing the stuff that would fulfill the Call of Duty requirements during downtime. Also, related to the Mandate Merit
An exceptional success on any of the rolls to regain Wisps also removes a point of Shadows.

Dreams
Dreams are special Aspirations that involve helping others as that's what a Princess is all about. In addition, fulfilling them gives a Luminous Beat in addition to a normal Beat. Otherwise, they're functionally identical to a normal Aspiration.

Luminous Experience
By fulfilling Dreams and getting an exceptional success on Volunteer Work rolls, Princesses gain Luminous Beats. Five Luminous Beats get one Luminous Experience. Luminous XP can be spent on Inner Light, Belief, removing Shadows and buying Social Merits. Normal XP can be used to supplement these purchases.

Belief

quote:

Belief tracks the strength of a Princess’s convictions, her belief in herself and her cause. Characters with high Belief are confident, assured, able to draw on their power more readily due to the strength of their certainty. They inspire confidence in everyone around them. Characters with low Belief are wracked with doubt and despair, losing their confidence that the world can be saved and that they have the ability to do it, thinking larger and larger compromises must be necessary if there is any hope to win at all. At first, this is only a minor loss, and characters may believe it healthy to learn of their own limitations and view the world more realistically. As Belief continues to drop, though, all hope begins to abandon the character, her powers seem further away, across a widening gulf of gnawing doubt, and she may begin to project an aura of uncertainty and depression on those around her.

The Belief trait replaces the Integrity system from the God-Machine Chronicle. Where as Integrity represents a character collapsing under traumatic and supernatural events, Belief represents a core of inner strength and hope that allows a Princess to carry on going even while she is collapsing under trauma, duty and the burden of Sensitivity. Starting characters begin with a Belief of 7, representing idealism and confidence without being totally blinded by rose-coloured glasses.

As a Princess loses Belief, she begins to think along the lines of “Our ideals alone are not enough. We’ve got to compromise on some things if we want got get the big prize. We need to set our sights lower. What we’re doing is wrong, but it has to be done because our determination and ideals aren’t enough anymore.” She thinks “I can do this... but I have to hurt the people I’m trying to help.” She degenerates further, and now tells herself “I can do this... but I have to kill some people.”

Low Belief Princesses will inspire the poo poo out of you :getin:

Something I missed in the previous section, Princesses also start with rules that they live by based on their Belief. Think vows of sorts. A rule of thumb is that there's a rule that they live by for each dot of Belief above the fourth. These can change as the game goes on. Other morals codes are implied (such as those involving murder and the like).

Whenever a Princess would violate her beliefs, abandon a Dream or cause important to her, fail to save a loved one from an untimely death, cause a friend or loved on to die or use certain Charms, they trigger a Compromise roll. A Compromise roll is the morality roll everyone knows using Resolve + Composure.

quote:

Dramatic Failure: The Princess’ sense of hope has been damaged, she might never again regain her youthful idealism. Lose a dot of Belief and choose from the following Conditions (or create a new one with Storyteller approval) as her negative emotions send her magic haywire: Shattered Confidence, Dissociation, Abdicated or Madness. Also, take a Beat.

Failure: The Princess’ sense of hope is shaken. She is probably questioning her right to call herself Noble and the chance that good might ever prevail. Lose a dot of Belief and choose from the following Conditions (or create a new one with Storyteller approval): Heavy Crown, Self-Doubt, or Overcompensatory Guilt. Alternatively and only when it would be a serious inconvenience, loose your powers for the remainder of the scene and take a Beat.

Success: The Princess comes through with her sense of idealism intact. She believes that she could have done things differently, better, and resolves to be more worthy of her title next time. Choose one of the following Conditions (or create a new one with Storyteller approval): Cracked Confidence, Heavy Crown, Self-Doubt, or Over-compensatory Guilt.

Exceptional Success: The Princess’ experiences taught her the value of both her principles and pragmatism, and how to best combine them in a complex world. She takes a beat and gains a point of Willpower.
Again, lots of Conditions being thrown around.

Along with this, the game also provides a list of modifiers to the Compromise roll based on the triggering action. Ostensibly, this could be better done with a chart or with just a general cleanup, but idk.

quote:

• The Princess fought for a cause until the very end but failed: +3
• The Princess abandoned a cause because she realised (justifiably) that it wasn’t such a good idea: +2
• One of the Princess’ loved one chose to die in a heroic sacrifice: +2
• Betraying the third oath of one’s calling: +1
• The Princess abandoned a cause because a more urgent cause turned up: +1
• Betraying the third oath of one’s calling: +1
• Abandoning Family and friends: -1
• Betraying the second oath of one’s calling: -1
• One of the Princess’ loved ones died of preventable natural causes, including problems that are only fixable with magic: -1
• Inflicting significant hardship on another (bullying, getting expelled from school): -1
• The Princess abandoned a cause for personal reasons (blackmail, exhaustion, exam revision): -2
• Permitting the theft of light from the world: -2
• Betraying the first oath of one’s calling: -3
• One of the Princess’ loved one was killed by something she failed to deal with (a Darkspawn that got away, a plague she was trying to cure, she died in battle alongside the Princess): -3
• Unplanned killing (manslaughter):-3
• Killing in self defence or within the rules and customs of war (either the Geneva Conventions or an equally moral but different set of rules): -3
• One of the Princess’ loved one was killed because of her connection to the Princess: -4
• The Princess abandoned a cause for personal gain (e.g. she was bribed by the oil companies): -4
• Dealing with a supernatural force anathema to humanity and the Light (the Dark, etc) to trade information or anything that does not involve direct aid: -4
• Betraying family or friends: -4
• Premeditated murder: -5
• Torture: -5
• Preventing a Blossoming: -5
• Serial murder: Automatic Chance Die.
• Utter perversion: Automatic Chance Die.
• Aiding a supernatural force anathema to humanity and the Light: Automatic Chance Die.
Other modifiers:

quote:

• The Princess has Belief 8-10: +2
• The Princess has 4-5 dots in Circle: +2
• The Princess Compromised her Beliefs to protect a friend or loved one: +2
• The Princess acted in accordance with her Virtue: +1
• The Princess has Belief 6-7: +1
• The Princess has 2-3 dots in Circle: +1
• The Princess follows the Queen of Mirrors: +1
• The Princess has a Condition caused by Specchio’s Drawback: +1
• The Princess acted in accordance with her Vice: -1
• The Princess has Belief 3-4: -1
• The Princess has no dots in Circle: -1
• Compromising her principles allowed the Princess to achieved her goals: -2
• The Princess has Belief 1-2: -2

The Belief section has two sidebars: One about "Social Manoeuvring" in order to cause a Belief Compromise.

quote:

The aggressor sets the goal of ”inflict a Belief Compromise”. Calculate the Doors as normal, assume that this always counts as opposing a virtue, and when the last Door is opened make a Compromise roll. The Princess can’t offer an alternative, from a game perspective there is no alternative equal to a Belief Compromise. Vices and leverage can work as normal. Tempting a Princess with tickets to her favourite band gives means she’ll be spending an evening with her tormentor, who can use that time to chip away at the Princess’ self confidence.
The other is about mandatory Compromise rolls

quote:

Any act which carries a -3 modifier is always a Compromise for a Princess with a Belief of five or above. At a -4 modifier the limit drops to Belief four and above. A -5 modifier drops the limit to Belief 3. Any act so heinous to force an automatic Chance Die will always be a Belief Compromise no matter what. This also applies to a Princess’ unique Compromises, should they have a modifier severe enough.

A Princess's followers can also instigate Compromise rolls.

quote:

A Princess is also held responsible for the deeds of her followers. If another person, acting under her direction or with good reason to think she wishes it, fails a degeneration check, the Princess implicitly Compromise her Belief. Unless the Princess explicitly ordered the act this is more forgiving than Compromises that she intended: Half any negative modifiers or double any positive modifiers on the follower’s roll, that is the modifier for the Princess’ own roll.

It is possible for one Princess to ask a follower to do something that would not Compromise the Princess’ own Beliefs but still requires the follower to make a degeneration roll. A Princess who sees nothing wrong with using her magic to bring criminals to justice may convince a fellow Princess working for the police to break her commitment to due process and share some evidence. A Princess may lead a team of armed mortals against a nest of Darkspawn, this is not a Compromise for the Princess but facing such monsters is a Breaking point for the Mortals. When this occurs it still is a breaking point for the Princess. The only exception is when performing an unambiguously moral act is a breaking point. If a Princess convinces a werewolf not to kill an innocent who knows his secret, that’s might be a breaking point against the shapeshifter’s obscure laws but the Princess does not risk her Belief.
So the ST can be a real dick with NPCs if they wanted. Or Vampires can via their own mental tricks or coercion.

Belief also affects how long a Haunting lasts. At 4 Belief, Hauntings last 2 Hours all the way to 1 Belief making Hauntings last 2 Days. At Belief 0, a lot of things happen:

quote:

When a Princess hits Belief 0, the anchorstone of her self is shattered. As her sense of hope, drained by so many Compromises, finally runs out her Inner Light starts to go out. She decreases her Inner Light to 0 dots, nothing more than a few fading embers. Her Phylactery shatters, suddenly age-rotted, and she forcefully de-Transforms, back to her normal identity. Without a Phylactery, she cannot Transform. Barred from the Dreamlands the Queens can offer no comfort. Even the Twilight Queens are disgusted by a Noble who falls this far, for Tears sees her as a threat to Alhambra, Storms as just another Dark creature waiting to happen, and Mirrors as a failed True Queen to be forgotten.

Many would say that this is enough of a curse; that, stripped of rank and privilege, she is left to wander the Earth. It may be. But that is not what happens. She is not merely a fallen Princess but a fallen human, little more than a shuffling husk that drifts through life; something barely recognisable as something which once championed the cause of the Light. Stripped of all drive she may just lie still until she starves, unable to see the point of eating. If she is pushed she will go about her life, she is too empty inside to say no, to say I hurt too much to do this. She is a hollow shell of a woman. Lacking the strength to fight for what she believes in, always folding at the least pressure, unable to even cry for help.

When a Princess becomes Belief 0, the final act that broke her Beliefs triggers a Denial Haunting. She gains the Willful Amnesia Condition: She forgets what destroyed her Belief and far more than that; she forgets the people who were hurt by it, she forgets her own complicity or failure to prevent the act, she even forgets what it means to be a Princess. For as long as this Haunting lasts; which at Belief 0 is Permanent, she cannot remember or access any of her powers from the Princess template. There are further effects than just a Huanting. Devoid of Belief the fallen Princess’ Inner Light begins to sputter and dim, the Princess suffers from the Fading Light Condition and the Suggestible Condition, both remain until she regains a dot of Belief.

It is in this state, this borrowed time that any salvation must come, because if she can raise her Belief back up to 1 before she loses all her dots of Willpower, she can cut free of the Shadows blotting out her soul, she will die peacefully in her sleep the next night. But no Princess can reignite her Belief alone, between the Haunting and her own lack of drive the Princess is prevented from confronting the problem. Her friends must force her to remember. This is not without risks, remembering is painful for a fallen Princess. At the end of every Scene where she faces her issue, if she still has Belief 0, roll Resolve + Composure. On a failure she loses another dot of Willpower. Bonuses may be given to the roll if herfriends made a good attempt to patch her together, and penalties may be applied if her enemies are forcing her to face such painful memories for their own nefarious purposes.

Just as a pause with the block of text, unless the player wishes to play a villainous PC or this is during the last throes of a game, once a Princess hits 0 Belief, they're essentially out of the game and can become a MacGuffin that the PCs need to protect.

quote:

If her friends wish to help her they must do so before she loses her last dot of Willpower, for when her Willpower reaches zero she will simply lie down and stop moving. Nothing but the most powerful magics can save a once-Princess from this state. Trapped within, her soul struggles in one last attempt to break free. Roll Resolve + Composure – Shadows. On a Successful roll the soul manages to escape, although will likely be suffering extreme amnesia of any past lives, for it is the least sliver. It will take hard work, and probably several lives to fully recover. On a Failure the soul is trapped, helpless, replacing Fading Light with the Tainted Shell Condition. She becomes the prize in a great battle between Light and Dark: The last fading remains of her Inner Light, so close to the Darkness, cannot help but attract he attentions of the Darkness itself. In turn its attempt to gain such a prize draws the attention of Princesses due to watchful scouts or prophetic dreams.

The desires of the Dark tie into the final, and most terrible option available to a fallen Princess: Acceptance. At any moment where someone has forcefully reminded her of what she is the Belief 0 Enlightened may choose, as an Instant action, to Transform despite her lack of a Phylactery. The Princess turns towards the Dark to fill the empty void where she once held her Light. She focuses on everything that hurt her, everything that went wrong in her life and focuses on the grief and bitterness they invoke, for in her deranged state even that is better than nothingness. The mad will of a Princess in this state is a terrible thing to behold. She laughs with pure grief, she cries tears of crystal clear despair. Her feelings echo around her, calling pure Taint up from the Dark World and shaping it into twisted reflections of her own life. She even calls the Taint into her own body, fuelling her final Transformation into a being drawn from the depths of her own nightmares.

There are many reasons to do this; a desperate need to escape a helpless body, a need for power for something that they cannot do in a mortal state, a desire to get back at the world, a refusal to accept that they are losing their mind, the belief that they deserve no better in their self-disgust, the fact that their “friends” have tied them up and look like they’re trying to shoot them in the head...

And a Transformation in this manner should not be possible. In a sense, it is impossible, for no Princess could do it, never take this Last Transformation, and don the mantle of the Dethroned. But those who do so are no longer among the Enlightened, they are no longer even human. They shed their mortal forms, as Darkness rushes into the void within them which the Light once filled, and are both wisted and empowered by this blasphemous process. They wear blackened crowns on monstrous heads; they are the Dethroned.


A General Progression of Belief.

Transformed Skills and Abilities
On that cheerful note, we hit that last section. When transformed, Transformed Skills and Attributes are added to your normal ones and derived traits like Speed and Willpower are adjusted accordingly. The added Health and Willpower are called Transformed Health and Transformed Willpower, respectively. Transformed Health operates at normal, and the health wraps around when returning to normal unless recovered using Holy Shield or some other method. Willpower points gained while Transformed can be recovered at any time after being spent. If mundane and transformed is spent, Mundane WP is recovered first. Sacrificed WP comes from Transformed Willpower points first. Finally, the maximum dots of Transformed Attributes and Skills gained is equal to Belief + Inner Light with Skill dots counting for a third. (Ex: A starting Princess has a Max of 8 Transformed dots so 4 Transformed Attribute dots and 12 Transformed Skill dots would be the max.)

There's a final sidebar about IC justifications of buying certain Skills and Transformed skills and such, but I won't bore you with that.

Final notes: Again, there's a crapton of conditions brought up in this section. I'm not sure how often other games hand them out, so it might be normal and I'm just not used to them. I'll probably make another interlude post explaining all of the conditions mentioned in this post so there's an actual explanation of the consequences. Also, there's still a bunch of typos in the text. It's not enough to be noticeable, but they get pointed out when I'm editing. I don't fix them in order to preserve their depiction and "respect" for the writers.

Xelkelvos
Dec 19, 2012
Princess: the Hopeful
As was elaborated in the previous post, there were a crapton of Conditions that one could gain as a result of their traits. In order to provide context to them without overloading the previous post, here they are on their own in their own short post. Punted this one quick because it was mostly copying and pasting.

Conditions from Hauntings
All of these conditions do not provide Beats and resolve at the end of the Haunting
Memories of Failure - At 2 successes. "After failing to prevent an act of cruelty your character has become obsessed with her inability to prevent it and other similar cruelties. Anyone who brings up your character's past failures adds her Shadows to any social roll intended to dishearten her."
Senseless Martyr - At 3 successes. "Your character is willing to offer herself as a victim in the forlorn hope that others might be left alone. She deducts her Shadows when rolling to contest any supernatural power or decreases a relevant attribute by Shadows when resisting a supernatural power."
Obsessive Vengeance - At 4 successes and not the perpetrator. "After witnessing horrors and cruelties your character is consumed with the thought, she cannot rest until she has set things right. If the perpetrator is present she mediately goes for him, otherwise she obsessively searches for the perpetrator. If your character wishes to do anything else she must succeed on a Resolve + Composure - Shadows roll." Akin to the Soft Rage in Idigam Chronicles
Pain Seeker - At 4 successes and the perpetrator. "Your character has personally committed an act of cruelty and dearly wishes to suffer for it. She obsessively seeks out the person she has wronged and tries to provoke them into a fight. Against whomever your character has wronged she reduces Defence by Shadows, including magical Defence and magical armour. Reduce magical armour first."
Abject Denial - At 5+ successes and not the perpetrator. "Your character witnessed an act of cruelty so terrible she refuses to accept such a thing is even possible. She must flee immediately from the perpetrator, the victim and any clear reminders of the crime and its results. If she is forced to confront them all rolls take a penalty of Shadows until she escapes the area."
Wilful Amnesia - At 5+ successes and the perpetrator. "Your character performed an act of cruelty so terrible she refuses admit or even remember she ever did such a thing. All memory of it is lost until this Condition is resolved and any attempt to force your character to acknowledge the truth takes a penalty equal to her Shadows." Probably not the worst condition all things considered.

Conditions from Compromise
Cracked Confidence - Succeeded on a Compromise roll. "Your character is verging on the edge of a Belief Compromise. Somebody who knows why can push her over the edge. Make a contested social roll with a the attackers' threshold being the Princesses' Belief + Composure and the Princess' being the attacker's dicepool. Roll once per turn, and if the attacker reaches the threshold first, make a Compromise roll." Resolutions include "Win or loose, Resolve the Condition after a contested social roll," Gain or Lose a dot of Belief, or the Princess deals with the issue.

Heavy Crown - Succeed or Fail on a Compromise roll. "Your character has failed the people who depend upon her and feels that she is no longer worthy to lead. She suffers a dice penalty to all actions where other people depend on her success. -1 for five people or less. -2 for six to 15 people. -3 for 16 to 45 people, -4 for 46 to 100 people and -5 for anything over 100." Resolutions: Succeeds or fails an important roll where people depended on her with at least as many as the original occasion or (as Persistent) the character and their people learn their value as a leader with their imperfections.

Self-Doubt - As Heavy Crown. "Your character has done something that shakes her confidence in herself. Emotions are magic, and her doubts are turning her own magic against her. Stripping her of the strength she does not believe she has. In any stressful situation your character cannot use her magical abilities (but keeps any that are already active) until she psyches herself up with a long speech about her ideals and beliefs. This requires an extended Resolve + Expression roll with a target of 8-Belief successes. One roll may be made per minute, or per turn if she uses the Royal Tongue." Resolution: the character psyches themselves up, (as Persistent) the character overcomes a similar problem, or (as Persistent) the character accomplishes a difficult or dangerous task.

Over-Compensatory Guilt - As above. "Your character has done something she feels guilty about, as a result she is attempting to counter her feelings by making amends in every way except addressing the real issue: If she stole something she might compulsively give charity, if she told a dangerous lie she might become compulsively honest." Resolutions: Suffer a hardship or gives up on something wanted through misplaced penance or (as Persistent) confess and make amends.

Shattered Confidence (Persistent)- Dramatic Failure. "Your character has completely lost her confidence in herself. Emotions are magic, and her lack of faith in her herself and her magic has become a self fulfilling prophecy. Your character cannot Transform, use Charms or Practical Magic. Even A Princess of Mirrors will be limited to her mundane identity." Beat: The character is harmed or fails a significant goal because of their lack of magic. Resolution: Gain a dot of Belief

Dissociation (Persistent) - Dramatic Failure. "Your character did something so terrible that she refuses to accept it. Instead she separates her two identities, using one to shield the other. Every time the Princess transforms into her guilty identity (whichever one committed the act) lose one point of Willpower. In addition neither identity are able to remember what they did while in the other identity." Beat: The character gets into trouble because they couldn't remember something (presumably from the other identity). Resolution: Admit to the crime and make amends or gain a dot of Belief.

Abdicated (Persistent) - Dramatic Failure. "Your character has been crushed by the weight of her crown, so she has taken it of. She refuses to believe that she is a Princess. She might accept that she used to be a Princess but she might refuse to believe that Princesses or magic even exist, referring to it as a childish game or an urban legend. Until she reclaims her crown your Character cannot Transform, use Bequests or Practical Magic. She still suffers from Sensitivity though." Beat: Suffer significant hardship due to lack of magic or they ail to further an Aspiration or Dream because they lack magic. Resolution: Confront and overcome the trauma, perform an act of heroism that reaffirms their desire to help, or gain a dot of Belief.

Madness - Dramatic Failure. I assume it's in another book since it's not in here.

Conditions from Belief 0
Wilful Amnesia - Upon hitting Belief 0.

Fading Light - Upon hitting Belief 0. "Your character has lost her last shreds of hope. Without hope her Inner Light begins to fade away. She cannot regain Willpower though sleep, and loses a dot of Willpower every week." Resolution: Regain a dot of Belief and will soon die peacefully as a result, become a Dethroned, or run out of Willpower and roll Resolve+Composure-Shadows with a Success allowing the Princess's soul escape and a Failure replacing this condition with Tainted Shell

Suggestible (Persistent)- Upon hitting Belief 0. "Your character has entered a fugue state where she will follow any instructions given for she lacks the willpower or initiative to do otherwise. For the same reason she will follow her instructions in a literal and uncreative fashion. Blatantly suicidal or heinous orders are ignored, when multiple people are ordering someone around the most recent order takes precedent." Beat: Do something against their interests because they were asked. Resolution: Depends on how they got there. In this case, they exit when Fading Light resolves.

Tainted Shell - Fail the roll from Fading Light. "Your character has lost all her hope and all her Willpower. She lacks the will to do anything, even to move. Without constant help she will starve to death." Resolution: Die or embrace despair. I'm not sure why this needs to be a Condition.

One other Condition was mentioned is Running on Fumes. "A Princess' magic is her hopes, beliefs and emotions given form. Your character has used up all her magic, she hasn't lost her emotions but she is out of fuel and running on fumes. It's an uncomfortable situation, but thankfully a temporary one. When adding Willpower to a dicepool you only get +2 instead of +3, in addition you take a -2 penalty on rolls that depend upon your emotions. Typically this covers making emotional connections with people, expressing yourself and enjoying works of art. Wisp regeneration rolls and Charms are unaffected (the lack of Wisps already covers the effects on magical ability)." Beats: Fail a roll because of this condition (roll the missing dice to see if the condition was the cause). Resolution: Have more than 10-Belief Wisps.

So yeah. Hauntings suck. Hitting Belief 0 is bizarre and also essentially an extended character death. Low Belief also sucks. Despair seems to be truly a slippery slope since enemies with social ability can start chatting away at the Princess about their failures and make them fall faster.

Next: X and Y splats with Stereotypes of Leviathans and Geniuses, but not Demons.

Xelkelvos
Dec 19, 2012
Princess: the Hopeful
Calling
So unlike Cyth's posts with each portion of the X and Y splat being mostly on their own, I'm giving each of them their own megapost (so your Scrollwheel doesn't have to work as hard). I initially intended both Callings and Queens on a single post, but previewing just the Callings gave me a sense that the post would be too big if both were in the same post, so I've separated them into their own posts. Both X and Y splats have stereotypes referring to all of the lines except for Demon (presumably since the section hasn't been updated since its release) and includes the fan lines Genius and Leviathan. I know nothing about Leviathan, though I'm sure someone might do an F&F for that and possibly Djinn since I believe that's also been "produced".

Callings are the X splat. They're all rather one-note and can probably be easily boiled down to a single line of description with little to nothing lost. Each Calling has an affinity to three different Charm families and start with one dot in a Transformed Attribute. Of the Charm families, half appear only once with each Calling while the other five are shared between them. Every Attribute also only appears once in the transformed Attributes list except for Presence which appears twice. Each also has a Duty that they can follow to regain Wisps as well as three oaths that are general guidelines the class should follow (I say class since the parallels to the classic D&D classes are way too striking).

Champion

quote:

Champions epitomize the ancient concept of a hero – those who accomplish. In the Kingdom, they were the defenders and the conquerors, the dragon slayers and the chain smashers. Their counterparts in the Reborn world value strength for altruistic reasons. They serve the weak. Moreover, they enjoy physical accomplishment for its own sake – Champions frequently sprout from athletes, those with a penchant for construction or day labor, and even brawlers. Anyone who loves to push their body to the limit or appreciates the simple need for a sturdy pair of hands makes for a grand Champion.

Given their emphasis on physique, some tend to mistake Champions as simple-minded or naturally violent. Rather, they just look for direct solutions. To them, a problem is something that needs to be done. If they can’t find a physical solution, something they can flat out do, then Champions will break the situation down until they can. They cut the Gordian knot, instead of puzzling over it. If there is a weakness that stems from this tendency, it’s that Champions tend to be blind to someone’s more sublime pain or motivations, but it also makes them refreshingly straight-forward and realistic.

They're Fighters/Warriors. Or Knights too. They have affinities to the Bless, Fight and Perfect Charm families and get a Transformed Attribute Dot in Strength or Resolve.

quote:

Champions regain magic whenever they perform a task for somebody who physically incapable or overwhelmed and don’t have the time and/or resources they need. This can mean doing chores for an elderly neighbor, working for a charity or volunteer effort, protecting a classmate from a bully, or otherwise making a sacrifice of your time and effort for someone else’s benefit. Champions can also restore their magic by protecting the innocent. Wiping out a nest of Darkspawn, defending a child from a wild animal, even walking the beat as a police officer can all fulfil a Champion’s duties.
Ostensibly, a Lawyer or a nurse or even a sort of courier would also be acceptable occupations but most of the examples tend towards the physical with an emphasis on Strength.

quote:

First Oath:
I must never abandon those who need my protection. Even if someone isn’t staring down a horrible creature of Darkness right now, the chance remains that they could in the future. If someone needs to be watched over, they need to be watched over, and I can’t ignore that need.
Second Oath:
I shall swear myself to a code. Might is never the ends, only the means. My code shall determine when violence is acceptable, and for what reasons a sword may be drawn. I may change my code but I must always have one, and once sworn I must uphold the values and principles enshrined by my code.
Third Oath:
Weakness is not an excuse, it is a flaw. If I am aware of a threat that I cannot counter I shall train until I can.
Quote
Be strong for the weak.
One of the concepts listed is a Knight and frankly, I don't think there was much else used for the concept.

The Stereotypes:

quote:

• Graces: By the time you have raised an army, I will have already won the battle.
• Menders: You tend to the wounded. There will be plenty of them soon enough.
• Seekers: You want the truth? Ask a Seeker. You might not like what you hear, but you probably need to hear it.
• Troubadors: Why are you just standing there singing? Hit something!
• Vampires: We have a word for these where I come from – “targets.”
• Werewolves: Nice doggy... we’re on the same side, remember?
• Mages: Don’t make me come over there.
• Prometheans: I feel sorry for you, really, but you have to move on now.
• Changelings: Yes, your life sucks. Now what are you going to do about it?
• Sin-Eaters: If you narrowly escape death, but then make yourself a slave to a dead thing, you haven’t really escaped death at all, have you?
• Mummies: You can’t remember why you’re fighting, I wouldn’t want to be you. Not for all your power and immortality.
• Mad Scientists: So, could you show me how to use that thing?
• Leviathans: RUN! I’ll buy you time... and goodbye.
• Hunters: You guys are crazy! How can I help?
• Mortals: My job would be a lot easier if these guys would step up, but some of them just can’t. That’s why I’m here

Examples:
Most magical girls fit into this category
Kamen Rider Wizard (my own interpretation Magiranger also probably acceptable)

Buffy (theirs)


Grace

quote:

If we lost anything in the Fall, it was each other. People now wrap themselves in an shell of cynicism and distrust to save themselves from humiliation and risk. They carry popular opinions like armour, not with conviction. People can’t save each other if they can’t understand eachother and they can’t save themselves if they don’t even know who they are.

Graces are the maidens of relivation. In ages past, they were teacher, leaders, lawmakers and judges who helped a species of almost-monkeys become a civilisation. Now they continue their duty, although muted, in the modern world. Graces force those around them to look at the people around them and confront what they find there. They are not malicious and they are not cruel – they know there can be pain, but they only want to show everybody what they can already see: the golden light that could shine in all of humanity.

Graces are people people. They like to know people, they like to hear about people, they like to be around people, and they like when people are people. Nothing pains them so much as someone denying their own humanity. Others would describe them as “intrusive” or “presumptuous” – always nosing into other people’s business and offering advice when none is solicited. A Grace might be written off as naive or idealistic, for all her proselytizing about friendship. They do tend to be outspoken and emotional. They never restrain themselves from speaking what’s on their mind or in their heart – and might be no strangers to embarrassment because of it.

Social-Monkeys like the Rogue (since the Champion does all the Stabbing). They have affinities to the Bless, Connect and Govern Charm families and get a transformed Attribute dot in Presence or Composure.

quote:

Graces recover their magic whenever they convince act on their virtuous impulses or bring them closer to their fellow man. This covers situations such as convincing an addict to seek out help, easing the anger between antagonistic relatives, getting a classmate to study for her own sake instead of cheating, or even just helping someone act on their crush. Graces also refresh their magic by leading societies. Turning a petition into a law, making executive decisions in a company, debating in the student council, working as a judge, or just making a convincing speech are all sacred duties to the Graces.
Grace Princesses are the Boss. Bark orders, receive Wisps.

quote:

First Oath:
I must never force another to do as I wish. I can persuade and inspire but blackmail, or worse, mind control betray everything the I stand for. Nothing good can come from such rotten foundations.
Second Oath:
I cannot isolate myself from the people I wish to help, how can I improve their lives if I don’t even talk to them about those lives?
Third Oath:
I must be honest, not manipulative. Mine is the magic to build trust and bring people together, not the power to turn people into tools.
Quote
We can do this, together.

quote:

Stereotypes
• Champions: What will you fight for? Me perhaps?
• Menders: You can only do so much by treating the symptoms.
• Seekers: Look as much as you want, I have no skeletons in my closet.
• Troubadours: I’ll lead them, you shall inspire them.
• Vampires: Explain to me again how your civilisation is anything of the sort.
• Werewolves: I might never know loyalty like you, but your pack has five. In a week I could make fifty friends.
• Mages: Their magic isolates them from their fellow man. Nothing good can come of it.
• Prometheans: You want me to teach you how to be human? Well you’ve come to the right person.
• Changelings: If you’re not careful a faerie can turn your words on you.
• Sin-Eaters: This mythology was stolen from dragonlance, and it sonuds like you wrote this code of honour while you were drunk! Is there nothing of substance to your society?
• Mummies: A leader and a servant, I would like the dichotomy. If only it wasn’t so dysfunctional.
• Mad Scientists: So if I get the institue to appologise for laughing at you research will you destroy the killbots? No? Do you even know what you want?!
• Leviathans: A society is it’s citizens not it’s leader. If you don’t believe me just look at those monsters.
• Hunters: Defending yourself is admarable, but fighting outside society can lead to dark places.
• Mortals: Stop calling it cheesy when it’s true. The power really is inside you if you just belive in yourselves.
Five typos. Also sounds like barely any thought went into any of these. If any at all.

Examples:
There's only one provided example for this Calling so you get whoever this is.
Hinamori Amu from Shugo Chara! (theirs)


You know who (mine)


Mender

quote:

All of the Nobility feel the pain of others, but Menders are those who can’t bear to live with it. Their first impulse is always to treat pain, either physical or spiritual. These were the great sages and physicians of the Kingdom, who studied the science of the human conditions on levels undreamt by modern science. A good Mender is always looking around to see how she can make those around her better. Todays dark shrouded world is like a ravenous beast, they say, and it mangles us all, all the time. Without care, none of us will ever be strong enough to break out of the mire that swallows us whole. Nobody should be made to lie crippled as their dreams run on ahead of them.

Menders are typically described as either motherly or child-like – always blindly over-protective or naively concerned with the problems right before without seeing the big picture. They are natural caretakers. They easily take responsibility for those around them and are quick to worry. Often, they will display great maturity, although they are also frequently overcome by feelings of failure or helplessness when they lose a paitent. A large number are pacifists, even in this dark world. Their uniting characteristics are a deep respect for life and horror in the face of suffering. The latter may sometimes be a weakness, but the best turn it into an iron resolve.

Cleric this time. Their affinities are the Perfect, Restore and Shape Charm families and get a transformed Attribute dot in Intelligence or Stamina.

quote:

Menders regain magic whenever they provide consolation, comfort, and aid. They can volunteer their time as medical facilities or to provide home care, work as part of emergency hotlines, design new treatments, be a shoulder for someone beset by loss and grief, or do any other number of things to relieve the pain of others. A Mender can work with machines as well as people, a brake line can cause as much suffering as a broken rib. In the end though, it really does come back to suffering. A Mender builds and repairs machines to help people rather than the simple joy of creation.
Also Mercy killer, drug dealer and mad scientist :v:

quote:

First Oath:
I will help all who request it. No matter what, I am here to heal. If anyone requests my aid, I will help them, no matter how I feel about them or what they have done in the past. Now, I don’t have to be stupid about it – if I don’t have the skills, or if a dangerous creature seeks my aid, I can take precautions to protect myself and my friends even as I administer that aid, and I don’t always necessarily need to give aid in the particular manner requested. But I am here because people are hurting, and to allow that pain to continue is to betray my Calling.
Second Oath:
I shall search for those that are hurt and at least offer to help them. I cannot sit passively by and wait for those in pain to notice that I can make things better.
Third Oath:
I have a sacred duty to healing, I shall do no harm and respect the autonomy of all my patients. The healer’s sacred duties have survived the fall of our kingdom and I am proud to uphold their traditions.
Quote
First, do no harm...
Not only is the quote uninspired (since it's done in the third Oath but the Hippocratic oath is probably on the money), the first Oath is ultra long and utterly terrible.

quote:

Stereotypes
• Champions: Bring the wounded back here, I’ll be ready.
• Graces: Stop making speeches about the stars and look at how people live in the gutter.
• Seekers: The truth isn’t hidden, it’s right in front of us. People need our help.
• Troubadors: Just keep their spirits up for me.
• Vampires: Incurable.
• Werewolves: You could do so much good if you’d just let me try and duplicate your cellular regeneration.
• Mages: Give me one good reason you’re not curing somebody’s cancer right now, just one good reason.
• Prometheans: Bringing the dead back to life... growing replacement souls... it’s possible? I need to know more.
• Changelings: Why do those feathers make me think of scars?
• Sin-Eaters: I know you had one miraculous recovery, but as your doctor I must recommend you cut back on the drink, and the drugs, and the unprotected sex.
• Mummies: I could help you remember yourself, why are you only interested in the wands I make?
• Mad Scientists: Do you want to talk about it? Of course I’m not calling you mad!
• Leviathans: I can’t decide if they need healing or cutting out.
• Hunters: If you want, I’m willing to listen to why your’e so hurt.
• Mortals: No this isn’t going to sting, I’m better than that.
For some, it reads like a more Medically oriented Genius was saying these rather than as an arbiter of compassionate healing. Most of the example concepts have a medical lean to them too

Example:
This one's the same.
Shamal from Nanoha (theirs)

Madaraki Fran from Franken Fran (mine, but not really Magical)

Tetra from Log Horizon (also mine)


Seeker

quote:

The desire to know is universal human trait, embedded in the heart and soul and genetic code of every man and woman on the planet. What isn’t common is the will to keep chasing after those answers when things start getting dangerous. That’s what sets the Seekers apart. In their previous lives, Seekers were the detectives, scientists, and scholars of the Kingdom. Their dreams of the Kingdom are filled with colleges where the secrets of the universe are revealed and cities where no lie is uttered and not even the smallest misunderstanding is present to obscure the truth. When they dream of the Cataclysm, they see grand libraries and academies burned to the ground, and lies entwined with lies in a web of deception so deep that even the most fundamental truths are uncertain.

Seekers are a varied bunch. Many Seekers act like detectives or journalists, ferreting out crime and deception from the communities under their protection. Others resemble the scientist-heroes or adventurer-archaeologists of the pulp era, braving danger and using the secrets they discover to fight evil and better the world. Some Seekers act as stoic guardians of Things Man was Not Meant to Know, keeping forbidden knowledge out of unworthy hands. Others are stalwart enemies of lies and deceit, and those who would use them to pacify and control a population. But no matter how they approach their duty, all Seekers share the common goal of unearthing hidden secrets and more importantly, using those secrets to make the world a better place.

Seeker often prioritize mental attributes to aid them in their search for the truth. Resolve is prized by all Seekers to keep searching after the truth despite hardship or weariness. Wits, Larceny, and Investigation are prioritized by Seekers who favor classic detective work, along with Manipulation, Empathy, and Persuasion to tease the truth out of reluctant witnesses or suspects. Those who were scientists or scholars before Blossoming often possess high Intelligence. Subterfuge comes in handy when a Seeker needs to investigate things without creating suspicion.

If not the Wizard class, then the Nerd class and thus likely closest to the heart of the writers. Their open spiel is also the longest. The get affinities to the Appear, Govern and Learn Charm families and get a transformed Attribute dot in Intelligence or Wits.

quote:

A Seeker regains Wisps whenever she uncovers new facts or information, and whenever she teaches another something that they do not know. A Seeker could be a scientist or explorer uncovering secrets no man has ever known. She could be a detective or journalist uncovering that which unscrupulous individuals try hard to keep hidden. She could be a teacher passing what she knows to the next generation. Many Seekers do a little of A and a little of B. A reporter uncovers a political scandal, then she publishes it. A Professor does exciting scientific research, then writes a paper and gives lectures on it.
How is that list bit "a little of A and a little of B?" Isn't that what those respective professions do? Admittedly, this is probably the clearest and relatively most thought out Calling in comparison to the others

quote:

First Oath:
I must never lie for personal gain. Even if I acknowledge that revealing my secret identity would be a bad idea, I have an obligation to the Truth and I shouldn’t misuse it just to help myself. Silence is always better than a lie.
Second Oath:
It is my duty to educate. If I am asked a question I shall try my best to answer honestly and truly.
Third Oath:
The world is full of mysteries and they should not be left unexplored. I shall work to increase my understanding of the world every day.
Quote
The truth shall set you free.
That First Oath could seriously be condensed into a single line instead of whatever nonsense that is.

quote:

Stereotypes
• Champions: I understand how you feel, but punching people isn’t the solution.
• Graces: If only they asked any questions that actually mattered...
• Menders: I admire your dedication, but you’re treating the symptoms, not the disease.
• Troubadors: Stop prattling on about art and actually do something.
• Vampires: Friggin’ lying bastards hurting people and lying all over the friggin’ place. I hate them.
• Werewolves: Great sources of lore if you convince them not to bite your head off.
• Mages: A riddle wrapped in a mystery inside an enigma. Nothing that secrative can be any good.
• Prometheans: Don’t blame them for what they are. Who’s the bigger monster, the creature or Dr. Frankenstein?
• Changelings: They’re full of valuable insights. It’s gaining their trust that’s the chore.
• Sin-Eaters: They probably have useful information to share. If only we could get them to talk about anything but doom and gloom.
• Mummies: The truth is still there, burred beneath the sands. I could help you find it.
• Mad Scientists: You’d be suprised how much they know, if they ever bothered to remember there’s a difference between what they know is real, what they think might be real and what they think is cool.
• Leviathans: There are some things even I don’t want to know.
• Hunters: They’re great in a fight, but half the time they keep shooting up what I’m looking for!
• Mortals: People have been lying to you your whole lives. I’m gonna put an end to that, just you wait and see.
That Vampire line is just so screamingly awful. Also, there seems to be a running theme about what Sin-Eaters are like and what they do and how whoever's writing this can't seem to make up much of their mind as to any of it.

Examples:
Four examples with only one of them that I know that really fits the bill.
Ms. Frizzle (theirs)

The Question (mine)


Troubadour

quote:

Soul is not a silent, static egg that we must shelter from the outside world until the time comes for it to hatch. Troubadours know the truth – the soul is a living, breathing maelstrom and unless we open up and let it out, it can smother to death within us. And the Troubadours have the keys to let it out.

Each Troubadour is a master of some artifice – singing, dancing, painting, sculpting, baking, cracking jokes, or even just folding paper cranes. In their past lives, they were the queens of bards, storytellers and chanters, masters of divine instruments who imparted the wisdom of the ages in grand halls and shady grooves. Now their mission now is to set us free from ourselves. Art, the Troubadours teach, gives shape to things that people can’t or won’t express themselves. Every song or painting or performance lets the silent and unassuming realize and crystallize the beautiful internal forces they otherwise overlook. The people of the Fallen World suffer through with souls buried under the rubble of the Kingdom. The Troubadours are archaeologists of Joy.

Most people would describe Troubadours as people with their heads in the clouds. If they aren’t visualizing a statue or planning a new routine or reviewing the forms of a plot, then a Troubadour is admiring the natural art of the world around her – the patterns woven out of everyday life and the people who populate it. Troubadours are vibrant, expression personalities, not shy about baring their souls. Their chosen art tends to consume their life and they want to involve as many people as they can in It. Unfortunately, they are artists first and foremost – they easily get lost in a world of symbols and frequently can’t understand people’s impatience with their “frivolous” hobbies.

The Bard. This one also seems a bit more thought out compared to the others even if it mostly boils down to "the Creative one." Their affinities are the Appear, Inspire and Shape Charm families and get a transformed Attribute dot in Presence or Dexterity.

quote:

Troubadours draw magic from the release of others’ souls. Their duty encompasses providing art that inspires or consoles those who otherwise draw into themselves, encouraging and teaching those looking for a way to express themselves, and energizing those around them with their own vibrant talents.
They also have the shortest Duty section

quote:

First Oath:
I will use my talents to awaken, not tranquilize. My art must always carry the sting of truth and the spark of life. It must never be used to make people afraid of their own identities or trick them into silence.
Second Oath:
My art will ever be for my audience. I must not become so wrapped up in my own ego that I forget the people around me. Without the mortals who need it, my art is merely a selfish exercise in solipsism.
Third Oath:
My art will be. As long as I draw breath I shall not cease creating and sharing my art to improve the world.
Quote
Let us make something beautiful.

quote:

Stereotypes
• Champions: When you can use it to aim public opinion at a threat to the community, a song is a sharper weapon than a sword.
• Graces: Laws don’t make a society, art makes a society.
• Menders: You can heal their body, I can enrich their souls.
• Seekers: Do you remember your teacher’s lecture on the states and their capitals? No? Do you remember that song from Animaniacs? Yeah, it’s like that.
• Vampires: You dress yourselves up and act so elegant, but you’re really just wearing funeral makeup.
• Werewolves: Such strong emotions, hold still. I need to get this on canvas.
• Mages: I don’t understand, if you experienced a relivation like that how can you not be shouting it from the rooftops.
• Prometheans: To literally touch god through your creations...
• Changelings: They’re very secretive, but you can see their pain in their art if you know how to look.
• Sin-Eaters: Such a dynamic and energetic people, pity there’s no substance behind it all.
• Mummies: I admit it, I’m jealous. My works haven’t stood for thousands of years.
• Mad Scientists: I know how it feels to be inspired, but there’s really no excuse for what you did.
• Leviathans: That’s just horrible, and maybe just a little bit beautiful. Wait! What am I saying?!
• Hunters: You fight monsters? Without any special powers to help you out? And you win? [bites lip] Do you want my number?
• Mortals: I’ve got something to show you, I think you’ll quite like it.
[bites tongue]

Examples:
The Elite Beat Agents (theirs)

AKB0048 (mine. Never actually seen this either fwiw)


Next:

Xelkelvos
Dec 19, 2012

Cythereal posted:

I took a look at this Leviathan fan gameline, and its premise is that you are a Deep One with themes of family (usually of the intensely, sometimes homicidally screwed up) and transformation of the body and mind with a healthy dose of body horror. Their primary adversary is a group of mad scientists/hunters out to protect humanity from the Leviathans and eradicate their literally ill-conceived kind. I may take a crack at it after Genius.

It sounds like Beast before Beast was ever concocted.

wdarkk posted:

Honestly the thing I would most want to do with Princess is deal with the whole "what if your beliefs are bad" thing. Maybe it's just me, but I feel like the people with the strongest-held beliefs are the craziest.

When I think about someone who fights for a strongly-held belief, I'd be more likely to picture a Nazi or a member of ISIS or, at best, a member of the International Brigades. Someone who's truly selfless can be scary as hell.

Having some kind of actual force out there seeking to erase light and belief seems weaksauce.

Belief, from what it looks like is expected to go up and down a bit. Probably once a session at least so those tenets aren't so strongly held. The Oaths are meant to be a bit more constant. From what I can gather, a starting Princess would follow those beliefs like a teenager or young adult. Something firm, but probably a bit half baked and not as well thought out. For what it's worth, doing "bad things" like killing or torture or terrorism is verboten for heroic Princesses. There's a Queen for Princesses, though, that take a "by any means" necessary approach to ridding the world of Darkness.

Cyth is probably right though in that Princesses may as well just be another sub-group of Hunters since they effectively play the same role as the Wild Card Vigilantes that Hunters occupy just like Geinuses sorta fit the same role as Mages.

Xelkelvos
Dec 19, 2012

Cythereal posted:

Never heard of Beast. From a glance through Leviathan, the basic deal is that it really does suck to be a Leviathan and the race is in a long decline never to recover. Ancient hunters vanquished their great progenitors, destroyed their once glorious civilization, and their descendants hunt the remaining Leviathans still. This doesn't make them bad people as a whole, and while individual Leviathans can be forces for progress and even forces for good, the race is circling the drain never to recover and the world won't miss them. Don't expect them to go gently into that good night, though. Leviathans retain a measure of their ancestors' power and are capable of immense destruction if unleashed.

Beast is the new splat for nWoD in the works. It's about preying on humanity's primal fears and feeding the beast inside. There's supposed to be an element of built-in crossover with the game to enforce an idea of family and relation to the other splats, but it's not very good as of yet. It's still in early development. Leviathan sounds better than Beast IMO.


KittyEmpress posted:

Princesses sounds unironically fun and I would like to actually play it, and I dislike WoD.

With a bit of polish and cleaning up, I could see Princess being a good game. Either they drop the WoD elements and go straight into a Magical Girl game or they fix up the WoD elements and give them a greater purpose that doesn't step in every footstep of Hunter (or go whole hog with the Hunter parallels including low Belief Princesses being as nearly inhuman as low Integrity Hunters).

Question for the thread: Should I make my posts smaller and easier to digest? In particular, should I break up the Queen post into 3-5 smaller ones or keep it with all five in a single post? It's shaping up to be bigger than the Callings post right now. I'd also offer to make a sort of example character, but since this is WoD, it's fairly trivial to generate one and it's by no means as complex as what Genius requires

Xelkelvos
Dec 19, 2012
Okay. Message received. Since it's Memorial day, I've got nothing to do so that's why these posts are flying out. Also, it's a lot of copy and pasting too. I have two Queens done already, but I'll space their posting out a little.

Princess: the Hopeful
Queens
The Y splat. These sections are a lot longer than the Callings section and include stuff such as the Queen's background, the team colors and Heraldry, and essentially an essay about the group's philosophy. Most of this stuff would have been shuttered away into another book including stuff on the Twilight Queens since it's largely irrelevant to a core book. Also included are Duties for each Queen according to the five Callings. For the sake of completion, I'll include what bits seem important or potentially humorous. Otherwise, I'll skip over sections that don't really add too much. This includes the Character Creation section which seems like common sense to anyone building to a concept. There are technically 8 Queens, but Protagonist PCs are suggested to pick from the 5 Radiant Queens. The other three are a bit morally grey in various aspects and are detailed in the Antagonists section where they'll get their deserved attention.

Also, in the previous section, I listed them as Examples, but technically they're Inspirations. For what it's worth, they should be mostly one and the same, but it may explain why a character like Yuki Nagato, a cold almost emotionless sentient servant and an otherworldly AI whose sole purpose is to monitor and observe, is listed under the Seeker Calling since she, in no way, shape, or form would be any sort of example for a Princess. She might make a good Demon though.

All Queens have three Attributes they can boost via Practical Magic at a one-to-one expenditure of Wisps to add dice to a roll, either to boost theirs or increase the penalty of another's. They also have an Invocation they favor that lets them apply bonus dice equal to their Invocation rating to a Charm roll if it applies. Normally it costs One Wisp to add an Invocation bonus to a Charm roll.

Queen of Clubs
AKA: The Matron of the Forests, The Mother
Followers' Epithets: Wilds, Turtles

quote:

In any battle your greatest foe is yourself. You must ask yourself why you fight, what can you hope to gain and is it worth the risk of what you might lose? The enemy who says you cannot back down is none other than yourself; overcome it and look at the other options. You could surrender, often it costs you nothing but an apology and some pride. You could examine yourself, what did you do that lead up to this moment. Why couldn’t you live here in peace? If you can learn to live in harmony with your surroundings, isn’t that a better result than whatever you could win in a fight?

You can’t fix the world by yourself, but the best place to start is within.


The Queen of Clubs leads those Princesses who seek balance and harmony, they believe that a better world can be achieved if we just learned to live peacefully with each other, with the world around us, and most importantly: with ourselves.

The hippie Queen. She takes it easy and is generally chill about all things. When tough problems show up, she takes care of the little things while building up to the big stuff. While she could be an immortal Queen that fears no ageing, she prefers to go with the flow and age naturally. Instead of living in a castle and wearing finery, she lives in the woods of her former kingdom and wears donated clothes. She's just totally chilled out, man. :2bong:

quote:

Philosophy
The Queen of Clubs asks a question: “The world speaks to us. Have you ever stopped to listen?”
Most of the Mother's philosophy boils down to "Go with the flow." Suffering stems from struggling against the confines of the world and one's nature and harmony can be found by figuring out how to live with the world. And to achieve a world of total harmony, it cannot be done through conflict, but by teaching and showing by exampleand being a hippy.

quote:

Duties
A Turtle’s Duties are to bring things together. People certainly but that’s only a small part of it: Man and nature, reason and emotion, city and countryside. The Wilds dream of a world where what were once opposing opposites are now part of a balanced whole.
Champions of Clubs help people directly. They are park rangers and wilderness guides who help people brave the dangers of the natural world so that they may see it’s beauty first hand. More than any other Calling it is the Champions of Clubs who earn the epithet of Turtles. In battle they favour defensive tactics and seek to gradually wear their opponents down with a minimum of harm.
Many Graces are environmentalists who seek to preserve natural world and preach the importance of living in balance with our suroundings. Other Graces are mediators without peer who work to bring conflicting parties together in a harmonious balance. The lessons of harmony are not limited to those with an external enemy. The Queen of Clubs teaches that harmony beginns with inner balance and many of her Graces are teachers who help their students learn to live in harmony with themselves and the world around them.
In the Court of Clubs Menders are rarely simple healers. Under the Queen’s philosophy the disease itself is often a symtom and her Menders teach their patients to live a lifetyle that avoids further sickness. The court’s focus on the natural world attracts membership from vets and envionmentalists who work to clean pollution. Partnerships between Menders and Graces are common, the Mender deals with the physical symptoms and the Grace teaches a way of life that removes the root cause.
Seekers delve deep into the jungle seeking new herbs, undiscovered animals or just beautiful vistas. Others travel beyond the borders of earth. They delve into the lore of the Spirit wilds, the hidden half of the natural world, and try and use the wisdom they find to shape and heal the spirit community around them. A few Seekers blur the lines between Clubs and Diamonds as they work on renewable energy and cleaner technology.
Troubadours are inspired by nature and paint magnificent scenes of the natural world, others work with nature directly as landscapers, flower arrangers or bonsai artists. A surprising number are architects and urban planners who attempt to reintegrate nature with cities in the most literal manner.
I was worried they would mention Homeopathic medicine or GMOs.

quote:

Background
Appropriately for a Court so focused on Harmony, the Wilds are often classified into two groups with little conflict or divisions between them. On the one hand you have the naturalists: Everyone from professional park rangers and conservationists to people who really love their pets. They are drawn by Clubs’ belief in harmony with the natural world and often leap for joy when they learn how Legno lets them talk to animals.

On the second hand you have the spiritualists: From gurus and philosophers to pacifistic hippies and suburbanites yearning for something with more meaning than materialism. That is not to say that every spiritual Princess is drawn to the Wilds. The Court of Clubs has its own philosophies which draws students interested in learning about harmony, balance and the quest for inner peace.

When the Court of Clubs gathers it is not rare for a laboratory biologist to talk long into the night with a self taught student of Taoism, each delighting seeing the world though eyes that on the first glance are so different from their own. The Queen herself knows that the two sides are both the inevitable result of each other and smiles every time one of her sons or daughters experiences the joy of learning so for themself.
At least the writers are self aware of how nature oriented they are. It's just a tad surprising. I'm skipping over the Heraldry, Echo and Character Creation sections since they're relatively useless and uninteresting (well no poo poo a person with an affinity for nature is going to put Dots into Animal Ken and Survival)

Practical Magic: Resolve, Stamina, Composure. i.e. The Resistance Attributes

quote:

Invocation: Legno
The Queen of Clubs teaches the principles of harmony and inner strength in the form of Legno and the Turtles find it easier to master than any other. Legno encourages a Princess to work with, not against. To find balance not overpower. To defend not attack. It also guides a Princess to seek inspiration in the natural world.

Legno applies at no cost when the target of a Princess’ Charm is a living plant or wood, and when her Charm’s target is a natural, non-sapient animal. It also applies without cost when a Princess intends to restore things to their natural state, to restrain the reckless and calm the fearful, to find a harmonious compromise between two positions, to protect against an attack, to prevent or calm violence without committing violence herself, to conserve and cultivate over time, and to influence without drawing attention to herself.

Those who would make use of Legno must live for harmony in all things. A Princess who attempts violence against someone not involved in combat, or who helps another to do so, may not apply the Invocation until the next sunrise. Self-defense, protecting a non-combatant, and using Charms to stop a fight without violence are unexceptionable, but if a Princess gives tactical support to an ally and the ally attacks one who has not begun to fight, she loses access to Legno just as if she had struck the blow herself.
Basically, live up to your name and be one with the Turtle and tank things. Or Sundown Eyes. Or stop Death Rage Werewolves.

quote:

Quote
You can’t control the world, but you don’t need to.
Stereotypes
• Diamonds: They seek knowledge only for the sake of knowledge. They build a future with no idea where it leads. Yet we must ask ourselves: Would we have time to contemplate without their agriculture? Would we understand the life of the butterfly without their tables of numbers? Ask them to free us from necessity, our work comes after.
• Hearts: They are living in traditions built for the world of yesteryear. Either they can hold the world back or the world can trample them underfoot. It cannot end well.
• Spades: Flexible, adaptable they can fit anywhere yet they lack the permanence to ask the same respect of the world. Somehow I don’t think that matters to them.
• Swords: If you are strong enough, you can move the world, but unless you teach the world to move itself it will always return when you remove your hands.
• Tears: The world changed, until you can change with it you will suffer. I would like to help you, but only you have the power to help yourself.
• Storms: When you learn to take every blow the Darkness throws at you, then you will learn to fight without falling to hate.
• Mirrors: You claim that you shall solve every problem yourself by the virtue of your crown, but your claims of strength are to hide from a weakness within. It is an appropriate paradox, in a mirror everything is back to front.
• Vampires: We’ve all heard the tales, that they are creatures of pure Darkness who run away from the Light’s touch. I didn’t want to believe them. Then I met one.
• Werewolves: I have heard the howls and seen them from afar. Beware, some beast are rabid and may bite even a caring hand.
• Mages: I’ve been watching you, I saw you drawing maps but did you notice every path you found was first found by the ants? This glade that delights you so, did you see that every moss and mushroom grows to face the centre? You can feel the Earth’s power, but you cannot master it until you listen to her heart. I could teach you so much if you only had the humility to listen.
• Prometheans: I met one once. It’s been the only time in my life were I was sure I had met something that couldn’t belong in an harmonious world. The next time I met him, he was just a man. How could anyone overcome such a burden? I have to know.
• Changelings: You are trying to balance two natures in your heart. I would say we were alike if your other nature was not so different. Instead I offer the kiss of a Princess for luck.
• Sin-Eaters: Behind their denial of death is a clear understanding that death is a natural part of life.
• Mummies: I can think of no curse greater than an unchanging immortality.
• Mad-Scientists: My biology teacher grew strange fungus-men in his basement. In the end we had to... we had to... I don’t want to talk about it.
• Leviathans: You look old, timeless, like something from the early days when the world hadn’t learned there was more to life than sex and violence. I’m sorry, but we’ve come so far since then and until you do the same there’s just no place for you here any more.
• Hunters: The only thing you can say they have in common, is that they define themselves by what they are in opposition to. They do good for the world, but they could do so much more if they found themselves first.
• Mortals: We live the world we want for them so it may come to be. It’s not easy, but I believe they are worth it.
Correct me if I'm wrong, but I'd imagine this group and Werewolves would have a little more in common and more to say to each other than "Watch out." The only difference is that Werewolves go offence and Turtles go defence. The Promethean one seems like a big flag to me as well since I don't think any references to their achievement of humanity are meant to be anything but rumor and legend.[/quote]

Inspiration:
Nausicaa (theirs)

Animal Man (mine)

Best I could come up with that fit "peaceful naturalist"

Xelkelvos fucked around with this message at 06:11 on May 26, 2015

Xelkelvos
Dec 19, 2012

Alien Rope Burn posted:

I was weirded out by that too, is it really that hard between all the magical girl franchises, especially with ones like Precure that drop a whole new set of faces yearly?

From what I can tell in the changelog, those sections haven't been touched for a long, long time. The Callings don't seem to have been touched since before Septermber 2012 (and a cursory inspection on the Wiki seems to confirm this). The Inspirations for all of them don't seem to have been touched much either and seem to be something that was decided upon at the outset and then utterly forgotten. Likely, they pulled their Inspirations from TVTropes and kept it at that. Most of the recent development seems to be updates to antagonists and fluff of later sections. Queens and Callings, I assume, are largely complete to them and need no changing. Except for how samey they both are and the piles of typos still within it.

I do wonder if the people on RPG.net that are working on it would react to any of the criticisms we make beyond a huff and a silent dismissal. That aside, let's continue.

Princess: the Hopeful
The Queen of Diamonds
AKA: The Crystal-eyed One, Lady of Clear Water, The Philosopher Queen
Followers’ Epithets: Crystals, Lights, Hope-Engineers

quote:

Contrary to popular belief, people aren’t stupid. It’s just that people don’t think, or they don’t know how to think, or they just didn’t have the right facts. If you don’t think, you miss all the flaws in your plans. If you don’t have all the facts, you make stupid assumptions because you didn’t know any better. If you don’t think and don’t understand the world around you, you’ll put all your efforts into a plan that simply won’t work. And then things go wrong. Sometimes, they go very, very wrong.

That’s why thinking and knowledge and education are so important. If you know why a problem happens, you’re halfway to solving it. If you think clearly, you can find that solution. And if you educate people, you give them the ability to solve their own problems. By understanding the world, and teaching others to do the same, we can find a way to make it brighter.

So. Want to help build a better future?


The Queen of Diamonds teaches that the Light of Hope is best accompanied by the twin lights of knowledge and reason. The Nobles who follow her believe that with those two lights acting as Hope’s heralds, they can spread the light far and wide.
*tips fedora* "Hello m'lady, have you heard the word or Atheism?" All joking aside, this is the group for people who think they're smarter than everyone else and will demonstrate at every opportunity. As far as what the Queen is like:

quote:

From her seat in The Academy the Queen of Diamonds rules the Danann Archipelago. Upon a throne of whale ivory and pearl sits The Philosopher Queen: Regal as a glacier, six foot tall and adorned in the latest sleek future-chic fashions of her court. Here she judges the petitions and arguments of her subjects. Her replies are lengthy and explain the facts, theories and reasoning behind every decision. Every word spoken by The Lady of Clear Water is precise and rehearsed, as calm as a moonlit pond.
Those who know the Queen in private see a very different person. Barely reaching five foot stands a young woman just entering her twenties, wearing casual clothes, unkempt mousy hair and a tee shirt adorned with an obscure and highly technical joke. She even wears glasses having never bothered to fix her eyesight. Far from the regal Philosopher Queen she stumbles over her words, gushing like a bubbling brook in her excitement over the latest technical and scientific discoveries. When gifted with some unseen device or research from Earth she squees, yes squees, in delight. Among her many friends and frequent one night consorts she values nothing more than someone with whom she can share her boundless passion for learning.
In public, she is the Ice Queen that every nerd wants to get stepped on by. In private, she's a nerd girl that every nerd also wants to get stepped on by. Ugh. She also has an owl named Plato that's her second in command. Probably a reference to Athena and/or Archimedes the owl from Sword and the Stone. It's likely more the former than any sort of the latter.

quote:

Philosophy
The Queen of Diamonds has taken as her motto, “Think, then act.”
Since it may not be as clear through some of these excerpts, there's an underlying theme of running water for Lady. Everything about her philosophy revolves around being smart and logical and methodical and clearly explaining everything so that everyone understands. This generally means having all of the answers. If she doesn't she'll go and find them before giving an answer that's smart and logical and methodical and clear so everyone understands.

quote:

Duties
The Lights’ Duty is to use her brain. The Courtiers of Diamonds seek positions where problems can be solved with thought and intelligence alone. Sometimes it falls upon them to personally implement the solutions they conceive. Sometimes society expects them to start at the bottom and learn the ropes. Whatever situation she finds herself in, the ideal is to earn a Mandate to use her mind.
What Champions of Diamonds lack in combat power they make up for in strategic ability. As much a general as a fighter the Champions of Diamonds have the mind to plan a grand military campaign and organise the logistics of keeping her army fed and battle ready. When battle is joined her quick wits let her adapt to changing circumstances and match her foes gambit for gambit. If so many Champions of Diamonds are seen with shield and spear in hand against the Darkness, that’s because so few of them have an army to lead. While her Nakama will benefit from a well thought out plan to raid a Darkened cult, a group of five can scarcely afford to leave their Champion away from the front line.
The Graces in the Diamond Court might not be the best at managing people but they are the best at managing their kingdoms. The Grace’s pen closes loopholes in the tax code, defines laws in clear and understandable terms or just balances the national budget. So long as she can keep her head above the confusing tangle of special interests and the reins of policy away from those who pander to badly thought out populism she should have no trouble running a kingdom.
Seekers of Diamonds are perhaps the purest expression of Diamond’s Philosophy. They truly believe that knowledge is inherently good and only application can be evil. Deep within their ivory towers the Seekers of Diamonds study everything, from atomic physics to the Twilight Invocations. The future is built on what they discover.
If The Queen of Diamonds’ Seekers are scientists, then her Menders are the engineers. A Mender of Diamonds is more likely to be found in a laboratory researching new cures and vaccines than in the hospital, helping patient after patient. Rather than fixing a broken machine, she will design a new machine free of the fault that broke the first model. The Hope Engineers can be found in research and development teams, developing technological policy, contributing to open source and running crisis response centres.
The Troubadours of Diamonds tend to dedicate their talents in a very specific direction. Their duty is simple: make learning fun! Whether they write a sci-fi epics where the plot hinges on an accurate understanding of science or whether they’re the cool chemistry teacher who manages to tie every topic into a practical that ends with something blowing up. When Troubadours of Diamonds are teaching, you might not even know you’re being educated.
The Troubadour one gets a simple facepalm from me, but Seeker example really shows how similar these two portions of the X and Y splat are. While there's nothing wrong with overlap between two factions, the fact that they essentially have many of the same beats of theme and purpose gives the impression that one or the other was more an afterthough rather than an original idea (or lack thereof). The expected background is what one would expect and there's nothing interesting or surprising in that block of text. Their heraldry is more interesting though:

quote:

Heraldry
Lights often have a scientific, technological, or futuristic feel to their Regalia. For some, their regalia calls to mind science fiction; computer readouts built into sleeves or gloves, gadgets such as scanners, energy weapons, or palmtop computers, clothes made from metal, plastic, or some strange material that defies categorization. The superhero look is fairly common among the Hope-Engineers, with colors tending towards white or the brighter shades of blue. Many Regalia shed light in some manner. Others have a Regalia that call to mind professions of learning; many Lights wear glasses as part of their Regalia, whether or not they normally need them. Some have long coats reminiscent of a lab coat, while others have vests, boots, and practical looking clothing suitable for explorers, archeologists, or others who look to learn things far from a lab. No matter the style, the Regalia of many Crystals features a distinct lack of anything that would be inconvenient or unwieldy a normal costume, despite the fact Regalia doesn’t have to obey such rules.
So Tron suits. No Steam- or Cyberpunk outfits for these nerds. It's all neo-futuristic outfits and spacesuits.

Practical Magic: Intelligence, Wits or Resolve. i.e. All of the Mental Attributes

quote:

Invocation: Acqua
The Philosopher Queen focuses the lights of knowledge and reason into the Invocation of Acqua, and the Crystals gain mastery of that Invocation more swiftly than any other. It is linked with the virtues the Crystal-eyed holds dear, such as clarity of mind, honesty in word and deed, deep understanding, and to the emotions of curiosity and wonder. It is also tied to the classical element of water, and to liquids in general. The invoked Charms and upgrades based on Acqua relate to these things and to phenomena connected to these.

Acqua applies at no cost when the target of a Princess’ Charm is water or ice, or when she has spent at least one turn studying her target during the scene and nothing significant has happened to it since. It also applies without cost when a Princess intends to teach someone, to master a body of knowledge, to prove or refute a theory, to discover things previously unknown to anyone, and to carry out a strategy she has previously formulated.

The Invocation aids only those who are open and candid in all their dealings. A Princess who deceives another person in any fashion, be it simple falsehood, sophistry, or material omission, cannot apply Acqua for the rest of the scene, unless the deception is necessary to shield an innocent from harm, or to keep a secret given her in confidence. A Princess may reserve what she knows, if it isn’t relevant and no one asks her to inform them, and apply Acqua; she may not, however, cause another to believe what is untrue.
Of all of the things so far, I think Invocations and their special rules are actually one of the more interesting parts of the Queens. It's definitely a case where the mechanics came before the fluff and was adjusted accordingly as more fluff was added.

quote:

Quote
Your heart can show you where you need to go, but only your head can get you there.

Stereotypes
• Clubs: You’ve got some good points, but I have absolutely no idea what you’re trying to accomplish.
• Hearts: We can learn a lot from the Kingdom, but you can’t just imitate its ways blindly and expect them to work today.
• Spades: They’re excellent when it comes to making you think ... but are they never serious?
• Swords: When you need a grand, dramatic gesture, call for them. When you need subtlety, call for someone - anyone - else.
• Tears: Look, it’s obvious - if you didn’t live in that dank hole, you wouldn’t need to steal the world’s hope. Why don’t you move out?
• Storms: The ones who let their hate and anger control them, I can deal with. They ones who are still rational, I understand and that scares me like nothing else.
• Mirrors: Someone needs to deflate their egos before they get someone killed.
• Vampires: You’re a problem. I solve problems.
• Werewolves: I’ll stay out of your way, try and stay out of mine.
• Mages: They’re dangerous – not because they have fireballs, but because their understanding of reality is fundamentally wrong.
• Prometheans: What “are” you?
• Changelings: The more I learn, the less sense they make. Thankfully, they don’t seem to be an issue.
• Sin-Eaters: They know a lot about working with the dead, but they don’t seem to understand how death works.
• Mummies: It sounds like your magic was far better understood than ours. Don’t let that be lost to history, teach me.
• Mad Scientists: They’re dangerous – not because they have death rays, but because their understanding of reality is fundamentally wrong.
• Leviathans: Find wonders in the deeps, whoever said that can’t have known what’s really in the deeps.
• Hunters: They do study mysteries, I’ll give them that. I wish they weren’t so quick to shoot them.
• Mortals: If we can teach them to think, they will make the world perfect.
Both the Mage and Genius stereotype have an identical last bit. Was that intentional or did no one notice that while writing this? The character voice is at least consistent and meaningful when talking about the other Queen courts though which is a plus. The others...vary.

Inspiration
Not for :effort:, but the archetype that's being drawn is a pretty common one so rather than putting up images of the ones they list, since it's actually kinda bizarre.
Washu of the Tenchi series
Sailor Mercury of Sailor Moon
Jonas Salk, the scientist :wtf: On the Wiki, Iron Man is used instead.
Watanabe Eriko of some TVTroper fiction called Saga of Soul (this took me a little bit to find it since there's an actress with the same name)

Xelkelvos fucked around with this message at 05:54 on May 26, 2015

Xelkelvos
Dec 19, 2012
I still abide by "they scrubbed TVTropes for Inspirations in 2009 and then never touched it again" theory. Every other section has received updates of sorts while Callings and Queens are let mostly untouched since their inception. The Charms section will definitely be interesting though since it seems to have gotten a bit bloated over the years.

I accidentally deleted the next two Queen sections, btw, so those posts might be a bit delayed. Just like the Queen of Diamonds, though, the Queen of Hearts is nearly exactly like a Calling. Also there's the first overt Pony inspiration.

Xelkelvos
Dec 19, 2012

hyphz posted:

Hackmaster, 3: Size problems and lots of luck

Ok, so, bearing in mind the requests so far, we're keeping our stats in the same places. That means we can lock in the racial stat modifiers, giving us:

Str 13-1 = 12/18
Dex 9/40
Con 10+2 = 12/26
Int 13/27
Wis 6/26
Cha 11-1+1 = 11/78
Looks 13/14

...

Our total quirk return was 35 BP, which is a really good deal - we'd spent 23 so far, so we've actually made a profit, and are now on 102. So, what talents or proficiences or skills should we get? We probably have the scope to go pretty wild.

Angawa Battle Cry and Maintenance/Upkeep for Proficiencies
One-Upsmanship, Tough Hide, Stort, Less Sleep, Tough as Nails and Improved Awareness all sound good.

Xelkelvos
Dec 19, 2012
Princess: the Hopeful
The Queen of Hearts
AKA: The Rose Bride, The Gentle Patroness, The Queen Regnant
Followers’ Epithets: Jewels, Flowers (female), Gallants (male), Rocks (often derogatory)

quote:

I know what you think of society, you see nothing but the people at the top having dinner with politicaians and hiring expensive lawyers. A big system to keep the rich rich, and the poor poor. Read a history book some day. You will see that opression used to be the sword, not the law. That is why I believe in our society, where you can only see how far we have left to go I see how far we’ve come. We are on the right path, the future will be built upon the foundations of our history.
So, can I count on your vote?

The Queen of Hearts bids her subjects to restore the Kingdom’s spirit to the modern world. The followers of Hearts believe a better world has already been built on the back of principles of civilisation and by serving the people as judges, leaders and lawmakers the Flowers believe they can make it better yet.
The Queen of Hearts is the most Queen-like of queens in which she actually lives in a palace, leads her people, gives good advice, dresses formally and so forth. There's not really all that much that's odd about her other than the fact that she most fits the stereotype of Queen compared to any of the others. She's a Queen for every occasion: At peace, a kind and charitable regent. At war, a warrior-queen who stands with her armies. In uncertainty, a solid foundation and diplomat. If you also haven't noticed, the elemental theme of earth is in play. There's arguably not all that much that stands out with the Queen of Hearts (no "Off with her head!" references either) since she and her followers basically epitomize the fair and just ruler stereotypes. As a result, I'll skip along to Philosophy

quote:

Philosophy
At the core of the Queen of Hearts’ creed is the virtue of trust, and of faithfulness to a trust. The principles of her creed express the need to inspire trust, and to keep intact what has been entrusted. Everything she teaches follows from a single principle: “A crown is a symbol of responsibility”
Again, more kind and just ruler stuff. It kinda keeps going on like that...

quote:

Flourish in Community
No one can stand alone against all the Dark and survive; but people who trust each other prevail against anything evil can do. The Flowers and Gallants take it upon themselves to weave webs of trust, standing with friends and allies, obeying rulers, and guiding followers; in these webs they hope to catch the fitful gleams of Light that fall into the world and collect them into eternal beacons. They build and tend communities, write codes of law and establish customs for people who have none of their own, or have abandoned the societies they were born in. The ordered community, in which everyone has a place and no one is an exile, is the strongest possible bastion the Light can have.
Honour Tradition
Tradition is a trust – a store of wisdom laid in by past generations, to guide us in the present, and be handed on to the future. More than that, Traditions are also our shared social identity. The Flowers and Gallants do their best to breathe life into the rules and customs of the societies they find themselves in, especially the one they’re born to. They are reluctant to flout a convention, especially when they don’t know the reasons for it. However, the Radiant are here to improve the world, not preserve it as it is, and when the Flowers see a Tradition they cannot condone they seek to replace it rather than remove it. The Gallants often use those Traditions they remember from past lives in the Kingdom when they need a substitute, but they can just as easily borrow something from the neighbouring culture (especially if they wish to bring them together) or formalise that awesome party their friends repeat every year.
Authority Must Be Earned
A Princess of Hearts, by her nature and training, becomes the keeper of many people’s trust; therefore she must be worthy of it, both in her own conduct and in the behavior she tolerates. More than any other Hopeful, Flowers and Gallants are expected to hold authority and wield it responsibly. When a threat to a whole society appears, Flowers are the ones who rouse its members to action, coordinate their responses, and ensure everyone does what’s needed. In ordinary times, Gallants are courteous, friendly and compassionate to all, lest they give anyone pain; but they have their burden, heavier than most, and don’t allow themselves to forget it. Moreover, they must not take their position for granted. If her society rejects a Flower’s rule, or deposes her from it, the fault is hers not theirs; and if they proceed to disaster that she would have avoided, her failure to gain their trust is all the more grevious.
Yeah. Be the foundation of your society and the type people want to aspire to be. The Duties section says much the same thing, and somewhat implies how very much like the Graces Calling they are. Thankfully, this and Diamonds are the only two that have a Calling that's the exact same thing. The other two Queens are at least somewhat different.

quote:

Heraldry
Regalia for the Nobles of Hearts strongly favors clothing in traditional styles, particularly formal dress. Elegant ball gowns and elaborate jewelry for phylacteries are very common among the Flowers, as are flowers or flower designs (roses especially) as accents, and pastels, rose-pink or -red, and shades of white. (It’s not unknown for this sort of regalia to be mistaken for a wedding dress.) Many Gallants follow the complementary mode of mens’ formal wear, appearing in tuxedos, or in white tie, top hat and tails. The more practically minded (usually Champions) go back farther, and model their regalia on styles more archaic but less confining; the swashbuckling Cavalier, the wuxia hero, the knight in shining armor. These turn up on both sexes. In all cases, a Flower or Gallant is dressed well, showing off the best appearance of a high and civilized age.
At the very least, they're the best dressed of the five Y-splat groups, if possibly a bit much.

Practical Magic: Presence, Manipulation and Composure. i.e. the Social Attributes

quote:

Invocation: Terra
The principles of the Queen of Hearts find their magical expression in the Invocation of Terra, and her Flowers and Gallants learn it more easily than any other. It is bound up with the things the Queen values: mutual trust and peace, the responsible use of authority, sensitive compassion, and punctilious courtesies. It is also tied to earth and stone, especially when it has been refined and property constructed for human service, as proud cathedrals, elegant jewellery or solid stone walls.
Terra applies at no cost when the target of a Princess’ Charm is earth or stone, including all forms of gemstones; and when her target is a non-supernatural human being who gives informed consent to the Charm. It also applies without cost when a Princess intends to resolve a conflict without violence, to make someone or something beautiful, to give requested aid without expecting any return, to coordinate the efforts of several people in a project, or to help a lawful authority in their mandated duties.
Terra requires both decorum and consideration for others. A Princess who is rude or insensitive to another person without cause, or who knowingly committs a social faux pas, cannot apply the Invocation for the rest of the scene.
So always make sure to hold doors open, say thank you and excuse me, and wipe your feet when entering the villain's lair. Can't be rude, right?

quote:

Quote
We’re not calling ourselves Princesses because our childhood fantasies came true. Nobility means something.

Stereotypes
• Clubs: Rough and unmannerly, but their hearts are in the right place.
• Diamonds: Those towers of abstract reasoning leave me cold. You can’t keep faith with real people by a theorem.
• Spades: Yes, I suppose the mayor does deserve to have something happen to him ... why are you giggling?
• Swords: Fools rush in where angels fear to tread.
• Tears: We both talk about nobility and duty. The difference is you use it as a justification, I remember what it actually means.
• Storms: At least the Swords only risk themselves ...
• Mirrors: For the Light’s sake, grow up and be responsible for once.
• Vampires: Not all traditions are worth preserving.
• Werewolves: Herd? drat right I’m part of the herd. A herd billions strong who’ve claimed this whole earth. Now tell me, what is your little pack going to do about that?
• Mages: You talk about Atlantis a lot but you only ever talk about its magic. What were the people like? Were the citizens content, the rulers just and the judges fair?
• Prometheans: They share a culture, even when they haven’t met another of their kind. There’s something we’re not seeing, something important.
• Changelings: They had nothing to work with but scars and they built it into a society. Respect them for that if nothing else.
• Sin-Eaters: You don’t snub death by laughing in its face. You snub death by building something that will last long after you’re gone.
• Mummies: Our kingdom’s have both fallen, but I’m trying to rebuild mine.
• Mad Scientists: How did you convince him to turn himself in... An equation for the human mind? That can’t be right, I don’t believe it! I won’t believe it!
• Leviathans: Every city you build eats itself alive, you can’t even live with your own family and that’s why I’m not afraid of you!
• Hunters: If you claim to serve the Light then work in the light not the shadows.
• Mortals: It’s their world, they just need someone to teach them that.
The more I look at these, the more eager I am to see how they relate to the other splats as a whole because I expect some of them to be embarrasingly bad based on these lines.

Inspirations:
The first pony inspiration appears by way of Princess Celestia. I'll spare you that. The other listed inspirations are Minky Momo (old series) and Queen Serenity of Sailor Moon. Arguably, Mami Tomoe would also fit too. At least until she lost her "crown."

Next: "Puckish Rogues"

Xelkelvos
Dec 19, 2012

Cythereal posted:

They've clearly never played Crusader Kings 2.

That could be an interesting point, that the nobility and kingdom that this Light of Hope thing draws on never existed and is a complete lie these empowered individuals tell themselves and others.

Actually, to them, it totally did, long long ago before it fell due to the Darkness that arose from the differences in how they ruled their kingdoms. "Prosperous, just, kind and peaceful." Even if not completely perfect.

Xelkelvos
Dec 19, 2012

Cythereal posted:

Again, an interesting idea if all of that was a complete fabrication they tell themselves and others as an ideal to strive for and just pretend it actually existed (only the leaders might know the truth).

Unfortunately, just like Mage and Atlantis before the Fallen World Chronicles struck it from existence, it probably did exist and it was amazing and Zzzzzzzz...

Xelkelvos
Dec 19, 2012
Princess: the Hopeful
The Queen of Spades
AKA: The Queen of Knaves, The Queen of Thieves
Followers’ Epithets: Knaves (affectionately derogatory), Rogues (affectionately derogatory), Scoundrels (affectionately derogatory)

quote:

Why does everyone think we knaves are lazy? Being a Knave is hard work, last week I had five parties, five! That was a lot of planning, and dancing all night really tires you out. Then I spent all last night watching great stand ups and making notes. I know everyone in school’s name, that took weeks of work, I had to write songs to help me remember, and then there’s birthdays and everyone’s favourite foods and what kind of jokes they like. After all that you have to keep yourself full of energy because any time something goes wrong people expect you to be the fast thinker, and you can’t do that when you’re tired.
But it’s all worthwhile when I see my friends smile.

A lot of the world’s problems aren’t nearly as hard as we “know” they are. If we could just step outside the box and give ourself space to look at other ideas, space to breathe, we could accomplish so much. The Queen of Knaves leads a Confederation of Princesses who challenge common knowledge and teach people to laugh at the absurdities of the rules which define them. They do the Light’s work with a quick wit, nimble hand and lateral thinking.

quote:

Drifting above the mountain-side settlements that form The Confederacy of Four Winds the Queen of Spades rules from a palace carved out of the clouds themselves. Blessed with limitless energy the Queen breezes through her palace and amusements trailing courtiers and petitioners in her wake. Her regal presence comes not from her appearance but from her character. She is youthful, yet she possesses a presence that blows from her; carrying with it a sense of confidence and power, the smell of windswept desert sand, spices and the Queen’s infectious laughter. Fashion at the royal court is a turbulent affair. The Queen changes her style frequently; always trying to keep one step ahead of fashions. This has memorably led to her occasionally preceding over a court of punks and ravers while dressed in ermine robes.
In conversation with her Princesses the Queen of Knaves breezes from topic to topic; she actively resists her Princess’ trying to pin her down to a single topic. It’s a game to her and unlike the citizens a Princess is expected to be skilled enough to play. Asking the Queen to stay focused (or worse: Get annoyed) is the fastest way to lose the game. If a Princess keeps her wits about her she may discover the Queen has answered all her questions (though not always in the order the questions were asked; and the answers may be hidden in riddles or metaphor). The Queen favours Princesses who play well, any Knave who can adopt her Queen’s breezy style of casual conversation and trick the Queen of Knaves into answering a hidden question scores highly indeed.
Her enemies say that the Queen of Knaves was a rebel before her coronation and remains a rebel at heart. Her supporters and citizens ask who better to lead a nation of tricksters, scoundrels and merchants than the Queen of Thieves herself? However the weight of truth travels with these accusations. The Queen is nostalgic for her days as a rebel and frequently leaves her throne unattended to travel her kingdom as a commoner, playing pranks and jokes before departing with the winds. She’s infamously responsible for about half the graffiti in her kingdom. Her supporters again retort that what she lacks as an administrator, she makes up for by being the laughing heart of her people.
The Queen who walks around in the woods and talks to trees is probably a more responsible monarch the Queen of Spades based on the sounds of this. As a mentor, she's probably sounds as cryptic as Yoda and twice as senile. Chaotic Random might be another apt description and it's no less pleasant. In all due fairness, the archetype could also be akin to a type of monarch that results after a roguish sort of character wins the kingdom.

quote:

Philosophy
The Queen of Spades shows that you can solve any problem with an open mind and a smile.
Find the Center of the Problem
The Queen of Spades delights in unorthodox solutions. She has reached infamy for immediately suggesting one sentence solutions to complicated problems and insisting her followers prove it won’t work or else carry it out. Many of these suggestions are obviously absurd but it doesn’t matter, their purpose is not to solve the problem. By playing the devils advocate with a bad idea she forces her followers to question “obvious” assumptions and ingrained dogma and so learn the first of herPhilosophies: To look beyond the obvious and the assumed, to question what the real problem is, and to act only when she has found it. If the best answers are obvious after they’ve been found, then they are already obvious to she who just looks in the right way.
Free as the Wind
A caged bird’s music is never quite as sweet. The Queen of Spades says that Light is innate, let loose the chains and let it shine forth. A Rogue should always let her spirit soar and express herself fully, no matter what anyone might say and they should extend the same courtesy to everyone she meets. High above the clouds the Queen teaches her court how to live on their wits, their feet and beyond the reach of anyone who might chain them down.
Laughter is the Best Medicine
You can’t change the past, but you can choose how you react to it. Who would prefer to cry than to laugh? To the Queen of Spades laughter really is the best medicine, and a positive attitude is just the thing to get a Princess who’s feeling down out the door and fixing her problems.
There's cutting the Gordian Knot and then there's suggesting it be ticked loose or something. This is not my favorite Queen and I'm certain there's a splat that's done an archetype like this well and with less hints of them being Chaotic Random. The Duties are much the same: Be free, think different, keep everyone smiling.

quote:

Background
The free spirit of the Knaves is usually evident even before they Blossom. The Court of Spades draws its members from various countercultural groups (or as close as it can get given the young age of the average Blossoming), quite a few members were even outright criminals who Blossomed through a heroic effort to turn their life around. Even when they aren’t actually members of countercultural groups would-be spades often have some of the attitude. They are the self proclaimed jokers, slackers and class clowns who fight with authority, usually for the fun of it.
Joining the Court of Clubs encourages these traits, but also softens them in its own way. Declaring war upon “The Man” is less of an issue when you can just fly away, and when you can live on magic instead of a nine to five job. Knaves are more likely to make fun of what they see as wrong in society than they are to take up arms, and when they do decide to make a change their approach is often subtle, finessed and sometimes incomprehensible to others. It is usually delivered with a smile.
Guy Fawkes masks have smiles on them don't they? The trolls, jokers, hecklers, comedians, and those who find being anti-authoritarian a compliment all would be the types under the banner of the Queen of Spades. As far as the type of stuff they like to wear, it's generally colors associated with autumn leaves and the sky and clouds. Airy clothes are common as are counterculture symbols or visual puns.

Practical Magic: Dexterity, Wits, Manipulation. i.e. the Finesse Stats

quote:

Invocation: Aria
The Invocation of Spades is Aria, the enviable lightness of being. It is the principle of detachment, the paradoxical unity of speed with forethought, and the laughter in the wind. Aria is taught by the Queen of Spades and her followers learn it easiest of all.
Aria applies at no cost when a Princess is blown by strong winds, moves at running speed or faster, or is at risk of falling from a height; and when the target of her Charm is the air, or other gases. It also applies without cost when a Princess intends to catch someone by surprise, to make someone laugh, to cast doubts, to expose pretensions and humiliate arrogance, and to subvert formal rules of an organisation or society.
Aria will not support any assertion of authority over another person. A Princess is free to advise, to persuade, to appeal to friendship, and even to deceive (within the limits of Belief) while using Aria, but if she issues a command she cannot apply the Invocation for the rest of the scene.
So no telling people what to do because that's the job of the Man, man. I can see this one where ST interpretation can cause difficulties

quote:

Quote
Lighten up! This will be fine, and if not we’ll just run for it.

Stereotypes
• Clubs: Good-natured sort, by and large - except when they’re not. The little groan from a “Let’s go clubbing” joke never gets old.
• Diamonds: I probably shouldn’t take quite so much pleasure in pointing out when they’re wrong. It’s a rare enough thing that it’s a treat, though.
• Hearts: The bigger you make your castles the more places there are for me to hide in. You’re far too easy a target my dear.
• Swords: Halt dogooder! This is one of those bridges where you have to answer my riddles to pass.
• Tears: You might have kept part of the Kingdom alive, but you haven’t made it worth living.
• Storms: They are so predictable, traps, ambushes, they just charge straight in.
• Mirrors: Those special powers, did you know they stop working if... oops! Too late!
• Vampires: They seem to be at the heart of any rotten power structure. I wonder; do they corrupt things, or are they just drawn to such things like flies to meat?
• Werewolves: Discretion is often the better part of valour when a pissed-off eight foot monster is on the prowl. But sometimes you just have to get between them and their victims to draw them off.
• Mages: Look at the puppet-masters, making society dance on strings to their tunes. Never let them catch you with scissors.
• Prometheans: Well it’s like... where to begin... I don’t usually have to explain what a joke is.
• Changelings: Ticksters and lawyers to a man. Don’t try to beat them at their game of words and promises unless you’re sure you’re very good, or they’ll ensnare you.
• Sin-Eaters: Partying in the face of death; you’ve got style! Hey, I’ve never tried rum before. Want to share a bottle?
• Mummies: What would happen if I woke you and commanded you to see the world and decide who you want to be?
• Mad Scientists: Oh, don’t mind us. We’re just watching but um, can we like, be the beautiful lab assistants and shout “It’s Alive!” or something?
• Leviathans: Um, right, yeah, living in the sky is starting to look like a good idea.
• Hunters: Why are you so serious, ok I know why you’re so serious, but you’d cope better if you laughed once in a while anyway.
• Mortals: Come on everyone, smile! Fill my heart with sunshine!

Inspirations:
A character that appeared only once in FullMetal Alchemist
Saint Tail
Some dude from Shugo Chara (Ikuto Tsukiyomi)
Captain Jack Sparrow
Aladdin
Pinkie Pie

Yeah. The other Pony reference.

Other appropriate ones:
Aang from Avatar: the Last Airbender
the Protagonist of Saint's Row IV

Next: the last of the Radiant Queens

Adbot
ADBOT LOVES YOU

Xelkelvos
Dec 19, 2012

theironjef posted:

Should at least split that up between five teens with attitude.

I really do wish Princess was more amenable to Toku stuff.

I'll settle for a Compact or Conspiracy (or TFV or Cherion gear)

  • Locked thread