Professional Documents
Culture Documents
Introduction
Opening Fiction
Callings and Queens
Main Story Part 1
Setting History
Main Story Part 2
Character Creation
HERE COMES MANTIS SHRIMP
Magic
Main Story Part 3 (UNWRITTEN)
Storytelling
Main Story Part 4
The Forces Of Darkness
UNWRITTEN FICTION
Dark Magical Girls
Main Story Part 5
The Dreamlands
Extras
Appendix I: Regalia
Appendix II: Tilts and Conditions
Introduction
"If someone ever tells me it's a mistake to have hope, well, then, I'll just tell them they're wrong. And I'll keep
telling them 'til they believe! No matter how many times it takes." --Madoka Kaname
Princess: the Hopeful is a game of fighting fear. ideals are disposable. Anyone or anything with the
slightest knowledge of the awful truths of the
It’s about magical girls -- young heroines (and Chronicles of Darkness’s world would erupt in
heroes) who discover magical powers that serve to sneering, contemptuous laughter at the thought
express their personality and journey. They retain that all the vulnerabilities and emotions they have
their normal lives with their normal friendships and hardened themselves against are what truly matters
obligations and worries, and transform into an in the world. They turned their back on these ideals,
alternate identity that uses magical powers to do became cynical and selfish and wicked, believed it
something they couldn’t do in their normal identity, was the only smart and mature thing to do. Feelings
which is usually fighting an evil force of some kind. are a vulnerability, so they detached themselves
In their alternate identities their costumes are from feeling.
outlandish and ornate, their magical abilities huge
and flashy. They shout out the names of their That’s always how the villains treat the ideals of a
attacks, they give speeches about their friends and magical girl, right up until she proves herself by
their principles to their opponents -- everything triumphing over their heartlessness with the power
about them is an open and vivid expression of their of friendship. A magical girl’s entire shtick about the
emotions and identity, their alternate self is a bold power of love only works in the magical girl genre,
and magnified version of who they are. They value and it’s just foolishly suicidal to count on love and
principles like friendship and love and loyalty and friendship in a true horror story. That’s why any
are not shy about proclaiming them; when they conflict with a magical girl character is ultimately a
overcome a monster or its evil leader it’s a conflict about what genre the story is. Is this a world
validation of their ideals as much as an expression of sorrows and terror and subjugation and cruelty?
of their strength because in the magical girl genre Or is this a world where love and friendship and
those are the same thing. kindness matter?
The Chronicles of Darkness don’t seem like the kind Now, the stigma against role-playing games in
of place that would have magical girls, which is why general has largely faded away thanks to media like
it’s exactly the kind of place that would have Critical Role and Stranger Things, so you likely aren’t
magical girls. The world in a magical girl story is very embarrassed by the idea of reading a role-playing
dark and full of evil and predation, without the book. You probably wouldn’t think twice about
magical girls to fight it back. The Chronicles of letting someone see you’re reading Vampire: the
Darkness are ruled by fear and monstrosity, where Requiem or Mage: the Awakening, unless you’re
every creature is cruel and lives in fear of an even tired of explaining the difference between World of
crueler creature deeper in the shadows. There is no Darkness and Chronicles of Darkness. Yet, if you
place for friendship nor love here, life is cheap, aren’t a little bit embarrassed by reading the
magical girl game called Princess: the Hopeful, was a tragedy the likes of which had never been
you’re keenly aware that there’s a group of people seen. We were convinced that we had the whole
who think you should be. Why do you think that is? thing figured out, that we could make everything
perfect if we just had a chance, if the grownups
Maybe you’re afraid you’ll be judged for it in a way would just listen. After all, we could do anything if
you wouldn’t be judged for something else. It’s we put our mind to it. We were fearless. We
almost like you know there’s people who would couldn’t wait to grow up so we could grab life by the
erupt in sneering, contemptuous laughter at the horns.
thought of wholeheartedly and unironically
embracing “childish” things and championing the What the hell happened? We got scared, is what.
Power of Friendship. People who turned their backs Sometimes when we believed in ourselves it wasn’t
on pure and guileless sincerity, because it was the enough, and from it we learned that we shouldn’t
only smart and mature thing to do. Feelings are a believe in ourselves. We saw other people had our
social vulnerability, so they became ironically ideas before and we taught ourselves that meant
detached to avoid judgment. The fear of being we weren’t special. We had our hearts broken by
judged makes people seal away sincerity and causes dashed hopes too many times, and taught ourselves
them to judge others, spreading that fear. that raising our hopes was too dangerous. We were
judged for foolishness and naivete and taught
Princess: the Hopeful is a game of fighting fear. ourselves that pain was so bad we had to fear it
above all. We became afraid of being ourselves so
openly and brazenly, so we shrunk ourselves, we hid
Motifs: Sincerity and Expression ourselves behind veils and masks. We live in an
irony-poisoned society because we’re so afraid that
“If we want the rewards of being loved, we must
sincerity will be thrown back into our faces, that
face the mortifying ordeal of being known.” -- Tim
hopes exist only to be crushed.
Krieder
Her friends are her best asset, the thing she can
truly rely on. Her friendships have to be what carries
her through these trials, she needs to be as close to
them as anyone can be, rely on them and let them
rely on her. Fear wants us to be alone, and shield
ourselves, so she has to open herself to her close
to refer to all of them, but a male one is called a
“tiercel?”
• Darkspawn: A creature created from the Pure • Fear: The supernatural corruption of the
Darkness but not from a Nightscape, accumulated All-Consuming Darkness that has cursed humanity.
around a mote of stolen Light. Soulless and driven Fear is not the idea of caution or awareness of
only to spread fear. danger; fear is what tortures and paralyzes you
when danger might be near.
• Dark World: The remains of the parallel world that
held the Fearless Kingdoms, hanging onto this world • Fearless Kingdoms: The previous iteration of the
like a desiccated parasite or vestigial organ. Filled world, where almost all Princesses are reincarnated
with inert Darkspawn that stir in the presence of from. It was the best of all possible worlds and
light. serves as proof and model that such a world can
exist.
• Defiler: A normal mortal human who has
harnessed the Darkness’s power in the form of black • Flowers, Queen Of: One of the five Radiant
magic or discovering sinister abilities. Queens. She teaches her followers to embrace
harmony and resilience, find balance, and
• Dread: The most powerful fear a Princess faces, appreciate nature.
abstract or tangible.
• Gales: A natural feature of the Dreamlands that
• Dreamlands: A collective magical space created by warps the perceptions of anyone exposed too long
humanity’s dreams and aspirations. Within it, all of into accepting dream-logic as normal.
its elements are real, but are merely thoughts and
ideas when brought out into the real world. The • Gale-Blind: The condition of being aware of the
Radiant Queens have their strongholds here. unreal nature of the Dreamlands, but still affected
enough by the Gales to interfere with remembering powers, and can be suppressed or extinguished by
what is real and what is part of the dream. The fear.
Radiant Queens all suffer this.
• Luminous Experience: A special kind of
• Grace: One of the five Callings. A Grace seeks to experience used by Princess characters to purchase
use her words to reach out to, unite, and redeem magical abilities. Made up of Luminous Beats.
others.
• Mender: One of the five Callings. A Mender seeks
• Heraldry: The visual aesthetic and motifs found in to fix what is wounded or broken.
a Princess’s Regalia that express her Inner Light.
• Mirrors, Queen Of: One of the three Twilight
• Hopeful, The: A collective term for Princesses, Queens, teaches her followers that they are the
especially Radiant Princesses. destined True Heir and that only they matter.
• Inner Light: The power of the Light of Hope inside • Mundane: Something not-magical, referring to a
a given Princess, which determines her maximum Princess’s identity and abilities while not
Attributes, Wisp capacity, and the number of free Transformed, mechanically referred to as “mundane
Upgrades she gets on her Charms.. state”.
• Invocation: The act or statement that comes with • Nakama: A Japanese word meaning “a group of
casting a Charm to declare its existence and intent. friends whose common experiences have brought
At lower levels of Inner Light, it doesn’t have to be them closer than family,” it refers to a small and
obviously magical, but it is always noticeable. tightly-knit group of Princesses.
• Jewels, Queen Of: One of the five Radiant • Nightmare: An ephemeral being created by a
Queens. She teaches her followers to build human Prisoner of a Nightscape, driven to spread
relationships and trust as durable as the Earth. and re-create the fear that created it in order to
feed the Nightscape.
• King: A specifically male royal figure who
Princesses could follow and be inspired by. No Kings • Nightscape: A mini-dimension created by
are known to be active today, but that doesn't mean someone crushed and suffocated by their own fears.
there never were. The creator is both its king and its prisoner, its
structure reflects that person’s fears and trauma,
• Kingdom Come, The: A hypothetical united nation and it creates Nightmares that leak into the real
of Radiant Princesses who can freely communicate world.
and coordinate worldwide. If this network is
compromised while creating it, the Radiant will be • Noble: An explicitly gender-neutral term for
destroyed. Princesses. Refers more to “noble soul” than “holds
landed title.”
• Light of Hope, The: The magical force of good
inside all humanity that embodies our hope: our • Perfected Self: The magical identity a Princess
ability to envision a better future and act to bring it takes on when Transforming, the expression of who
about. Stronger in Princesses and the source of their she could have been in the best of all possible
worlds. Grants access to most of her powers and the Princesses. Very weak on their own, often take the
protection of Dual Identity. Mechanically called form of small animals and objects.
“transformed state.”
• Storms, Queen of: One of the three Twilight
• Phylactery: A physical object used as a focus for a Queens. Teaches her followers to hate the Darkness
Princess to Transform. Transforming without it is and do anything to annihilate it.
extremely difficult and losing it is dangerous.
• Stormwracked: A special term for Sworn of
• Prince: A specifically male Princess. Storms and those consumed by the Queen of
Swords’s hatred.
• Princess: A person whose Inner Light shines
through them and allows them to cast magic in • Spades, Queen of: One of the five Radiant
hopes of saving the world. Refers to females or Queens. Teaches her followers to embrace joy,
groups of mixed / indeterminate gender. freedom, and unconventional methods.
• Pure Darkness: A term sometimes used to • Swords, Queen of: One of the five Radiant
distinguish beings and powers that are granted Queens. Teaches her followers to embrace love and
directly by the Darkness, as opposed to being unbridled passion.
expressed through another idiom affected by the
Darkness’s taint. To most other supernatural beings, • Sworn: A mortal human who has pledged
Pure Darkness appears to have no unifying thread allegiance and friendship to a Princess the way a
and is a bunch of unrelated and inexplicable Princess pledges to a Queen, granted a small
phenomena. measure of her powers to help her mission. Though
Radiant Princesses can name Sworn, most of them
• Queen: A royal figure of great power who a are loyal to Twilights.
Princess follows as a mentor and source of
inspiration, teaching her a Signet and affecting her • Tears, Queen of: One of the three Twilight
outlook on life. Queens. The last ruler of a living Kingdom, teaches
her followers to do anything to hold onto the last
• Radiant: The Queens of Currents, Flowers, Jewels, few scraps of good they have.
Spades, and Swords as well as their followers, who
recently emerged from the Trap in the Dreamlands • Transformation: The act of a Princess transitioning
and seek to whole-heartedly redeem the world. from mundane state to transformed state, assuming
her perfected self or vice versa.
• Regalia: All of the items and equipment that
manifest when a Princess Transforms. • Trap: The supernatural illusion that imprisoned
the Radiant Queens and their followers in the
• Seeker: One of the five Callings. A Seeker finds Dreamlands.
hidden truths and objects.
• Troubadour: One of the five Callings. A
• Shikigami: An occupant of the Dreamlands who Troubadour uplifts and inspires emotion.
was sent by a Queen to help awaken and guide
• Twilight: The Queens of Mirrors, Storms, and • Soul: Mage: the Awakening defines a soul as a
Tears, as well as their followers, who have remained thing that supports the mind and morality, and can
in the real world since the Cataclysm and have be replaced; other game lines hew to this definition
compromised or cheated their values. extremely “irregularly” and most of the time they
talk about a soul, it’s something that makes
• Ultimatum, The: The extortionate “bargain” absolutely no sense in that context. So this game
offered by the Darkness to all living things who feel will explicitly use the definition that is implicitly
its fear: “I will make you suffer, and the only way to used in many other places. You ARE a soul, you
make me stop is to inflict me on others.” HAVE a body -- your soul is you and your ability to
feel and experience. The thing Mage refers to as a
• Wisp: A mote of emotional intensity from a “soul” is called a Soul Shard, if it comes up, and is
Princess’s surging soul overflowing its boundaries. more like a support structure for your actual soul to
Refined from expending her Willpower. Used to fuel link to the world and maintain its coherency. A body
her magic. truly without a soul is either comatose, or acting
purely on limbic-system instinct.
Modified Terms
• Turn: A normal combat turn in the Chronicles of
• Brief Nightmare: The Chronicles of Darkness core Darkness is defined as taking three seconds. While
rulebook uses Brief Nightmares to describe Horrors nothing about the mechanics change (you can move
with abbreviated stat blocks that don’t need a full exactly as far in one turn as before, an instant action
array of statistics. Since there is a type of creature takes just as long, effects with durations measured
called Nightmare here, and it’s usually not created in turns still last the same number of turns), a turn
with the Brief Nightmare rules, this would get very also takes 30 seconds, to accommodate long flashy
confusing very quickly. As “Brief Nightmare” is not magic visuals and lots and lots of talking in combat.
an in-game term and is just used in the rules, the Out of combat, effects that last one turn last for 30
mechanic will be referred to as Simplified Horror seconds. If other people will join combat in one
just to avoid confusion of having the word minute, they show up in 2 turns.
“Nightmare” refer to two different types of thing.
How can a turn take both 3 seconds and 30
• Integrity: The Integrity of a regular person does seconds? By the same process that DIO can deliver a
not just represent their exposure to overtly five-minute soliloquy about how he’s stopped time
supernatural horror, but the general state of for five seconds.
constant fear: how they have been broken down by
the All-Consuming Darkness and the sorrows it
inflicts on the world. The average Integrity a regular
person is supposed to start at is 7 -- but for most
actual people it hovers around 5.
It’s not like it is in the comic books. Or it’s too much. up to me for a moment, but he sees I’m in no mood
It’s cliched, but in all the wrong ways. to talk. Yeah, dark magic bullshit. We’ve found the
ugly little bastards he or she is using to drain
I thought I was going to be a superhero. I am. I people’s energy, and when we do, we blast the shit
feared that my life was going to be some brutal out of them. With the Power of Love.
deconstruction of the idea of heroism. Thankfully, it’s
not. I hoped that I was going to be a bright, The cliche thing the superhero does is swoop in to
four-color superhero. Unfortunately, I’m not that stop a purse snatcher. I’ve never done that. Nobody
either. snatches purses any more. There’s not going to be
anything easily fencable in them, it’s not worth the
Right now I’m standing on a skyscraper and staring risk. A purse snatching isn’t really a rebuke of the
down at the streets. That’s the cliche image, right? Power of Love that the Power of Love must answer.
The superhero standing atop the building, looking A purse snatching is such a bad idea it’s almost a
down over the city they protect. Maybe you think it’s self-solving problem. The Power of Love is about
cheesy or maybe you think it’s inspiring. I don’t think deeper things than purse-snatching. It’s about what
it’s either. All I can think right now is how useless it it means to be human and what world we can create,
is. You can’t see shit from up here. All you see is because you believe in the Power of Love you can
people moving about as little shapes. I knew that do anything. The cliche response to that would be to
already. You can’t see what the little shapes do to say it’s all a cruel joke and love doesn’t matter. That
each other, and that’s all that matters. would be a lie.
I just get up here to catch my breath and clear my The Power of Love is a cliche. And yet it’s true. Love
head. I can jump up here no problem, there’s a path conquers all. When you love someone, you fight so
up the north end where I’ve bounced from wall to much harder than you fight for yourself. Love is what
wall so often they don’t bother cleaning the scuff makes the world go round. Because the world is
marks anymore. It’s not an exertion at all. I’m made of people, those little shapes moving about,
scratched up and bruised from my last fight, but I and the things we do to each other are what we use
don’t even feel it, the wounds mean nothing to me to build anything and everything. We’re atoms and
and if they did they can be healed easily. You should love lets us make molecules, or, fuck, I don’t know.
see the other guy -- well, you can’t, because I I’m too tired for a good analogy. The Power of Love
reduced it to a fucking mist. Didn’t break a sweat. is something so true and so fundamental that we’ve
tricked ourselves into thinking that since we can’t
I have magic powers. They don’t drive me insane, I notice it, it must not matter. It does. You have to
don’t steal them from a dead god or a machine that believe in the Power of Love. It can do anything.
runs on baby spines. I have powers because it’s who
I am. Because what is inside of me, that need to fix The cliche is also that man is the real monster. And
things, that knowledge the world can be better, that it’s true. You can’t split them neatly. Man makes
Power of Love, it’s more important than physics. I monster and monster makes man. Man is monster
can wall-jump up thirty stories because the fact that I because man allows monster and monster is
am a person who can do that is more important than monster because it incarnates what man does to
the fact that the human body shouldn’t be able to. man. So many of those little shapes moving about
My magic is who I am. My magic is every part of me. are people hurting each other. If they were snatching
My magic flows endlessly from my very soul. purses, it would be easy, I could see that. When the
shapes shouldn’t be there, when the shapes
I am so, so fucking tired. coalesce out of a shadow, I can try to see that, and
stop it. The shapes from the shadow are the
There’s someone here in the city up to some dark monsters.
magic bullshit. I can’t even be bothered to put it in
the proper terms like Kitsune insists I should. As if The other cliche is that nobody is truly evil and
he knows I’m thinking about him, the little fox looks everyone is the hero of their own story doing the
best they can. That’s also true. So much of what to do it. Apparently, there are some people who just
they do is because they’re afraid, afraid of each like to slip into abandoned supplies of dark magic
other, afraid of the future, afraid of what they see and dark creatures and act like they earned it. I
when they look at themselves. Nobody wants to be know why there was a supply of dark magic and
hurt, and everyone sees how everyone can hurt dark creatures hanging around, waiting for the
them. taking. It was left over from a job not quite done.
Something not quite perfectly resolved.
The police here were worse than the criminals. They
were a force of fear and brutality. Charged to protect Did the Power of Love fail or did I fail the Power of
people, they just beat and intimidated them, and Love? Did I foolishly give a cruel and unrepentant
their violence and terror became so powerful and so murderer comfort when he deserved none, or did I
monstrous it didn’t need anyone there to carry it out let my own disgust overwhelm me and stop me from
any more. It would call forth the bodies of monsters truly reaching out to someone whose pain was as
to perpetuate itself through people’s fear. The real as anyone else’s? How am I going to know?
demons that haunted their minds became so strong
they didn’t need to stay as figments of the Whoever found this dark power laying around…
imagination. They became real monsters that what horrible things are they going to do with it?
existed only to sow fear and pain and death. What horrible things do they imagine will happen to
them if they don’t?
We found the heart of darkness; the most vicious,
most fanatical, most brutal cop of them all. A man I thought about it tonight, the whole deconstruction
who’d committed murder after murder and gotten thing, when I saw the dog. A dog carcass in an alley,
away with it. He was trapped in the world as he saw though there wasn’t a tire tread on it. How did it go?
it: himself as an honest man doing the best he could, “This city is afraid of me. I have seen its true face.”
the hero of a story about protecting the innocent,
surrounded by ravening lunatics who were going to No. That’s not how it goes, Rorshach. Wrong order.
snap at any moment and kill him and everyone who Wrong emphasis. Not enough cliches. I have seen
relied on him, who existed only to sow fear and pain its true face. This city is afraid. The streets are
and death. extended gutters, because we’re all in the gutter, but
some of us are looking at the stars. The gutters are
He needed love too. He needed to be free of fear. It full of blood and we’re trying to keep our heads
didn’t change the horrible things he did. The horrible above water. And when the drains scab over… I
things he did didn’t change the fact that he suffered don’t know a cliche for that. Everyone’s going to be
from the human condition. I liked to think we fixed it, grabbing at each other, pulling each other down, and
that we put an end to it. We didn’t completely solve amid all this callousness and cruelty all the cops and
the mundane problems of the police force when we the killers and the would-be-purse-snatchers and the
defeated the literal Forces of Darkness, but we didn’t would-be-purse-holders and the innocent victims
fail either. Things started to get better. We did what and the dark warlocks are going to shout “Save us!”
we could to make sure that could happen. People
know we exist as a local curiosity and I think a few of And I’ll look down and whisper “I don’t know if I can.”
them have really started to look up to us, even if
what we did about the situation wasn’t something
they could see. We showed them the Power of Love.
That kindness really can win out over brutality. That
cruelty can be supplanted by something other than
greater cruelty. That caring about each other isn’t a
weakness, that it is strength.
Champion
Monsters are real. Of course they are. Even when you didn’t think monsters were real, you thought they were
real. The taint of the Darkness is fear and it’s soaked into our hearts, and everyone is cowering down in the
pitch-black, wincing as they hear the screams of those around them, only hoping not to be next. Monsters are
monsters for the same reason people are monsters: if they aren’t the predators, they must be the prey. Someone
has to stop the cycle. Someone has to protect the vulnerable.
Champions embody the concept of a hero -- of those who accomplish great deeds in the face of great
opposition. They are the warriors, the generals, the harriers, the guardians, the tireless fighters, the ones who
are too determined or too damn stubborn to know when to quit. They wade directly into danger to place
themselves between the wicked and the weak, whether metaphorically or literally. They confront the Darkness
where it lives and get right up in its face.
single-handedly, wrestle rivers into new positions,
outrun, outfight, or outplay any challenger. When
Hearing the Call
they met a challenge they could not overcome, they
Champions are often those who value improved themselves until they could. They were
accomplishment for its own sake, who push the ones others could depend on.
themselves to their limits to prove their worth,
whether to the world or to themselves. But when they dream of the Cataclysm, they see
weapons and tools falling from their shaking grasp.
Champions seldom neglect their physical attributes, They see themselves overwhelmed and humiliated.
even if they aren’t of the utmost priority -- in the They see those they love screaming for help and
thick of things, you will always need to be able to know there is nothing they can do.
rely on yourself. While not simple-minded by any
means, Champions prefer immediate problems with
Magic
immediate solutions, dealing with an issue with as
few layers of abstraction as possible. Their first A Champion gains a Transformed dot in either
solution to a Gordian knot is to try cutting. An Strength or Resolve. They have a natural affinity for
archetypal Champion of Swords is a courageous the Kiai Charm to master the chaos of combat, and
warrior, a Champion of Currents a brilliant tactician, the Force Charm to exert their will on the world.
a Champion of Jewels a charismatic leader, but all of Like all Princesses, they have an affinity for the
them have their boots on the ground. Buster Charm, and one additional Charm of their
choice.
Dreams of the Kingdom
Sample Oaths
Warriors, athletes, rescuers, even builders,
Champions dream of victory. In the days of the Third Oath: “When I’m beaten at something, I
Fearless Kingdom, they could slay monsters should always try harder for a rematch.” - “If my
opponent calls for a time-out or assistance, I should
give it to them.” - “I should always be working on • Werewolves: Violence for violence’s sake is the
improving myself.” rule of beasts.
Second Oath: “I must take the opportunity to save • Mummies: You don’t know who you are, much
someone.” - “I must always give my opponents the less what you fight for. All the powers, riches, and
chance to surrender.” - “I must never kill unless the immortality you have couldn’t get me to trade
opponent cannot be non-lethally subdued first.” places with you.
First Oath: “I will never inflict violence for personal • Mortals: Get behind me. When I give the word, I’ll
gain.” - “I will never allow the people I care about to charge it and you run like Hell—. And the next time
be endangered.” - “I will never harm an innocent.” you see me, I’ll be wearing its teeth as a necklace.
Stereotypes Concepts
• Grace: Sometimes words fail, and sometimes The knight in shining armor, the last good cop, the
deeds fail. There are times when words could never first into the burning building, the dashing
work, but there is never a time when all action is swashbuckler, the sukeban delinquent with a heart
futile. of gold, the tireless worker with the world on her
shoulders.
• Mender: If I do my job right, you don’t have to do
anything at all. But since I know I’m not perfect, I’m
Inspirations
glad you’re here.
The Sailor Guardians (Sailor Moon), Nagisa Misumi
• Seeker: If you want the truth, you want to ask (Pretty Cure), Captain America (Marvel), Yusuke
them. And if you’re afraid of the truth, that means Urameshi (Yu Yu Hakusho), Buffy Summers (Buffy
you need to hear what they have to say. the Vampire Slayer), John Henry (folklore).
Grace
They say people’s number one fear is public speaking, and number two is death. I see people suffer in silence out
of the fear of speaking up and revealing they need help. People die rather than admit they might have been
willing to compromise because they’re afraid it makes them weak. I have seen how nightmares feed on
loneliness rather than blood. Someone has to open up and reach out first.
Graces are promises, offers, extended hands. A thousand voices with a thousand messages that all say one thing:
“You aren’t alone.” They are diplomats, negotiators, liaisons, even merchants: people who reach out and connect
to others as equals. They offer ways to cooperate; failing that, they offer ways to avoid conflict; even failing that,
they offer the path to peace.
Second Oath: “I must always leave open an avenue • Mortals: Just trust me, okay? Trust me and we’ll
of peaceful resolution.” - “I must never incite get through this together.
conflict where it doesn’t currently exist.” - “I must
try to learn of the motivations for every party
Concepts
involved with a conflict, no matter how hostile they
are to outside investigation.” Actual Literal Princess, upstanding merchant, fair
maiden offering her favor, lawyer, activist,
First Oath: “I will never go back on my word when I orchestrating information broker, advice-offering
make a promise.” - “I will never extort or blackmail bartender.
anyone, or anything like it.” - “I will never use my
skills for selfish gain.???” - “I will never betray those
Inspirations
who have placed their trust in me.”
Madoka Kaname (PMMM), Tea Gardner (Yu-Gi-Oh!),
Jean-Luc Picard(Star Trek), Roger Smith (The Big O),
Stereotypes
Sophie Devereaux (Leverage), Daniel Webster (The
• Champion: I know sometimes the only option is to Devil And Daniel Webster). Pretty much any of the
fight, so I am glad you are here. I wish you weren’t Disney Princesses.
so eager to conclude the time for talking has
passed.
Mender
Do you know what the worst injustice in the world is? That pain makes you worse. We want to believe that
through suffering we’ll become more worthy or virtuous, because we need to believe it wasn’t all for nothing. But
it is. The more we hurt, the more we’ll hurt others, because that’s simply the cycle we slide into. It gets harder to
see beyond the fear of that pain coming back. Someone has to bring us out of that cycle. Someone has to heal
that pain.
Menders are the ones who feel the pain of others most deeply, the ones for whom that pain is the most
powerful motivating force. She is always looking around to see how she can make things better. They fix bodies,
objects, minds, souls. The taint of the Darkness is fear, and only by healing the wounds that fear leaves on us can
we be strong enough to hold it at bay.
the passions to those beaten down and in danger of
forgetting.
Hearing the Call
Menders are those who see the broken and want to
Dreams of the Kingdom
fix it. They know things, people, our world can be
better than this, they know it all WAS, and they Of course people still got hurt and got sick in the
know they can bring it back. Fix the crumbling Fearless Kingdom -- a world where people have
foundations and everything can be set right. freedom means a world where they can mess up.
Menders see themselves as the ones who ensured
A Mender looks to the consequences of evil before that nobody in the Kingdom got hurt too badly or
anything else. Sometimes it can feel like bailing the too long. Physicians or repairmen, counselors or
ocean out with a paper cup, but seeing people able mediums, they were there when things broke to
to go back to living happy lives reminds you how it’s make them whole again.
all worth it.
But when the skies darken and the Cataclysm
Menders need Mental Attributes to diagnose encroaches, they see damage they can’t repair. They
whatever problem faces them, and often have gaze, powerless, and see pain twisting the human
Physical Attributes to withstand the damage they soul until it can only spread the same fear that
have to endure to reach the injured, literally or injured it. They see people beg for the release of
metaphorically. The archetypal Mender of Flowers death and know they cannot offer even that.
is about offering holistic peace and wellness and
personal completion, while a Mender of Jewels may
Magic
focus more on healing divisions between people
and groups, or a Mender of Swords might bring back A Mender gains a Transformed dot in either
Intelligence or Stamina. They have a natural affinity
for the Restoration Charm to most directly undo • Troubadour: You can only inspire them onwards
injury, and the Ward Charm to abolish ongoing once I’ve brought them back up to where they
threats and dangers. Like all Princesses, they have started.
an affinity for the Buster Charm, and one additional
Charm of their choice. • Mages: You seek nothing but power with
absolutely no concern with who you might hurt
along the way, much less when you get it.
Sample Oaths
Third Oath: “I should never use fear or • Sin-Eaters: It’s never too late for anyone, even the
intimidation.” - “I should never initiate hostility.” - “I dead. I thank you for making sure of that.
should always try to do something about suffering
around me.” • Mortals: Sssh, sssh. I know it hurts. It isn’t fair. I’m
going to make it all okay.
Stereotypes
• Champion: You do know I only have so much time
and energy, right? I understand what you do is
dangerous, but if you could try a little harder to
protect yourself I wouldn’t have to patch you up so
often.
Seeker
They say there’s truths Man was not meant to know. That’s bullshit. The most powerful fear is the fear of the
unknown and all it takes to destroy it is a little sunlight. When we’re shrouded in Darkness we can’t take a step
for fear of running into something horrible, and every secret is what keeps us quivering and hopeless. Someone
has to find the things that Darkness wants to keep hidden. Someone has to light the world up.
Seekers are the ones who expose and reveal, the ones who believe the truth will set us free. Darkness conceals
and to fight it, they illuminate. Tell them they can’t know something and they just have to. Tell them they can’t
have something and they resolve even further to get it. And they don’t stop until they have it.
Troubadour
I’m the one in the spotlight but you’re the star. A performer is nothing without an audience, whether they perform
up on a stage or just for their friends. I’m here to speak to you in a way language can’t even handle. You’ve been
beaten down by the Darkness into thinking you’re helpless and weak, afraid to even try and live. Someone has to
take you to that place where you can see someone not afraid to live. Someone has to help you know that person
can be you.
Troubadours are those who, more than any other, see the power in others. Champions defend them or Graces
entreat them but Troubadours know that the true strength is inside of them all along and it’s their job to coax it
out. Uplift others and they will be able to take off and fly for themselves.
Stereotypes
• Champion: No one of us could ever be as strong
as all of us.
Your heart can show you where you need to go, but only your head can get you there.
The Queen of Currents leads Princesses whose love is found in curiosity and wonder. The desire to know more,
to endlessly seek understanding. The Light of Hope is best accompanied by the twin lights of knowledge and
reason, casting away the shadows and revealing the truth for us to discover. Our emotions are precious, but
careful planning and forethought are the best way to harness them. We will build a better world -- but first, we
must design it.
Inspirations
Jonas Salk, Sailor Mercury (Sailor Moon), Washu
Hakubi (Tenchi Muyo!), Hermoine Granger (Harry
Potter), Miss Frizzle (The Magic School Bus), and the
“Professor” or “Gadgeteer Genius” archetypes.
Harmony’s Embrace
The Queen of Flowers leads Princesses whose love is found in Harmony. Balance, peace, tranquility. Our world
will be peaceful and just when we get along. The natural world is varied and uncontrolled and wildly diverse but
everything fits together into a harmonious system of perfect cycles and renewal. A better world will come, when
we nurture it and create the conditions where it can grow.
She is the most intimately acquainted with the cycle Let Hope Flourish
of death and rebirth, and even though she did not
The world is a place of conflict. Not just the obvious
escape the Dreamlands, she has aged, died, and
conflicts where nation fights nation and man fights
been reborn again and again throughout the Long
man, but also the conflicts that arise from the
Night. Right now, she’s a plump and matronly
simple act of existing. Clashes of personality, of
woman who looks to be about in her late 50s, hair
opinions, of needs. The Queen of Flowers teaches
streaked with grey, face creased with wisdom and
her children that they and everything in existence the same through her example and guidance. As the
have a nature. It is from the struggle to be true to saying goes, grant them courage to change what can
this nature within the confines life imposes that be, serenity to accept what cannot, wisdom to tell
most conflict arises. Through introspection and self the difference.
discovery a Princess can find a way for her nature to
exist in harmony with the world, to find clarity in
Backgrounds
seeking what we need and what we don’t, to let
conflict drift away as we understand each other’s Appropriately for a Court so focused on harmony
natures and how we can fit together. and coexistence, Flowers are often from wildly
different perspectives and backgrounds yet little
But harmony is not a destination, it is a process. It is conflict or divisions exist between them. Though
a way of moving with the world. Everything has a they have a reputation for favoring the relationships
nature and change is part of that nature: Water with nature -- and it’s true there are a lot of them
flows, plants grow and planets dance around the who focus on that -- it’s not the only way to follow
stars. A tree does not sit inert, but grows around the Queen of Flowers. Harmony and coexistence are
obstacles. the focus, not only plants and animals. A Princess of
Flowers may do all her work in the city, entirely with
One must always act with wisdom, but one must other people and their philosophies and outlooks…
always act. A Princess cannot just count on things though she probably has a great deal of potted
working themselves out, but needs to take an active plants in her apartment.
hand in ensuring they have the room and
framework to work themselves out. Harmony itself When the Court of Flowers gathers, it is not rare for
takes effort, not to impose your own will and plan, a laboratory biologist to talk long into the night with
but to ensure things can flourish. All too often a a self taught student of Taoism, while across the
Princess is called to violence, and knows claws and meadow a mathematician and a shaman discuss
thorns are a part of nature just as fur and flowers. how the focused and conceptual nature of spirits
She must use her power to prune away the dead leads to the most efficient distribution of their
and twisted branches and the parasitic growths that Essence. Each delight in seeing the world through
cause life to wither away. eyes that are so different from their own. The
Queen herself knows that these differing viewpoints
For this reason, Flowers' philosophy sometimes are all incomplete pieces of a beautiful whole that is
faces criticism from other Princesses (and violent realized by coming together and letting each other
opposition from Princesses of Storms) as the most be who they are. Every time one of her sons or
“accepting” of the Darkness. Princesses of Flowers daughters experiences the joy of learning so for
oppose the Darkness and the disharmony and themselves, she smiles… and she prepares another
suffering it creates by twisting the nature of things batch of cookies.
against themselves, but they don’t entertain
fantasies of utterly defeating it forever -- to them,
Character Creation
that would be like defeating gravity. The existence of
fear is now a fact of the world, and we have to find a In general, Princesses of Flowers tend to favor the
new balance with that fact. To create a better world Resistance Attributes: Stamina, Resolve, and
a Princess must become a teacher and a mediator Composure. A follower of the Queen of Flowers
who lives a life of harmony and helps others achieve
gains a Transformed dot in one of these three exceptionally healthy people who enjoy a Natural
Attributes. Immunity and a good Direction Sense is common
among both wilderness explorers and hikers. Mental
Composure is highly desired among the Flowers to Merits are rarer, but a Meditative Mind and Holistic
examine their own feelings, while it takes Awareness are both common.
considerable Resolve to always keep striving for self
improvement. Flowers always put at least some
Heraldry
effort into keeping themselves fit, meaning that
Physical Attributes are at least average. Most In their Transformed state, Flowers tend to be more
Flowers make a point of familiarizing themselves subdued than other Princesses. Greens and earth
with nature, meaning skills such as Survival and tones are common colors, with many evoking the
Animal Ken are common. Athletics come in handy images of colors changing in autumn. Ivy and leaf
during hiking, swimming, climbing, and otherwise motifs are also common, with water themes being
navigating around in the wilderness (or at least the only slightly less popular. Outfits tend to be practical
state park), and Brawl ensures that no matter where first and elegant second: the Flowers favor tough
you are, you’re never unarmed. The fact that you clothes well suited for the outdoors, but also with a
shouldn’t start fights doesn’t mean you shouldn’t be sense of balance that lends grace to their
prepared to finish them. appearance.
Flowers who wish to convince others to embrace A Flower’s Echo tends to give people feelings of
the natural world often pick up Persuasion and serenity. People feel calm and peaceful around the
Expression, while those who have a theoretical Princess, as if her mere presence somehow brings
understanding of nature often possess Science. the world into greater harmony.
Flowers interested in Spirits often pick up Occult.
Politics is rarer, as Flowers want to bring people
Signet: Legno
together but squirm in such formal power
structures, as is Computer -- it’s not like they’re Legno, the path of blooming life, is gifted to all who
tech-illiterate, but delving deeply into something follow the teachings of the Queen of Flowers. It
that is so purely artificial seems kind of pointless. focuses on resilience and adaptability and grants the
ability to influence plants and animals.
Socially, the Court of Flowers tends to have fewer
dots in Allies than Contacts. It is the way of Flowers Stereotypes
to coexist, not control. Circle, however, is often
staggering as the Court’s focus on coexistence • Currents: They seek knowledge only for the sake
brings them closer to whoever is around them. It is of knowledge. They build a future with no idea
not unknown for a Flower to count an entire where it leads. We need to be there to help guide it
community as their Circle, whether that community for them.
is a commune explicitly built on principles of
friendship and love, or an ordinary neighborhood • Jewels: They are living in traditions built for the
that arose simply through the common existence of world of yesteryear, but we shouldn’t disregard
people near each other, seems to make little them entirely -- they became tradition for a reason,
difference. The outdoor life enjoyed by many after all.
Flowers makes Physical Merits common, many are
• Spades: Flexible, adaptable. They can fit anywhere
yet they lack the permanence to ask the same • Werewolves: No, “harmony” is not the halfway
respect of the world. Somehow, I don’t think that point between “wears pants” and “kills everyone.”
matters to them.
• Deviants: It doesn’t matter how fractured you are.
• Swords: If you are strong enough, you can move You can find a place to belong, I’m sure of it.
the world, but unless you teach the world to move
itself it will always move back. When they lift, use • Mortals: I hope this helps. I hope that by living the
your hands to guide them. world we want for you, we can earn for you the
world you deserve.
• Tears: This kind of stagnation and stubbornness is
akin to death.
Inspirations
• Storms: You can’t force the world to conform to Nausicaä, Fluttershy (Friendship is Magic), Yoko
what you think it should be, no matter how violent Kurama (Yu Yu Hakusho), Alexstrasza the Life-Binder
you get. (World of Warcraft), Lily White (Touhou Project),
and the “Friend To All Living Things” or “Simple Yet
• Mirrors: You want to make everything about Wise” archetypes.
yourself and yourself alone, as if you can even
understand that without understanding the world
around you.
Bedrock of Society
The Queen of Jewels leads Princesses whose love is expressed through pride. The swell of emotion that comes
with sincere accomplishment, of having done something, made something -- or to have seen someone you love
rise to become greater with your help. The Queen of Jewels implores her followers to bring the Fearless
Kingdoms back to the modern world. The principles of civilization and order built a better world, and with the
Jewels as its trusted leaders and judges, we will rebuild a paradise that can endure.
• Swords: I’m not going to let you go out in a blaze • Sin-eaters: The best defiance of Death is to help
of glory. You need to be here for all of us. make something that will live long after you pass.
• Tears: I understand how important Alhambra is to • Mortals: It’s incredible you managed to survive
you. We can both thank it for how it helped you, this far, against all this. I’m proud of all of you who
and then let it pass into memory where it belongs. make it through. Now it’s time to take back the
world you deserve, and I’ll be behind you every step
• Storms: You don’t have a community, you have of the way.
mass hysteria. You don’t know anything about each
other because you’re afraid having anything to
Inspirations
know might make you weak.
Queen Serenity (Sailor Moon), Princess Celestia
• Mirrors: If there was a True Heir at all, she’d have (Friendship is Magic), Minky Momo, Sakuya Izayoi
to be someone who understood that people (Touhou Project), Princess Zelda (most especially
weren’t here to serve her, she was here to serve Twilight Princess and Hyrule Warriors), or the “High
people. Queen” or “Team Mom” archetypes.
Laughter on the Wind
The Queen of Spades leads Princesses whose love is expressed through joy. Seekers of laughter and thrills, a
confederation of Nobles who are always ready with a joke, who can find the silver lining, or who are just having
the time of their lives -- and whose happiness is infectious to their friends and loved ones. Surprise begets
laughter and laughter defeats terror. When the world tells us “this is how it has to be,” a Princess of Spades
smiles, winks, and does something the world didn’t see coming.
When a Princess comes to her for advice -- or she The kind of people who take it as a compliment
comes to them -- she bears wisecracks, or when you call them “Knaves”.
complicated fast-paced games, or even an array of
Jello shots. Don’t talk about the problem, just roll
Character Creation
with her energy and you’ll find you may not have
the advice you sought but always got the advice you Princesses of Spades favor the Finesse Attributes of
needed. Dexterity, Wits, and Manipulation. Princesses of
Spades gain a free Transformed dot in one of these
Attributes.
Smile In The Face Of Fear
You can solve any problem with an open mind and Wits lets you live outside of the rules, Manipulation
confidence, and nothing makes confidence like lets you get away with it, and Dexterity helps when
happiness. The unexpected is funny, but it also you don’t get away with it. Strength is also valuable
works, approaching problems from new directions. for the self-reliant, as is Resolve to keep your own
Fear drives us into the mud and entrenches us spirits up so you can elevate others.
where we are, and happiness and laughter uplift us
to see all the possibilities we never noticed from the Physical skills are usually prized. Survival, Stealth, or
ground. even a smidge of Larceny help you to stay
independent, and Athletics and Drive help you get
The Queen of Spades teaches you to be to where you want to be. Socially, Streetwise,
light-hearted. Never too serious, and never too Socialize, and Subterfuge get you into and out of
dragged down. Dance out of the grasp of any hand groups when they need you and back out again
that seeks to bind you. Then laugh at their when you’re done. Expression is great for friends or
frustration. strangers, to communicate what you mean without
being tied down to specific words and topics. It’s
also the Skill involved in being a wiseass.
Backgrounds
There are only two types of people who Blossom For Merits, a Knave's dashing charm and quick wit
into the Court of Spades: Those who were free leads to a wide Circle and diverse Contacts and
spirits, and those who needed to be. If you point perhaps a good friend as Retainer, but they often
out that according to their philosophy these two lack the more structured relationships implied by
groups encompass everyone, the Knave just puts a Allies, Status, or Mentors other than the Queen
herself. Fleet of Foot and Fast Reflexes come what we’re all about, and you don’t even have to
naturally to practitioners of Aria, and the understand what they’re working on to do it.
Fast-Talking Style is vital to get out of trouble in one
piece. It may seem counterintuitive to recognize • Flowers: Good-natured sort, don’t really stand on
many Knaves have the Common Sense merit, but it’s propriety, their willingness to accept things makes
true. They intuitively grasp what’s going on without them great at playing along with a bit.
deep analysis, and you need to know what common
sense says before you decide to ignore it. • Jewels: All that ceremony and tradition is just too
much potential comedy to ignore. I love the looks
on their faces when they’re trying to look mad at
Heraldry
you while also trying not to laugh their asses off.
The Heraldry for Nobles of Spades is extremely
personal and expressive. Colors are vivid, blacks and • Swords: They know how to cut loose. Whatever
whites are high contrast, scarves and capes to billow you’re up to, if they’re your friend, they’re down
behind movements are common, and outfit designs with it. One-upping each other can lead you to a
hold subtle visual puns for the attentive. Being quick night you’ll remember forever, or a night you’ll
and working subtly does not mean going unnoticed, never remember because you just woke up in a
though a lot of Knaves pick up at least the basic motel wearing a zebra costume. Highly
Illusion Charm to disguise when needed. They often recommended.
take existing styles but add twists that make them
uniquely their own: from a customized school • Tears: If it’s not something you feel happy about
uniform to a stylish swashbuckling pirate, a dapper working for, then it’s not something worth saving.
stage magician or a classy cat burglar. Outside of the The only reason you all embrace sadness is to avoid
US and UK -- where fear of clowns is so omnipresent seeing that.
they think it must be universal -- the laughing
white-faced pierrot is a very popular choice. • Storms: I don’t get it. You don’t laugh, you aren’t
happy, some of you barely have personalities. What
The Echo of a Princess of Spades tickles like a the hell is the point of fighting the Darkness if you’re
feather propelled by a soft breeze. It lightens the not making a world we can enjoy?
spirit, makes it easier to laugh, makes it easier to let
go of your burdens, if only for a little while. • Mirrors: If THAT’s how you react to people
laughing at you, that just proves how much I need
Signet: Aria to get people to laugh at you.
Aria, the path of the free winds, is gifted to all who • Prometheans: Okay, I guess a ‘joke’ is something
follow the teachings of the Queen of Spades. It that’s funny because it’s unexpected and
allows its users to evade capture and burdens, and unconventional. Unless it’s slapstick. Or it’s a
grants power to control air and wind. running gag where you know the punchline and it’s
about building the anticipation for it. ‘Happiness’ is
Stereotypes when you… okay, you guys are a pretty rough
crowd.
• Currents: The thing where they repeat a word you
just said and go “Of course! You’re a genius!” is
• Sin-Eaters: Don’t mess with them. They’ve been Inspirations
drinking with skeletons.
The Doctor (Doctor Who), Psiren (Fullmetal
• Beasts: Blah blah primordial blah blah dark Alchemist), Saint Tail, Featuring Dante From The
mother blah blah teaching lessons blah blah fear is Devil May Cry Series, Pinkie Pie (Friendship is
good. You’re a bunch of self-important hypocritical Magic), Joseph Joestar (Battle Tendency), and the
assholes and you need to be taken down at least “Lovable Rogue” or “Trickster” archetypes.
nine or ten pegs.
The Queen of Swords leads Princesses whose love surges out in the purest and most intense way: passion.
Committed, intense, ready to carry on the fight, it is this overwhelming and passionate love that drives
everything they do. Don’t hold back. Don’t mess around. Don’t hide your feelings. Find what you love, who you
love, and move mountains and sunder the heavens for them. Let the flames of passion in your heart warm
everyone around you and blaze a trail to the future.
Inspirations
Nanoha Takamachi, Kazuma Kuwabara (Yu Yu
Hakusho), Sayaka Miki (Madoka), Simon the Digger
(Tengen Toppa Gurren Lagann), Nero (Devil May
Cry), and the “Soft-Hearted Warrior” or “Hopeless
Romantic” archetypes.
Main Story Part 1
THIS WHOLE THING NEEDS TO BE REPLACED WITH A NEW ONE THAT FOCUSES ON MEETING A
THREAT
Fucking raccoons.
There’d apparently been a spate of raccoons messing with people’s garbage cans in the neighborhood, and when
her mom had heard rustling and clanking outside, she’d demanded that Janet go do something about it.
Janet had objected, of course, because it was past midnight and SHE didn’t think that a racoon messing around in
empty garbage cans was something worth losing sleep over. But then Mom started to guilt-trip her about still living
at home even thougheven, though both of them agreed it was a better option than living on campus, and what
began as something small soon devolved into 10-minutes of screaming that ended with Janet having to go
outside anyway. But now everyone was mad and the neighbors were up. Janet had kind of hoped the yelling
would have driven the stupid thing off. That way she technically wouldn’t have lost the argument to her mother.
But the damn raccoon hadn’t stopped making noise the entire time. It was almost musical. Well. If not musical,
rhythmic.
So now it was almost 1 AM, and she was wearing an old sweatshirt and pajama pants and holding a broom like a
baseball bat, ready to scare off a forest animal that would be better off left alone. No matter how much noise it
was making, she knew she just had to disturb the area around it and it would bolt off in pure panic. She jabbed the
broom’s handle at the recycling bin next to the garbage, prepared for the startle she’d get from the creature’s
sudden movement --
“WHAT THE FUCK IN THE FUCK WITH THE FUCK?” Janet screamed, jumping backwards and nearly dropping
the broom.
The raccoon hadn’t bolted. The raccoon had hopped up on the rim of the recycling bin, resting on its little tiny
raccoon elbows, and was now looking at her with its adorable tiny raccoon eyes in its adorable tiny raccoon mask
of a face and then talked to her with its adorable tiny raccoon mouth in the way that adorable tiny raccoons
absolutely shouldn’t. Her heart felt like it was going to explode out of her chest, and the fact that her surprise had
been provoked by a cuddly woodland critter didn’t make it any better. It made it feel worse.
“It was supposed to be ‘Inna-Gadda-Da-Vida.’” the little creature said. No way. It couldn’t have been the raccoon
saying it. It had to be a puppet. “Did you not hear it? Bumpa-bumpa-bump bump, ba-BUM!
Bumpa-bumpa-bum--GAH!”
Now it was its turn to scream in shock, as she thwacked the bin he was sitting in, not just to jostle it but to expose
whatever mechanisms puppeted the little guy. Of course, she revealed nothing but the raccoon’s legs, but at least
it scampered likeike she had originally thought it was going to, so that was delayed validation.
“Because I have a message for you!” it said. “I’ve been rummaging around the neighborhood because I knew you
were close, but didn’t know who you were exactly. But now I’ve found you.”
“I’m a Shikigami. I have been sent here by your Queen, the Queen of Swords.”
“Who sends talking animals? Why does she send talking animals?”
“Yes, she --” it swatted at its face like the current thread of conversation was a fly and it wanted to be rid of it. “She
sends shikigami! I’m a shikigami! I’m a helper spirit from the Dreamlands who takes on the form of an animal,
spirit, talisman, companion… guy!”
“Yes, there’s -- no, I mean -- Yes, there is, but not this -- Gah!” It dragged its hands down the sides of its little
snout. “Are you always this difficult? I’m here to tell you about your destiny!”
“TO LISTEN TO ANIMALS!” it snapped. “I know you’ve been having dreams! Big dreams about a world where
you’re powerful and everyone looks up to you and you’re some kind of figure of royalty or nobility or respect or
SOMEONE who doesn’t argue with everyone about every little thing! Dream visions! I’m magic! I’m here about the
dream visions!”
She was silent for a moment. “...Lots of people have dreams like that.”
“Lots of people don’t talk to animals!” it hissed back. “That wasn’t a coincidence! I’m here to tell you they meant
something. That you are Nobility, reincarnated from the Fearless Kingdoms, a hero in a past life! A Grace, sworn
to the Queen of Swords! In a past life you used to be a paragon of hope and your words reached out to pull others
from darkness and, and, I had a whole speech prepared and you made me forget it! Anyway now you’ve finally
been reborn into a world full of monsters and it needs your help to save it!” She parted her lips, and he cut her off.
“And yes in your past life you talked to animals! Animals talked! It was normal! Can we move past that?”
She paused. “...That didn’t sound anything like Inna-Gadda-Da-Vida, you know.”
Never Upon A Time
Chapter 2: Setting
Lemme sketch out something for you. It’s probably a bubbles like ichor. It reacts to the presence of the
familiar concept if you are aware of sci-fi or fantasy Light by manifesting beasts that seek to consume
or the occult, but just follow along. and destroy it. It imprisons humans in miniature
dimensions called Nightscapes where the horrors of
There’s a force of sinister, dark corruption out there their mind are made physical and loosed to torment
that seeks to consume everything. It gets its hooks them. It offers up dreadful power and foul magic to
into your soul and corrupts you, it changes you. And those who embrace it, eroding their souls in
it’s always there, whispering to you, promising that exchange.
if you listen to it and give it what it wants things will
be so much easier. Just give in a little more, let it Far more importantly than that, what I have just
claim a bit more of your soul. The more dominion described is the emotion of fear.
you give it, the worse you become. The things you
used to value don’t matter as much as giving in to Fear whispers madness into you with the gnawing
this corruption and doing what it demands. It anxiety of the unknown and the urge to panic. It
consumes your thoughts and your personality. You demands you lash out blindly and claw at everyone
want to spread it to others. You feel enraged by around you in order to feel safe for a few moments.
those who aren’t yet subject to it. You can no longer When you should think and plan, fear says “don’t
understand those who aren’t drowning in the think, act right now, just for that moment of relief
corruption. Everything it touches turns destructive from the anguish I inflict on you.” Fear wants you to
and ruinous but it always tells you that it’s right, it’s sacrifice the future for the sake of avoiding the pain
the only way, it needed to happen, you wanted it to of right now. Fear wants more and more of you
happen. It wants more and more of you, it wants every time you give in. Fear drives you away from
more and more of the world, and as it makes you anyone who could help by telling you that to expose
crueler and more heartless it only rewards you with yourself to love means they will see that you are
more cruelty and heartlessness. But you’re so weak and terrible on the inside, and you should hide
enthralled to it you think this is good, this is in the shadows alone. Fear wants you to tremble,
empowering, this is who you should be. alone and weak, unable to overcome it.
What I have just described is a metaphysical force The taint of the All-Consuming Darkness is fear. The
called the All-Consuming Darkness. A force that hold of the All-Consuming Darkness on the human
creates and motivates supernatural evil, soul is fear. The powers it offers are the ability to
destruction, whispering madness, warping the spread fear to others to keep it away from you, like
living, claiming souls, and corroding reality to bring how someone can abuse and cow everyone around
about endless suffering. It congeals in fell places and them in order to have their own safety assured. The
monsters it creates are a person’s fears manifesting Wolf’s fall. Christians imagine life before Original
and terrorizing others, just as the paranoid turn Sin. The Nameless Empire the Mummies hearken
their fears into actions and ideas that spread.. It from was an archaeological fact, but it never had
claims souls as fear devours more and more of them the glory and power they now invest in it. And even
until everything they are is defined by their fears. now the idea of a beautiful Tartarian Empire who
Their prison keeps shrinking as more and more existed a mere generation ago who held secrets of
ground becomes too horrifying to tread. beauty that we are now denied gains traction
among those beaten down by the mundane ugliness
The Darkness is not invading our world. The foul of modernity. All of them look around at the world,
black ichor of its presence does not surge from at what a miserable mess it is, and think “It can’t
outside of reality. It congeals from the world around have always been like this. This isn’t the best of all
us like morning dew collects water from the possible worlds. I know we could do better -- we
atmosphere. The difference between the power to must have lost that.”
harvest energy from human beings and the power
to abuse humans into compliance is only in degree, The best of all possible worlds is what we, the
not kind. Nightmares coalesce in the physical world Hopeful, refer to as “the Fearless Kingdoms.”
by the same process they come to dominate our It wasn’t “perfect” because nothing can be. There
thoughts. The Darkness is not invading our world. was anger, hatred, and sorrow; they are a part of us.
The Darkness is already here. If there is freedom, if we have independent minds
and fates, then we must have the freedom to screw
And right now it’s winning. It’s winning by a lot. The up, even very badly. We can’t have joy without
modern world and everyone in it is dominated by sorrow… but we don’t need nearly this much
fear. And through their pained attempts to ward it sorrow, and the Fearless Kingdoms found that
off they spread it to others. I have to get you balance. There was strife, but not nearly so much or
because otherwise you’ll get me first. I have to take so deep, and all parties involved knew that
from you or there won’t be enough for me. I can’t ultimately their opponents were human and wanted
help you because you might be lying to me to to settle with as little conflict as possible. There
exploit me. If people are afraid of me, maybe I don’t were forces of evil, even fiendish monsters from the
have to be afraid of them. If I become Fear’s agent, dark, but against heroic champions it never even got
maybe it will spare me its tortures. a foothold. Even so, people died. When they died
too young, their ghost would return for a while, say
But it doesn’t have to be like this. We know, because its goodbyes, and finish its business. If you thought
we remember, even though it didn’t happen. At your life wasn’t well-lived, you reincarnated and got
least not in this world’s history. another go at it. Until you could look back and say
“Yeah, I’m happy with that.”
The Fearless Kingdoms “The Fearless Kingdoms” wasn’t the name back
then, of course, it was just “the world” or “reality”
The stories of cultures both supernatural and
or “Earth.” It wasn’t a single unified governing
mundane are filled with the idea of a long-lost
kingdom; different people with different ideas and
Golden Age whose grace we have fallen from.
needs were able to determine their own fates.
Mages and mortals both believe in infinitely wise
Some of them had monarchs, but not all of them;
Atlantis. The Uratha long for the time before Father
you had democracies and anarchists who lived their
own lives too. Yet the name isn’t inaccurate, when the universe was born. Light was instantiated
because no matter how they were governed, these as the Light of Hope in humankind, but Darkness
Kingdoms all had Nobility. just stayed itself. Whether or not the Darkness was
the source of misery and hatred doesn’t really
There were leaders, wise and just and empathetic, matter, for it loved all forms of suffering and sought
whether they ruled by edict or example. Leaders the to spread them either way.
people could genuinely trust, both in their good
intentions and their skill. Leaders with truly noble But the Darkness was weak, easily destroyed. After
souls to believe in and rally toward. Whether all, evil cannot create and can only destroy. What
absolute monarchs, elected politicians, informal the hell was it going to make as its exemplars? How
figures of wisdom, even parental figures, they all could it seduce the creatures of light to its dark side
had Kings and Queens, Princes and Princesses. The when it had nothing to offer them? Evil isn’t
Noble were the ones you could trust because they powerful. Evil is pathetic and useless and futile, and
loved you as much as you should love yourself. in the Fearless Kingdoms that was clearly
illuminated for everyone to see.
Finally, magic was not a thing we HAD, magic was a
thing we WERE. Magic was the expression of our The Darkness has a will, but it doesn’t have
humanity, our ability to make things better and keep thoughts. It simply is, without aspiration beyond the
growing upwards -- the Light of Hope, the ability to most immediately spiteful impulse to tear down and
see a better future and make it come to pass. Some destroy. What little might it gathered it would
people would just find the love and kindness and futilely throw at the Light as soon as it could,
humanity inside them couldn’t be contained and it accomplishing nothing. So what happened wasn’t
would surge out. You would Blossom, and realize the Darkness’s own doing. It couldn’t have been,
your destiny as a shining beacon of Light, a bearer because it required a plan, an aspiration, the desire
of Hope. As a Noble, as Princes and Princesses given to change things. But to make them worse, not
to magic as birds are given to song. better. The creation of fear was the greatest
betrayal possible, humans turning against humanity
And as a Noble of the Fearless Kingdoms, you would for no reward other than to make them suffer, and
be utterly without fear. Because fear, as we know it, we don’t even know who it was.
didn’t exist. People could feel caution, or wariness,
or concern for their safety; it’s not like they were We are pretty sure there were three figures who
blind or suicidal. But fear? An emotion that doesn’t orchestrated the creation of fear, but we know them
just tell you about danger, but paralyzes you from only by descriptive titles: the Red Queen of
doing anything about it and then tortures you until Contempt, the White Queen of Self-Loathing, and
you give in and do something you know will hurt the Black Queen of Despair. We don’t know what, if
yourself? Absolutely incomprehensible. anything, they call themselves, or even if they ever
were human enough to have identities, much less
have them now. We think we know something each
The Darkness and the Cataclysm of them did to destroy the Fearless Kingdoms, but
were there other “Dark Queens” we didn’t
The Darkness existed back then, as there is no light
catch?Were they even done by different beings or
without darkness and there is no good without evil.
just one thing with many masks? Even the existing
Maybe Darkness and Light existed as counterparts
records of what people observed back then,
preserved in Alhambra’s library, are spotty and very sudden and catastrophic existence of fear.They
incomplete. Dispassionate observation is nearly struggled through emotions they thought
impossible in the moment when you, everyone you impossible, desperately trying to regain their footing
know, and everyone you don’t, are all first and establish a strategy. But they stumbled in their
introduced to fear. first efforts, not knowing how to approach the
problem yet. And for each of them, when exhausted
The fall of the Fearless Kingdoms was not a slow from effort, the White Queen of Self-Loathing
decline into decadence and lost ideals. It was a appeared. Standing beside them to say “You can’t
Cataclysm; sudden, destructive, and omnipresent. do it. You’re a sham, a fraud, a failure. You will never
With no warning, fear erupted in every corner like be able to save anyone, and everyone who ever
earthquakes on a fault line. No one understood depended on you should have known better than to
what it was or why. Panic spread as a wildfire in believe in you. All you will do is let them down.”
people who didn’t know what panic was, or how to
deal with it. As love and kindness can surge outward The people looked to their leaders, to each other,
and cause someone to Blossom, so too can fear trying to find answers and solidarity as their
create a Nightscape, a horrible realm of terror and communities crumbled around them and the lights
torture crafted around its creator to both exalt and of their friends and loved ones were obscured by
imprison them, birthing and loosing yet more inky Darkness. As surely as the pleas they made
shrieking, quivering creatures of terror to spread went unanswered, the pleas they heard back were
further, a wading flood leaving more Nightscapes in fearfully dismissed as the Darkness trying to trick
their rippling wake. them into vulnerability. The only voice they seemed
to give credence to was the Black Queen of Despair,
For all the many virtues of the Fearless Kingdoms, whispering only two words into each ear: “Give up.”
they had no courage. For the meaning of courage is
not the absence of fear, it’s the ability to act despite We fell to blind fear, all of us, in one way or another.
it. How could they have known what that was, much The Noble faced an assault by evil they were utterly
less cultivate it? unprepared for. This was not a timeless and mythic
war across aeons. The world fell within 18 months.
Bonds of trust shattered and ideals suffocated The Darkness won. It consumed nearly everything
under the assault of fear. Friends became enemies we had made and reduced it to a useless,
not because of what they had done but what they desiccated husk. The only option was escape,
might do. The Red Queen of Contempt did not come hopefully to regroup and defeat it.
riding with an invading force to destroy the
Kingdoms. She rose among the people and rallied
them against each other, screaming “Destroy them! The Trap and the Dream
Slay them! They are cruel and greedy and want you
The territory where the Noble would muster a
to suffer! They aren’t as important as you! They
counterattack against the Darkness was known as
don’t deserve love!” And the next day, she said the
the Dreamlands. Opinions are divided on whether
same thing to their neighbors, spreading hopeless
the Dreamlands existed at all before the Cataclysm.
violence outward.
Were they always there as a tangible manifestation
of our ability to dream both figuratively and literally,
The Noble fought against it. Immediately,
or were they created by the escaping Nobles as a
vehemently, they did their utmost against the
safe place to hold out and plan? The Dreamlands way, the Darkness would be given an endless buffet
may or may not be where our dreams come from, of helpless humans to inflict suffering on.
but it is certainly where they exist. Unbounded by
space or time, all that we imagine gathers there. The world was started anew -- nobody is certain
Ideas there can take on a literal life of their own, how. It was begun again with the taint of the
just as we do. Darkness, the taint of fear, drenching it down to its
very foundations. Everything that was good was
The Noble would not have been satisfied with this, twisted to its worst, most painful, most fearful
even if it could be a paradise, because they knew incarnation. Sources of comfort would become
aspiration meant nothing without the will to see it sources of terror. Every friend, a potential enemy.
done in reality. Yet they were betrayed and Humanity restarted, suffocating under the thick
entrapped there. The Light of Hope was reflected shroud of Darkness, with its most dedicated leaders
back upon them and they were swept into the and protectors entrapped far away. The previous
narrative of the dream, offered a place where they incarnation of reality withered into the Dark World,
had won back all they fought for. Their Kingdoms a dead and lightless place hanging off the new
were rebuilt not by thought and effort but simply by world like a diseased appendix. The Darkness was
the wish that they be so, and all the Noble could see turned loose to feed but held from overfeeding.
was that humanity had made what it wanted to be Humanity would only see the barest, guttering
true. glimpses of the Light, and our aspirations and hope
would be stunted, slow, and each new discovery
Instead of striking back to cast off the Darkness and would bring with it a new form of fear and misery.
save the suffering, their leaders, now known as the With the Noble entrapped, the people’s lives would
Radiant, slumbered in unreality. Not knowing that be a trap as well, one they couldn’t conceive of
anyone needed their help, they played out the best escaping.
of all possible worlds as an impossible fantasy.
The history of humanity would be rewritten from
The Dark Queens knew that the Light would build page one as a chronicle of darkness.
again. At least, they must have been the ones to
figure that out, because the Darkness is incapable of
those thoughts. The Darkness wanted only to The Twilight Noble and the Long
consume and torture and ruin, and was finding itself
in a world where there was little to nothing left to Night
despoil. It couldn’t be content in success, but could
From there, the history of this world began, the
only desire to endlessly repeat itself. To do that, the
Chronicles of Darkness. If you want the official story
world would be redone, skewed from the beginning
you can look at a history book. If you want the true
in the Darkness’s favor.
story there’s at least eight types of supernatural
creature claiming to offer it and none of them can
The Dark Queens found creatures called the
see all of it. The time the Light was suppressed in
Wardens, bizarre beings made up of disjointed and
the world is known as the Long Night. And even the
discordant stories and ideas. They enlisted these
powerful and knowledgeable huddled together in
Wardens to monitor and maintain this Trap and
the darkness, in secret, fearful of the massive world
keep the Radiant dreaming. With them out of the
outside their little communities and fearful of all the fight back the Darkness from what it owns as futile.
things they couldn’t know. The only thing they aspire to is to hold the one last
thing that matters in their hands against the
The Light of Hope is not something humanity has darkness, at any cost. They don’t enjoy what they
that can be taken away by an external power, it’s must do, but they see the world, and they see the
something that humanity is. But it can be beauty of Alhambra even in its rain and sorrow, and
suppressed, snuffed, choked away by the oppressive they know they must do it.
taint of fear. Those who hold it can be crushed, but
there will always be a few who awaken its power, The Queen of Storms once ruled the powerful
even with nobody around to hold as an example and kingdom of Gonel as a wise and impartial judge, her
nobody to help. Blossoming still happened during love for her charges great, and her wrath at injustice
the Long Night, but it’s pointless and reductive to as sudden and devastating as a bolt of lightning.
say “oh, this or that figure from history was a Prince When her followers felt cowardice and retreated
or Princess,” since the Light is what we all are. You from their duties, she did the only thing she could,
can’t say that people did or didn’t need the Light to which was to search out evil and destroy it. Over
be good people because the Light is already in all of and over and over again. One foul thing slain led to
us. the next, and the next. She gathered followers, but
leading them wasn’t as important as slaying the
And not all of the Noble were trapped in the enemy. They followed her even as her eyes grew
Dreamlands. Some escaped or endured in other more tired and sunken, her once mighty roars
ways, costing them their virtue and hope. There are hoarser and raspier, her thoughts ever more sparse
at least four, though one of their number - a Twilight and incogent. Her affinity for lightning was worn
King - fell so long ago that little is known of him or down by her vitriolic hatred along with her very
his followers. The others are the three Twilight soul, and her hands no longer called forth the
Queens. During the Long Night, the period of the heavens but the blistering acid that had etched
Radiant’s imprisonment in the Dreamlands, they everything else about her away. She never left the
were the only organized Noble presence in the Dark World or its limitless supply of lifeless
world. monsters stirred up by her presence.Waging her
personal war is all she does now. She doesn’t sleep,
The Queen of Tears is she who rules Alhambra, final she doesn’t eat, she barely speaks. She is a
bastion of the Fearless Kingdoms, a city of eternal one-woman crusade who happens to be followed by
rainfall and gloom that yet stands as the last open preaching acolytes.
light in the Dark World. Fear has little purchase
here, but neither does any other emotion. Alhambra The Queen of Mirrors did not fall into the Trap of
is a city of depression, of weak and lifeless feeling, the Dreamlands -- she made her own. All that
its existence only maintained by parasitism. The remains of her kingdom of Heril is the uppermost
eternally dim but never dark lanterns of Alhambra level of her palace’s spire, unmoored in
burn hope in order to keep the city safe, and its nothingness. She survives only in the reflection of
Princes and Princesses venture into the real world her own radiant Light. She pines for the prophesied
to steal it away from humanity in order to keep the True Heir, the Noble among Nobles who has the
city lit another day. Alhambra is the last remaining power to win back the world from the Darkness
testament of the beauty and goodness of the with effortless grace. Her only role in her existence
Fearless Kingdoms, and they see the struggle to is to find this True Heir and foster them into the
glorious hero who will make it like it never for personal glory. They came in peace for all
happened. They say she looks out of every mirror in mankind.
our world, endlessly searching for the next potential
Heir. Each Princess she takes under her wing, each When Armstrong’s boot first made a print on the
one she mentors, she treats as if they are the only lunar dust, the Trap cracked. Again, it’s hard to
and obvious potential Heir, no matter how many determine why, because it’s not like many knew
others she is likewise supporting at the same time. what to be looking at at the time. Some scholars say
She teaches them to worship themselves and this was the ultimate act of peace and aspiration.
encourage others to worship them as well. She Some say it was an accomplishment that even the
teaches that only their power and happiness matter, Fearless Kingdoms hadn’t achieved. Some think that
that she should be exalted and nobody can be her it stirred up some lurking intangible creature and
equal, because nobody else could possibly take on caused it to leave its guard post. But every human
the unbearable weight of saving the world. Each trapped in the Dreamlands heard him say those
one inevitably falls, and so she lies to herself that words: “That’s one small step for man, one giant
she never believed in them in the first place. She’s leap for mankind.” They instantly knew they were
told the lie so often she believes it. imprisoned in a reflection of the real world. And
they knew they needed out.
Each of them has fallen from their ideals and virtue
in some way; each has been worn down by The Queen of Currents, of the glittering Danaan
compromises or blindness or denial.But during the Archipelago. The Queen of Flowers, of the Tranquil
Long Night, they were the only ones to follow. And Forest of Wen-Mung. The Queen of Jewels, of the
each of them sincerely did what they thought was Beautiful Palaces of Andarta. The Queen of Spades,
best. of the Confederacy of Four Winds. And the Queen
of Swords, of the Jungle Heart of Aztallan. They
When humans Blossomed, when one slipped rose, they rallied, and they beat back their Wardens
through the cracks of the Trap and was reincarnated and destroyed the Trap as soon as they knew of its
here, the Twilight Queens were all they had. The existence. They explored outward into the
Queen of Tears was the only stability, the Queen of Dreamlands and found lore lost to them, secrets
Storms the only driving purpose, and the Queen of long neglected. They were free of the Wardens, and
Mirrors the only source of pride. They didn’t just still imprisoned.
offer someone to follow, some way to make sense
of the world. They offered a way out of the horrible They were made of dreams. Their armies and
loneliness. They were the only choice to make. kingdoms didn’t actually exist, not in the sense that
they could come charging out of a portal and
Until the Radiant returned. liberate the world. Worse yet, even though they
knew they were living in Dreamlands, it’s the nature
of dreams to sweep you up in their stories despite
The Revelation and Return what you know of the real world. It’s a phenomenon
called the Gales, and it meant that the Queens and
On July 20th, 1969, Neil Armstrong and Buzz Aldrin
their Kingdoms couldn’t perfectly orchestrate a plan
became the first human beings to walk on the
of attack to rise and beat back the Darkness. They
Moon. They didn’t do it for NASA, they didn’t do it
were and are Gale-Blind. For all their wisdom and
for the United States of America, they didn’t do it
grace, they can’t discern what they know about the
real world from what they “know” with the same of the Light of Hope and realized their destiny -- of
dream-certainty that you “know” a bulldog with someone sent by the Queens to be reborn was in
your third grade teacher’s face will eat your soul if it 1992. There weren’t many of them, but their
catches you. To their great dismay, they couldn’t numbers grew over time, and they still made an
lead us directly into the Light like they all yearned impact on the world. Blossoming is now much less
to. rare, though not actually common by any means,
and Princesses tend to awaken in clusters to seek
With the Trap shattered, all the imprisoned souls in each other out rather than as isolated individuals
the Dreamlands could escape and be reincarnated unable to face their duty alone.
into reality. That would have to be their plan. Souls
who were born here, not blinded by the Gales, who The first generation of Princesses is growing up, and
understood this world as natives. The Queens would some few have even attained positions of power or
have to nurture and guide a new generation of influence. But they are too few, far too few to rely
Noble as best they could and entrust them with the upon. You can speak to the Queens, seek their
task and their legacy. Some would Blossom on their guidance, even visit their Kingdoms in the
own in moments of great joy or great need, Dreamlands. You can meet thousands and
empowered by just that little bit of extra light thousands of other Princesses and subjects, and
leaking into the world. Others would be sought out have no idea which of them, if any, actually live in
by shikigami, weak familiar spirits from the the real world.
Dreamlands with the power to find and awaken
Princesses. The Radiant could try and come together
worldwide. It’s not a new concept; it’s known as the
The Twilight Queens face a Renaissance from this as “Kingdom Come.” In theory, with the Internet, it
well. They have more potential recruits and converts wouldn’t even be that hard if everyone came out
than ever before. Each of them also believes they and spoke up at once. Then the Radiant would be
are the natural allies and leaders of the Radiant able to apply all that they have in the best possible
Queens and their Princesses, and that they need way to save the world. And if anything went wrong
only exert a little influence to get the Radiant to see in the process of making the Kingdom Come, if their
it their way. And spontaneous Blossomings happen efforts were discovered and undermined, or if the
like never before among people in their first Radiant weren’t yet up to the challenge, then they’d
incarnations, illuminated by the brighter Light be slaughtered at the moment they were needed
coming to the world. most and would never again have a chance. Is the
fact they still hide proof that the Darkness holds
power over them, or is it just common sense?
The State of the World
No, in this day, there’s just one thing a Princess can
Other creatures of the dark have secret societies
truly rely upon: her nakama. A Japanese term
and hierarchies, or at least traditions to follow. The
meaning “a group of friends whose common
Radiant don’t. They don’t have a system for who is
experiences made them closer than family,” your
in charge of this city or that city or how to resolve
nakama are your steadfast friends and allies. You’ll
disputes, they don’t have any sort of formal
survive with them, and then live your life with them.
community in the real world. The first Blossoming --
True friends are the ultimate power.
the first time someone awakened fully to the power
But while the Radiant don’t have resources and simply a natural thing that happened. The Noble
secret societies, the Twilight do. Alhambra has the know better. They don’t know how many
intelligence, the organization, the maps, the library, Nightscapes there are, or how many new ones
that the Princesses of Tears have accumulated over flourish each day – but they know they need to be
lifetimes of stealing hope from the world. Armies of stopped, their predations warded off, their injuries
loyal soldiers are being raised by the Princesses of undone, and their creators freed.
Storms, cells of people illuminated by their sickly
light and caustic hatred. Throngs of loyal followers The Dreamlands, the Dark World, and even this
gazing up in adoration are enraptured by the world hold lost lore of the Fearless Kingdoms that
Princesses of Mirrors, believing each one to be the could mean the difference between victory and
perfect True Heir. defeat. What techniques have been forgotten? Are
there ancient alliances that could be called upon
These dark magical girls can be allies… at least, again? What do we know of the foes that face us?
until they are inevitably forced to cross purposes. Who came before us, and what did they accomplish,
and what can we finish? Are there any more Kings
or Queens, caught and still swept in the Gales?
The War for Hope What denizens of the Dreamlands can be convinced
to join our cause, and what can they offer?
Today, Princesses are fast approaching the tipping
point that will determine if they can save the world
And a Princess knows that she will have to be a
or if their efforts will be crushed by backlash. The
leader. That above the immediate fights and the
taint of fear suffuses our hearts and our reality, and
quests she is going to have to unite people in belief
no matter how much we wish we can never be
in themselves and belief in her. Princesses today are
utterly rid of it. But we knew we’d never be free of
capable of Transforming into their “perfected
hatred or sadness either, and we made something
selves,” a different identity of a different person
wonderful despite them. It won’t be easy, and it
who is what they could have been. It lets them hide
might not be possible, but that doesn’t mean you
their actions and maintain their normal lives, but it
can’t try.
didn’t exist in the Fearless Kingdom. And eventually,
she’s going to have to fully assume that perfected
Most immediate is the issue of Nightscapes. Just as
self, cast off the pretense of transformation, declare
a Noble will Blossom when the love surging in her is
her true identity to the world and face its scorn and
so great it can’t be contained by her body, the fear
judgment and opposition.
and anguish in the human heart can explode
outward into a Nightscape, a trapped miniature
And the Darkness may not be able to create or
realm of dark dreams where its involuntary creator
aspire, but people can. In a world blinded and
is both the ruler and the tortured prisoner -- and
blanketed by fear, that fear can be a powerful tool.
from which beings of fear are birthed and escape
Darkness demands people give in to it, lash out to
into the world, compulsively re-enacting their own
make the fear go away for a moment, but there are
creation, spreading fear further and further. Other
those who see the Darkness and the Nightscapes it
occult powers of the world caught glimpses of this
creates as means to power. If they inflict the
but were unable to grasp their full extent because
Darkness upon others they will be spared. Whether
they couldn’t imagine that the Taint of the Darkness
or not they are aware of the source of their power,
was so fundamental to this world that this wasn’t
they are enriched by Darkness and do not take
kindly to anyone trying to take that from them.
Others go further, lost entirely to fear, hollowed out
utterly, unfeeling conduits of terror into the world.
Princesses who cannot stand the pressure and
shatter their Belief yet still cling to life and long for
power become the Enthroned, shrieking parodies of
what humanity can be who embrace their own
Nightscapes in order to have a realm to rule and
punish others within. The world is full of awful
beings, eldritch horrors, callous monstrosity, all
from a thousand disparate origins but all coming
from the same thing: the taint of the Darkness, the
taint of fear.
“Fry me.”
“You know, that sounds like you want her to cook you, instead of…”
The girl across the table from Janet fed one long, crinkle-cut French fry into her unzipped backpack, where the
raccoon Shikigami inside grabbed it with his little raccoon hands to nibble up with his little raccoon mouth. Which
could also talk. Which Janet still found so, so weird. The guy just looked at Janet, worried.
They’d needed a neutral meeting place, and without any cool outdoor bistros like one spy might meet another in,
they had to take a booth at the local Boing Boing Burger. Janet, and her two new “friends”, and their respective
burger combo platters. The raccoon -- Register or something like that, a weird name -- was the only one of them
eating.
“Is she…” the guy said, “Are we sure it’s her? Is she, you know, safe?” He looked down into the backpack for
some assurance, but the raccoon was too busy chomping away to speak. “Is she cool?”
“You know what you should have done?” Janet asked, gesturing with her own French fry. “You should have come
here in your secret identities. Now I’ve seen your real faces. If I’m not on your team, if I’m a bad guy, now I can
come after you.” She took a bite and chewed it, thoughtful. “I mean, I’m not a bad guy. I don’t know if I’m on your
team, though.”
“Shit, she’s right,” the guy muttered. “Why did I…” He shut his eyes, shook his head to clear away his
self-recrimination. “It’s too late now. I’m Mike. I’m also Amethyst Knight. Faithful servant to Her Majesty, the
Queen of Jewels.”
The girl said nothing, just stared at Register, until Mike prodded her to bring her thoughts back to reality. “Oh!
Right! Hi! I’m Saleah, and I’m Black Rose. Mine is the Queen of Flowers. That’s not why I picked the name,
though. It’s more of a heavy metal kind of thing. You ever listen to Babymetal? That kind of vibe.”
“Hi. Uh. I’m with the Queen of Swords, apparently?” Janet extended her hand for a handshake because she didn’t
know what else to do. “I don’t have, like, a special superhero name. I also don’t remember being with any Queen
of Swords. The raccoon just told me about it.”
“Scarlet… Scarlet Something,” Saleah muttered, mostly to herself. “Scarlet Wind. Scarlet Voice.” She fed Register
another fry. “Scarlet Truth. Scarlet Pimpernel.”
“Yeah, it’s…” Mike was flustered, not at his inability to explain but at what he had to explain. “You did join her, but
you don’t remember it. It happened in a dream.”
“Lots of things happen in dreams that don’t mean anything,” Janet replied. “I keep dreaming I’m in jail for pirating
soap. Doesn’t mean I actually pirated soap. That doesn’t even make sense.”
“Scarlet Order. Study in Scarlet. Scarlet Letter. Scarlet Letterer? Scarlett O’Hara.”
Mike’s frustration only grew. “Yeah, okay, you have dreams like that, but they all GO somewhere, and it’s real,
except it’s not, and the Queens are there, and they can find you, and, and, Her Majesty would be able to explain
this so much better--” He waved his hands in front of his face like he was trying to ward off verbal attacks. “Look,
how it works doesn’t matter, okay? You’re magical. You know you have powers. I know you’ve transformed at
least once to try it out. That power inside you came from somewhere. You know you’re magical.”
Janet produced the magical pen from her pocket and wiggled it by the center, like when you do the whole ‘rubber
pencil’ trick. “I don’t know that. Maybe I’m not magic. Maybe it’s the pen that’s magic.”
“It’s you, it’s not the pen!” Mike snapped. “And whatever! Let’s say it was, the pen only works for you! The point is,
I need you. We both need you. Destiny gave us the chance to meet, and now, I need your help.” He seemed to
settle down a bit, more comfortable with his words now, like he was back to what he prepared for. “The Light of
Hope shines inside all of humankind, and it shines in you brighter than most. And just like us it gives you the
power to help fight the All-Consuming Darkness. And we’re going to be stronger together than we are apart.” His
voice sped up, like he was cutting himself off before he embarrassed himself. “Monsters, okay? There’s monsters.
There are monsters attacking people around campus and spreading disease.”
“Scarlet Fever,” Selah muttered. “Was that the one in the Velveteen Rabbit? Where they burned the rabbit at the
end?”
“And yeah, yeah, okay, I hear you, it’s just mono, right?” Mike continued to ward off an objection nobody made.
“Everyone thinks it’s mono, but it’s not. It’s a dark sickness and the only way to cure it is to find the source of the
monsters and get rid of it. We don’t know if anyone’s died yet but we sure as hell know someone is going to
unless we do something. And we know where it is but we don’t want to go in without a full team. I fight the
creatures of Darkness. Black Rose uplifts and inspires. And you, okay, there is something about you that only you
can do. There is a strength in your radiant soul, something that is core to who you are, that gives you the power to
fight the All-Consuming Darkness. And whatever it is, I know it’s going to make us stronger when we’re together.”
“Core to who I am?” Janet scoffed. “What, like a talent or something? It’s not like I can fight or shoot or, I don’t
know, do monster fighting things. I mostly just argue with people.”
He dragged his hands down his face. “Yeah. Yeah, I noticed that.”
Coronations
Chapter 3: Character Creation
Princesses are magical girls (and Princes are magical boys) who are aware of a great responsibility on their
shoulders, and a great destiny that they must fulfill. A hero facing a task that might be impossible, but definitely
will be if she doesn’t believe she can do it. To play the game, you need to make one of these characters, creating
their mundane identity and the perfected transformation must live up to. They can be very much like you or
almost nothing like you, but they need to be someone you find interesting; someone you want to spend a lot of
time with and occupy the shoes of.
Step 0: Session Zero going to be similar and the diversity of skills you
have are going to mostly come from different
“Session Zero” is a relatively new concept in hobbies and interests rather than professional
roleplaying groups, and it’s a great idea for anyone, training. On the other hand, if the Storyteller’s pitch
but especially so for Princesses. In Session Zero, is “A group of friends who grew apart after
everyone gets together and hashes out what the graduating college are reunited when they discover
game is going to be about. Is there a core premise there’s something horrible only they can stop,” now
or motif? Do you all need to come from similar you know you need to pay extra attention to your
backgrounds? What do you need to be able to character’s history after growing apart from the
cover? group and how that’s affected their life.
Generally the Storyteller has a pitch for the game, You don’t just accept or reject the pitch entirely,
and this is the time where the group suggests Session Zero is when you make changes and ask
additions and modifications. If the Storyteller says “I questions. You might ask “Hey, if we’re going to be
wanted to run a game where everyone was a in a high school, how about if we have one of those
student at the same high school who Blossomed at absurdly powerful student councils that rules with
about the same time, and you’d be running into all an iron fist?” or “Is it okay if I’m a student who isn’t
sorts of problems created by just being in high the same age as everyone -- what if I’m an
school,” this tells you all something about where undercover officer like in 21 Jump Street?” You
your characters are going to come from. It’s not might want clarification, like “When we split apart
going to be the kind of chronicle where you play a after college, does that mean we’re like 25 now, 30,
jaded ex-black ops soldier, although your character how long has it been?” or to establish boundaries
might claim to be when they aren’t claiming their like “Can we please not have anyone show up as a
drunken Wine Aunt? Because I get enough of that
from my real aunt.”
You’ll also hash out in general who you want to be Step 1: Concept
and how they fit into the group, though you won’t
Who do you want to play and who do you want to
nail everything down. The whole group is going to
be? You don’t need to know all the details, but you
be a nakama, and you can try and see what
want to know the general gist of what you’re doing.
character dynamics you would like to have and with
Are you a klutz who can hardly believe she’s
whom. You think it’d be fun to have two friends who
supposed to be a graceful Princess to look up to?
constantly rib each other because that’s just how
Someone who leapt at the chance to fight evil
they communicate? Is there someone who you’d
because she just loves her job? Are you a hero
like to share the one single braincell with? Dynamics
because you never stop fighting, or a hero because
between characters are as important as the
you only fight as a last resort?
characters themselves, and if both of you know
what you want to do, you can both build toward it.
There’s no shame in just copying an anime character
What does the group need, and how do each of you
for this, too. We’ve all thought about it. You can just
want to fulfill it? A Chronicle that is heavy on
come in with the concept of “Naruto,” or “Asuna,”
combat can still have Graces and Troubadours, but
or even “Drizzt,” if you can manage to make that fit
showing up to the first session with three Graces of
somehow. Your central concept or emotion doesn’t
Jewels because nobody talked to each other about
need to be something totally unique and never
what they were doing is going to suck.
before seen, it’s okay to be cliche here. Magical girl
media has a lot of well-worn concepts and they’re
Roleplaying is a collaborative storytelling process,
well-worn because they work. You'll flesh out this
and Session Zero is about making sure everyone is
premise and make it your own in the following
on the same page about what that story’s going to
steps. Like Roger Ebert said -- it’s not what you’re
be. Of course it can grow and change in the course
About but how you’re About it.
of play, but you want to start from the same place,
or at least know why you’re starting from different
ones. The proliferation of computer RPGs leads a lot
of people to form a mental model of a role-playing
Step 2: Drive and Dread
campaign as something that has to exist flawlessly Shoujo and shounen characters tend to be defined
unto itself, as if it could have accommodated any by vivid emotions or principles, even if they arrive at
group of characters you wanted to make. They think them by many different ways. Your character isn’t
an RPG has to be like a film, all the artifice hidden, just someone who was there. Blossoming as a
all the wires airbrushed out. It’s not, though -- Princess is not like being taken by the Fair Folk or
you’re going to make a story for the people playing Embraced by a vampire, it’s not something that
in it. Roleplaying isn’t a film, it’s live theater. You’re happens TO you, it IS you. Your destiny. Even if your
going to see that the sets are painted murals, you’re character can hardly believe it, even if they think it
going to see the wire rig the actor uses to float, must be a mistake and they can’t possibly live up to
someone might drop a prop and have to improvise a it, this is what they were building toward.
quip about that before getting back on-script. You’re
going to know it’s staged and just not care. Session Your character is About something, with a capital A.
Zero is how you do that. That single vivid idea or principle is at their core,
and everything they do -- from their mundane act in a way directly opposed by your Dread, you
attributes to their magical powers to their choice of have to spend a Willpower. When your character
tools to their fashion sense -- is an expression of recoils away from this source of Dread, does
who they are. That’s why you do this first, even something immediately comforting but impulsive to
though it’s technically a part of the Princess stave off the fear, you regain one Willpower from
template which you haven’t technically applied yet. relief. When your character goes far out of their way
It’s that important. to triumph in the face of their Dread, they regain all
their spent Willpower.
Drive
Sample Drives and Dreads are on p. XXX.
And that single vivid thing at the core of your
identity is your Drive. Princess characters have a - Choose a Drive instead of a Virtue, the core
Drive instead of a Virtue, and any effects that key off expression of what you’re About with a
of Virtue will also key off of Drive. Your Drive is a capital A.
single word or short evocative phrase that sums up - Choose a Dread instead of a Vice, the thing
the thing you’re About with a capital A, the you fear most and that most motivates your
character you reveal through your actions. When behavior.
you go out of your way to act in a manner that
shows your Drive is the core of who you are --
whether it’s a principle you uphold knowingly or a
deep-seated way in which you see and interact with Step 3: Attributes
the world -- you regain a Willpower. When acting
Okay, so you know what your character’s about and
with your Drive puts you at great risk but you do it
what they want to do. Your Attributes form the
anyway because it’s just who you are, you regain all
baseline of that character’s capabilities: are they
your Willpower.
strong, smart, charismatic, quick, resilient? How do
they use those attributes to get what they want?
Dread Maybe the relationship is obvious -- someone who
cares about keeping her friends together could
There is also something that terrifies and repulses
focus on Social Attributes to maintain their bonds.
your character, something they need to stay away
Or maybe it’s unexpected -- that same character
from in body or spirit. Your greatest fear is your
might focus on Physical Attributes because what her
Dread, and it too can be a source of Willpower
friends need is to have their heads bonked together
because it too defines your character. Princess
from time to time.
characters have a Dread instead of a Vice, but like
before, anything that keys off a Vice will also key off
Attributes are divided into three categories:
a Dread and they can take the Vice-Ridden Merit for
Physical, Mental, and Social. You’ll decide which is
a normal Vice alongside it. (Being Vice-Ridden
the most important for your character, which is
doesn’t necessarily mean you’re cruel or wicked --
second most important, and which is last. You start
usually it means you have bad habits that blow up in
with one dot in each Attribute; you assign five more
your face) Like your Drive, your Dread is a single
dots to the Attributes in your primary category, four
word or short evocative phrase that sums up what
to the Attributes in your secondary category, and
your character fears most of all, what fear does the
three to the tertiary category. One dot is the
most to determine their actions. When you want to
minimum and represents a below-average Calling
capability, two is about human average, three is
quite competent, four is exceptional, and five is Every Princess has a Calling -- something that spoke
extraordinary. No Attribute can go above five dots at to her, her idiom of what it meant to make a better
creation. world that she realized in her Blossoming. Your
Calling grants you one free Transformed Dot in an
attribute and most notably determines the nature
of your magic, the Charms that most easily come to
Step 4: Skills you and express who you are. These Callings were
not created by edict, they’re more like observed
Skills are more specific aptitudes and knacks your patterns. And since each Princess chooses one
character has. They also come in Physical, Mental Charm to have an affinity with other than the two
and Social categories, and you assign them primary, provided by her Calling, each has their own way to
secondary, and tertiary status, but you don’t need interpret and embody their Calling. Choose a Calling
to pick the same distribution as you did for for your character, and choose their third affinity
Attributes. Skills are what you’re good at, and can Charm to go along with it.
represent what you deliberately sought out and
trained in, or what you’ve picked up along the way. The five Callings, their affinity Charms, and the two
They can be used to flesh out who you are through attributes they may gain a Transformed Dot in are as
what you’ve learned how to do. follows:
Your primary category gets 11 dots, your secondary - If your Calling is to Defend the Weak, you’re
category gets 7 dots, and your tertiary category gets a Champion, the ones who put themselves
4 dots. Skills start at 0 dots, unlike Attributes. Once between the innocent and danger. Get
you assign your Skills, choose three Specialities: affinity for Force and Kiai, and a
narrower applications of a Skill that grant an Transformed dot in Strength or Resolve.
additional die. - If your Calling is to Speak to the Fallen,
you’re a Grace, the ones who reach out with
their words. Get affinity for Conjure and
Oaths
Mechanically, there are obvious and clear paths You will choose three Oaths, three representations
to align Drive, Calling, and Queen: you can have a of your values and principles, to add to the list of
Drive to always let one truth prevail, be a Seeker Belief compromises. The Third Oath is something
who looks for the truth, and follow the Queen of that would be nice to do but we don’t really expect
Currents who says to use your mind to uncover normal people to have to carry out, the Second
the truth. And that’s fine -- that’s not even a Oath is an important way to hold to your principles
stereotype, that’s an archetype. You’ve basically that you might be tempted to abandon when things
created Detective Conan and there’s a reason that get too hot, and the First Oath is something so close
show has lasted for one billion seasons. to your heart that breaking it means you barely
know who you are any more.
But don’t feel like you have to do this! The
difference in power level between a character Breaking your Oaths causes a Breaking Point.
whose Drive, Calling, and Queen all line up Holding to Oaths grants you special Beats of
perfectly in the most obvious way is not that experience.
much more than one who splits out in
Inner Light Conjure: Bring things or people to you, or move
around. Graces have an affinity for this.
Your Inner Light is how intensely the Light of Hope
shines from you. It dictates your Wisp reserve and Detect: Look through the threads of Fate to learn
your maximum Attributes, normal or transformed. A new information. Seekers have an affinity for this.
starting Princess begins with 1 dot of Inner Light,
but you can spend 5 of your Merit dots to increase it Force: Manipulate and move objects and energy,
to 2, or 10 of your Merit dots to increase it to 3. creating barriers or constructs or shaping the world
around you. Champions have an affinity for this.
Wisps
Illusion: Make things appear that aren’t really there.
Wisps are the fuel for a Princess’s magic, the Troubadours have an affinity for this.
representation of how her swelling emotions can
fuel her powers. Your maximum Wisps are Kiai: Make powerful, versatile attacks with your
determined by your Inner Light and you start every weapons. Champions have an affinity for this.
Chronicle with half of them full and half of them
empty. Plea: Reach out to sway the hearts of others. Graces
have an affinity for this.
Charms
Restoration: Fix and heal things back to the way
Charms are the fundamental magic of the Hopeful, they were, should be, or might have been. Menders
a magnification of the drive and aspiration of the have an affinity for this.
human spirit and our ability to change the world.
There are eleven normal Charms, and each one has Step: Perform feats of quickness and speed. Seekers
a simple basic action to it, like a “verb”. Each Charm have an affinity for this.
also has 15 or more upgrades that are like adjectives
or adverbs, each of which modify its capabilities and Ward: Place blessings and effects on a talisman to
power in ways that combine and enhance each ward off danger and undo corruption. Menders
other. Your Calling dictates two Charms you have an have an affinity for this.
affinity for, all Princesses have an affinity for the
Buster Charm, and you choose one more normal For each Charm you have affinity with, you get the
Charm to gain affinity with. Normally, you have to starting Upgrade gifted by the Queen you follow. On
be Transformed to cast them. top of that, you get 7 affinity Upgrades, or 4 total
affinity Upgrades and 2 non-affinity Upgrades. You
Anthem: Inspire and lift the spirits of your allies and can also buy Signets as if they were Upgrades.
instill powerful emotion. Troubadours have an
affinity for this.
Transformation
Buster: Surge your magic outward in a pure attack A Princess has the ability to transform into her
of radiant power. All Princesses have an affinity for perfected self, who she could be with the full
this. illumination of the Light of Hope. It’s also an
alternate identity used to protect herself and her
loved ones because the illuminating Light of Hope is
hard to conceal. You already have two Transformed tracks. While not Transformed, those boxes are
Attribute dots from your Calling and Queen; now inactive, and you ignore anything marked in them.
you add three dots of Transformed Skills. Gain the So you cannot use a Willpower you only get from a
Dual Identity benefit to separate perception of your Transformed Dot in Resolve while not Transformed,
mundane and Transformed self. If your character is a but if you take a point of lethal damage in a Health
child in mundane form, she becomes an adult while box you only get from your Transformed dot in
Transformed. Stamina, it vanishes when you end your
Transformation and does not roll over into your
“normal” health. Even when not Transformed, you
can recover what’s in those boxes when you regain
Step 6: Merits Willpower or heal damage.
Reference -
Reflection)
Get three dots of the Regalia Merit
- Assign 10 more dots of Merits
- Choose a Drive instead of a Virtue, the core - Your Health track is your Size + your
expression of what you’re About with a Stamina, and your Size is 5 unless otherwise
capital A. specified
- Choose a Dread instead of a Vice, the thing - Your Willpower track is your Resolve +
you fear most and that most motivates your Composure. You can spend any number of
behavior. Willpower per turn
- Assign primary, secondary, and tertiary to - Your Defense is your Athletics plus the lower
your Physical, Mental, and Social attributes of your Dexterity or Wits
in any combination. Assign 5 dots to the - Your Initiative is your Dexterity + Composure
primary category, 4 to the secondary, and 3 - Your Speed is your Strength + Dexterity + 5
to the tertiary. - Your Belief is 8, not 7
- Assign primary, secondary, and tertiary to - Start with half your Wisps full
your Physical, Mental, and Social skills in
any combination. Assign 11 dots to the Mundane Attribute 4 XP / dot
primary category, 7 to the secondary, and 4
to the tertiary. Mundane Skill 2 XP / dot
- Choose three Skill Specialties.
- Pick a Calling Transformed 3 XP / dot
Attribute
- Pick a Queen, or “none”
- Change Integrity to Belief Transformed Skill 1 XP / dot
- Choose three Oaths to follow of increasing
severity Transformed Dot to 1 XP / dot
Mundane
- Start with 1 Inner Light
- Choose one affinity Charm in addition to Skill Specialty 1 XP
Buster and the two granted by your Calling.
Get those Charms. Merit 1 XP /dot
- Get the starting Upgrade for all your affinity
Affinity Charm 2 XP / upgrade
Charms and rank 1 of your affinity Signet
- Allocate 7 total Upgrades for affinity Affinity Signet 2 XP / dot
Charms and Signet, or 4 affinity and 2
Other Charm 3 XP / upgrade
non-affinity Upgrades. Buying the first
Upgrade for a non-affinity Charm unlocks Other Signet 3 XP / dot
that Charm for use.
- Gain the ability to transform, mark down Inner Light 5 XP / dot
the two Transformed Attribute dots from
Belief 1 XP / dot
your Calling and Queen, then gain three
Transformed Skill dots of your choice. Lost Willpower Dot 1 XP per dot
Special Rules And Systems
Regalia, and changed to realize its Perfected form.
Blossoming happens in one of two ways. A Princess If you don’t want to use all of that whole system,
may spontaneously Blossom in a moment of great the Storyteller might declare that you can just get
need and emotion as she realizes what it is she one Availability worth of mundane gear per dot of
needs to do and that she can do it; but shikigami the Regalia Merit you have. You still get to change
sent from the Queens in the Dreamlands can also its form to whatever you want. This is probably not
locate those with the potential to be Princesses and balanced, because the Availability of gear is based
inform them of their destiny, getting it done before on how hard it is to find and not how good it is, but
the moment of crisis so they can prepare. A Princess it’s quick and easy.
who Blossoms against a powerful enemy and then
dies anyway is a horrible tragedy that still happens
Phylactery
far too often.
Princesses have Phylacteries, physical objects that
are the manifestations of what being a Princess
Regalia
means to them. If they spontaneously Blossomed,
Princesses begin with three dots worth of Regalia, the phylactery appears on them, while if they were
and can buy more with Merit dots. Princesses who scouted by a shikigami, the shikigami will generally
don’t have a Queen or a Shikigami start with three provide it. A phylactery is a mundane object that is
more Regalia dots. used in the Transformation and becomes part of a
Princess’s Regalia -- a makeup compact may apply a
“Regalia” refers to all of the things that appear with Grace’s blush and lipstick, a pen may become a
a Princess when she Transforms, from her clothing magic wand, a fidget spinner becomes a triangular
to her tools, or that transforms with her from a cloak clasp, a handheld gaming device become a
cyber-gauntlet. The phylactery is always some type having a dual identity, and lying to cover your
of object that is important to the Princess, but the identity is never a Compromise.
specific object itself doesn’t necessarily have to be,
especially if it was provided by the shikigami. But there’s more. The Dual Identity, as in when it’s
capitalized, provides incredible magical
No matter how frail the object should normally be, a concealment. It doesn’t stop others from seeing the
Phylactery has Durability equal to the Princess’s Princess’s nature like a Changeling’s Mask would. It
Inner Light and Structure equal to her Belief. All doesn’t stop others from remembering a Princess
other rules for Regalia apply to them normally while like a Werewolf’s Lunacy would. The magic protects
they are pieces of Regalia. If a Phylactery is a much narrower bit of information and protects it
destroyed during Transformation, the Princess much more strongly:
immediately ends her Transformation and goes back
to her mundane state, but can recreate it like any Any attempt to use magic or supernatural ability to
other piece of Regalia. Attempting to Transform link a Princess’s two identities provides no useful
without the Phylactery is difficult: it costs one information. The caster doesn’t know it failed, the
Willpower and requires a success on a Belief + Inner ability goes off, but the information they get is
Light roll. useless. The supernatural ability provides no useful
information even by omission: if you telepathically
Phylacteries cannot be dismissed or resummoned as scan a crowd to see who is thinking about secretly
an instant action, unlike other Regalia. Anyone who being a Princess, you can’t see that there’s one
acquires a Princess’s Phylactery cannot use it person blocking your scan and determine they have
themselves, but will be able to exploit the magical protection. They appear to be as normal as
sympathetic magic connection common to Regalia everyone else. The sympathetic connections
without having it vanish from their hands. A between the two identities aren’t utterly and
Princess can create another Phylactery as if it had unnaturally severed, they’re as weak as you would
been destroyed, but the only way to get rid of the expect two people who have been to the same
old one without physically reclaiming it is to go location at different times to be. You can’t magically
without Transforming for a number of days equal to track where a Princess walked from and then scry
twice her Inner Light. into the past to see someone transform into her,
you won’t see that your vision is blocked, she just
appears to come out of nowhere. Dual Identity
doesn’t negate the magic used against you, it
Dual Identity
prevents that magic from gathering useful
A Princess’s Transformation into her perfected self is information that would link your two identities.
not an illusion you can look through, it is a different
identity she assumes. Simple Perception rolls cannot Which is extremely strange when you think about it,
link the two identities, any more than you could right? It’s as bulletproof an anti-magic protection as
make a sufficient Perception roll to determine that they come, and that would be remarkable even if
guy in the mailroom who looks kind of like Elvis that protection wasn’t something that seems to be
Presley is secretly, somehow, the real Elvis Presley. the diametric opposite of what the Transformation
Similarly, no simple Subterfuge or Empathy roll can is doing, which is expressing your true self for the
determine a Princess is lying when asked about world to see. It’s like you took all the magical oomph
of one of those magical thingies that keeps other
supernaturals secret, and you focused it into a super to look; if they do, they will most likely use magic
narrow band like putting your thumb on the mouth and not be aware it’s giving them useless junk data.
of a hose to make the spray more powerful. There’s There might be some other ways to pierce the Dual
no way that’s natural, and yet, it seems to come Identity’s protections, but they aren’t a matter of
bundled with the Blossoming. Somebody definitely throwing more dice at the problem, and they will all
had to have created some kind of enchantment on come down to some kind of interaction with the
purpose… and if the Radiant knew who it was, that Princess herself. Any clue a supernatural antagonist
would be real helpful. The best guesses right now gets should be directly caused by some major error
are that the Queen of Tears worked some great the player made, and there should always be a
magic that protects her agents, or the Queen of warning that something is happening: people start
Mirrors did it in a flurry of denial about the self, but asking questions, there are mysterious vans parked
neither will say anything about it. where she often Transforms, someone interviews
her as a witness to an event she was secretly a part
of. This gives players the chance to destroy or cast
Dual Identity Protections
doubt on the clues.
While Dual Identity’s magical protection isn’t
perfect, it’s damn near close. There’s only really two A careful balance has to be struck. A Princess can’t
circumstances where magic can link two identities: be careless and cavalier with their dual identity,
if a magic user has a Princess’s Phylactery, then they they shouldn’t be able to do anything they want and
can gather information by omission, meaning they then just clean it up at the last second. But the
know what’s being blocked and will very quickly mundane relationships a Princess has are incredibly
figure out who their target is by process of important thematically and mechanically and the
elimination. The other is that if a magic user has best course of action should never be “cut off
already gathered enough information about the everyone so I don’t put them in danger.” There are
Princess that the magical scrying is basically things a character could do to make that
confirming their existing theory, then Dual Identity relationship safer, but they’re tedious and get in the
can’t throw them off -- it’ll confirm their suspicions. way of playing the actual game, so you don’t want
to do those either. In other areas of the game it is
Because that’s the thing. Dual Identity protects you very possible to do everything right and still fail, but
from magic linking your two identities, and it if a mundane relationship is put in danger, the
protects you from the most casual sort of player should always be able to say “Okay, that’s fair,
observation. But it does nothing to stop good that’s on me, I messed that up.”
old-fashioned mundane deduction. An Investigation
that is able to find mundane clues will be able to It’s more appropriate to have minor mundane
uncover the secret, if there’s enough evidence to antagonists come close to figuring out the Princess’s
believe a conclusion as wild as “that guy in the identity, but who can’t pose a major threat and
mailroom really is Elvis.” don’t grasp the scope of what it fully means. This is
appropriate to the genre -- you don’t worry about
Unless players have been extremely careless, the the police tracking you, you worry about that
Storyteller shouldn’t have a supernatural antagonist weirdo classmate who always has his eye on you --
follow them back to their mundane lives. Very few and makes sense that someone who is working on a
supernatural antagonists are even aware that much pettier level will focus more on petty things
Princesses have mundane lives and won’t even try like “why do you always excuse yourself to the
bathroom when a monster shows up,” because they enduring, she can make a path out for everyone,
don’t have any resources to look for something and the best of all possible worlds can be reached.
bigger than that.
The thing is, though, you can only believe in yourself
so much. You have to actually believe you are good,
Belief (Integrity) and you are capable. Failures and compromises of
your ideals prove you really shouldn’t have believed
The first piece of advice a magical girl gets is
in yourself that much. If you resort to blackmail to
“believe in yourself.” Belief can move mountains,
accomplish your goals, well, that kind of proves that
Belief empowers her magic and her ability to grow.
you aren’t a good enough person to never stoop to
But believing in yourself is not simple, and for most
blackmail, or a smart enough person to never need
of us, it isn’t a choice we can just decide to be
it. If your loved ones get hurt, doesn’t that prove
convinced of our own abilities.
you weren’t strong enough to protect them?
Compromise Modifier
Action would be a Compromise anyway and also breaks active Oath -2, don’t roll twice
Failure occurred due to something the character noticed they could do and didn’t -2
Add the modifiers to the base roll of 7, 5, or 3 dice, Exceptional Success: The Princess has her faith and
and resolve the result as follows: hopes renewed; in violating that Belief she not only
is reminded of its importance but learns from the
Dramatic Failure: The Princess’ faith in herself experience of how to avoid it in the future. Gain the
has been damaged, she is convinced that Inspired condition related to the cause of the
an ideal or principle she valued is unworkable Compromise roll, and do not lose a dot of Belief.
or harmful and scorns her younger self for being
naive enough to believe in it. Lose a dot of
Belief and choose from the following Conditions
(or create a new one with Storyteller approval): As Belief (the rating) rises and falls, players should
Broken, Fugue, or Hypervigilance (p. XXX). Then, consider how their character’s beliefs (actual ideals
take a Beat. and things they understand to be true) are affected
by this. A character who has a typical Western view
Failure: The Princess’ sense of hope is shaken. of justice and fair trials might roll a Belief
She is convinced that an ideal or principle she compromise after obtaining evidence of wrongdoing
valued cannot work in this cruel world and that a court refuses to act on, and taking matters
is willing to put it aside until the world is into her own hands. If she succeeds, does she
ready. Lose a dot of Belief and choose from consider herself part of the system, some kind of
the following Conditions (or create a new one minor adjustment? If she fails, she might think that
with Storyteller approval): Guilty, Shaken, or the justice system is useless in its current form, or
Doubting (p. XXX). she is too weak and incompetent to figure out how
to get it to help. In either case, she won’t lose
Success: The Princess’ faith is mildly disturbed, but further Belief from acts of vigilantism, unless she
either she resolves to do better or adjusts her ideas does something much worse or on much shakier
to a new but no less idealistic belief system. Choose evidence.
from the following Conditions (or create a new one
with Storyteller approval): Guilty, Shaken, or
Doubting (p. XXX). Don’t lose a Belief.
Belief 10-8: Paragon (7 dice) act in line with those ideals even though it was
practical, inflicting significant and unwarranted
A Princess at the Paragon tier perfectly embodies emotional or physical harm to others, knowingly
the change she wishes to see in the world. She acts endangering innocents, seeing truly horrific
like she wants everyone to act in a world taken back consequences of the works of the Darkness,
from the All-Consuming Darkness. She isn’t violating your Second Oath, and other things the
necessarily naive, but she’s certainly brushing up Storyteller finds appropriate to this tier.
against the concept. She has to believe that this
world can be saved by embodying the person we
should all be. She knows that she can only triumph
Belief 3-1: Pragmatist (3 dice)
if she believes in herself. Her ideals are stars in the A Princess at the Pragmatist tier tells herself that
night sky, beautiful illumination that serves as an higher levels of belief in herself was just a foolish
inspiration to all who gaze up at them. delusion, but is filled with regret that it was. What
matters now is trying to do whatever she can to just
Compromises at the Paragon tier challenge the make something good happen, anything. Maybe the
practicality and plausibility of the Princess’s ideals. world can be better than her, maybe in the future
They include failing to live up to your own strict there will be someone strong enough to save it and
standards, directly seeing your ideals fail when make these dreams count, or at least she can keep it
carried out by other people, being a dick to other all from slipping away entirely. Her ideals are stars in
people, recklessly endangering innocents, the night sky: trillions of miles away, shining lights
witnessing terrible consequences of the works of that went dead centuries ago.
Darkness, violating your Third Oath, and other
things the Storyteller finds appropriate to this tier. Compromises at the Pragmatist tier don’t challenge
ideals. They challenge if there’s even a point to
Belief 7-4: Idealist (5 dice) trying to do this at all, however you carry it out -- is
the world savable at all, and are you too weak and
A Princess at the Idealist tier still holds her ideals worthless to contribute? They include murder and
and values but realizes she isn’t perfect and the manslaughter, callous disregard for the innocent,
world isn’t perfect and this is going to take a lot failing at something you truly put all your efforts
more than just being a paragon. Some of her ideals into, spreading the kinds of fears and misery you’re
have been abandoned, and the Princess finds that meant to prevent, losing close friends and loved
reasonable because those ideals were just wishful ones, violating your First Oath, and other things the
thinking, not appropriate for the real world. She still Storyteller finds appropriate for this tier.
believes in herself, she just thinks that believing in
herself too much is just delusion -- and that’s okay,
it’s part of maturing to know your limits. Her ideals
Belief 0: Fallen
are stars in the night sky, anchored points of When the Inner Light is snuffed out, the darkness it
navigation to guide us in the world below. leaves is cold and silent.
Compromises at the Idealist tier don’t just challenge When a Princess hits Belief 0, she may not even
the practicality of ideals, they challenge the notice right away. Her Transformation doesn’t
underlying premise of the ideal itself. They include immediately end, she can even keep using her
directly acting against your ideals, failing when you powers and Charms while it stays up. At Belief 1,
she already felt pretty numb and deadened, and be pulled out before falling out of reach.
this… doesn’t feel like anything. Nothing feels like Accomplishing this is a Social Maneuvering task
anything, not any more. (CofD p. 81-84) with a Difficulty equal to the
Princess’s former Inner Light, which focuses on
It’s only when she tries to Transform again while at reminiscence just as much as persuasion. If all Doors
Belief 0 that it will truly hit her that she’s become are opened, one of her friends can spend an
Fallen. Instead of transforming her, her Phylactery Experience to regain one Belief for her and return to
will corrode, turn to ash, rot as if it had existed a a tenuous grip on herself. When she refills all her
billion years. That’s when it all comes rushing at her Willpower from embodying her Drive, she recovers
at once: this crushing realization is torturous, but one Willpower dot that she lost to the Dead Inside
never a surprise. It’s gone, it’s all gone, anything condition.
that let her pretend she wasn’t the useless failure in
a hopeless world of suffering she knew deep down If those Doors aren’t opened by the time she loses
she was all along. her last Willpower, then she has one last choice.
Those who lost Belief due to failures almost always
She can’t go to the Dreamlands, the Queens can’t die, if not willfully by their own hand then because
reach her, and even the Twilight Queens cast her their bodies simply don’t see the point in
out as a danger or a failure. continuing.
Once she has entered her mundane identity, a But there are those who want to live more than
Fallen Princess can’t Transform and loses access to they want to mean something. Usually those who
all aspects of the Princess template, including Inner lost Belief through their own willful abandonment
Light, Wisps, all her Charms, her Drive, and even her of principles, they can accept the bargain of the
Dread. She gains the Dead Inside Condition (p. XXX), Darkness more fully than any other and become
which stops her from regaining or expending one of the Enthroned: the resident of a permanent
Willpower, Wisps, or Beats, and causes her Nightscape where she is absolute ruler, existing only
Willpower dots to crumble away. to torment others.
The Emotionally Invested condition resolves in one If a Princess gains the maximum stacks of
of two ways: success or failure. When you Emotionally Invested in pursuit of a significant goal
accomplish the overall goal you Flared in pursuit of, and then resolves it successfully, she may choose to
resolve all stacks of the condition without gaining regain one dot of Belief. At higher Belief levels, this
any Beats. Your Inner Light is returned to its baseline is more difficult because it requires more specific
level, the Compromise penalty ends, and you can and difficult goals, but at lower Belief levels the
Flare again if and when you decide to. consequences of failure are more dire.
Inner Light 1 2 3 4 5 6 7 8 9 10 11 12
Max 5/6 5/6 5/7 5/7 5/8 5/8 6/9 7/9 8/9 9/10 10 10
Attributes
Examples: Simon the Digger (Tengen Toppa Gurren Examples: Sailor Venus (Sailor Moon), Hercule
Lagann), Homura Akemi (Puella Magi Madoka (Dragon Ball Z)
Magica).
I Want To Be The Very Best
Naked And Unafraid
Perfection is a goal you can’t reach but must always
What you want matters, and what matters is what strive for. There is nothing more human and nothing
you want, if that makes sense. You won’t achieve more deeply satisfying than improving, seeking out
your dreams by apologizing for what they are or ever greater challenges and overcoming them.
who they are. Shamelessness is the only path to Attaining mastery of what you do strengthens who
victory. you are.
Regain One Willpower: Tear off your shirt at the Regain One Willpower: Accept or offer formal
slightest provocation. Say what everyone is thinking challenges at what people are good at. Argue with a
but nobody wants to speak aloud. Act regardless of villain you think is wrong. Show interest in finding
politeness or propriety, exposing a lot about ways to test your skills.
yourself in the process.
Regain All Willpower: Give Cell the fucking Senzu
Regain All Willpower: Expose yourself to Bean.
humiliation or sanction in order to accomplish a
goal that matters more than your public standing. Examples: Son Goku (Dragon Ball), Ash Ketchum
(Pokemon)
Examples: RYUKO MATOI! (Kill la Kill), ???
Loving Life
Super Star
What the hell is the point if you’re not having a
It’s not enough to do something, or to be good time? Whatever you’re doing, you want to
something. Everyone has to know it. You have to enjoy it. That doesn’t mean you’re lazy (I mean, you
sign your work, make sure there’s no mistaking who can be, it’s just not mandatory), it means you should
had the power and drive to make this happen. make everything enjoyable. If life is a game, you can
Recognition makes it all worthwhile. still play to win!
Regain One Willpower: Encourage a fan club about Regain One Willpower: Challenge a foe to a
yourself. Take a selfie with a defeated monster and a dance-off. Shout “YEEEE-HAW!” when you grapple
cutesy hashtag. Go out of your way to ensure your and ride a monster. Do things in a way that puts
actions are recognized by others. effort into making them fun.
Regain One Willpower: Spend the beach episode Regain All Willpower: Succeed despite a real and
entirely on the sand. Refuse to enter a body of significant risk of an uncontrolled fall that would kill
water to chase someone. If you have to get on a or severely hurt you.
Humiliation
Regain One Willpower: Micromanage things to
You have to keep part of yourself hidden. If people make sure everything is just so. Excessively focus on
knew too much about you, they’d know the worst organizing and straightening. Amass too much
parts of you, and they’d leave you. They’d hate you. information, just to be sure.
The esteem of your peers is how you know you have
value and it can all be taken away. Regain All Willpower: Completely trust someone
else to succeed in a way you don’t understand and
Regain One Willpower: Keep unnecessary secrets. have no control over.
Avoid doing something that might look stupid.
When you think you might have done something
that looks dumb, put a bunch of effort into trying to
Bugs
clarify it. oh my God they are the absolute worst who told
them it was okay to have that many legs and that
Regain All Willpower: Succeed at something that many eyes and carry that many diseases and be full
would require you to be exposed to humiliation in of so much disgusting bug goo
front of people you care about.
Regain One Willpower: Prepare for an outside
The Dark excursion by drenching yourself in mosquito
repellant. Respond to the existence of a bug with
It’s called “The All-Consuming Darkness,” for crying ludicrous overkill. When you see a cockroach, jump
out loud! The fear of the dark is the worst and most on a table and don’t get down until it’s gone.
primal fear, because in the dark, you have no idea
what is coming, and you have no way to defend Regain All Willpower: Do something that requires
yourself. This Dread is extremely common among you to be extensively touched by bugs. (And then
native Alhambrans. probably take a very long, very hot shower.)
Modified Merits
When you take this Merit, choose a long-term
Aspiration as your Destiny. Each chapter, you gain a
Alternate Identity (••-•••)
pool of Destiny Points equal to the dots in this Merit.
(CofD p.50) Before making a mundane roll that would advance you
Having an Alternate Identity is part of being a Princess, toward this Destiny, you may spend a Destiny Point to
so the only difficulty is getting the paperwork. Princess make it into a rote action. After making a mundane roll
may purchase Alternate Identity •• once for just 1 to advance you toward your Destiny, you can spend
Experience, or Alternate Identity ••• for 2 Experiences, one Destiny Point to reroll the result once. You must
to get her perfected self a set of convincing take the second roll, even if it’s worse.
identification and paperwork. Extra Alternate Identities
beyond the first cost full price. Compared to the version of Destiny available to Mages,
it doesn’t come with a Doom, but also can’t be used to
Destiny(•-•••••) cast spells.
(M:tAw 2e p.100)
Sympathetic (•)
Requires: Princess or significant figure in a Princess’s
life. (CofD p. 55)
A Princess’s Echo allows her to get closer to others, so
Destiny was the force of fairness in the Fearless a Princess can buy Sympathetic for one dot instead of
Kingdoms, now, it is the force of things trying to be put two.
right, the world’s first shaky steps toward trying to fix
itself. Destiny does not ensure any outcome will come
Taste (•)
to pass, only that it will have the opportunity. Our fates
are our own, but Destiny gives us a little boost to (CofD p.55)
decide our fates. A Princess’s Regalia is an expression of herself, her
personality, her goals. ANYONE with the Taste Merit --
not just a Princess -- who studies the Regalia of a
Princess can ask questions about the Princess’s
Mage Sight and Darkness
personality herself, though she gets no useful
Mage Sight detects anything supernatural. The
information about her mundane identity.
supernatural are things which come from outside
the rules of the world as we understand it. The
True Friend (•) All-Consuming Darkness, though, is not from outside
the world. It’s already here, and it’s omnipresent. As
(CofD p. 56)
far as Mage Sight is concerned, that’s as normal as
A Princess’s Echo allows other people to get to know
gravity. It’s the first thing they learned to tune out in
her much better and more quickly. Princesses are able
order to pick up anything useful; detecting Darkness
to buy the True Friend Merit for one dot, instead of
is like detecting “yup, time here is moving forward at
three.
one second per second.”
Unseen Sense (••) Princesses and Pure Darkness are not detected at all
(CofD p. 60) by Peripheral Mage Sight, the always-on passive
Unseen Sense (Inner Light) is what keys into the magic sense of magic detection. Active Mage Sight reveals
of the Noble. It will detect shikigami, transformed information as if they were subject to Passive Mage
Princesses, currently active Charm effects, and will Sight, and Focused Mage Sight reveals information
weakly ping when in the presence of Beacons. It does as if they were subject to Active Mage Sight. There is
not detect Princesses in their mundane state, nor does no way to subject these phenomena to actual
it detect Sworn. Focused Mage Sight.
The feeling conveyed by this Unseen Sense isn’t Mage Sight always expresses what it sees in terms of
unnerving or spooky; it’s the feeling of the Echo of the the Mage’s Arcanum, the different types of magic
Princess who pinged it, and the sense this is coming they understand the world through. The Light of
from somewhere. You can’t take the Spooked Hope and Pure Darkness, being native to humanity
Condition to narrow down the source of the feeling. and reality, are really hard to pin down this way.
Most of the information a Mage gets about Arcana is
Unseen Sense (All-Consuming Darkness) does not exist. just their own hunches, biases, and preconceptions
It would be like taking Unseen Sense (Oxygen). The magnified back at them, and so often end up
presence of Pure Darkness, when active, often makes thinking the phenomena is exactly what they
most people feel unnerved and anxious anyway, but suspected from the outset. Though it is not
they can’t take the Spooked condition to learn more impossible to notice something is up and
about it. The only known ways to suss out Pure compensate, it still can’t ever get useful information
Darkness by its origin are a Princess’s Sensitivity, and a linking a Princess’s identities.
Mage’s Active Mage Sight, both of which are spotty
and the latter of which is really spotty. Everyone finds it hard to detect Pure Darkness, but
other forms of magical awareness pick up active
Princess magic normally. It’s just Mage Sight that has
a problem with the Light of Hope. The way the
magic of the Noble and the Awakened interact is
extremely weird and has some bizarre implications.
now call upon memories of your
past life to help avoid mistakes you
knew you made then. After making a
New Merits mundane roll with an Asset Skill, you
may spend a Willpower to reroll it
once. You must take the second
Past Life (•-•••••) result, even if it’s worse.
A great deal of Princess characters won’t be able to ••• Confident Competence: The breadth
access Professional Training -- after all, if you’re 16 of experience you had is coming
back to you. Choose another Skill
years old, how much on the job training have you really
that was part of your previous role,
had? But then again, a Princess could have had and add it to your Asset Skills. Gain
lifetimes of experience in the Fearless Kingdoms. Most two Specialties in your Asset Skills
people don’t carry over much from their past lives, it’s (two total, not two each).
kind of like a New Game + thing, but a Princess in tune
with her Past Life is able to recall bits and pieces and •••• Like Riding A Bicycle: This is all like
second nature -- you’re just in tune
draw on it for expertise.
with it and the knowledge you had
and the knowledge you gained flow
When you take the Past Life Merit, choose a role you naturally from and into your
had in this previous incarnation and two important perfected self. Gain a Luminous Beat
Skills for it (use the chart on CofD p.50 for inspiration, for every mundane dot you have in
or make your own) to be your Asset Skills. The benefits your Asset Skills. When you buy or
upgrade to a mundane dot in an
of Past Life and Professional Training do not stack, an
Asset Skill, gain a Luminous Beat.
Asset Skill for one is not the same as an Asset Skill for
the other and a Skill that is an Asset Skill for both only ••••• Surpassing the Past: You’re better
gains the benefit of one or the other (so don’t take than you were in your past life by
both, it will just confuse you). If your character has a now -- you’ve merged that
profession that deeply ties into their Past Life, you can experience with your own to figure
out things neither life could
choose to take more dots in Past Life to represent
accomplish individually. When you
knowledge in that profession instead of increased make a mundane roll with an Asset
affinity with a previous incarnation, so you don’t have Skill, you may spend a Wisp to make
to have a weird melange of two Merits for the same that roll a rote action.
Skills.
You know. Antics. If you are a Princess of Currents, and the element you
choose is lightning/electricity, this Merit only costs ••
Multiple player characters can (and should) gain the and you may use your Acqua Signet dots.
benefit of the Circle Merit from playing a single scene
with each other.
Custom Elemental Infused (••••)
Requires: Custom Elemental Attuned, Inner Light 4+
Flash Transformation (•)
You can transform reflexively, as part of casting a Just like the above, only you make an
Charm. Try not to do this where too many people can Elemental-Infusion Signet (p. XXX) for the same
see you -- even if they don’t recognize you in particular, element you chose before. Just like above, you should
they’ll know your Perfected Self transforms from a assign abilities to it that are roughly as strong as the
mundane mortal human, as opposed to whatever existing Elemental Infusion Signets.
other theory they had.
If you are a Princess of Currents and the element you
chose was lightning/electricity, this Merit only costs
Longer Transformation (••)
•••.
Ordinarily, your Transformed state takes three times as
much personal energy and tires you out three times as
fast as the same activity in your mundane state. With
Defiant Last Stand (•••)
this Merit, being Transformed only tires you out 50%
faster than normal. You can even catnap and sleep for Requires: Inner Light 3+ or Shikigami
up to two hours without losing Transformation.
When you spend a Wisp for Defiance to protect
yourself from incoming damage that would upgrade
Custom Elemental Attuned (•••)
bashing to lethal or lethal to aggravated damage,
Requires: Inner Light 2+ prevent all but one of that damage. You can’t then
prevent that one damage with another use of
You have an affinity for magic that works on or through Defiance.
a specific element, particular to you. Treat this as an
Elemental-Attuned Signet (p. XXX), except it’s an Defiance makes it clear that your magic is repelling
element you designated instead of a pre-existing some of the damage, but if you fall over while using
Signet, and instead of using an associated Signet’s dots this ability, you can make it look like your magic tried
you use your non-Flared Inner Light. and failed to protect you from a hit that would knock
you out.
Shikigami(•••) Signet; to actually make it through Alhambra’s gates
they must be considered allies and pass a security
You are aided by a shikigami, a delegate from the screening every time.
Dreamlands sent by the Queens to help your nakama
in your mission. Shikigami are able to channel the
abilities of the Princesses they aid and are very useful
for supporting your efforts.
Self-Scourging (•••)
Anything is worth the sacrifice to fight the Darkness,
This Merit is granted freely at creation to all Radiant and that starts with yourself. You know how to hurt
Princesses. As long as a Princess is a member in good yourself deeply to call out more power when needed --
standing of a Radiant nakama and has the shikigami’s tearing yourself up inside becomes second nature.
trust, it will still be active even if they are Twilight or
Queenless. Any time you take bashing or lethal damage from any
source, including yourself, you may choose to make
Rules for building and using Shikigami are found on p. any amount of that damage Resistant and unable to be
XXX. healed by magical means. If you do, immediately gain 1
Wisp for each bashing damage and 3 Wisps for each
lethal damage you turned Resistant. When that
Raven Key (•••) damage heals naturally, you lose that many Wisps
again -- if you still have that many, that is. Spend them
Your Phylactery becomes attuned with the Last City of before you heal.
Alhambra, allowing you to enter there for respite. A
Raven Key allows the bearer to open a Dark Gate to This Merit is granted freely at creation to Princesses of
Alhambra without outside assistance, in a process that Storms. If the Princess is a current follower of the
takes about two minutes. The bearer can take others Queen of Storms, it is always active. Other Princesses
with her, but only one at a time and they have to pass can use this Merit if they have 3 or more dots of the
through security. Tempesta Signet.
He had thought this little grotto was perfect for some late-night necking. It didn’t matter that he’d never seen it
before, it shouldn’t have existed on this part of the beach. He’d been too excited at the prospect of making out to
notice that, or how long the swim was to get inside when it should have been only 20 feet in. And now he was
going to die.
He thrashed helplessly, trying to somehow get a gasp of air, but all he was doing was tiring himself out. His
screams just rose to the surface as more bubbles, carrying away more precious oxygen. And the woman -- the
thing he’d thought was a woman -- couldn’t have that.
She yanked his head back as far as it would go, barely getting his nose above the surface of the stinking ocean
brine. She grinned at him, and those luscious red lips he found so inviting parted over two rows of needle-sharp
teeth. Those alluringly mysterious eyes were now orbs of pure black.
She sniffed deeply of the brine and the panic and the last remnants of cologne on him. “Do you know how long
you can go without air and still barely survive? How long it takes to drown?” she asked, clearly not caring for the
answer. “I do. You know some people can only get off by choking themselves? Maybe that’s you. Maybe you
should thank me. I got you what you deserved all along.”
Even if he could object, even if he could fight back, it’s not like it would matter. She didn’t care what he actually did
or deserved. He was just a prop for whatever was going on in her head. And that was how he was gonna die: not
even a person, just something to project on.Maybe that was what he deserved for thinking someone would ever
love him.
Then she turned at a sudden noise, a half an instant before two rubber boots struck her dead in the face. Her
hand ripped out a clump of his hair as she was yanked away by a full-body dropkick, and he spun and dunked
into the water again. He didn’t even see who had saved him – he just started to thrash and drown in panic, until a
gloved hand grabbed him and pulled him to his feet.
Another woman, in some kind of diving outfit maybe? A diving outfit covered in sequins, although that might have
been just hallucinatory flashes of light from hypoxia. She definitely had green hair woven with some kind of
seaweed, and a starfish on her head. The grotto was still only lit by dim reflected moonlight, so he had no idea
how she looked so bright.
“Are you okay, dude?” she asked him, smiling. “I showed up as soon as I could, the mermaids said-- whoop, hang
on--”
The woman-thing righted itself in the water and hissed, its teeth extending outwards from its mouth. The flesh of
its hands exploded away, revealing horrible, malformed claws oozing poison and disease. It leapt at them, arms
poised to flay them both. The woman with the starfish in her hair lunged, grabbed the monster’s wrists, and
deflected its momentum to send it flying over them into the cave wall.
“--sorry, I was saying, the mermaids around here had a bad enough reputation without the monster problem!” He
had nothing to say -- if he wasn’t gasping for air, he’d have been balking at what he saw, and if he wasn’t balking,
he’d be overwhelmed by emotional whiplash. “Did it bust you up any, or just choke you? I have--”
The creature abandoned its approach of direct attack. Now it had its arms spread and its head thrown back and it
emitted a screech that should have been a siren song but sounded like a dozen anchor chains grinding against
each other.
“-- I HAVE SOME OCEAN POWERS!” she shouted over the noise. “DID YOU KNOW? THE LINCKIA STARFISH
CAN REGENERATE THEIR WHOLE BODIES FROM ONE ARM!” The waters around them started to foam and
bubble. “HERE, STICK THIS ON!” She handed him the starfish from her head, completely unperturbed as the
water roiled with more and more intensity, boiling without heat, rising with the awful crescendo of the creature’s
discordant voice. “AND DO YOU KNOW ABOUT MANTIS SHRIMP?”
He didn’t, and it didn’t look like he’d have time to learn. He had to get back to the sand, but in the water up to his
waist, he could only wade slowly and clumsily, still gasping, hoping beyond hope those bubbles were just roiling
water and not some more creatures being summoned. The starfish clung onto his arm as he tried to move, and
the girl wasn’t helping him -- she was half-running, half-swimming toward the creature.
“BECAUSE HERE COMES MANTIS SHRIMP!” she bellowed, and punched the creature in the stomach. For a
horrible moment, nothing happened. He didn’t even have time to fully process the hopelessness before the
creature’s entire abdomen was just gone, liquefied and spattered across the cave wall in a thick black ichor. Its
legs remained standing, but there wasn’t enough flesh to support its upper body, much less a spine, and it
slumped down and to the side like a cardboard box open on both ends.
The shrieking stopped. The boiling stopped. The starfish started to climb up his arm to get to his shoulder, the
place where the creature had wrenched it when he first tried to escape. There was one single moment of perfect
still silence.
“...Mantis shrimp have the most powerful punch in the animal kingdom!” she gushed. “Biologists don’t know how,
but there’s a little delay between when they wind up and when they release and they think that's the key to why
they can hit so hard!” She bounded over to him, like the water didn’t inhibit her at all, and took him by the hands to
lead him up to the sandbar. “Isn’t the ocean so cool?”
Anthem: Inspire and lift the spirits of your allies. Troubadours have an affinity for this.
Buster: Blast away at Darkness with the overflowing power of your Light. Everyone has an affinity for this.
Conjure: Call upon aid, bringing things or people to you. Graces have an affinity for this.
Detect: Examine the world around you with supernatural skill and insight to divine the truth. Seekers have an
affinity for this.
Force: Directly manifest your will to push, pull, guard, and manipulate your environment. Champions have an
affinity for this.
Illusion: Make things appear that aren’t really there. Troubadours have an affinity for this.
Kiai: Make powerful, versatile attacks with your weapons. Champions have an affinity for this.
Plea: Reach out to sway the hearts of others. Graces have an affinity for this.
Restoration: Fix and heal things back to the way they were, should be, or might have been. Menders have an
affinity for this.
Step: Perform feats of quickness, speed, and aptitude in interacting with your environment. Seekers have an
affinity for this.
Ward: Place blessings and effects on a talisman to warn or guard against future threats. Menders have an affinity
for this.
Basic Action
Each Charm has one simple action that it does by default, something minor and limited in scope. It has a listed
Attribute and Skill combo to cast it, and casting it costs 1 Wisp. Its description will list several underlined terms
and then provide their definitions, which are generally pretty narrow. Everyone’s basic action for their Charm is
the same.
To cast a Charm, you have to be Transformed, unless you have some Regalia that says otherwise.
Upgrades
Upgrades are where the meat of the magic system lies. Each Charm has at least 15 upgrades that alter or add to
its function as you cast it, often by providing new definitions of those key underlined terms. Based on your Inner
Light, you can apply a number of Upgrades for free, and each one after that costs 1 additional Wisp.
The expanded capabilities Upgrades provide multiply with each other. For example, a Plea functions as a fast
social maneuvering roll that requires more successes instead of more time to reach someone based on their
Impression. But a Viral Plea can allow the target to spread the results of the social maneuvering roll and repeat it
to others, and a Calming Plea can add a Tilt that penalizes hostile action and provides time to negotiate -- so a
Calming Viral Plea can hand out a Tilt that penalizes hostile action that its subject can then spread onto others if
you use the time you bought to convince them to do that.
These effects are designed to be versatile and create unexpected powers; there is a list of example Charms at the
end of each Charm’s Upgrades, but it’s not limited to that by any means. Many Upgrades can’t provide
exhaustive mechanical definition of what they do, they’ll say “in addition to other effects,” before specifying a
mechanical effect: Light Step grants the ability to selectively weigh no more than a playing card, and makes it so
you take feats of grace or agility as rote actions while it is active -- this doesn’t mean the only thing it does is
provide rote actions to feats of grace or agility. It means that even without combining it with other Upgrades
weighing as much as a playing card grants rote action to feats of grace or agility, and you can combine it with
other effects to do things that being as light as a playing card allows you to do, such as a Light Redline Step able
to launch a car hundreds of feet in the air even though neither one of those Upgrades specifies you can do that.
The book would be 1,000 pages long if they covered every use case. You can use Purifying Restoration, Stat! to
spray poison out of your eyes like a toad but we’re not going to give you a different dice pool for the attack. You
always use the activation successes for the Charm as the successes on whatever specific roll would be made,
with situational bonuses as determined by the Storyteller based on how creative or unexpected the effect is,
contested or resisted by an appropriate statistic if the Charm doesn’t have a listed contested or resisted statistic.
However, there are general “fair play” rules for Charms, and Princesses in particular have to fight more fairly than
other types of creature. If you think you have found an upgrade combination that allows you to just kill someone
without any chance to escape or resist, then you’re wrong and it doesn’t work like that. Contrary to what people
who argue about superheroes might claim, you can’t use telekinesis to make an obstruction inside someone’s
brain and give them a stroke, and you can’t teleport a bomb inside their body. If it would be complete nonsense
if you saw it in a story, that must not be how it works.
Buying Upgrades
Buying a base Charm costs the same as buying an Upgrade for it; when you first purchase a Charm, you gain a
free Upgrade based on what Queen you follow (Some Charms also come with a bonus Upgrade that everyone
gets). If you don’t follow a Queen then you choose a Queen and gain that associated Upgrade. After that, you
may purchase any Upgrades in any order you want. Even two Princesses with the same affinity Charms won’t
have exactly the same spells as each other.
No Upgrades are good or evil. Though three Upgrades for each Charm are assigned to Twilight Princesses by
default, there’s nothing wrong with anyone else taking them. A Princess of Mirrors naturally picks up the ability
to create illusory duplicates of herself because of her self-obsession, but a Princess of Spades or Currents can
want the same ability because it’s just really, really useful.
Casting Charms
When you cast a Charm, you spend one Wisp, then choose a number of Upgrades to apply to it. You choose the
Upgrades the moment you cast it, you don’t need to set them ahead of time, and may apply different Upgrades
each time you cast it. Your Inner Light determines the number of Upgrades you may apply to a Charm for free;
you can apply more Upgrades than that, but it costs 1 Wisp for each one over the limit.
Once you pick out your Upgrades, roll the Attribute + Skill + Inner Light + any applicable Equipment bonus from
Regalia Equipment, and add up the successes. Apply the effect as noted in the Charm’s rules and as modified by
the Upgrades you chose to add.
Charms do not have special effects for Dramatic Failure and usually only have minor benefits for Exceptional
Success -- the number of effects they could have is simply too broad to make an appropriate Dramatic Failure for
each, and almost all castings that roll dice have a benefit that scales directly with successes.
Many Upgrades allow you to use a different Attribute or Skill when casting the Charm, but unless otherwise
specified you don’t HAVE to apply them, and can choose which if any replacements you use. You can’t replace
the Charm’s Attribute or Skill more than once. If you apply two upgrades that require a specific Attribute or Skill
to be used, you get to pick one of them to use and ignore the other.
Charms, as an expression of your vivid soul and shining Inner Light, are not things that stay hidden. It will always
be clear you are doing something magical when you use them, and many of them will require you to shout out a
name for the spell -- the combination of Upgrades you use can serve as the name you shout out, but you’re
encouraged to come up with your own name. One Princess may call out “Ready Conjure: Assistance!” while
another shouts “SAY HELLO TO MY LITTLE FRIEND!” to cast a Charm with the same upgrades. This manifests in
different ways with different Charms, and each Charm will provide examples of how they might be announced.
Teamwork Charms
Of course, with the Power of Friendship, a Princess doesn’t need to cast her magic alone. Any Charm may be cast
as a Teamwork Charm: doing so requires all involved parties to have the requisite Charm and be in touching
range of at least one other caster who is in touching range of another caster, etc as long as all casters are in the
same chain. When casting a Teamwork Charm, determine the available Upgrades using all of the linked
characters, and any resources spent on the Charm can come from any individual member. One member will be
the primary actor and the others will assist as normal, but the primary actor may be able to use an Attribute or
Skill they wouldn’t normally have the Upgrade to use.
Charges
Some Charms use charges as part of their effect. This is just for things that have multiple dimensions of
effectiveness, so you don’t have like three different effects all scale with successes and you don’t have to roll
your Charm, and THEN decide how to allocate those successes to different effects.
A Charm that uses charges allows you to allocate bonus power to your Upgrades ahead of time, without needing
to wait until you roll. Each Upgrade that uses charges has a normal effect, but then you can add additional
charges to enhance it further. The number of charges you get is equal to your Inner Light unless something
specifies otherwise, and you choose how to allocate them upon casting the Charm. Since the amount of charges
you get is consistent regardless of your roll, you’ll have more control and reliability in creating your effects, but
you might get a couple more on an Exceptional Success.
Clash of Wills
Sometimes, two supernatural powers will be in clear and direct conflict. Either one of them is actively dispelling
the other, or they have two effects that cannot possibly coexist (like two Anthems playing to the same audience
with diametrically opposed vibes). When this happens, it’s called a Clash of Wills, and only one effect will win.
Whoever loses, their magical effect loses out where it conflicts with the winner’s.
A Princess engages in a Clash of Wills by rolling her Inner Light + whatever Transformed Attribute she rolled for
the Charm in question, or whatever Transformed Attribute is most relevant if it’s not a Charm. Other creatures in
the Chronicles of Darkness have their own rule to determine a dice pool for a Clash of Wills.
If a Princess uses the Calming Plea Charm to inflict the Pacify Tilt on someone who has previously been affected
by a vampire’s Dominate and commanded to attack her, obviously, those two can’t co-exist even though Calming
Plea doesn’t have a specific dispel effect attached. The vampire rolls Blood Potency (their Supernatural Tolerance
trait) + their dots in the Dominate Discipline, and the Princess rolls her Inner Light + Presence. If the vampire gets
more, the Plea fails to impart Pacify, but if it had other Upgrades they might work. If the vampire gets less, the
Dominate command is ended. If there’s a tie, reroll until there isn’t.
Don’t roll a Clash of Wills for a magic ability trying to undo or peer past Transformation or Dual Identity -- the
caster gains no useful information no matter how many dice they can swing.
Anthem
This is the anthem, throw all your hands up, y’all got to feel me, sing if you’re with me!
-- Good Charlotte, “The Anthem”
Before we had language, we had art. A Princess who seeks to uplift and inspire remembers that. Reaching deep
inside someone to draw out their true potential, to pull them out of the suffocating Darkness of fear, to let them
become the person you believe in -- this is something that requires you to speak to the heart, not the ear.
The Anthem is the Charm dedicated to doing that: expressions of a Princess’s emotions that sweep up others
who experience them. It’s so named because the most common way to express it is with music, but it’s not the
only means. Dance, inspirational speeches, wisecracks, stage magic, any kind of performance that can convey
emotions, all can carry an Anthem, and all can uplift the spirit.
Action: Instant.
Dice Pool: Presence + Expression + Inner Light - target’s Composure (if resisted).
Duration: Special. Anthem lasts for at least two turns, plus one additional turn for each charge spent on its
duration. The caster can spend an instant action at any point later in the scene to continue their performance
and “refresh” Anthem, starting it up again without spending additional resources or rolling again.
Scaling: The number of successes determines the ability to counteract other sonic, performance, or emotional
effects.
Exceptional Success: Increase the number of charges by 2.
Basic Action: The Princess delivers a performance to an audience, which evokes a feeling and applies the Stirring
Performance Tilt.
- A performance is “an act of self-expression through some manner of live artistic communication.”
- The audience is “everyone who can directly experience the performance out to a distance of roughly 20
yards.”
- The feeling is “an emotion of your choice, evoked in the audience, that can encourage certain actions
and discourage others.”
When you cast Anthem, you gain a number of charges equal to your Inner Light. Each charge you spend on the
basic action increases the duration before you need to resume your performance by 2 turns. These charges can
also be expended to enhance many Upgrades. While Anthem is active, your performance continues without you
taking actions, maybe without you even visibly creating it: it can become the “background music” or the
atmospheric groove that just seems to play in the environment.
The Stirring Performance Tilt (p. XXX) is keyed to the feeling the Anthem applied. While Anthem is active, Stirring
Performance grants +2 to all dice pools that are taken in line with the Anthem’s feeling.
Nobody can benefit from the Stirring Performance of more than one character at a time (but multiple Princesses
can cast it as a teamwork action to boost the main performer) and the caster is not part of their own audience
unless another ability says they are. Anthem conflicts with other Anthems as well as similar musical or sonic
effects like a Sin-Eater’s Dirge or mass emotional manipulation abilities, at the discretion of the Storyteller. When
Anthem causes a Clash of Wills, add the successes from the Anthem spell or the other effect to the dice pool for
the Clash of Wills as if it was a cooperation roll. Rocking harder will always make your spell more powerful.
Invocation: The act of performing and communicating through your performance is considered the Invocation
for this Charm; you don’t need to shout something special in addition to that.
Regalia: Anthem Regalia is all instruments of performance. Usually, this is a musical instrument of some kind -- a
flute, a lyre, an ocarina, a steel drum, a BC Rich Warlock electric guitar, a magical cordless microphone, a
chakram tambourine, a piano synthesizer or set of DJ turntables that hover in front of their user. For other forms
of performance, Regalia is something used to do the performance, or something that augments it: tap dancing
shoes could be Regalia, but so could the decorated dreadlocks that whirl and whip with the movement of a
capoeira dancer. Spotlights might hover in the air to cast their light on the performer when she’s ready for
everyone to be watching.
-
- Bassline Anthem more for each charge spent. If they get that
Exceptional Success, they regain a Willpower.
Gifted to Princesses of Flowers - allows Composure
to be used instead of Presence Using this Upgrade costs 1 Willpower. A given
character can only gain this Willpower once per
“I’m gonna fight ‘em off. A seven nation army chapter per performer; if you have multiple
couldn’t hold me back.” Princesses who perform for each other to restore
communal Willpower that’s not “an exploit” that’s
You may now expend charges to enhance the dice “forming a band.”
bonus conferred by your Stirring Performance Tilt.
One charge enhances it to a +3 bonus, three charges
enhances it to a +4 bonus, and six charges enhances
- Liberating Anthem
it to a +5 bonus. Gifted to Princesses of Spades - allows Dexterity to
be used instead of Presence
- Instructional Anthem “Back off your rules, back off your jive! ‘Cause I’m
sick of not living to stay alive!”
Gifted to Princesses of Currents - allows Intelligence
to be used instead of Presence Any audience member who is currently under a
mental or psychological Tilt may make an
“You’ve gotta do the cooking by the book. You know appropriate roll to throw it off. For each charge
you can’t be lazy!” spent, they may try this roll again on a subsequent
turn.
Choose up to 2 audience members, plus one more
for each charge spent. Pick a Skill that one of them
has, or that you have. While affected by Stirring
Performance, every chosen audience member has
- Romantic Anthem
that Skill exactly as the original character has it, Gifted to Princesses of Swords - allows Intelligence
including Skill dots, specialties, and relevant Merits. to be used instead of Presence
- Inspirational Anthem “If you’re ever in trouble, I’ll be there on the double,
just send for me oh baby!”
Gifted to Princesses of Jewels - allows
Composure to be used instead of Presence Everyone under your Stirring Performance Tilt is
considered to have an Impression for Social
“We are the champions, my friend… And we’ll keep Maneuvering one stage better than it would
on fighting ‘til the end…” otherwise be, and a similar positive predisposition
for non-Maneuvering purposes.
Your Stirring Performance Tilt now also applies a
variant of the Inspired Condition: once per scene,
when taking an action in line with your feeling, the
audience may reduce the number of Successes
required for an Exceptional Success by one, plus one
- Glamorous Anthem contested against this Charm. On a failure, the
action costs a Willpower. This can only drain one
Gifted to Princesses of Mirrors - allows Willpower per scene, plus an additional Willpower
Manipulation to be used instead of Presence for each charge spent.
- Thrilling Anthem
- Face-Melting Anthem “Girl, I can thrill you more than any ghoul can ever
dare try!”
Gifted to Princesses of Storms - allows Dexterity to
be used instead of Presence You can lead your audience in specific actions --
anyone under the effect of your Stirring
“Do ya wanna, do ya wanna dance -- with a Performance who doesn’t resist can use their turn
JAWBREAKER!?” to mimic your actions exactly. The audience will use
your own Skills and Attributes to make rolls this way,
Anyone in the audience acting against the feeling but they can’t do supernatural things they don’t
you inspire requires a Resolve + Composure roll otherwise have the ability for.
contested against this Charm. On a failure, they
immediately take 2 Bashing damage, plus one for If you apply this Upgrade, it costs two charges for
each charge spent. each turn you want to extend your Stirring
Performance by.
“Feels like pins and needles in my heart, so long I Your Anthem can now reflexively trigger a Clash of
can feel it tearing me apart…” Wills against someone using a supernatural ability
on or in your audience, even if it doesn’t directly
Anyone in the audience acting against the feeling oppose the Anthem. If you win the Clash, the
you inspire requires a Resolve + Composure roll opposing spell or ability fizzles out, unable to pierce
the groove. This only works once per scene, plus - Recorded Anthem
one additional time for each charge spent, and you
must spend a Wisp each time it triggers. Your performance can be captured in some form
that the audience can access later. The performance
will only apply the effect of Anthem once; after that,
the performance may be stirring but it won’t apply a
- Lingering Anthem Tilt for it.
“Thanks, you’ve been a lovely audience, we’re out!”
This means you can make a musical or oratory
The basic effect of Stirring Performance -- the +2 to performance through a record of your sound and
die rolls in line with the feeling part -- persists for voice. It also means you can make your
the rest of the scene, but none of the other effects performance in the form of any other art that can
that you spent charges on persist. convey your emotions and doesn’t require you to be
there to perform it: a sculpture, a written poem,
even a loaf of bread baked with absolute care and
passion.
- Harmonized Anthem
“If you’re ever in trouble, I’ll be there on the double,
just send for me oh baby!” - Jumpin’ Jack Anthem
Your Anthem applies two different Stirring “I was booorn in a crossfire hurricane! And I
Performance Tilts simultaneously. They must be hooowled at my Ma in the drivin’ rain! But it’s all
distinct feelings, but any bonuses and penalties right now, in fact it’s a gas!”
from them stack so long as an action fulfills / runs
counter to both of them. Channel the power of your audience’s blazing spirit,
lead a performance that crackles with the brilliant
When you do this, the same Upgrades apply to each power of the Light of Hope. Any time an audience
Stirring Performance, but you have to divvy up the member willingly spends a Willpower, or scores an
charges separately. Exceptional Success on a roll to support the
performance (dance, sing along, call-and-response,
chime in, provide setups to punchlines, clap and
stamp their feet, etc.), you gain a Wisp and may give
- Window-Rattling Anthem that Wisp to any other audience member that can
“Are you ready to rock? Because I’m gonna blow use it.
your hair to the BACK OF THIS AUDITORIUM!”
- Tribute Anthem
Your Anthem now affects a large enough area to
make an audience of everyone in a stadium’s worth “This is not the greatest song in the world, no. This is
of space, all the way up to the cheap seats. just a tribute.”
Inspirational Romantic Anthem: “It's a beautiful night, we're looking for something dumb to do…” The moment
is magical and the enchanted strings have almost nothing to do with it -- but everything has to be perfect. The
proposal has to be the very best. His drops to one knee and opens the tiny box as the musician sings “Hey baby, I
think I wanna marry you,” and he knows the answer is yes.
Liberating Bassline Anthem: Being trapped and facing certain death isn’t really all that different from being at
fourth and long with seconds left in the game. The worst thing in the way of you pulling it off is the certainty you
will fail -- and by God no cheerleader worth her enchanted pom-pom ever lets the team onto the field with that
gloom hanging over their heads.
Secret Glamorous Anthem: “Is that the best you got?” he says as he steps out of the way of another clumsy
assault. “Because if you need some help monstering, buddy, you can ask. This is just embarrassing.” Humiliation
burns inside it as it hears its would-be victims snickering at its expense, driving it to make sloppier and sloppier
mistakes.
Window-Rattling Face-Melting Anthem: “JUST CALL MY NAME ‘CAUSE I’LL HEAR YOU SCREAM!” His fingers are a
blur as he shreds out the notes. “MASTER! MASTER!” The crushing silence of the Dark World cannot withstand
the might of heavy metal, and as far as the eye can see, the Darkspawn scream in anger and agony.
Jumpin’ Jack Heart-Rending Anthem: “Mu-sic LIVES! Mu-sic LIVES!” the assembled crowd chants. The howling
vortex that encloses around them seems no more important than a light show. “MU-SIC LIVES! MU-SIC LIVES!”
Every chant, every clap, every stomped foot, every thrown up pair of horns sends white-hot power up onto the
stage where the Holograms are raining down magical devastation, and even the mindless beasts of the Dark
struggle to overcome the groove.
Buster
“HERE I GO! This hand of mine is burning red! Its loud roar tells me to grasp victory! ERUPTING… BURNING…
FINGER!”
-- Domon Kasshu, G Gundam
The Buster is the most iconic and pure form of the Princess’s magical power because it’s the most raw. Her Inner
Light is her soul, her fighting spirit. When she spends her Willpower, it doesn’t go away: it becomes purified into
her magical Wisps. When she spends her Wisps, they don’t evaporate into nothingness, they burn. They burn
brighter. They gather in a corona around the Princess’s spirit, ready to erupt into a solar flare.
And when they do, when the Princess makes the purest declaration of everything she IS and everything her
victory PROVES, it manifests in a Buster: the loudest, flashiest, most explosive, most devastating tool in the
Princess’s arsenal. A staggering light show of pulsating neon hearts, a volcanic plume spraying from the Earth, a
storm of a billion rose petals, the enormous fist of a ghostly god-figure, a sword of energy so long it breaches the
clouds, a dance of whipping marionette strings, an ultrasonic ultraviolet pulsar of pure dubstep, a spray of
molten heart’s blood -- Buster is what happens when you open up a window to your pure and raw Inner Light
and then blast away.
Action: Instant
Dice Pool: Inner Light + Buster Overcharge
Duration: Instant
Scaling: Determines the damage of the attack.
Exceptional Success: More successes are their own reward.
Basic Action: Over time, you accumulate Buster Overcharge dice when you spend Wisps. When you cast Buster,
you gather and discharge your fighting spirit and will into a devastating, vivid blast of energy at a single target.
This Charm is a ranged attack. Any penalties or bonuses that apply to ranged attacks, including but not limited to
aiming, cover, and concealment, apply to this Charm’s activation roll. Buster’s attack range is Short (up to about
30 meters), and there are no penalties for firing at Close or melee range if you don’t use a Regalia Weapon for it.
A Princess may choose to deal bashing or lethal damage with her Buster any time she applies it.
Special: A Princess’s Buster accumulates power over time; just as her Willpower filters into her Wisps as her
resolve purifies, the Wisps she expends on her own magic rise to the surface of her fighting spirit, ready to surge
outward in the form of pure power. Every time a Princess spends a Wisp, she gets two Buster Overcharge dice.
When she casts Buster, she can consume any number of her Buster Overcharge dice to add to the activation roll.
If not spent, Buster Overcharge dice are lost at the end of a chapter.
Other Upgrades allow Buster Overcharge dice to accumulate from other events. Don’t keep track of them
separately (that would be exhausting). When you have a chance to accumulate Buster Overcharge dice from
something that you have the Upgrade for, just note what Upgrade you’re using; your next cast of Buster has to
have that Upgrade.
Invocation: Buster must always be shouted out and declared as loud as you god damn can. Time will appear to
stop as you call out the name, do the moves, and display the light show.
Regalia: Buster Regalia is impossible to ignore. It might be a magic wand or an unfolding vector cannon. It might
be a regal scepter or a toy raygun. A whirling set of ribbons that bind together into an elegant spiral pattern or a
spiked, sparking cybernetic arm cannon. Whatever it is, it’s going to appear vivid, attention-grabbing, anyone
who looks at it will know it’s Serious Business. The only thing they have to have in common is that they be
something you can point at your enemy while you shout out everything your attack comes from and everyone it
protects. All Buster Regalia are ranged weapons with the “Buster” tag; the Buster inherits properties from the
weapon other than Burst and Autofire.
You gain 3 Buster Overcharge dice instead of 2 when
- HARMONY BLOSSOM BUSTER! you spend a Wisp.
When you resolve a negative Tilt or Condition, gain - BOTTOMLESS INFINITY BUSTER!
3 Buster Overcharge dice.
BOTTOMLESS INFINITY PETADRIVE ANNIHILATION BUSTER! “Come on, Dahlia! Let’s give ‘em a little taste…” His
cybernetic arm glows brighter, then shakes, threatening to rip itself apart with all the pure power he pours into it.
“...Of that GOOD SHIT!” If the scythe-wielding creature had been ten feet closer, it would have been fast enough
to get to him in time and smack his arm to bits. Instead, it’s caught in the blinding beam of white-hot light and
juggled in the air until it disintegrates utterly.
RELENTLESS HOMING BENDING REED BUSTER! “Aww, come on, leaving the party so soon?” she shouts to the
swinging exit door. “You played that mind trick on everyone here, but I didn’t get to show you a trick of my own!”
Somehow, though he’s halfway down the stairwell, he still hears her. “BALLROOM BLITZ!” A neon outline of the
dancer he’d just fled from streaks through the door and bounces off the wall, leaving glowing lines in his vision,
before it kicks him in the face so hard he spins three times before he hits the ground.
PINPOINT SNIPER BEAUTIFUL FRIENDSHIP BUSTER! The choir’s chanting doesn’t drown her out, it seems to uplift
her voice, as they all devote their effort to her power. “God’s judgment be upon evildoers!” she declares. “Like a
BOLT FROM THE HEAVENS!” And as she says it, a bolt of holy lighting strikes into the crowd, blasting the one
Darkspawn who thought it was blending in, forcing it to reveal itself.
BLAZING OVERDRIVE EVERLASTING DEVASTATION BUSTER! Every parasite the doctor pulls from their bodies, he
incinerates in his hand, and the flames from each flow into the burning nimbus around him. “I think it’s time you
had a taste of your own medicine, you fuck!” he spits at the insectile creature. “AUTOCLAVE INCINERATOR!”
Bathed in flame, it skitters about in panic, but the heat doesn’t stop until the subject is completely sterilized.
SHATTERING SPIRIT ECHO BURST BUSTER! “Enough of this.” Her words are only a whisper but yet they boom into
the ears of all around her. “The power of all your futile efforts will be put to better use destroying you. Doom
Ripple. Doom Ripple. Doom Ripple.” They had strived so far, pushed themselves to the limit, and now all of the
spirit they poured into their attacks has been released back in their faces, again, and again, and again.
Conjure
The Power of Friendship is metaphorical -- the more of us are together, the greater our resilience and strength.
The more of us are together, the greater the odds that one of us will have just the thing needed to deal with the
problem. The Power of Friendship is also very literal: our spirits are empowered by our bonds with our friends,
and our Inner Light blazes brighter when fighting not for ourselves but for those we value.
When those two meanings overlap, you get the Conjure Charm. Conjure is how a Princess calls upon her tools
and allies, bringing things and people together to have just the right thing for the situation. While a Princess can
theoretically include anything as part of her Regalia, each one takes an investment of her power and identity --
Conjure lets you grab anything. At its base level, Conjure is like a pocket-dimension portal to a storage unit full of
useful stuff. With Upgrades, you can grab things you didn’t think of, create them from scratch, copy them. It can
go from a simple pager for your Shikigami to the ability to call upon and even empower expert assistance in any
field.
Action: Extended. Each roll is one turn. No matter how many rolls you make for a single casting of Conjure, it
only takes one Wisp.
Dice Pool: Manipulation + Science + Inner Light.
Duration: One scene.
Scaling: Successes determine the Size of the thing you can summon.
Exceptional Success: You complete the summoning so quickly that the action was reflexive and you can still act
this turn.
Basic Action: At some time before using Conjure, you must attune to an object or an actor at no cost (You can
attune to any number of things, but it gets hard to keep track of more than 3 times your current Inner Light
worth of things). When you cast Conjure, you start to summon that object or actor from its point of origin. You
must accumulate a number of successes on the extended casting roll to equal the object or actor’s Size. If you
summon something of Size 0, you treat it as summoning something of Size 1.
- You attune to something by “being familiar with and having spent a significant amount of time in its
presence and specially marking it in some way.”
- To summon is to “magically transport an object or actor from wherever it currently is to a spot directly in
front of you.”
- An object is “a piece of equipment that falls in the ‘physical object’ category (CofD, p 100).” Without the
Upgrade to do so, you can’t summon “mystical equipment;” the magic aura of being summoned messes
with the mystical qualities in some way. You can’t summon an object that someone is using or otherwise
attending to.
- An actor is “your Shikigami.” If you take any combat actions, the stress will cause the link to shatter and
the actor will return to its point of origin. You can’t summon an actor who doesn’t agree to be
summoned, and can send a short message to any actor you attempt to summon explaining why they
should accept.
The object or actor is ready to use on the turn after it was summoned. You can only have one actor summoned
at a time, but any number of objects. The object or actor will return to its point of origin at the end of the scene
unless it was destroyed or consumed (if you summon some food and eat it, you won’t have the energy sucked
out of your body).
Invocation: Conjure must be Invoked by shouting or declaring a call to what you are summoning, what literal or
metaphorical thing you take it from, or how you summon it.
Regalia: Conjure Regalia usually takes the form of something that the conjured thing will pass through (even
without Conjure Portal), a representation of the thing you summon, or some manifestation of how a conjured
thing is tied to you. A ring might expand to the diameter of a hula hoop and have a box of supplies fall through,
or a magician’s hat or bag of tricks might produce a stream of rabbits. Little plastic miniatures or a quickly folded
origami vehicle might grow into the form of the real thing. Something could be called over with puppet strings,
or a fishing pole and line.
You are now attuned to “anything that you have
- Conjure Wild handled for at least one turn in the current scene.”
Your valid objects now include “mystical Your valid objects now include “a location” that you
equipment.” The mystical powers of these things are are otherwise attuned to. You create a portal linking
no longer fizzled out by the summoning process. that location and the area where you summon it to
that lasts until the end of the scene; anything that
goes in one portal comes out the other as if there
was no physical distance between them.
- Conjure Widget The portal doesn’t have a fixed size; you can choose
You are now attuned to “anything that is Availability any Size you want for the portal, and that will be the
1.” For things that don’t typically have an maximum Size of thing that can fit through it. You
Availability, like those allowed by other Upgrades, have to pay an additional Wisp for each roll you
you’ll have to use your best approximation. make to cast it, though.
- Gigadrive Conjure
This is an advanced Upgrade. It counts as two
Upgrades when applied to a Charm.
Hostile Conjure Aid: One moment, he was sitting in the back of his limousine. The next, he was in a chair in a
bare concrete room. “Hi there, Chairman,” the boy says with a crack of his knuckles. “You know, I asked you very
nicely for a meeting. Now, I don’t think I’m going to be so nice.”
Conjure Widget Aid: “Hey, Triple A? You do roadside assistance, right?” Her fingertips are already glowing and
tracing out lines. “No, no, don’t bother with the address, I’ll bring you right here.”
Conjure Wild Widget: “Oh, magpies are everywhere around here. See? Mother Gaia, grant me aid!” The black
bird appears on her outstretched arm. “There we go! Hey, buddy, you see that shiny object there, I bet you want
to grab it, don’t you?”
Distant Conjure Wild: “Wotjek, mighty bear, come to me!” The warlock readied his counterattack for whatever
burst of primal strength the boy would try to use, but the boy just stood there, smiling. It wasn’t until he heard
the roar that the warlock turned around to see the bear tearing his dark orrery apart.
Distant Ready Conjure: “What are you going to do now?” he chortled form his perch. “I’ve got the high ground,
and I’ve got the sniper rifle, and all you have is all your little machines waaaay down on the ground, where
--URK!” The cartoons were right. Dropping an anvil on someone was hilarious.
Ready Conjure Reflection: “O lord Poseidon, grant me your oceans…” A stream of water surged from each of her
hands, and it grew thicker, stronger. “ALL OF THEM!” The water wouldn’t stop coming, and whatever plans they
had to attack her had to be abandoned for plans to escape the rising flood.
Light-Fingered Conjure Reflection: “Oh no, now you’ll take your death prism back from me!” He laughed, and
then threw out his arm, scattering dozens of identical-looking crystals around. “If you can find the real one,
anyway!”
Detect
A Princess can’t sit there and wait for the Darkness to come to her. Well, she can, as the Darkness is everywhere,
but she won’t accomplish much. She needs to go looking. Looking for secrets, looking for magic, looking for
friends, looking for those in need, looking for trouble. The Detect Charm is how she does that.
Sharpening the senses, or opening them to new concepts. Examining the red string of Fate or the emotional
echoes of deeds. Through a crystal ball, a dowsing rod, a translucent scanner eyepiece, a scrying mirror, a chorus
of helpful voices -- Detect allows the Princess to perceive the world around her in greater fidelity than ever
before, to pierce the shroud of Darkness and let the Light stream in.
Action: Instant
Dice Pool: (Wits or Composure) + Investigation + Inner Light.
Duration: One scene.
Scaling: Each success allows the caster to ask an additional question.
Exceptional Success: Extra successes are their own reward.
Basic Action: You expand your senses and focus, taking in the details around you. For each success, you may ask
the Storyteller a simple question about the objects and information available to you within 10 yards per Inner
Light (You can intentionally reduce your range so you don’t pick up results from too far away). You don’t have to
ask the questions all at once; your Detect stays active for the remainder of the scene or until you run out of
questions and you can ask new questions as new information becomes available or new circumstances arise.
Each question you ask follows the same form: “sense, query subject?” where each underlined term can be
substituted with one of the listed phrases. Upgrades add more options for each keyword. You combine the
options to make a complete sentence, the question that the Storyteller answers. When you ask a question, you
may use any of the options available to you based on your initial casting of Detect, not necessarily the same ones
every time.
Sense is the medium or group of senses your Detect can search for information with. It can only return answers
to your questions that can be perceived by this sense. You can combine multiple sense options into one
question, if the information you need is something that’s seen through the intersection of two different senses.
By default, the terms for Sense are:
- “According to the senses of sight, hearing, smell, taste, and touch…” Without other sense options, this
can essentially make the Charm into a Perception roll using the Charm’s dice pool that only takes a single
round.
Subject is what you’re asking for information about. You don’t have to necessarily know exactly what your
subject is if you can specify some criteria for it, but the more narrow the criteria the better; the vaguer the
criteria, the narrower the range that Detect can gather information. A specific subject, even if it isn’t something
you’ve directly perceived before (like “the keys to this 1996 Honda Civic”), uses the normal range. An unknown
subject based on defined observable criteria (“an escape vehicle I can drive out of here”) uses half the range,
while an unknown subject based on vague or wide observable criteria (“a way to get out of here”) uses 20% of
the normal range. The default options for subject are:
- “...object, person, or area?” With this option, you can specify the type of thing you’re looking for, you
don’t need to simply ask about all possible nouns that could fill the sentence.
- “...my general surroundings?” Use this to scope out around you when you aren’t sure what you’re
looking for, or when you have access to a sense beyond usual sight.
The Storyteller gives answers, but they don’t have to be direct and exhaustive. Whatever the idiom of your
Detect is, that’s what will filter the information to you. If you ask where the nearest danger is, you may not get
an immediate pop up of a detailed threat analysis -- you may hear a shriek from a certain direction, you may see
a trail of smoke leading to it, letters in nearby neon signs may flicker out the name of a nearby street…
Invocation: Detect isn’t necessarily Invoked verbally, though it can be. Visually, either the active Charm makes it
obvious that it’s in use, or the information gained is perceptible to everyone. Someone who simply enhances
their own senses will have their eyes glow and possibly display strange symbols for the entire time Detect is
active. Someone who sees information projected in a video game-style HUD will diegetically project that HUD
out into the world where other people can see it, like in Dead Space. Someone who gazes through a crystal or
piece of cellophane is conspicuous enough that anyone looking at her will know “she can see something special
by looking through that.”
Regalia: Detect Regalia is something that allows the user to see or gather or process information. From scrying
pools to translucent cyberpunk eyepieces, from holographic simulation models to chicken bones for augury.
“Looking over the entire electromagnetic
Detect Danger
spectrum…”
Gifted to all Princesses in addition to their default
Upgrade. You can listen to unencrypted information, like radio
waves, as if they were just normal sound. If you pick
You may now pick the subject option: up encrypted data, like from a cellular or wireless
network transmission, you can see or record it in
“...most severe source of immediate danger?” encrypted form but it won’t help you crack the
code.
Unlike every other subject option granted by
Upgrades, this one has range penalties according to
- Detect Connection
how specific you make it; you get the full range
when it’s widely defined, and specific types of Gifted to Princesses of Jewels - allows Empathy to
danger make it narrower. be used instead of Investigation
“...what is the most immediately beneficial way to When you ask a question about a subject, you are
use…” also able to perceive and gather data about the
things immediately around it; instead of just
- Detect Weakness knowing where the thing is you can see or hear
what is happening around it.
Gifted to Princesses of Storms - allows Brawl or
Weaponry to be used instead of Investigation
- Passive Detection
You may choose the query option: Use this when you ask one of your questions and
get no useful answer, usually because you asked for
“...what is the best way to disable, destroy, or the nearest example of something and there isn’t
negate the defenses of…” any example in your effective range. The effect
remains active and when something that does
Remember that Detect can only use the senses in match your question pops into your effective range,
your sense option. You can’t use this to determine you become immediately aware of it. Using this
the Bane or Ban of any given entity with no other Upgrade, you can intentionally set a certain
information -- but if there’s a slight hint, if there’s threshold of size or severity for the Detection to go
something nearby that can lead to a clue, Detect off; you don’t have to consume your Passively
Detect Danger to find out there’s a rusty nail in You gain precognition, or the ability to look into the
someone’s yard. future -- or the most likely possible future, anyway.
You gain the sense option:
- Detect Ephemeral
“By looking into the future…”
Allows Occult to be used instead of Investigation
By default, you may look into the future a number
You may choose the subject option: of turns up to your Inner Light. You may spend 1
Willpower and five minutes casting this Charm to
“...an ephemeral being or area?” look up to that many hours into the future, or you
may spend 2 Willpower, 2 Wisps, and an hour
This extends your range into the spirit world on the casting this Charm to look up to that many days in
other side of the Gauntlet, but only in the same the future. Reduce the range for vagueness like
areas corresponding to your range in the real world. normal.
- Hacker’s Detection This Charm only reveals the most likely future based
on current trends and probability; it can change
Allows Computers to be used instead of based on people’s actions and decisions. It never
Investigation takes the information that it gives you into account:
each potential future shown by Detect Future
You may choose the subject option: always starts with the caster failing to get a single
success on their Detect Future casting and every
“...the files in this computer system?” subsequent supernatural ability to detect the future
failing.
Your normal senses are sufficient to get information
about files and programs, you don’t need to use
Detect Rays. You do need a device that is capable of
- Gigadrive Detect
displaying or interfacing with computer files, but
really anything with a screen and input works. This is an advanced Upgrade. It counts as two
Upgrades when applied to a Charm.
Detect Passions and Connections: [Looking at emotions / what is the nature of / the connection between these
people?] “Is he your booooooyfriend? Do you have a cruuuuuuuush on him?” The flame glows pink for a
moment. “Ha! I knew it!”
Detect Energy and Connections: [Looking at supernatural energy / what is the nature of / the connection
between this and its surroundings?] He sets down the burning censer and lets the smoke fill the room. “All right,
you naughty boys, now what kinds of Resonance have you been feeding from?”
Detect Energy and Danger: [Looking at supernatural energy / what is the nature of / the nearest source of severe
danger?] The spirit camera flashes so bright it blinds everyone for a second, not just the vampire. When it
develops, there will be a picture of whatever dreadful powers the guy has.
(This Charm can be used to determine what a being’s supernatural powers are, but you only get one power per
question you ask.)
Detect Useful Danger: [According to my Darkness sensitivity / what is the best way to use / the nearest source of
severe danger?] Fighting the monster isn’t enough -- she needs to make an entrance. With a swirl in her scrying
mirror, she doesn’t just see where the beast is, she sees the choreography to make the most stunning defeat.
Detect Useful Weakness: [According to my senses / what is the weakness of / this monster?] She taps her
translucent visor. “I’m getting a reading!” she calls. “It’s recoiling away from… the fish? Wait, how the heck do
we use that?” [According to my senses / what is the best way to use / fish?] “Oh, someone find some fish oil!”
Detect Rays and Weakness: [Looking across the EM spectrum / what is the weakness of / this security system?]
The oscilloscope’s reading is clear: a burst at 2170 MHz will shut the cameras down and leave everything else up.
Hacker’s Ray Detection: [Looking across the EM spectrum / what is the nature of / this file system?] She flicks
open her cell phone, adorned with keychain charms. “All right, I’m on the network. Let’s see what they’re saying
to each other.” (This combination is what lets you log in to network systems remotely if you have some kind of
interface device. Add Detect Trickery to break encryption.}
Hacker’s Detect Traces: [Looking into the past / what is inside of / this file system?] “Ordinarily, trying to
reconstruct deleted files is a huge hassle,” she says with a grin as her fingers fly over the keyboard. “Ordinarily.”
Detect Traces and Trickery: [Looking into the past / what is concealed from me about / this area?] A handful of
powder blown over the area reveals the secret: there was a hidden passage the whole time, and the Defiler had
escaped before they were even past the front lobby.
Force
The Light of Hope is a fundamental force upon the world, because it is not just the ability to aspire to a better
future but the capability and drive to see it come about. The most literal manifestation of this from the Light’s
exemplars is the Force Charm. Her will first stirs her own thoughts, then it moves her body to manipulate the
world, and when that aspiration is so powerful it escapes the confines of her own muscles, she operates on the
world directly.
With Force, a Princess can move and manipulate objects around her, shape and construct surfaces, protect
others from impacts with walls or barriers, isolate or hold down attackers. It is as if her hands are everywhere, all
working to see her vision come true.
Action: Instant.
Dice Pool: Strength + Crafts + Inner Light.
Duration: Until dispelled or one scene.
Scaling: The successes rolled to cast the Charm are the Strength it uses to take actions.
Exceptional Success: The first action the locus takes has a +3 dice bonus.
Basic Action: Make a locus at a visible point in space. The locus affects an area about one meter in diameter
around the point you summoned it, it has a Speed of 5, and on subsequent turns can manipulate this area.
- A locus is an intangible but visible area in space about the size of both your hands together.
- To manipulate is to perform actions in the area of the locus that require physical contact. You can
perform non-combat actions that require a Strength roll, using your casting successes as its Strength and
your applicable Skill.
This Charm requires concentration to maintain, and while concentrating, you can re-direct the locus. While you
are not concentrating on this Charm, it is inactive: it remains visible but inert and intangible until you
concentrate on it again.
Invocation: Force must be invoked by shouting or declaring the manifestation of your power.
Regalia: The most common Force Regalia are ornamental or stylized gloves, magnifying the Princess’s hand
movements to carry out her work. Tools meant for working and shaping things also serve as Regalia; if a Princess
often uses Barrier, she can have a shield or other protective device, and those whose Force usually manifests in
the same shape might carry metal or glass models of that shape.
Gifted to Princesses of Jewels - allows Presence to
- Barrier be used instead of Strength
- Synchronized Force
- Guardian Force
Gifted to Princesses of Mirrors - allows
Manipulation to be used instead of Strength
- Elemental Force
You move in sync with your magical force. You no
longer have to concentrate to direct your locus, so When you take this Upgrade, choose a type of
long as what you do with your locus is part of the material or energy. It is often the same element
same action you’re performing (and the locus is linked to your Queen and her Signet, but doesn’t
capable of the action). Among other benefits, this have to be. When you apply this Upgrade, the locus
will usually allow you to get a Teamwork bonus for only interacts with that material or energy, is made
actions at the very least. of that material or energy, has all the properties of
that material or energy, and manipulates that
material or energy as if it was weightless,
- Assault Force frictionless, and required no roll.
Gifted to Princesses of Storms - allows Weaponry or
Brawl to be used instead of Crafts You may purchase this Upgrade multiple times to
choose multiple elements. When you do, it only
Your locus can now manipulate to perform an costs 1 XP each additional time.
attack. If this requires you to aim the attack from
somewhere other than the locus’s location, this
attack is at -2 and the target always applies their full - Selective Force
Defense even if something would otherwise reduce
or ignore it. The counterpart to Elemental Force. When you
create your locus, you reflexively designate a
number of specific people or objects you can
- Clutching Force perceive; the locus only acts on/against those
people or objects. Everything else is completely
Gifted to Princesses of Tears - allows intangible to the locus, meaning there is no penalty
or opposition or difficulty from interacting with any
Your locus can now manipulate to perform a other object or material. but you have to deal with
grapple. If this requires you to aim the grapple from their mass and resistance like normal.
somewhere other than the locus’s location, this
attack is at -2.
- Sensitive Force
- Spread Force You can project your senses through the locus as
Your locus now encompasses a larger area, equal to you act through it. You can manipulate things you
a sphere with a diameter equal to twice your Inner can’t perceive but the locus would otherwise be
Light in yards. Your locus can manipulate freely in able to interact with as if you were standing right on
that area without needing to be moved and may top of it.
interact with multiple distant things at once as part
of the same action. - Metaphysical Force
Your Force now spreads deeper than the realms of
the physical alone. Your locus and its ability to
manipulate extend into Twilight and act against
other, non-physical phenomena. If you can create or You may direct multiple loci at once to all
infuse physical phenomena into your locus, now you manipulate together -- you don’t have to do this for
can do the same with metaphysical properties. If all the loci if you have some that are already doing
you can block passage of physical objects, you can what you want with Enduring Force but you can’t
now intercept spells and magical effects, and etc. give two directions in a single turn. If this requires a
You still need to know about the kind of effects you roll, consider it a teamwork action where one locus
intend to interact with. is the primary actor and the others all assist.
- Gigadrive Force
- Echoing Force
This is an advanced Upgrade. It counts as two
This is an advanced Upgrade. It counts as two Upgrades when applied to a Charm.
Upgrades when applied to a Charm.
Your Forces overflow with power. Spend 1, 2, or 3
When you make your locus, you can summon an extra Wisps when casting Force; subtract that many
additional locus for each time you applied this dice from your pool and add that number to the
Upgrade (You may apply this Upgrade multiple activation successes of the Charm, or, if the Charm
times, up to a maximum of your Inner Light, but it is rolling an effect, add directly to the activation
costs an extra Upgrade slot or a Wisp for each one). successes of that effect.
Sample Force Charms
Selective Spread Force: “Cut guns in half with my mind!” she shouts, and just like that, the pistols of the whole
gang are sliced in half out of their hands. “See? I warned you I could do it,” she adds, then sticks out her tongue in
defiance.
Dextrous Sensitive Force: She’s not touching anything, and her fingers waggle in mid-air. “Nothing on one…
nothing on two… Ooh, this is a good lock. This one cost him some money. Might take me more than thirty
seconds. Nothing on three… Here we go, four is binding. Back to one… two is binding…”
Clutching Flowing Force: “Grasp of the Underworld!” A shadowy hand emerges from the ground to grasp at her,
and she struggles to no avail. “All right, I’ve had enough of you now, get out of here.” With that, she gets yanked
backwards out of the doorway, pulled away from the action.
Immediate Barrier: He holds out his palms, and 20 feet out, the shining shields zip through the sky in sync with
his movements. “Just like Missile Command,” he thinks, as he swats the incoming attacks from the sky.
Synchronized Guardian Force: It was bad enough that everywhere the Defiler stepped, there was a pair of hands
right behind him, helping her disarm him by trying to slap the crystal from his hands and into the Princess’s. But
did it really have to literally look like a basketball player guarding him? That was just unnecessary.
Elemental Assault Force: It isn’t really “Iron Rain.” She shouted “Iron Reign,” and the metal spikes didn’t just
come from the sky -- they’re pointed at his head from every angle. And when she clenches her hand into a fist,
they’ll make a pincushion of his face.
Enduring Metaphysical Barrier: “ANTI-MAGIC SHELL!” A swirling sphere of glowing green runes wraps around
her, buying her a couple of precious minutes to complete the ritual before the creature’s spells overwhelm her.
Already, she sees a couple of runes glowing bright and falling off as they absorb the incoming attack. She has to
work quickly.
(Enduring Barrier allows you to refresh the Structure of a Barrier each turn without concentrating on it. Each
subsequent turn, it refreshes to 1 less Structure than before. If you do this, you can’t manually refill the Structure
to restart the timer.)
Spread Assault Echoing Force: “We only get one shot,” she grins, “so we’d better all do it at once!” She raises her
hands like a conductor, and two dozen muskets take aim as if she were leading a unit of Minutemen. “Volley…
FINALE!”
Illusion
This allows you to make things appear to be what they’re not. The problem, as opposed to the illusion abilities of
everyone else, is that you can’t use this to hide. Well, almost never; you can use it to look like you belong, or you
could make a door appear like a wall, but there’s no invisibility or anything like that.
But a Princess can’t hide her radiant Inner Light. Your illusions are meant to be seen. Your illusions are for
painting the world with what you want to see, and what you want your opponents to see to trick or misdirect
them. A master of Illusion can seem to be a master of every other Charm, leaving her opponents with no idea
what’s happening or how to proceed.
Basic Effect: You flicker , which creates an image. You can direct that image on subsequent rounds. You may
reflexively dispel your image at any time. You can only have one image active at a time without the Versatile
Illusion upgrade.
- To flicker is to “apply this magic effect as an instant action onto an area or object about two cubic meters
worth.”
- Your image is “an independent illusory entity of your design that is visible and creates sounds but has no
other sensory profile and fits entirely within the area flickered.”
- To direct is to “mentally focus effort into an image to make it appear to perform actions and make
sounds, occupying your attention while you focus on it.” If you change the appearance of something to
something else that can carry out the same kinds of visible actions, you don’t need to direct it to mirror
the actual movements of the thing.
Those who see the image and have reason to doubt its existence are entitled to a reflexive Perception roll to
contest the effect; obtaining more successes than the Charm rolled allows the viewer to see the illusory nature
of the image. This roll gains a bonus or penalty depending on how plausible the image is in context, from a -3
penalty for images that have no reason not to be there to a +3 bonus for images that don’t make any goddamn
sense. Interacting with an image in a way that proves it is not real dispels it entirely, even for people who didn’t
interact with it. Even if someone can’t see through the illusion, they may still believe something is up if the image
behaves nonsensically.
Images are capable of making attacks against other targets using the appropriate Attribute + Skill of the caster.
These attacks deal no damage, but can lower the target’s Defense as they attempt to fend them off, or force
them to move to escape damage they think is coming.
Invocation: The Illusion Charm is often (but not always) used for deception, but still can’t be hidden. If you cast it
ahead of time and visibly create the illusion (such as by painting it or condensing it from smoke), you don’t need
to shout it out, and hopefully your target isn’t seeing you do it. Cast in the heat of things, the Invocation for this
Charm has to be shouted out and declared like other Charms, but the Invocation doesn’t have to have anything
to do with the effect of the Charm. You can Invoke as if you were teleporting to put up an image that blocks your
position, or call out “Summon Monster IV!” when you make an illusory entity, and etc.
Regalia: Illusion Regalia has to be something capable of creating the image, even if the image doesn’t stay linked
to it. A light projector could serve as Regalia and make the image, but then you could direct the image to move
somewhere the light projector couldn’t reach. Paintbrushes or ink pots could draw up images on demand, they
could coalesce out of the voluminous smoke from a pipe, or they could appear to spring forth from a bag of
tricks, a cloak, or a magician’s hat.
- Disguise revealed by indirect or glancing contact. Direct,
forceful, and deliberate contact will still dispel the
Gifted to all Princesses in addition to their default image.
Upgrade.
- Idealized Illusion
- Tricky Illusion
Your image doesn’t have to be of your own design.
You can flicker in something based on someone This is an advanced Upgrade. It counts as two
else’s thoughts or perceptions; if that target is Upgrades when applied to a Charm.
unwilling, this is automatically contested by Resolve
+ Composure in addition to the Wits + Composure Illusions are about misdirection, so why not take it a
roll to see through the image. You cannot read the step further? Why should you have to decide where
target’s mind and must specify the kind of image the queen is before the mark picks a card? A Tricky
you will summon with somewhat loose criteria; you Illusion must be used with an image based on an
can specify “the guy you are waiting here to meet” object or willing person; when you do, the image
or “the dinosaur you designed and asked me to and the original subject are both at the same time.
make an image of” or “the annoying bullshit you So long as neither potential image does anything
knew, you just fucking knew you were going to have impossible (such as flying, if you don’t have a means
to deal with today.” You can’t use this to retrieve of making it fly), you don’t have to decide which is
specific information like “your credit card number” the image and which is the real one until something
or “the contents of the documents in your dispels it. If you have multiple identical images from
briefcase,” but nice try. The target gets a -2 dice Versatile Illusion, you don’t have to decide which is
penalty to see through the Illusion due to its the real one until the second to last image is
plausibility. dispelled. If the image is of another person, they will
direct both of them and decide which one is real,
not you.
- Pandering Illusion
- Gigadrive Illusion
Normally, you are aware of your own illusions, but This is an advanced Upgrade. It counts as two
they appear the same to everyone else unless they Upgrades when applied to a Charm.
are dispelled. With this upgrade, you can let anyone
you choose in on the secret. An image made with Your Illusion overflows with power. You may spend
Pandering Illusion will be either visible, translucent, up to three additional Wisps when casting this
or utterly imperceptible to anyone you specify, Illusion. If you do, reduce your dice pool by that
either as individuals or as a group. You can’t specify amount and add that many automatic successes to
criteria you aren’t personally aware of for Pandering a successful roll.
Sample Illusion Charms
Pandering Obscuring Illusion: “Flashbang out!” It’s not really a flashbang, but she’d rather the other guys think
they were just as blind. The enemies duck behind cover, wincing, believing their blindness is due to an explosive
light -- but she and her friends can see just fine.
Extensive Idealized Disguise: He’s obsessed with someone, this one person, one lost love that shattered his whole
psyche. And if she had the slightest idea who that person was, she might be able to bring him the real thing. “Noh
Mask.” Instead, she’s going to have to walk up to the man’s Caricature like she knows who she is, and hopefully
grab enough clues from context to figure out how to act.
Signature Versatile Illusion: She stands in a crowd, all by herself. “Ah, yes, I thought you’d come,” says every
single mouth in sync. “But which of us is the REAL duck, Mr. Frischberg, and which is just an illusion?” The beast
doesn’t understand the reference, but she does, and that’s all that matters.
Cunning Distracting Illusion: When she shouted out “Beautiful nimbus! Bishoujo sparkles GO!” they thought it
must be a joke. Those sparkles and bubbles orbiting her were what you draw in a girly comic to show someone is
pretty. As they try to put her down, and those sparkles and bubbles keep blasting in every direction like chaff from
a fighter jet to throw off their aim, the joke is no longer funny.
Enduring Blunt Illusion: The moment he rounds the corner he shouts “Teleport circle, get us the fuck out of here!”
and throws up the illusion. The corridor he ran down has vanished, and there just appears to be another wall in
the Nightscape. There’s no way the Nightmares will actually try to smash the fake wall down… he hopes.
Grand Painful Illusion: “Have a taste of the fires of Hell!” she screams. “OBLIVION INFERNO!” Caustic green
chemical flames erupt through the entire banquet hall, impossible to extinguish. They will run screaming long
before any of them thinks to investigate if the fire is real.
Blunt Cunning Tricky Illusion: They weren’t expecting two identical escape vehicles to come out of the garage.
Now they’re going to have to guess which one is the real one -- and whichever guess they make is going to be
wrong. The ball’s never under the first cup, the second, or the third. It’s in the dealer’s hand the whole time.
Kiai
While all Princesses have access to Buster and the overflowing of magic destructive power it commands, it’s a bit
of a hammer in search of a nail. Buster is big and heavy, great at dealing damage, not great at controlling the
battlefield or sustained assaults. Those who focus on combat itself usually take up the Kiai Charm, granting them
the ability to focus their magic through weapons and their fists.
How someone fights is an expression of who they are, and nowhere is that more apparent than the use of Kiai.
Every move a Princess makes with Kiai shows off who she is when she is fighting for what she believes.
Kiai is much more sustainable and efficient than Buster, allowing Champions and those who specialize in it to
sustain a fight long enough to protect their allies, as well as control the flow of combat. Masters of Kiai can swat
away enemies as easily as they defend allies, and they don’t completely expend their power to do so.
Action: Instant.
Dice Pool: Special -- same as the attack used.
Duration: Instant.
Scaling: Successes determine the damage of the attack.
Exceptional Success: Damage is the very definition of “extra successes are their own reward.”
Basic Action: You steel yourself and gather your focus, executing a strike against your target. The target’s Defense
is lowered by 2.
Your target is a single person or object in the normal range of that attack.
When you cast Kiai, you gain a number of charges equal to your Inner Light. Each charge you spend on the basic
action reduces the target’s Defense by 1 on top of the -2 penalty you already got, which can’t end up providing a
bonus to hit. These charges can also be expended to enhance many Upgrades.
Invocation: The caster must somehow call out their attack. While you can give specific attacks specific names, a
key phrase like “Catch this!” or “Here I go!” works, and the titular kiai shout will be enough to Invoke the Charm.
Regalia: Kiai Regalia are all weapons. Marionette strings that cut like razors, swung from each finger. A sword
that revs like a motorcycle to engulf itself in flame. A classic 1950s sci-fi raygun. Gauntlets with rivets on the
knuckles. A bladed yo-yo in each hand, and another on each ankle. A suitcase that opens up into a machine gun.
A kanabo, a club covered in steel spikes, taller than the girl wielding it.
Your strikes flow effortlessly from one to the other
- Royal Guard as if one fluid movement. When you apply this
upgrade, then if your next action is to perform a Kiai
Gifted to Princesses of Jewels
strike, it costs 1 less Wisp. That Kiai may also have
the Hyper Combo Upgrade, meaning any string of
The target of your strike may now be a source of
unbroken attacks will only cost 1 Wisp -- but if you
incoming damage; this attack becomes reflexive if
do anything other than cast Kiai or make a normal
you do so. Your blow parries the damage, reducing
non-Kiai attack, your combo is broken and you must
the successes of the incoming attack roll by your
pay a Wisp to strike again.
Charm’s successes. You do not add your weapon’s
damage to this, and if you fail to negate all the
successes on the incoming attack, you will still take
the guaranteed damage from the weapon damage - Aerial Rave
rating.
Gifted to Princesses of Spades.
- Duel Challenge
You can strike with a ranged weapon, like a bow,
Gifted to Princesses of Mirrors gun, javelin, or a baseball, using Firearms or
Athletics as appropriate. You can also use a melee
When you want to fight, you get a fight. You can weapon and attack by expelling shockwaves of
force the target into a position where they must slicing vacuum, using your Athletics to attack.
fight you; when you hit, the target gains a stack of
the Challenged tilt (p. XXX), which penalizes their
next action that requires a die roll by -2 unless that
- Wide Sweep
action is directly attacking you with a weapon or
their fists. For each charge spent, the penalty Expand the range of your strike from its primary
increases by another -1. target by two meters, plus two meters for each
charge spent. You perform the same strike against
all targets in that area, whether it takes the form of
- Rend Flesh
a burst of gunfire, a whirlwind strike that catches
Gifted to Princesses of Storms everyone in an area, or a flurry of attacks chaining
from one to the next.
Your blows leave your opponents wounded and
reeling. Spend a charge to have your strike apply
- Opportunity Strike
one of the following Tilts: Arm Wrack, Leg Wrack,
Blind, Deafened, Knocked Down, Burning, Bleeding, When a potential target attempts to move past you
Winded, or another combat Tilt as the Storyteller or is hit by an ally, you may take your action
finds appropriate. immediately to cast Kiai with this Upgrade against
that target. If the opportunity was given by an
attack from an ally, apply the damage from that
attack as bonus dice as if it were a Teamwork roll.
- Counter Stance
(This isn’t a free action, it consumes the next action
you’d take. If the next action you’d take has already This is an advanced Upgrade. It counts as two
been consumed or reserved in some way, you can’t Upgrades when applied to a Charm.
use this Upgrade.)
You enter a dangerous counterattack stance as part
of your attack. After performing the strike, until
- Weapon Master
your next turn, when someone attacks you, you may
spend a Wisp to immediately and reflexively strike
You rapidly swap through your arsenal of weapons back at them. This strike also has to have the
as you execute a stylish attack combo, leaving your Counter Stance Upgrade. If you are able to strike
opponents dizzied and helpless against your reflexively by another method, like Royal Guard, you
onslaught. Add one additional weapon to your total may apply Counter Stance to that strike and then
attack, plus one more for each charge spent, up to immediately perform your counterattack.
the total number of weapons you have in reach or
available (on your person, laying around the
- MAX-Act
environment, or currently able to Conjure into your
hands). Your strike uses the highest Damage rating
of all of the weapons you used, gets +1 die for each This is an advanced Upgrade. It counts as two
weapon used, and applies all special properties of Upgrades when applied to a Charm.
every single weapon you use in the combo to the
entire attack. At the end of the combo, you may You infuse your blows with magical power and
choose to have any of the weapons you used be the determination at precise moments to make the
one active and in your hand. most complicated maneuvers seem easy. Spend one
extra Wisp to double the number of charges you
get.
- Round Trip
- Grievous Wounds
Your weapon dances out of your hands, striking on
its own. On subsequent turns until you choose to
recall the weapon, your weapon independently This is an advanced Upgrade. It counts as two
repeats the same strike you used this upgrade on, Upgrades when applied to a Charm.
against the same area to within 3 meters; if targets
move further than that, your Round Trip won’t hit One Lethal damage dealt by this strike is upgraded
them. Round Trip lasts for one turn, plus one to Aggravated, and one additional damage is
additional turn per charge spent on the initial upgraded per charge you spent.
attack.
Sample Kiai Charms
Helm Breaker into Sweeping Blow: “Slay… all!” he growls before he draws his blade, the iaido slice filling the air
all around him with slashes so thin nothing can obstruct them.
Helm Breaker into Precision Strike: “I got your number now!” As if they’d practiced this dance a hundred times,
she ducks and twirls in time with the creature’s movements, landing a palm strike right in its solar plexus, sending
shuddering force right to its twisted heart.
Gunslinger Style Precision Strike: “Ain’t nothing wrong with you that a critical to the eyes won’t cure!” With a
thunderous BOOM, her sniper rifle drills right into its most vulnerable spot.
Gunslinger Style Royal Guard: “Who let you play with RPGs?” With a single bullet, he shoots the tip of the rocket
and causes it to detonate harmlessly in midair.
Royal Guard into Aerial Rave: “Get away from her you BITCH!” Its rending claws collide with her daggers, and
the CLANG of the impact sends it staggering backwards.
Aerial Rave into Round Trip: “C’mere, knucklehead!” No sooner does she have the man wrapped up in her yo-yo
than she bounds off to the next target, leaving him tangled in her twirling strings.
Round Trip into Duel Challenge: “You’re about fifty years too early to take me on!” The whirling blade blocks his
path to her, but all he can look at is her shit-eating grin instead of the incoming danger.
Duel Challenge into Counter Stance: “You wanna go? LET’S FUCKING GO!” He presses the attack, forcing the
beast into a corner, forcing it into a position where the only way out is through him and going through him has a
horrible cost.
Weapon Master Counter Stance: The punch draws blood from her lip. “Oh, you’re gonna fuckin’ regret that,” she
smiles, before releasing wildly disproportionate retribution.
Weapon Master Rend Flesh: “Here comes everything I got!” After a barrage of blows from a ladder, a rotary saw,
an extension cord, and a lamp, the creature is beaten, tied, and maimed in just about every way possible.
Plea
A Grace needs to be able to touch the hearts of others to move them, and to do that, she usually must give a
heartfelt Plea about her dreams, her values, her hopes. By showing who she truly is inside, she can sway others
to her cause. This Charm is not capable of compelling or forcing any behavior; rather, a Plea offers another
person information, incentives, and assists with mundane attempts at persuasion, but ultimately the decision
must be theirs. Princesses are incapable of mind control and the Light of Hope is incapable of disrespecting
another person so deeply.
Basic Action: You beseech an audience, asking them to perform a request and/or a favor. You initiate a special
Social Maneuver, rolling to beseech them each turn. On the first successful roll, the request is granted, and the
scale of the effect is based on the successes rolled. When all of the audience’s Doors are opened and the Social
Maneuver is successful, the favor is granted.
The Social Maneuvering roll caused by Plea is different from other Social Maneuvering rolls. The Impression of
the audience does not determine the interval at which you can make maneuvering rolls; instead, like in Psyche
combat (p. XXX), it determines the required successes to open a Door:
Plea may also be used to augment Psyche combat itself. If used in Psyche combat, instead of altering how
Impression functions, this Charm improves the Distance by one stage (but as specified in those rules, can’t
improve it to “None.”) The favor is granted once the target’s Psyche damage track is filled with damage, if still
applicable - the Nightscape’s prisoner will be able to hear you out just fine, but a Nightmare will have mere
moments before it dissolves into frightful nothingness.
You cannot force open Doors while using Plea. Upgrades allow you to add multiple components to the request
and favor; each addition to the request after the first lowers your dice pool by -1 and each addition to the favor
after the first increases the audience’s Doors by 1.
Invocation: The Plea Charm requires communication with another entity. The act of communicating is sufficient
for Invoking the Charm, so long as you clearly care about what you are saying.
Regalia: Plea Regalia can be things that directly help you transmit your message (those little stage microphones
you stick to your cheek are always an option), but more often takes the form of something that helps get your
message across or helps indicate you should be taken seriously and listened to. Cosmetics like rouge, lipstick,
blush, anything that makes you look good can be Regalia to make people pay attention to your message; so can
formal wear, a corsage, a tie, even a lab coat that helps sell your intelligence. (There are rumors of some
extremely detail-oriented Princesses of Currents or Jewels with charts, whiteboards, or magical PowerPoint
presentations. Take of those what you will.)
- Calming Plea - Clarion Plea
Gifted to all Princesses in addition to their default
Gifted to Princesses of Currents - allows Intelligence
Upgrade
to be used instead of Presence
- Plea of Friendship
- Gigadrive Plea
This is an advanced Upgrade. It counts as two
Upgrades when applied to a Charm. This is an advanced Upgrade. It counts as two
Upgrades when applied to a Charm.
Your favor may now include “and if you weren’t
already actively planning on betraying or harming Your Plea overflows with power. You may spend 2 or
me, please become my True Friend, as the merit 4 additional Wisps when casting Plea; if you do,
(CofD p. 56), until the end of the current chapter or reduce your dice pool by that amount and open 1 or
I do anything to betray your trust. This won’t 2 additional Doors on your first success.
improve the Impression you have of me for the
Sample Plea Charms
Sweeping Calming Plea: “HEY!” Somehow, his shout carries over all the gunfire, and for a brief moment it quiets
to hear what he has to say. “Everybody calm, and I cannot stress this enough, the FUCK DOWN!”
Terrifying Plea of Fealty: Her words are as precise, measured, and sharp as a scalpel piercing flesh. “Now, I want
somebody to tell me what goes on at that gathering. And you are going to be the person who tells me that,
aren’t you?” All the man can do is nod. “Because if you don’t, that means I don’t need you. And you don’t like
what I’ll do if I don’t need you, do you?”
Warrior’s Honest Plea: “Every single time -- ha -- I’ve seen you I’ve asked myself the -- hup -- the same question!”
Dodge. Parry. Riposte. “And I’ll never figure it out until you tell me!” She swats away another incoming blow,
sends her opponent into a spin. “So why?” She lunges forward, her opponent raises a defense at the last second,
and they’re close enough to touch noses if their crossed blades weren’t between them. “Why are you fighting me
when you know I want to save your life?”
Haunting Clarion Plea: “I know you’re going to be scared, okay?” he says with his hands on the woman’s
shoulders. “I know it’s going to seem like he is the biggest, scariest, most awful thing in the world, and there’s
going to be something inside you that says you should do whatever he wants so he won’t hurt you.” He fixes her
with his most determined glare. “But that voice isn’t yours. It’s the Darkness lying to you. And you don’t have to
listen. I believe in you.”
Artistic Manipulative Plea: It’s impossible to make it through the foyer without seeing it. It’s cheesy, it’s more
Kinkade than Rockwell, some bit of by-the-numbers schmaltz of a sad little girl with puppy dog eyes looking up at
the viewer. But there’s something about it, something so real, like the tears welling in her eyes could spill at any
moment -- and as cruel and selfish as they usually are, for some reason, they feel like they don’t want to make
that little girl cry.
Sincere Piercing Plea: “Come on, it’s Carnival, people are getting wild!” she says. She offers the shadowy creature
a longneck. “You can’t say you aren’t a little excited… What do you say we maybe party a bit, and then you
decide if you really want to unleash Hell on the festivities?”
Natural Plea of Friendship: Whatever it is, alien or cyborg or mutant or alien cyborg mutant sent from the future,
it looks down at her, mulling to itself in its own growling, clicking language. At last it taps its recording device, the
only way it can emulate her language: “The only way out of this is if we work together.”
Restoration
A Mender is just that -- someone who mends things. Broken bodies, broken blades, broken hearts. A healing
touch is empowered by the desire to bring things back to how they should be, beating back grief and fear. The
hope of the brighter future comes with the knowledge that the brighter past proved a better world could exist,
and with Restoration, a Princess can undo the damage the Darkness wreaks on the world.
Basic Action: You mend either a patient or an object, and attempt to undo its injury. Almost all applications of
Restoration are benign and won’t be resisted, but if a patient is unwilling, they will resist with Stamina + Resolve.
- To mend is to “apply magical healing to something by touching it and forfeiting your Defense for the turn
as you examine and apply to the specific area that needs attention.”
- A patient is “a living person or animal.” You can’t use Restoration on a patient who is dead without an
Upgrade to let you.
- An object is “any inanimate object of up to Size 20, or a Size 20 segment of a larger object.” You can use
Restoration on an object that has been utterly destroyed as long as you have most of the parts present.
- An injury is “damage to a patient or missing Structure from an object.” Each success can be spent to heal
3 bashing damage, 1 Lethal damage, or 1 Structure. 2 successes can be spent to downgrade an
Aggravated damage to Lethal. Whatever the injury is, you don’t need 100% understanding of it, but you
do need to have a pretty good handle on the gist of it, which may require another roll to diagnose.
You do not declare a total target successes when you start to cast the Charm; each roll will heal what it heals
based on its own successes and you can stop at any time to just take what you’ve rolled so far. Once you stop
casting or you are disrupted, you have to expend the Wisps and any other resources to start casting again.
When mending a person, use Medicine; when mending an object, use Crafts.
Invocation: Restoration must be Invoked by shouting or otherwise declaring your healing spell.
Regalia: Implements of comfort, repair, or healing serve as Restoration Regalia, even if Restoration is used in a
way that doesn’t make sense for that particular implement. A gigantic syringe can be Restoration Regalia even if
the only thing you “inject” is generalized good vibes. Gauze bandages or even little plastic Band-Aids, a
regenerative animal, first aid spray or healing herbs, all can work for Restoration focused on living patients
(unless you’ve taken another option that says otherwise), but will apply to objects as well; likewise for a welder’s
torch, tongs, or endless roll of duct tape working to heal injury on living people. If you want to use a syringe to fix
objects, you can probably use it like a caulking gun.
- Regrowing Restoration The injury you treat may now be “a Mental
Condition or Tilt, or a memory being too vivid or not
Gifted to Princesses of Flowers - allows Resolve to
vivid enough.” The required successes are
be used instead of Intelligence
dependent on the Condition in question, with more
complex and long-lasting Conditions taking more
Nature and life are able to bounce back and flourish
successes and Tilts only taking one or two. The
of their own accord, as long as you help start the
interval between rolls extends to one day, each roll
process. Once you cast Restoration to mend a
costs a Wisp, and you can interrupt and resume
patient or object, you do not need to remain next to
your cast as many times as you want. (Note that this
them and take your action to continue casting; you
only applies to casts that treat Conditions, and not
can continue the extended roll while applying your
memories.)
Defense, moving away, and just doing something
else. If you cast another Charm, or if either you or
If you finish treating a Lasting Condition, the patient
the patient is disrupted by taking damage, the
has to sacrifice a Willpower dot to avoid the
Charm ends.
Condition coming back. This can only remove
ego-dystonic (against someone’s personality and
self-image) Conditions.
- Crafty Restoration
Memories can’t be altered, but they can be made
Gifted to Princesses of Currents - allows Crafts to be
more or less important. The successes for the
used instead of Medicine
Charm allow you to place an equally sized bonus or
penalty to the Intelligence + Composure roll to recall
You can creatively bend, twist, and break an object
certain memories; penalties represent a memory
in order to restore it to a condition it was never in,
becoming less important and bonuses represent it
even combining it with other objects. The injury you
becoming more important. Without either
treat may now be “not having the Equipment
Rewinding or Caustic Restoration, you can’t erase
Modifications I want.” Each success spent on this
memories altogether. The patient can always spend
Upgrade provides a single point of Equipment
a Willpower point to counter a cast of Soothing
Modifications (see the Regalia chapter on p. XXX) to
Restoration (which will not prevent you from casting
the object and lowers its Structure by 1.
again but does use up any resources you had), so
ask first.
- Soothing Restoration
Gifted to Princesses of Jewels - allows Empathy to - Rewinding Restoration
be used instead of Medicine
Gifted to Princesses of Spades - allows Dexterity to
be used instead of Intelligence
This is that whole “mending broken hearts” thing,
allowing you to treat a patient’s mental and
If you want things to be like they were before, why
psychological injury.
not just… do that? Rewinding Restoration is able to
mend injuries by rewinding time. A Rewinding - Reputation Restoration
Restoration still heals the same amount of damage,
but does so by reverting the patient to a previous Gifted to Princesses of Mirrors -- allows
condition and location -- meaning that all sorts of Manipulation to be used instead of Intelligence
secondary effects, appearances, and even physical
position get reset as well. Memory and mental Sometimes it’s not enough to just heal what is
resources are unaffected without another Upgrade internal to the patient. Sometimes you gotta heal
that lets you do that. Each round you want to how people see them.
rewind a patient costs 1 success for the first, 2 for
the second, etc; if the patient is unwilling the first The injury you treat may now be “a Social Condition
round costs successes equal to their Resolve and it or Tilt, or blocked access to one or more Social
goes up from there. It’s your responsibility to make Merits.” To remove a Condition or Tilt, the required
note of where people were if you think you might successes are dependent on the Condition in
rewind them. question, with more complex and long-lasting
Conditions taking more successes and Tilts only
taking one or two. The interval between rolls
- Reinforcing Restoration extends to one day, each roll costs a Wisp, and you
Gifted to Princesses of Swords - allows Medicine to can interrupt and resume your cast as many times
be used instead of Crafts as you want. You must also interact with other
people who create the Social Condition, even if you
Some injuries last longer and run deeper than the don’t have to do all the things you’d normally do to
things modeled by damage. You need to put people patch up the Condition without magic.
back together, sometimes.
If you finish treating a Lasting Condition, the patient
The injury you treat may now be “A physical has to sacrifice a Willpower dot to avoid the
Condition or Tilt.” To remove a Condition or Tilt, the Condition coming back.
required successes are dependent on the Condition
in question, with more complex and long-lasting
Conditions taking more successes and Tilts or very - Caustic Restoration
recent Conditions only taking one or two. Unless the
Condition you are treating was added in the current Gifted to Princesses of Storms - allows Strength to
scene, the interval between rolls extends to one be used instead of Intelligence
day, each roll costs a Wisp, and you can interrupt
and resume your cast as many times as you want. You can now mend the injury wrong, like when a
bone knits together at the wrong angle. Instead of
If you finish treating a Lasting Condition, and it healing damage, you cause it to become Resistant
wasn’t just applied in the current scene, the patient and unable to heal by magical means. (This is itself a
has to sacrifice a Willpower dot to avoid it coming magical effect so it can be dispelled, but dispelling it
back. is part of the same injury so you need to accumulate
enough successes to get through both.) Every roll
you make as part of the extended action to cast
Caustic Restoration costs one Wisp, instead of just
the first one.
sticky and pervasive. The injury you treat may now
Applied in tandem with certain other Upgrades, this be “the presence of foreign substances or
allows you to flip their effect and make them contaminants,” with a required successes
negative. Invigorating Caustic Restoration can lower dependent on the nature of the contaminant and
Attributes that are equal to or lower than your how pervasively it is integrated. Not only can this
Attribute, Crafty Caustic Restoration can allow you cure poisons and diseases, but also purify
to put a negative modifier on the object in question, substances -- you could make any liquid into pure
and etc. drinking water, clean the blood off your clothes, or
turn a lump of bronze into a lump of copper and a
lump of tin, if for some reason you needed to do
that.
- Arresting Restoration
Gifted to Princesses of Tears - allows Occult to be
used instead of another skill
- Abolishing Restoration
Some problems might take longer to solve than you The injury you treat may now be the existence of an
have, and some problems need to be frozen in order ongoing magical effect. This always triggers a Clash
to keep them from making things worse. of Wills against the original caster; effects innate to
something’s nature aren’t able to be removed this
The injury you treat may now be “this patient or way. If the injury is currently being suppressed by
object isn’t in stasis,” and it mends by putting it into the Ward Charm, add the successes of that Charm
stasis. The required successes are equal to the to the successes of your roll in the Clash of Wills.
patient or object’s Size. A patient or object in stasis
does not move or act, does not experience the
- Invigorating Restoration
passage of time, and is immune to any action taken
against it other than to physically move its location
or dispel the Stasis effect. Stasis lasts for one scene, You can mend people and things to tip top shape,
but can be extended by spending two more Wisps the most optimal they’ve been, beating back stress
for each day you want the effect to continue.. and exhaustion.
An unwilling and living patient is entitled to repeat The injury you treat may now be “this object
their Stamina + Resolve roll any time something doesn’t have a high enough Durability” or “this
new and potentially threatening happens, which patient has an Attribute that is lower than mine.” To
includes every turn in an active combat situation. add Durability to an object, the first costs 1 success,
the second costs 2, etc.
- Purifying Restoration
Used on a patient, you add to their Attribute dots.
Gifted to Princesses of Swords - allows Medicine to The first dot costs 1 success, the second costs 2, etc.
be used instead of Crafts You cannot raise any Attribute to a level higher than
your own rating in that Attribute (counting your
Some injury comes and goes. You get stabbed, and Transformed Attribute dots, but not counting buffs
now you have a stab wound, and the knife isn’t from any other source).
really relevant any more. Sometimes, it’s a bit more
Invigorating Restoration lasts for a scene. Invigorating Restoration or Arresting Restoration, in
which case you put a time limit on it.
- Desperate Restoration
If you choose a specific type of injury you could
treat but the patient or object doesn’t necessarily This is an advanced Upgrade. It counts as two
have right now, then they gain the Vaccinated Upgrades when applied to a Charm.
Condition (p. XXX), which will activate Restoration
on them when they suffer that injury. You can now mend the most dire wounds. You may
now mend aggravated damage for 1 success per
You have to be somewhat specific when naming the point. You can even mend the last health box of
injury. You can say “bullet wounds,” but you can’t aggravated damage that killed a character, so long
say “lethal damage,” and you don’t have to be as as they suffered that injury in the current scene -- so
specific as “.357 magnum hollow-points.” They can you can raise the dead if you get there right away. If
already have the injury in the case of Upgrades like they were brought back to life, the patient
automatically loses a dot of Integrity, Belief, or its
equivalent. Being truly dead, even for a few
seconds, is an experience that shakes you to the Your Restoration overflows with power. You may
core. spend 2 additional Wisps when casting this Charm;
if you do, subtract 2 dice and add 2 successes to the
first successful roll, then add 1 success to every roll
- Gigadrive Restoration
you make thereafter.
This is an advanced Upgrade. It counts as two
Upgrades when applied to a Charm.
Sample Restoration Charms
Rewinding Restoration, Stat! “Oh, hey, guys!” she says with her hands on her hips, disappointed. “You left a big
mess with all these bullets laying around. Hey, why don’t I just give them right back to you? INVERTER!” And just
like that, the projectiles are very rapidly trying to find their way home, towards the thugs with rifles that just left
them out.
Soothing Rewinding Restoration: “Yeah, that was… pretty fucked up,” she admits. “You wanna just forget any of
this ever happened? I sure as hell would if I could make this power work on myself.”
Soothing Purifying Restoration: “I rebuke thee, evil spirit, to release the soul of this poor child! Get out!” He
grimaces as if wrestling with something in the child’s aura. “I said get out, you little bastard! Get out here so we
can punch the shit out of you!”
Vaccinating Purifying Restoration: As each course of the meal is served, the host gets more eager to see his
guest’s reaction. Then he gets angry, then disappointed. It isn’t until dinner is presented that the guest says “You
know, if you’re going to poison someone, try not to grin so eagerly when you think they’re gonna die. Maybe also
wash the jar you make ricin in before you throw it in the trash.”
Remote Arresting Restoration: “FREEZE!” he shouts in a panic, and indeed the claw coming to take off his head is
encased in ice. He’d better move quickly -- already the monster is starting to crack out of its frozen tomb.
Arresting Reinforcing Restoration: The other passengers gasp as the man’s scream is silenced midway, and his
body becomes a still sculpture of agony. She’s having none of it. “Someone turned to stone is a problem I have a
LOT more time to solve than someone missing half of his body, now quit gawking and find where his legs went!”
Caustic Reinforcing Restoration: She’d never seen a creature regenerate like this one. Its wounds had healed
before you even recovered your balance after an attack. “Wither away!” she screams as she claws for its eyes,
hoping that she could blind it for long enough to matter.
Caustic Crafty Restoration: She spat blood and grasped the spear through her gut with both hands. “Twist. Bend.
Shatter.” The Defiler summoned it back to his hand, but it was too late -- the fell material was warped and
off-balance and he’d never land another throw with it.
Step
Move fast baby, don’t be slow. Step aside, reload, time to go. A Princess’s magic is a radiant declaration, an
affirmation, of who she is. Who she is is more important than what physics tells her is possible, and thus she can
perform the impossible. When who she is is more important than where she can be, and thus, the Step Charm.
Step is how a Princess controls her interactions with her space and environment. It makes her faster, smoother,
and more coordinated -- she moves like she can in her mind, and her body follows along. Step lets you go where
you want to go and not be held anywhere you don’t. At its base, it allows her to avoid bullets as easily as she
avoids a slap. As she masters her environment, she can be so light that she can balance on a hair and
simultaneously so heavy nothing can move her. She can crash through with such force she scatters all foes in her
path and such precision she can dodge falling raindrops. A master of the Step Charm is in control of her body and
movement like nobody else.
Action: Reflexive
Dice Pool: None. Step is not rolled. If you perform a non-combat physical action involving speed, grace, or
athleticism with your Step, add your Inner Light to the roll.
Duration: One turn + one turn per Inner Light.
Basic Action: Gain a burst of movement that allows you to apply your Defense against ranged attacks; this is a
supernatural speed effect for the purposes of other things that negate Defense via supernatural speed.
Invocation: Step can be Invoked verbally or visually. If you don’t shout the names of your techniques or declare
what your powers are, you might leave a trail of flower petals wherever you run, or be followed by glowing
afterimages tracing your movements, be wrapped in blurry lightning, or something along those lines --
something that makes it unmistakable that your movement is magically augmented.
Regalia: Since Step is not rolled, its Regalia usually grants bonuses to Athletics, Movement, Defense, or (with
certain specific Upgrades) Drive or Stealth. A rocket booster extending from the shoulders of a suit of magical
power armor, sandals with Hermes’s wings, a racer’s helmet and scarf for a Redline Step user, or a jacket or cape
that twirls beautifully with your graceful movements, all could be Step Regalia.
-
render yourself immune to someone’s attempts to
- World Step throw you off of a wooden scaffold because they
can’t lift a ton but you won’t fall through the
Gifted to Princesses of Flowers
wooden scaffold because you only weigh 125
pounds. In addition to the other possibilities this
Where you leap, the ground meets -- or what you
opens up, nothing can grapple you or move you
meet, becomes the ground. During Step, you may
from your position unless it could move a multi-ton
orient your own relative gravity to any surface you
weight, and you do not take damage from impact,
touch -- you will stand on, run on, jump off of, and
either from you hitting the ground, or incidental
fall toward that surface. If this surface is a person or
collisions with your environment.
other entity that can act, they must make a grapple
check opposed by your (Strength or Dexterity) +
Athletics to break this Upgrade’s effect. - Light Step
Gifted to Princesses of Spades
- Brilliant Step
During Step, you selectively weigh no more than a
Gifted to Princesses of Currents
playing card, allowing you to perform astonishing
Super. Hot. Super. Hot. Super. Hot.
feats of grace. It takes no conscious effort to
determine what purposes you have your normal
Your perception of time slows to a crawl; indeed,
weight for; you can stand on the tip of someone’s
time only seems to move when you do. You get no
sword because you weigh no more than a card, but
penalties for being rushed or not having adequate
you won’t be blown off their sword by the wind
time to react and can perform actions that would be
because you weigh 125 pounds. In addition to the
impossible due to how quickly you would have to
other possibilities this opens up, feats of grace or
perceive. Among other effects, this allows you to go
agility that aren’t attacks gain the rote quality.
first in any combat round unless there are other
combatants present with supernatural initiative
effects, like this Upgrade or Celerity or etc; in that - Braced Step
case everyone who goes first acts in order of their
Gifted to Princesses of Swords
Initiative and then everyone else goes in order of
their Initiative.
While under the effect of Step, your Strength is
tripled for all non-attack purposes.
- Decisive Step
Gifted to Princesses of Jewels - Blinding Step
Gifted to Princesses of Mirrors
You move yourself, and nobody else does. During
Step, you selectively have the mass and inertia of a
You can make a God-damn entrance, is what you
boulder that weighs one ton per Inner Light you
can do. The first time someone sees you move with
have. It takes no conscious effort to determine what
Step active, they make a Wits + Composure roll. If
purposes you have your normal weight for; you can
they fail to get higher successes than your Inner
Light, you have taken them by surprise for this Upgrade once every three turns, so you had better
round even if they knew you were coming. Among end your movement out of their sight.
other things, this completely negates their Defense
even if they have an ability that lets them retain it
- Redline Step
against certain attacks, they cannot take actions
against you, and makes them unable to react to While you’re piloting a vehicle or riding an animal,
your actions by delaying their turn. it’s considered “you” for the purposes of Step, and
all your Step abilities apply to it.
This Upgrade can only affect anyone once in a given
scene.
- Rapid Step
During Step, double your Movement.
- Crashing Step
Gifted to Princesses of Storms You may apply this Upgrade multiple times to the
same Step cast. Each instance of Rapid Step adds
Nothing stands in the way of your goal. When you +100% of your base Movement to your Movement;
move in a straight line during Step everyone and they won’t double it then quadruple it then octuple
everything within 1 yard of you per Inner Light, at it then hexadecimuple it.
any point in your movement takes 1 lethal damage
(ignoring Durability) and must make a Stamina +
- Tireless Step
Potency roll or be shoved that many meters away
from you. Inanimate objects are thrown out of your When you cast Step for the second time in a scene,
path as if they were pushed by someone with it lasts the rest of the scene. This doesn’t prevent
Strength equal to your Inner Light and weren’t you from having to pay for Upgrades that require
externally braced or reinforced. additional costs to activate, like Flash and Phantom
Step.
No person or thing can be damaged by this more
than once per turn. - Marching Step
Wherever you’re going, you’re going together.
- Step Away When you activate Step, you begin leading your
Gifted to Princesses of Tears allies in a march - for the duration of the Charm, up
to 5 allies in your line of sight also gain the effects of
Melt into the shadows and escape. One of the only Step for the full duration.
abilities in a Princess’ entire repertoire that can
actually conceal them, when you move with Step - Gliding Step
Away, you are able to make a Dexterity + Stealth roll
to evade detection even from people who were Gravity has less of a hold on you. During Step, you
looking right at you. selectively fall at one-tenth the normal speed of
gravity, as does anything you interact with. You, or
Even though it doesn’t cost an extra Wisp to anyone or anything you bring with you, won’t be
activate, you can only apply the benefit of this able to change trajectory in the air without
something to kick off of or some other ability to
alter your momentum, like Force.
- Flash Step
This is an advanced Upgrade. It counts as two
Upgrades when applied to a Charm.
- Phantom Step
This is an advanced Upgrade. It counts as two
Upgrades when applied to a Charm.
Braced Decisive Step: Three tons of pickup truck, rolling downhill, striking against one girl in a dress who couldn’t
be more than 125 pounds soaking wet. There’s no way she could think she’ll just stop the oncoming impact by
standing there, and she doesn’t. The asphalt buckles and cracks under her feet when she grabs it by the grille,
swings it up and over, and suplexes the vehicle into the pavement.
Braced Redline Step: “Hey, I’m pretty good at this!” he says as he works the levers on the wrecking ball,
sundering the fortification in a few moments. “Maybe I should get into construction. Or demolition. Either’s fun!”
Redline Phantom Step: The insubstantial ghost cackled, telekinetically hurling knives everywhere, confident it
was immune to any retribution. Confident it absolutely never, ever, could get run over by a truck. Well HONK
HONK, MOTHERFUCKER!
Tireless World Step: Nobody ever looks straight up. She just has to saunter onto the ceiling, crouch, and wait for
the ambush. The target might not be here for an hour, but that’s okay -- her phone is attached to her wrist so she
can’t drop it while she plays her gacha games.
Rapid Tireless Step: The eleven-legged spiders skitter away into the darkness to feast on their prizes. Then they
realize she’s coming after them. And further they realize: they are going to get tired before she does.
Marching Crashing Step: One on the south entrance, two on the west, and her on the east, waiting for the
command. “Three, two, one, PUNCH IT!” The windows are the only things they don’t crash through -- rappelling
through windows is too pedestrian. Every other wall exploding at once, now that’s breaching a room.
Blinding Step Away: He vanished in a flash but can’t have gotten far -- it can still smell him. It chuckles darkly to
itself, anticipating a long, delicious hunt full of looming dread before it devours him. When he reappears seconds
later, the thunderous fanfare isn’t just so bright it has to avert its eyes, the creature has to avert its nose.
Ward
As long as we have tried to understand the metaphysical and the spiritual, we’ve created talismans, symbols,
wards. PIeces of magic we have written down, rules we’ve passed, lines physical or metaphorical that we say
won’t be crossed and we’re willing to fight for. Menders use Restoration to undo the wounds of the past, and
with Ward, they declare “This isn’t going to happen any more.”
Ward is used to place traps, alarms, blessings, and protection. The Princess can leave her mark around her,
showing “this is under my guardianship” and “this is off limits” and “this is against the rules.” At its most basic,
Ward can stave off magic and alert the Princess from afar. When mastered, a Ward user can chain together a
whole series of conditions and effects to ensure that even when she’s absent, things happen how she wishes.
Action: Instant. If the talisman is stuck to someone with an attack, it’s part of the same action.
Dice Pool: Resolve + Occult + Inner Light
Duration: The ongoing effects of the Ward last for the rest of the scene after being triggered.
Scaling: Someone else trying to to overcome, negate, or disarm the Ward contests their efforts against your
successes.
Exceptional Success: Gain +2 charges.
Basic Action: Imbue a talisman with magic, place it on a bearer, and name a trigger. Starting from your next turn,
when the trigger happens, the talisman activates, consuming it and applying its blessing for the rest of the scene.
- The talisman is “a special magical paper or other small symbol that you prepared ahead of time and is
clearly for magic or religious purpose and has no other function.” You don’t have to pre-cast Ward and
decide all of its effects when making the talisman, you just need to have them to be able to infuse the
magic in them.
- The bearer is “a person or inanimate object that you can stick the talisman to.”
- The trigger is “a circumstance that can be seen or heard happening to or around the bearer.”
- The blessing is “The Ward’’s caster is immediately alerted that the trigger has happened.”
Sticking the talisman to an uncooperative person requires a successful touch attack, or to be applied as part of a
grapple. If the Ward is stuck to the top dead center of the forehead or directly between the shoulderblades it
can’t be removed without overcoming its successes even with a mundane roll; if not applied as part of a grapple,
precisely sticking the talisman in place takes a -3 penalty to the attack roll.
When you cast Ward, you get a number of charges equal to your Inner Light. These charges are expended on
Upgrades to power up their effects. Any effect that says “and/or” allows you to pick which effect you want, or
both of them, when you cast Ward. You make all the decisions about Ward’s upgrades and effects when you cast
it, not when it’s triggered.
The Ward lasts 1 day before being triggered, plus one additional day per charge spent to enhance its duration.
Once triggered, it lasts for the rest of the scene, and blessings that have a momentary effect will repeat every
time the trigger happens during that scene.
Multiple Wards can apply to the same bearer, but no more than one instance of each Upgrade can be active.
Whichever version of the Ward had the most charges put into that upgrade, that’s the one that wins out.
Invocation: The talismans are clearly unusual, and their use must be called out when they are cast. When they
trigger, it will be visually obvious that something is happening unless great pains are taken to hide them. Without
Everyday Ward, it’s nearly impossible for a talisman to look like it belongs anywhere you’ve stuck it.
Regalia: Ward Regalia can be the talismans themselves, a tool used to make them, or a tool used in concert with
them. Engraved beads, sacred twine, paper symbols, decal stickers, trading cards, yellow caution tape, all could
be talismans. A traditional shrine maiden may have a stack of ofuda talismans serve as her Regalia (and she
doesn’t have to worry about running out, any more she makes will be part of the same Regalia). Or, the talismans
could be normal paper and ink, and her Regalia is the gohei stick she waves around as she chants her blessings.
- Magic Ward - Tracking Ward
Gifted to all Princesses in addition to their default
Gifted to Princesses of Currents - allows Science to
Upgrade.
be used instead of Occult
Your trigger may now include the use of a magical Your blessing may now include “The bearer
spell or ability, even if you can’t otherwise perceive becomes heavier, making it more difficult to move
it. or act.” Among other effects, a person’s Speed and
all physical dice pools are -1, and an additional -1 for
- Cleansing Ward each charge spent on this Upgrade. And/or increase
the required Strength to use an inanimate object or
Gifted to Princesses of Flowers - allows Survival to
move the bearer by 1, plus 1 more for each charge
be used instead of Occult
spent on this Upgrade.
- Reflective Ward
When the trigger happens, you may choose for
Gifted to Princesses of Mirrors - allows whoever or whatever did that action to become the
Manipulation to be used instead of Resolve new bearer. This happens once, plus one additional
time for every charge spent on this Upgrade. The
Your blessing may now include “This Charm repeats new bearer doesn’t have to be touching the
the action of the trigger against whoever or talisman to have it stick to them.
whatever triggered it, using the same successes. The
maximum successes for the repeated effect is 1,
- Consecrate
plus an additional 1 for each charge spent on this
Upgrade.” You may now name as the bearer “an area three
meters in diameter around a single talisman” or “an
area up to about the size of a large classroom whose
- Retaliation Ward
corners are marked with talismans.” Things and
Gifted to Princesses of Storms - allows Stamina to people in the area are affected or unaffected by the
be used instead of Resolve blessing based on how you choose to apply it when
you cast it, but without Selective Ward you cannot
Your blessing may now include “This talisman split Upgrades and apply some to one group and
explodes, dealing 2 lethal damage to targets within some to another, it’s all or nothing.
1 meter per Inner Light of the bearer, plus 1 more
lethal damage for each charge spent on this
- Selective Ward
Upgrade. The caster may choose if the bearer is
immune to damage or not. This damage persists, You may now designate separate triggers for each of
applying one less damage each turn until it runs out the Upgrades on your Ward. These Upgrades will
or is successfully removed.” only apply to the individual triggers they name,
instead of it being all-or-nothing.
- Repulsion Ward
- Homing Ward
Gifted to Princesses of Tears - allows Crafts to be
used instead of Occult You may now attach the talisman to a bearer as a
ranged attack using Athletics or Firearms. This
Your blessing may now include “Anyone or anything attack doesn’t ignore the target’s Defense and has a
who sets off the trigger is repelled away from the range of 10/20/40. If a casting of Ward requires you
bearer.” People are thrown backwards if they do not to place more than one talisman, you can send
succeed on a Strength + Athletics -2 roll with an them all out at once, but each ranged attack is -1 for
additional -1 for each charge spent on this Upgrade. each talisman past the first.
If the bearer is not firmly secured to the ground,
- Everyday Ward - MAX-Act Ward
Your talisman may now be “an object that you have This is an advanced Upgrade. It counts as two
spent one turn preparing by applying special Upgrades when applied to a Charm.
symbols to it.” Increase the required successes to
remove or bypass the Ward by 2, and it requires a Your Ward overflows with power. You gain double
successful Perception check when inspected to the charges for enhancing your Ward Upgrades.
notice the symbols.
- Suppressing Ward
This is an advanced Upgrade. It counts as two
Upgrades when applied to a Charm.
- Charming Ward
This is an advanced Upgrade. It counts as two
Upgrades when applied to a Charm.
Repulsion Consecrate: “Be thee GONE!” he bellows as the five points of the pentagram light up. “Get out of here,
we’re busy!” The gibbering Ravenous are flung backwards, outside the protective magic circle, and their efforts to
flow back in are thwarted when they just keep bouncing off.
Homing Heavy Ward: “Kun! Gen! Qian! Weight of the Mountains of Heaven!” The priestess flings the paper
talisman towards the fleeing monster and tags it right on the thigh. The shadowy skitter becomes a languid
amble, and the monster nearly trips under its own weight.
Sticky Deflecting Ward: He thought one headshot to the Princess in the back, while they were distracted fighting
his Darkspawn, would be enough to take her out. But his bullet was deflected -- and then, to his horror, he found
every shot he fired from his backup weapons veering wildly off target. “Hey, man,” she said to him, “I shouted out
‘Peacemaker’s Pact,’ if you didn’t get it that’s on you.”
Cleansing Reflective Ward: Three rows of needle-sharp teeth sink into the poor man’s skin, and it draws blood --
but the paper charm bursts into flames, and when the monster yanks backwards to rip the flesh open, its own
body is the one that starts to leak blood.
Everyday Retaliation Ward: “Anything I touch becomes an explosive!” she cackles as the smoke clears. “A
doorknob, a chair, a pen, anything in this building could be my bomb trap! So come on, try your luck, see how far
you can make it!”
Magic Suppressing Consecrate: The blessed twine over the doorways flares with light, like a bug zapper, each
time one of the zombies tries to walk in. The moment they cross the threshold, the magic animating them is cut
off, they fall over, and the nakama can decapitate it. The only question now is: is that necromancer going to run
out of zombies before they run out of space to put them?
Everyday Heart-Feeling Charming (Conjure) Ward: It was like instinct -- he didn’t even remember what his
girlfriend told him about clutching the locket when he was in danger, he just felt the terror rise in his heart, and
he grabbed onto it. He thought he had a vision of her face as he was going to die, but no, he’d found himself
transported to her apartment.
Signet Charms
Overall summary of what they are and what they are about
Elemental Attuned
Each Signet has an option you can take to designate some of your non-Signet Charms as elemental-attuned and
name a specific element. Elemental attunement is not an Upgrade, but a modification to the basic Charm.
Elemental attuned Charms can only act through or on things in line with that element, and this limits the
function of what they can do in some way because it only works through or on things associated with that
element (If you want elemental ability that ADDS power to the Charm, you want element-infused from later in
the Signet). Each Signet provides a list of examples of how an elemental-attuned Charm might work and what
restrictions that might apply. Note that the Twilight versions of elemental attunement can work through the
signature emotion of their Princesses, but Radiant ones can’t and are locked to the literal expression of that
element.
The benefit for all elemental-attuned Charms is the same: add your dots in the associated Signet to your dice
pool, apply an additional free Upgrade, and you may cast the Charm for 1 less Wisp a number of times per
chapter equal to your dots in that Signet but still get the Buster Overcharge as if you spent the Wisp. You can use
the Charm without the elemental affinity if you really, really, really need something the element can’t handle,
but it’s costly: not only do you not get the attunement benefits, but you need to spend an additional Willpower
to cast it.
You can designate the same Charm as attuned to more than one element. If you do, you can pick what elemental
attunement you apply when you cast the Charm, you don’t have to always meet the criteria for both. If you do
manage to do something that is in line with both elements (like combining a fire affinity and a water affinity to
cast a Charm that uses hot steam), you apply both bonuses.
Elemental Infused
Each Signet also has an option, further in its development, to gain the ability to infuse elemental power into your
Charms. Taking this Signet Charm gives you an Infusion Upgrade, which is just an Upgrade that you can now
apply to all of your Charms like any other (It doesn’t count as an Upgrade for the purposes of qualifying for
Advanced Upgrades though, but nice try). Each of them has the same basic text: it infuses the Charm with the
power of the element, granting it an additional ability or capability tied to that element.
Just like Elemental Attuned Charms, the list of what possible mechanical effects this can have is too large to fit in
the book (it’d double the length of the Charms section at the very least since you can apply them to a given
Charm in multiple ways), so only a list of example abilities is given. You can and should make your own, just aim
for an effect that’s roughly about as powerful as a normal Upgrade.
Also like Elemental Attuned Charms, the Twilight versions of these infusions can apply powers from the signature
emotion of the Princess, but the Radiant ones can’t.
Acqua
Acqua is the Signet of the Queen of Currents, controlling water and ice and empowering a clear mind and
rational approach to problems. Water from rain grows crops and quenches our thirst, but water in currents --
water in rivers and oceans -- bears vessels with new developments and new ideas. Trade and the exchange of
ideas is what truly draws the Queen to her affinity with water, though the crystal clarity of pure and untainted
water certainly helps too. She developed it not just through extensive personal research and study, but
conferring with everyone she could, from as broad and diverse a set of viewpoints as she could. She’s had a
major hand in developing EVERY Radiant Signet, at least their modern forms; the Queen of Currents is probably
the reason Signet Charms for the Radiant don’t stop at 3 or 4 dots and how they were able to catch up to the
Twilight Signets in so little time and cover the areas they needed to cover.
Each of the Radiant Queens are supposed to only teach their Signet to those who uphold their values, it only
seems right and natural to do so. The Queen of Currents is… extremely flexible on that front. She’ll teach the
first 3 dots to just about anyone, including followers of Tears, Storms, and Mirrors who have no intention of
turning their back on their Queen or their values. She thinks that being able to do things with a clear mind will
help anyone discover that her path is the best way forward, but she also just wants as wide a range of feedback
as possible on how the Signet is working and how it could be improved.
Acqua • : Student
Surging Mind: When making a mundane roll studying ahead of time (like an Aim action), you get
involving a Mental Attribute (Intelligence, Wits, or +3 dice, an Exceptional success on 3 or more
Resolve), you can spend any number of Wisps to successes, and an extra Wisp.
add twice that many dice.
Proper Planning: When you spend a Willpower on a
mundane task involving science, deduction, or
Acqua •• : Postgraduate
Perfect Tools: Add your Acqua dots to your Regalia you have foreseen and planned for one obstacle it
Merit. You can freely recustomize and rearrange was possible for you to have turned up.
your Regalia loadout when you purchase this Signet,
even if you did it reflexively with Luminous This can’t change things that have already
Experiences. happened -- the Charm is a mechanical
representation of things you have already done, not
actually changing the past. If you trip an alarm, you
can’t say “Actually, I didn’t trip that alarm,” but you
could say “I cut the telephone line the alarm uses to
Just As I Planned: Spend a Wisp and a Willpower call the security company when tripped, so it’s
and take an hour to research and prepare for an making a lot of noise in the building but nobody else
upcoming event, up to 1 day in the future per Inner knows yet.”
Light you have. During that event, you can declare
Books in Running Brooks: Once per scene, spend a Hydro Infusion: You gain the “Hydro” Infusion
Willpower to activate ultra memory. For a number Upgrade for all of your Charms:
of turns equal to your Acqua dots, you perform
research rolls as an instant action, and you are “This Charm is infused with the power of Acqua,
considered to have access to any library you’ve ever granting it an ability related to water, ice, currents,
studied (even the information you pull from that or coldness.”
library is stuff you didn’t see when you were there).
Examples: A Conjure that can immediately spit out a
lake’s worth of water. A Force, Kiai, or Buster that
freezes things solid. Restorations and Ward water to. A Step that allows you to drop into a
talismans in the form of holy water to be split up, puddle and emerge from another. An Illusion that
sprinkled about, and used by anyone you give the can mass-manipulate temperature.
Aria doesn’t have any formal development process, no classes or tutors. The Queen of Currents has written
down a lot more about Aria than the Queen of Spades ever will. She doesn’t teach by lecture, she teaches by
experience. Spending time with the Queen -- playing games or sports, racing each other, capturing flags, telling
stories, telling jokes, living it up. As you fall into the Queen’s groove, the abilities of the Aria Signet come
naturally to you.
Aria • : Cheerful
Graceful Touch: When making a mundane roll Tricky, Tricky: When you spend a Willpower on a
involving a Finesse Attribute (Dexterity, Wits, or mundane task involving being deceptive or
Manipulation), you can spend any number of Wisps misleading without actually lying, you get +3 dice,
to add twice that many dice. an Exceptional success on 3 or more successes, and
an extra Wisp.
Aria •• : Blissful
Wind Magic: Choose a number of Charms up to reflexively change the Upgrades on one of your
your Aria dots to become Air-Attuned. Air-Attuned ongoing or extended-action Charms without
Charms act through or on air, wind, or sound. spending Wisps or time to cast it again. The effect
proceeds from there as if you’d always cast it with
Examples include a Force that redirects air currents the new Upgrade set, but previous effects aren’t
(but doesn’t work if there’s not enough space for undone (you’re not changing the past, you’re
ventilation), a Buster that attacks through sonic hot-swapping).
force (but can be insulated against), or an Illusion
that manifests images out of smoke (but can be You can do this a number of times per chapter equal
blown away). to your Aria dots. You can’t swap away Upgrades
that only altered your initial casting (like Ready
Like A Reed In The Wind: You can adapt your magic Conjure) or Upgrades that are the only reason the
to new situations that arise. On your turn, you may
Charm had an ongoing effect (like Round Trip and
BOTTOMLESS INFINITY BUSTER!).
“Yes, And”: When someone attempts a resisted or end any stasis or paralysis or compulsion to stay still,
contested roll against you, you may automatically even momentarily escape the notice of a guard or
fail it. If you do, you then add some kind of monitor (but it won’t keep you undetectable, just
condition idk stop the moment they’d prevent you from leaving).
Against magical effects, this provokes a Clash of
Freedom of Movement: When something prevents Wills, but your effect gets the +4 bonus for
you from moving out of somewhere, you may long-lasting magic even though it only activated this
reflexively spend a Wisp to ignore that effect. You turn. If it sucks -- hit da bricks!
can’t phase through solid objects, but you can
escape any bindings, cross any hindering terrain,
Aero Infusion: You gain the “Aero” Infusion Upgrade drops them wherever you like. A Step that can
for all of your Charms: interact with clouds or visible vapors as if they were
solid objects, standing on or bouncing off of them.
“This Charm is infused with the power of Aria, An Illusion that can create a perfect soundscape of
granting it an ability related to air, wind, or sound.” gargantuan size and complexity.
Examples: A Plea or Anthem carried on the wind to Option 2: An ability that infuses the element into
any other outdoor location. A Buster or Force that the Princess herself.
captures all unattended objects in a whirlwind and
Aero Trigger: Your Devil Trigger. Buffs only yourself, air resistance, but liquids act as solid surfaces unless
costs a bunch, lasts a scene, does sick-ass shit. you have another ability that would change that.
Quicksilver: You become so fast and slippery that Acting inside the frozen time is still difficult: when
time can’t grasp you. Once per scene, you may you make a roll to affect the outside world in this
reflexively spend one Willpower to freeze time. You free turn, you have to spend one Wisp per each
take one turn in the frozen time during which success that you actually want to keep. Rolled
nothing but you can move, interrupting another successes that you didn’t pay a Wisp for are lost.
character’s action if necessary. You don’t encounter
If anyone else in the area has the ability to stop of whatever time stop ability the other being used,
time, they may reflexively activate it when you and you both move inside the frozen time, taking
activate this ability (and vice versa); if you’re combat turns where only you two act. You don’t
matching an opponent’s time stop, you can do it have to pay Wisps for the successes on rolls made
even if you’ve already used Quicksilver in this scene. against them.
If this happens, Quicksilver lasts the entire duration
Fuoco
Fuoco is the Signet of the Queen of Swords, and just like her, it’s simple and straightforward: fire. Fire, the heat
fire brings, the illumination fire sheds, and the explosions fire causes when focused and directed. Fire gives us
warmth and light and danger and is impossible to ignore. Fire doesn’t mess around, fire neither hems nor haws
nor dillies nor dallies. Just like the Queen of Swords, fire just goes for it, as hard as it can, growing in size and
power as far as it can. Fire, like passion, can be a destructive force if left completely unguided. A life without fire,
like a life without passion, is cold and lonely and miserable and short.
Fuoco is taught and refined through experience (though not as informally as Aria). The Queen of Swords or one
of her disciples can tell you the basics of how it works, but the only way to actually be sure you’ve learned it is by
trying it out. The Dreamlands offer endless opportunities to do so, riding with the Queen on the back of Miguel,
smiting evil and righting wrongs and finding love.
Fuoco • : Spark
Surging Power: When making a mundane roll The Heart Knows What She Wants: When you
involving a Power Attribute (Strength, Intelligence, spend a Willpower on a mundane roll to pursue,
or Presence), you may spend a number of Wisps to preserve, or strengthen a romantic relationship, you
add twice that many dice. get +3 dice, an Exceptional success on 3 or more
successes, and an extra Wisp.
Fuoco •• : Ember
Headlong Into Danger: An adventurer doesn’t have cancel out is equal to your Fuoco dots. This can’t
time to make sure the situation is all optimized end up providing a bonus.
before rushing in! You may spend a Wisp when
making a roll to negate dice penalties from Tilts, Option 2: Something that you feel like could have
non-Persistent Conditions, unusual circumstances, been an alternate take on Practical Magic.
and unskilled penalties. The number of dice you
Blazing Infusion: You gain the “Blazing” Infusion fire lyrics leave burning trails that can ignite
Upgrade for all of your Charms: anything. Detect that immolates a target to burn
away all deception but leaves them unharmed.
“This Charm is infused with the power of Fuoco, Restoration that turns an engulfing inferno into a
granting it an ability related to fire, heat, source of warmth and cauterized wounds for those
combustion, or illumination.” you designate and that still burns everyone and
everything else.
Examples: Any Charm can radiate out a searing light.
Flaming Buster and Kiai attacks that start fires on Option 2: An ability that infuses the element into
anything they strike. A Force that manifests a the Princess herself.
tangible wall of heat like walking up to a blast
furnace. A Step or Anthem where your footsteps /
Blazing Heart Trigger: Once per chapter, you may all those Wisps, if you still have that many; you
spend a Willpower and name someone you truly return to your mundane state and can’t Transform
love (though not necessarily in a romantic sense). until you have a good night’s sleep.
You are infused with their power in a blazing corona
of passion. Each of your Attributes and Skills is Love conquers all.
raised to your beloved’s dots in that Attribute or
Skill if it’s higher. You gain Wisps equal to their Option 2: Your ult. A once-per-scene ability with big,
Integrity + Willpower. At the end of the scene, lose flashy consequences.
Legno
Legno is the Signet of the Queen of Flowers, the path of nature. The path of growth, blossoming, flourishing, of
life itself. Not just a metaphor or symbol, Legno allows the Queen of Flowers and her followers to most directly
interact with what they value and study. Though not all Princesses of Flowers work directly with nature in the
sense of animals and plants, all of them work with the “nature” of things themselves, they think about whatever
“ecosystem” they occupy, and they seek to use the means that nature uses: resilience, growth, becoming or
creating the solution to your problems.
The Queen of Flowers teaches Legno directly, without saying a word. Students of the Signet are left alone in the
forest of Wen-Mung, either to meditate or observe their surroundings until they arrive at a revelation
themselves… but the Queen always has to pick out a spot for them, because she’s made sure there’s a special
place where they will flourish and find what they were searching for.
Enduring Renewal: When making a mundane roll Cultivation: When you spend a Willpower on a
involving a Resistance Attribute (Stamina, Resolve, mundane roll to prepare someone or something for
or Composure), you may spend any number of a later action or event you won’t be directly doing,
Wisps to add twice that many dice. you get +3 dice, an Exceptional success on 3 or more
successes, and an extra Wisp.
Holistic Stewardship: You can spend a Willpower to describing it to you. You also get Influence (this
attune yourself to an environment, either area) ••, as a spirit would, and don’t have to pay
meditating within it or scouting around it or Essence costs to use it.
something similar to get a deeper understanding of
its current state and nature. Whatever the method, Special Helpers: You may spend a Willpower to gain
it’s an extended roll using an appropriate Attribute + the Special Helpers Condition (p. XXX) for the rest of
Skill with a total of 5 successes needed and an the scene, which grants a special version of Staff
interval between rolls of 1 minute. Once completed, that is able to act directly and quickly in your
for the rest of the scene, you have general immediate environment. This is usually, but not
awareness of all things happening in the area: not always, expressed in terms of little woodland
direct observation of all details, nothing as good as creatures and forest friends coming together to
the Detect Charm, but you know what’s going on assist you like a Disney princess.
outside your normal perception as if someone was
Primal Infusion: You gain the “Primal” Infusion and a minor portion of the caster’s power over
Upgrade for all of your Charms: nature. Kiai attacks carried out by branches, roots,
and stems. Busters that leave the target wrapped in
“This Charm is infused with the power of Legno, clutching vines. A Detect that doesn’t just gather
granting it an ability related to nature, life, growth, information relative to the Princess, but relative to a
or flourishing.” host of wild animals.
Examples: A Restoration or Consecrate Ward that Option 2: An ability that infuses the element into
can instantly turn a barren area into a lush and the Princess herself.
bountiful grove. A Plea that grants listeners healing
Unyielding Trigger: While Transformed, you may roll. For the rest of the scene, spending Willpower
reflexively spend three Wisps to engulf yourself in does not create Wisps for you.
an aura of fighting spirit and unbreakable resolve.
For the rest of the scene, when you spend Option 2: Your ult. A once-per-scene ability with big,
Willpower on a roll, add 2 dice to the benefit: you flashy consequences.
will gain +5 dice or subtract 4 dice from a resisted
Terra
Terra is the Signet of the Queen of Jewels, tied to earth, rock, crystal, gemstone. Earth is heavy and reliable,
stone is the fundamental basis of what we build together, and gems are rewards offered by the Earth that let us
grow in wealth and show off what we have earned. Of course, no other element could suit the Queen of Jewels.
With Terra, her Princesses can build, reinforce, protect, and exalt; they can create things to be proud of.
Princesses of Jewels learn Terra at the Queen’s feet, but never alone. There’s always a full class there, learning
with you -- in fact, it’s impossible to solve any problems she presents or learn any insight she has to offer alone.
Only by collaborating with others can you gain the knowledge of Terra.
Terra • : Marble
Social Foundation: When making a mundane roll multiple other people (like a Build Equipment action
involving a Social Attribute (Presence, Manipulation, to make an organization), you get +3 dice, an
or Composure), you may spend any number of Exceptional success on 3 or more successes, and an
Wisps to add twice that many dice. extra Wisp.
Terra •• : Opal
Stone Magic: Choose a number of Charms up to that senses tremors and vibrations (but requires you
your Terra dots to become Earth-Attuned. and the target to be touching connected solid
Earth-Attuned Charms act through or on earth, surfaces).
stone, crystal, or weight and solidity.
Focusing Crystal: When you cast a Teamwork
Examples include a Force that creates barriers Charm, you may have every member of the nakama
faceted like gemstones (but can’t be reshaped once contribute (even ones who don’t have the requisite
created), a Conjure that sculpts people and objects Charm). If you do, add your dots in Terra to the roll
from clay, dirt, or stone (but doesn’t work without and double the amount of dice you gain from
enough raw material to make them), or a Detect Teamwork.
Terra ••• : Emerald
Pavise of Protection: You can extend the protection Shotoku’s Ear: It is said Prince Shotoku was so
of your Defiance ability to others. While skilled at conversation that he could listen to ten
Transformed, spend a Willpower as an instant action people converse with him at once and respond
to activate this ability for the rest of the scene. You correctly to each one. You’re pretty good too. Spend
get a number of Wisps equal to your Terra dots that a Wisp to activate this ability for one scene: for the
can only be used to activate Defiance on behalf of rest of the scene, you may make a Socialize,
other people in sensory range. Empathy, or Streetwise roll reflexively once per turn
no matter what else you’re doing.
Earthen Infusion: You gain the “Earthen” Infusion gemstones. Step that allows the user to sink
Upgrade for all of your Charms: through and rise from stone. Force barriers that
remain permanent. A Plea that entices with wealth
“This Charm is infused with the power of Terra, and jewels.
granting it an ability related to stone, earth, gems,
weight, or solidity.” The Shoulders Of Giants: You may contribute to
Teamwork Charms even if you lack the requisite
Examples: Any Charm might become more solid and Charm, and do so reflexively. If you do, you may
permanent, increasing the successes required to apply the Upgrade that is normally gifted to
dispel it by your Terra dots. Ward talismans or Princesses of Jewels to that Charm, even though
Conjured objects made of nearly indestructible you don’t have it.
diamond. Buster and Kiai attacks that scatter sharp
Luster Trigger: You may reflexively spend a confer that weight upon others. Once per scene, as
Willpower on your turn to take on the lustrousness an instant action, spend a Willpower and name a
and hardness of gemstone until your next turn. You rule of conduct; it must be something that applies
have a Durability of 2, meaning you automatically equally to everyone and that everyone is equally
subtract 2 from all damage you take; you also lower able to break (so you can’t say “no casting Dread
the successes of any hostile non-damaging spell Powers but Charms are fine”). For the rest of the
against you by 2. You can only activate this on your scene, every single roll to do something that breaks
turn, not in response to incoming attack. that rule -- by anyone, even your allies! -- is opposed
by your Inner Light + Terra as if it was a Clash of
Burden Of Law: The Jewel's sense of duty is as Wills.
heavy as a mountain, and the bonds of society
Main Story Part 3 (UNWRITTEN)
Janet banged her tin cup along the prison bars, making the most awful xylophone sound she could imagine.
They’d finally caught her, broken her lucrative soap pirating ring and thrown her in prison for a trillion years, and
now her only hope was that maybe she could be so annoying to her jailers that they’d let her leave rather than put
up with her.
Wait, no. That’s not how it worked. And a trillion years is very long, isn’t it? There’s no way that’s in the sentencing
guidelines. And she didn’t know how she would -- ah, shit, she was having that dream again. Some people
supposedly could shape the dream world to their liking when they realized they were dreaming, and Janet wasn’t
one of them. Usually, zombies or Martians or something started attacking everyone as her subconscious tried to
reset the scene. Until then, she was just stuck in a jail cell that looked like it was furnished by Ikea, and there
wasn’t even anyone to talk to, and what was that noise anyway? That thumping sort of--
“I don’t even know why they have tunnels like this,” Amethyst Knight complained, clutching his rapier with one
hand as he peeked around the corner. “Like. Why is it always colleges? If steam tunnels are such a good idea,
why doesn’t anything else have them? It’s like they’re just here to be spooky.”
If had been earlier today, at 2 PM, when these corridors were well-lit,and she was with her friends taking them as
a shortcut to their next class, Janet (who should have had some dumb special name by now but she still hadn’t
come up with one) might have thought that this was a stupid question. The tunnels existed because Back In The
Day they needed to pipe steam to the various buildings in the university and the attached hospital, and they
needed to be accessible because steam pipes burst all the time. But now? At 1 AM? Alone with two people she
barely knew? With too much darkness and not enough lightbulbs to banish all of it? With the buzz of the pitifully
few fluorescent lights nagging at her ears? With the knowledge that actual honest-to-goodness-I-shit-you-not
monsters were lying in wait to do… whatever it is that monsters did? Yeah. Janet couldn’t even muster the
courage or the wit required for a rebuttal. This place was spooky as shit.
“I think Disneyland has them too,” Black Rose said from behind her. “Oh, have you guys seen ‘Mazes and
Monsters?’ With Tom Hanks? All about steam tunnels. He goes crazy and thinks they’re a dungeon. That movie is
nuts.”
“Rose, if this tunnel isn’t a dungeon already, it’s about to become one in like five minutes.” Janet said. After seeing
that the coast was clear, Amethyst waved them forward and away from the pitiful comfort of the bulb hanging
above them. Hurrying as quietly as possible, they rounded the corner and made their way to the next shaft of light
cast by another bare lightbulb ahead of them. It’s presence did nothing to make Janet’s heart beat any slower.
“Exactly!” Black Rose said. “So If this place is ‘Mazes and Monsters’ themed, I got us covered.” She stroked the
neck of her electric bass like a pump-action shotgun for emphasis.
“Sssh!” Amethyst whispered. “I hear something.” In the quiet, they could hear it too. Footsteps. Dragging
footsteps. If they were lucky then those footsteps were a shuffle... no, Janet could hear a full-on shamble, and
anything shambling in a place this spooky was bad news.
“I will slap that black metal makeup right off your face, you just try me,” Janet hissed back.
Amethyst beckoned Janet forward, while Rose started to play. Janet wasn’t used to that magic yet; it was weird
because of how not-weird it was. She figured she would be invigorated with magical inspiration, maybe giant
musical notes would fill the air. But it was just “Seven Nation Army” by the White Stripes, and yet, it was
impossible for them not to start moving in time with the beat, and damned if everything didn’t seem to sync up.
“Right over there,” Amethyst said, pointing to the next corner. “Pin it so she can charge a shot.”
Janet’s own magic was much more natural to her, which in its own way was weirder still. That storage locker she
rented was full of useful stuff, and she didn’t need to draw a magic circle or even do arcane math to retrieve any
of its contents. She just said , at a conversational volume, “Point Conjure: Trap Set.” And those weren’t even
magic words. They were like a mnemonic device to guide her hand as she reached behind her to grab what she
sought from the storage locker across town.
I’m gonna fight ‘em off… A seven nation army couldn’t hold me back…
On-beat, as if she had practiced, she flung it like a frisbee onto the floor in front of her, and it didn’t even exist until
it landed. A steel bear trap sprung into existence a couple yards ahead of them, cocked and ready to snap, bolted
into the ground to stop it from sliding away.
Whatever was shambling heard her, and the shamble sped up. A fast shamble was the only thing worse than a
normal shamble. Anything that was fast-shambling was gonna be something that would feast on things. No eating
or snacking for fast-shamblers. Feast or nothing.
They took a step back, and another, as the thing approached. Amethyst took position.
They’re gonna rip it off… Takin’ their time right behind my back…
A disfigured humanoid, eight feet tall. Skin covered in rashes and sores, one arm twice the length of the other, its
feet dragging against the tile floor at a pace that didn’t match up with how fast it was moving. Amethyst gave it a
split-second to turn toward them, to show that its face was pulled so tightly to the left it wasn’t lined up with its
skull. Janet’s breath caught in her throat. The thing was hideous, yeah, and probably full of awful contagions, and
she knew it meant something. Somehow. This was a thing that happened to a person – maybe how someone saw
their persecutors - maybe how someone saw themselves.
Amethyst didn’t balk. He stepped forward, put his gauntleted forearm to the creature’s throat and then lunged into
the thing’s momentarily open defense. “Thousand Blades!” and his rapier was stabbing faster than her eyes could
track, like the weapon had five tips for every blade and five blades for every handle. He had his cape draped in
front of him to shield him from the oozing pus each blow produced, holes opening and closing in the purple satin.
“Heel Driver!” He ducked low, made a full revolution with one leg outstretched, and kicked the creature in the
stomach, right where he’d done the most stabbing. It staggered backwards, fell, and the bear trap snapped
against its back, momentarily pinning it.
“GIGASONIC ROCK AND ROLL BLASTER!” Rose screamed in that death-metal voice, and power swirled at the
neck of her guitar, distorting the air with a cloud of infrasound before she fired it at the monster. The creature
could have dodged while she charged up her shot, if it wasn’t pinned. It desperately writhed against the steel
jaws, sloughing off the diseased flesh caught within in a furious attempt to escape. To no avail.. With a low THUD
everyone could feel as much as they heard and saw, Rose’s shot collided with the creature. And it just liquefied.
Exploded like a burst abscess and scattered reeking pus everywhere. Janet nearly vomited at the sudden stench.
“At least it went down easy,” Amethyst said. “Come on. We need to get out of here before more of them come to
investigate.”
Fighting Fear
Chapter 6: The Forces Of Darkness
The taint of the All-Consuming Darkness is fear. The
Monsters
existence of fear is the supernatural corruptive force
through which it works its evil. It has a hold on Fighting monsters is a core part of the magical girl
every living soul, whether it’s a tight grip or a loose genre. Since her magic is an expression of who she
grasping reach. is and her victories are validation of her ideals, the
monsters are magical dramatic metaphors for her
Fear is the tool the Darkness uses, and thus fear is fears, challenges, and trials. In Madoka, the witch
the greatest tool and ally of evil. Fear is how it Oktavia von Seckendorff represents a person who
corrupts and enlists us to do its bidding. Slaves of has been trapped searching for love in the
the Darkness do not have glowing or blank or memories of the past rather than face the uncertain
swirling mind-control eyes -- they have the sunken, future, a greatly personal fear the magical girl can
sleepless eyes of those ruled by fear and who will see herself falling into. In Yuuki Yuna Is A Hero, the
do anything to make it go away. All of us know the Vertex are the impersonal idea of nihilism and
Darkness’s offer, less of a bargain and more of an destruction. With Sailor Moon’s monsters of the
ultimatum: “Inflict me on others, and I will stop week, Nephrite’s energy-sapping servants are
tormenting you for a moment.” imbued into the important items of skilled prodigies
to represent themselves devoting so much of their
So the fear in our hearts is not the only power of efforts to this one field that it destroys the rest of
the Darkness. Our fear is spread all over humanity, their lives, while the family of bouncing monster
and the Darkness suffuses our reality down to its balls in Sailor Moon SuperS represent how hard it is
fundamentals. It collects. It thickens. It exerts its to come up with a new monster every week.
power over reality the way fear exerts its power
over our hearts. It warps things in accordance with The Darkness cannot create anything itself. It can’t
its will. It offers ruinous powers to those humans exist without Light, it can’t do anything without
who are its greatest servants, knowing or Light. The Dark World, the reality completely
unknowing. It manifests creatures to lash out at the devoured by the Darkness, would be utterly inert
Light of Hope. It overwhelms minds and dreams to without Light leaking in from our world. Every
create Nightscapes where our fears tangibly spread minion, every so-called “creation” of the
and inflict themselves on others. All-Consuming Darkness must be somehow formed
from or around a source of Light, like cave water can
It creates monsters. only form crystals on a solid surface. Creatures of
the Darkness are all based on the Horror rules [CofD
p. 140], which won’t be reprinted here, with some
modifications and access to new Dread Powers and
Numina. There are many different creatures of travelling dreams and says “this is clearly some True
Darkness that the Noble have identified, based on Fae bullshit, I’m steering clear of that”. The
their origin: Darkspawn, Nightmares, Cataphractoi, Unchained sometimes stumble upon holes to the
Defilers, the Enthroned… What’s important to note Dark World, where the God-Machine has no power
here is that other than the Enthroned, Princesses or perception, and think that this thing’s existence
believe that none of these are “new” types of must itself be an aspect of the God-Machine -- the
Horror, but additional information about existing “null pointer” where discarded data goes to die --
ones that people have already observed in the past. because they can only interpret reality as a thing
structured around and by the God-Machine.
The Horror rules encompass the creatures and
phenomena that occupy the Chronicles of Darkness (If there are indeed Horrors that are not Darkness,
that have no easy explanation or categorization. does that prove Princesses are wrong about the
Hobgoblins exist due to the rules of the Hedge, All-Consuming Darkness being the unifying thread
Pandorans exist due to the failed act of creation by a behind everything? Or does it show there’s some
Promethean, but these horrors are just there. other system and idiom of magic that’s still hidden?
Princesses say that the common factor is easy to Can you ever even conclude something isn’t due to
spot: They exist because the taint of the Darkness the Darkness?)
suffuses this world on every level. Fear and the
cruelty of the Darkness is spun into this world as Where other beings of other types of magic need to
fundamentally as the laws of physics, and that is be very powerful or take a lot of effort to take
what causes these horrors to exist. physical form, it’s absolutely piss-easy for Pure
Darkness to create a body with mass. Why wouldn’t
This explains everything about the inexplicable they? They live here. The Darkness is already here.
horrors of the Chronicles of Darkness while also And if that’s not enough, the Dark World is hanging
explaining absolutely nothing. off this reality and it’s got piles and piles of
Darkness-stuff laying unused.
Pure Darkness
Pure Darkness is all about inflicting and feeding on
So while everything in the Chronicles of Darkness is fear, directly and openly rather than indirectly as
(or at least could be) made by the Darkness in some filtered through another type of magic. They are not
way, there are certainly types of monster a Princess led by a singular intelligence (the Darkness has no
can be expected to fight more often. They’re what’s thoughts), but align to a common pattern. Many of
called “Pure Darkness,” or the malevolence of the these monsters have a Dread like a Princess does,
Darkness expressed directly and not through the but their Dread is different -- in all cases, their Dread
idiom of some other form of magic or phenomena -- is the fear they embody or inflict, not what they
what appear to be disconnected Horrors to others. recoil from. They regain one Willpower from
It bears repeating that other supernatural beings inflicting it in minor or major ways, regain all
encounter the Pure Darkness all the time and simply Willpower from using it to cause an Integrity loss,
don’t know what they’re dealing with. A werewolf and do not need to spend Willpower to confront it
thinks a Nightscape is a Wound that’s really ornery unless otherwise specified.
and doesn’t seem to get cleansed by normal means
because to them the thing that defines the world is
spirits. A Changeling bumps into a Warden while
Monster Scaling This way, the dedicated tank is very well defended
against things that pose moderate threats to the
Princesses can get some very high attributes and less tanky ones, but the threat to the more tanky
dice pools with their Regalia and Charms. They’re character comes in the form of “lowering your
supposed to, they need to be able to focus their defenses to be closer to the level of your less tanky
resources to become good at what they do and face allies” rather than “overwhelming your defenses
down foes that are too threatening for others. So with power that would utterly body anyone who
the monsters do need to provide a threat, and doesn’t have those defenses.”
without some way to keep up with the numbers, a
basic Horror by the core book rules can get reduced To hear Princesses tell it (which means it’s true if
to chunky salsa in one or two attacks while being you’re playing a Princess game and might not be if
unable to touch the players. you’re using Princess content in another game), all
Horrors are creatures of Darkness, so the Storyteller
The Pure Darkness Dread Power addresses that. may opt to give any Horror the Pure Darkness Dread
While most Dread Powers are there as an Power. If it’s presented to a group of characters with
expression of personality of some kind, Pure less combat prowess -- or a group of Princesses in a
Darkness is just about numerically keeping up, Chronicle where all of them have very little combat
which is why Darkspawn get it for free and it doesn’t ability -- then finding the Bane that turns off this
count against their normal allotment. Horrors, Power is going to be really, really important.
Darkspawn and otherwise, need to be able to
convey some aspect of personality in how they
fight, but that’s hard when one shot reduces them
Dread Power: Pure Darkness
to a greasy smear without even trying. Characters This Horror is expressed through Pure Darkness, and
who express themselves in how they fight can’t do not another magical idiom. This means that in terms
that if everything they face just dies right away. of raw physical threat, it is absolutely coked-out
compared to other monsters of similar Potency,
The worry is always scaling. You want to have some because it hasn’t been “watered down”.
players be better at fighting than others so they can
express their personality through that choice. And A creature of Pure Darkness has several bonuses
you need to have monsters that can threaten to based on its Potency:
harm the players who are good at fighting. But you
don’t want something that can threaten the - Attacks against it suffer a penalty equal to
dedicated fighter to just obliterate the ones who its Potency. This is lowered by things that
aren’t. The Potency-based power scaling of Pure lower Defense, but isn’t bypassed by things
Darkness (and other things in Princess’s power that ignore Defense.
suite) follows a model of “increasing defensive - Its attacks ignore dice penalties from
bonuses vs negating defensive bonuses” as opposed Defense (and other effects that make
to “increasing defensive bonuses vs increasing attacks miss) equal to its Potency. This can’t
offensive bonuses.” The more Potency a Horror with end up providing a bonus, just lower
Pure Darkness has, the harder it is to hit, the harder penalties.
it is to damage, and the more it overcomes your - It has General Armor equal to half its
defenses. Potency, rounded down.
- It has Ballistic Armor equal to half its
Potency, rounded up.
Tension Conditions
- Its attacks pierce Armor by an amount equal The forces of Darkness aren’t interlopers or
to half its Potency, rounded down. invaders. They belong here. The world is in the grip
- It gets a bonus to Initiative equal to its of the All-Consuming Darkness, and it empowers
Potency. them. The tighter the Darkness’s grip, the more
- It gets a bonus to non-combat uses of Dread powerful its creatures become. Tension Conditions
Powers equal to its Potency. are special Environmental Conditions that represent
- If it uses the Simplified Horror rules, then the grip of the Darkness on an area and on the
instead of a specific bonus to Dread Powers hearts of the people who occupy it. The most basic
and negating Defense, it gets a bonus to its and most important Tension Condition is:
Best At ability equal to its Potency. It gets a
bonus equal to half its Potency, rounded up,
to its All Other dice pools.
All-Consuming Darkness
Any Horror with Pure Darkness has a Bane, even if
Condition - Environmental - Tension
it’s a type of creature that normally doesn’t have
one. The Horror’s Bane is able to negate all these
The taint of the Darkness threatens this place.
bonuses, and the specific form of the Bane will
The Light of Hope pushes it back, but the
determine if the mere presence of the Bane is
Darkness is always pushing that little bubble of
enough or if you have to hit it with the Bane as an
illumination inward as hard as it can.
attack. Attacks to a monster’s weak point bypass the
Armor and, depending on the monster, might turn
All Horrors with Pure Darkness here increase their
off other abilities. The Bane of a creature is more
Potency by 1, and the use of Pure Darkness by
difficult to find depending on its (base, unbuffed)
those who don’t have the Dread Power itself get
Rank or Potency; if you adjust a creature’s stat
+1 die, for each stack of All-Consuming Darkness
block, make the Bane appropriately rarer or more
in the area.
common.
Sample Darkspawn
Following are some Darkspawn to use in your
Chronicle, either as-is or as a source of inspiration.
All Darkspawn develop uniquely, and only a few
types of them reproduce, but they still develop into
identifiable strains -- Alhambra’s diaries have
identified hundreds. Alhambran convention names
every Darkspawn with an adjective: “What is it? It’s
Calamitous.”
Ravenous
<sounds of drooling and biting> discover another path when one runs into it by
Background: One of the simplest and most accident.
elementary Darkspawn, a Ravenous is meat and
teeth crudely slapped together around a glimmer of
Light, embodying the impersonal fear of mindless,
Best At (10 Dice): Biting Things. Larger hordes get
nameless violence. A shaft of Light stirs them up like +1 to this pool for each Health over 7 they have.
motes of dust caught in a sunbeam in a long-disused Other Pools (5 Dice): Propelling Forward To Bite
room and they leap into action immediately, moving Things
in a straight line toward the source of Light and Worst At (1 Die): Literally Anything Not Directly
trying to chomp it. They’re often found by Bite-Related.
Dread: Being bitten by a gross little gribbly
unfortunate travelers in the Dark World, having
creature.
sprung into existence maybe a minute before they Initiative: +4
attacked. Speed: 5
Defense: 4 (1 base, 3 from Pure Darkness)
Description: Ravenous are tubelike wads of dark, Health: 7
rubbery flesh, six inches to two feet long, with thin Willpower: 3/scene
arms all over that propel them forward and tendrils Armor: 1/2
that extend from their back ends like flashing, those
Attacks:
thin bits of excess plastic on an injection-molded
model. Their heads are nothing but big red mouths
Bite 2L Melee 10 Dice
with swollen lips and overly large teeth and a
swaying tongue. They gibber and slobber but there
is no intelligence or meaning behind these noises. Special: For every point of damage the horde has
suffered, it has -1 to Biting Things. A Ravenous
When damaged, they explode like a water balloon
horde may split its attack dice pool against
full of ink that quickly evaporates. multiple targets in melee range. Attacks from the
Ravenous ignore 3 Defense and pierce 1 point of
Storytelling: They come in a carpet of seething, Armor.
roiling black pseudo-flesh, a wave of hungry mouths
climbing on top of each other, stumbling over each Bane: Possession of an object of comfort and
safety, like a child’s blanket or homemade comfort
other, mindlessly moving toward the nearest living
food.
chompable things. If there is an obstruction in the
Dread Powers: Pure Darkness, Feel No Pain,
way, they will ram into it and gnaw on it until it gives Hunter’s Senses [whatever stirred it], Jump Scare
way. If the obstruction isn’t so easily destroyed, Potency: 3 (base of 1)
then they will just futilely keep trying; they only
Voice of Unreason
Traitorous
“Look at her. Eating crackers like she owns the place. Traitorous uses its powers to stoke resentment and
She knows I’m better than her, that’s why she can’t paranoia in its victim by keeping its paranoid
stand me.” observations plausible based on the thoughts of
everyone around him. If the victim doesn’t have a
Background: “I was angry with my friend / I told my secret to keep and think people resent him for,
wrath, my wrath did end. I was angry with my foe / I don’t worry, Catastrophize can handle that.
told him not, my wrath did grow.” Everyone is secretly laughing at him, every slightly
ambiguous phrase should be interpreted as a threat,
A Traitorous is a Darkspawn that inflicts its own every offer of kindness is cruel mockery. The victim
frustration on its victims, stoking their fear into stews in this isolation until some seemingly
anger and preventing their action until they’re ready innocuous act finally hits the breaking point and he
to explode and tear down everything they have in a explodes in anger, shattering friendships and lives.
shortsighted meltdown. Traitorous is spun around
the fear of being lied to, being lied about, having to
Best At (8 Dice): Being Manipulative.
let others hurt you to not make waves. Worst At (Chance): Defending Itself.
Dread: Other people are Out To Get You.
Description: Born from Darkspawn who can Initiative: +7
constantly sense but cannot reach Light for an Speed: 4
extended time, Traitorous appears as an inanimate Defense: 8 (1 base Defense, 3 from Pure
Darkness, 4 for being very small)
object, no bigger than an apple. If it’s artificial, the
Health: 1
craftsmanship is weird, and if it’s organic, it looks Armor: 1/2
like it is just starting to wilt or rot. When it needs to Willpower: 3 / scene
move, it extends seven spiderlike legs to skitter Size: 1
about when it’s sure nobody is watching. Attacks:
Storytelling Hints: Traitorous uses its Know Soul Skitter 0B Melee Chance
Dread Power to scan the thoughts of everyone
around it, locating juicy targets and mapping out Bane: Presence of a gift or gesture of kindness
their relationships. It fixates on a specific individual given by someone to the Traitorous’s victim.
and begins using its Whisper of Madness to feed Dread Powers: Pure Darkness, Know Soul,
them information. It makes its insertions feel like Whisper of Madness, Catastrophize
things the victim just “notices,” or like intrusive Potency: 3 (base of 1)
thoughts at the worst.
The Burden of Genius
Envious
If you don’t share this gift with the world, does your
life even matter?
Best At (11 Dice): Using its Key Skill.
Other Pools (6 Dice): Miscellany.
Background: Ben Parker said “with great power Worst At (1 die): Being a productive member of
comes great responsibility,” and it’s true. What society.
power do you have? What are you good at -- is that Dread: You are wasting your potential.
a power, and if so, what responsibility do you have Virtue: Emotionally cruel.
Initiative: +8
to make sure it isn’t wasted?
Speed: 8
Defense: 6 (2 base Defense, 4 from Pure
The Envious doesn’t care about any of those Darkness)
questions. But it knows that those questions can Health: 7
sow fear in people who are gifted. And it absolutely Armor: 2/2
despises the gifted, it loathes anyone with potential Willpower: 4/scene
and aspiration. It wants to turn your hope into pain. Size: 5
Attacks:
Insidious
“If you don’t toe the line on this, we’re going to people who are already shaken up. If they are
crush your entire life.” exposed, rather than try to salvage the situation,
Background: A more complex Darkspawn, the they drop all pretense and start blasting.
Insidious is made around the fear of organizations,
of impersonal things like government agencies who
INT 4 WIT 2 RES 4
care nothing for the plight of the individual. They STR 3 DEX 4 STA 3
don’t need to infiltrate structures of power; they PRE 5 MAN 2 COM 4
simply take their authority for themselves, use their
[INFILTRATE] to seamlessly take minor positions of Dread: Being crushed by an impersonal
power, and use it to bludgeon others into organization.
Virtue: Never forgets a slight.
compliance for compliance’s sake. Whoever you are,
they will find some pretense to claim you’ve done Skills: Investigation 1, Politics 1, Brawl 2, Firearms
wrong by their rules and you’re going to be 3, Larceny 3, Empathy 2, Intimidation 4,
punished for it. Subterfuge 3
Merits: Patient, Anonymity 2, Pusher, Status
Description: An Insidious appears as an authority [relevant organization] 3.
figure: a policeman, a federal agent, a compliance Initiative: +12
Speed: 12
officer, a church inquisitor. It always claims to
Defense: 7 (2 base, 5 from Pure Darkness)
represent a nebulous “we” of an institution that has Health: 8
turned its ire toward its victim. Its uniform and Willpower: 13
identification have errors, but not so obviously Size: 5
flawed they can’t berate victims into ignoring them. Armor: 2/3
Attacks:
Physically, Insidious hide almost all of their bodies
beneath clothing and uniforms; they often wear Handgun 2L Short (20M) 7 dice
gloves so that the only exposed skin is of their
Fists 0B Melee 5 dice
heads. And even from that small glimpse, they are
clearly unwell, pale, sweaty, spindly, their flesh grey
Special: Ignores 5 points of Defense or other
and sharklike. When wounded, they have no blood
attack penalties. Pierces 2 Armor.
or organs, just black ichor with teeth swimming in it.
Bane: Citation of a specific rule for its claimed
Storytelling: Insidious serve the same role as the role the Insidious has broken.
mythical Men in Black, bullying those who have Dread Powers: Pure Darkness, Awe (Numen),
seen the supernatural into silence; the fact that this Coercive Illusion, Nightmare Trigger.
serves to cover up phenomena of the Darkness is a Potency: 5 (base of 3)
coincidence borne of the fact they like to terrorize
Sudden Disaster
Calamitous
“SURPRISE, ASSHOLE!”
Background: Fear of the known and fear of the allows it to strike using the destruction and terrain
unknown don’t have to be exclusive. You know around it, causing pipes to burst, rock to slide,
enough to know you will be helpless, and what you buildings to crumble, leaving wreckage that is
don’t know is if or when it will happen. A sinkhole perfectly explained by mundane means.
could open and swallow you and your home
without a trace. Someone you’ve never heard of
INT 5 WIT 3 RES 2
could launch the nukes to end civilization. A gamma STR 7 DEX 5 STA 4
ray burst could incinerate the Earth from space. The PRE 5 MAN 1 COM 2
only time you will have once you’re warned is just
enough to collapse, helpless, and know there is Dread: A sudden and overwhelming calamity that
nothing you can do. From this fear, the Calamitous you are powerless to stop.
Vice: Plays with its food.
arises.
Skills: Athletics 3, Brawl 4, Crafts 4, Intimidation 6,
Description: Calamitous are massive, hulking, cruel Investigation 3, Stealth 3, Survival 2
beasts. Imagine you had a one-ton bear, and you Merits: Danger Sense, Fast Reflexes 2, Fleet of
scaled it up to a two-ton bear. But you didn’t expand Foot 3, Style: Parkour 2
the skin any, so as the bear grew the skin stretched Initiative: +15
to the breaking point and tore open in ragged, Speed: 20
Defense: 10 (6 base, 6 from Pure Darkness, but
irregular holes that revealed glistening bloody
then +2 to hit it because it’s huge)
sinews on its limbs and a burning heap of tires Health: 13
inside its hollow chest. Then make its movements Willpower: 10
jerky like a stop-motion Ray Harryhausen effect, and Size: 9
that’s how the Calamitous appears. Armor: 3/3
Attacks:
Storytelling: The worst part of the Calamitous is the
fact that its size doesn’t stop it from being incredibly Calamity 3L 5 Meters 11 Dice
stealthy and fast as hell. It uses its Chameleon
Horror Dread Power to track prey nearly undetected Special: Ignores 6 points of Defense or other
until it decides to reveal itself, at which time it attack penalties. Pierces 3 Armor.
comes in the most catastrophic entrance it can
manage, destroying everything around it. It doesn’t Bane: Touched with a manmade object that
survived a certain type of disaster.
specifically seek to kill people in these attacks, but
Dread Powers: Pure Darkness, Bad Daydreams,
makes no effort to avoid it either. When it fights, it’s Chameleon Horror, Jump Scare, Reality Stutter,
not enough that it can run like hell, it has the ability Ruinous Strike
to teleport short distances, constantly striking from Potency: 6 (base of 4)
unexpected angles. The Ruinous Strike Dread Power
Nightscapes
As humanity’s collective hope and dreams made the churn out horrors for some time until it runs out of
Dreamlands, and every mind is a world unto itself, a Essence. Those who encountered Nightscapes or
Nightscape is when the Darkness of fear twists the Nightmares simply thought that this was an
Light of aspiration with terror. Instead of flowing unfortunate and inevitable consequence of their
together with the rest of our thoughts into the inexplicable dark magic, because they didn’t yet
Dreamlands, the Nightscape expands outward to trust the power of hope to make things better. A
the Dark World to make its own horrible domain. Princess, a proper Princess, knows she needs to
From the Nightscape, Nightmares rise to spread fear resolve the Nightscape fully to keep everyone safe
to others and harvest Essence from it. and free its Prisoner. She will also have to deal with
the fact that sometimes she might not be up to the
Nightscapes bulge out from our world like an challenge of doing so.
aneurysm bulging from a vein, spreading out into
the margin of space between us and the Dark World
Breaking In
and thus overlapping and butting against it; they
often create Bleeds that allow the Dark World A Nightscape tries to enforce and carry out its own
passage to ours just by abrading the membrane of view of the world, but it doesn’t want to give others
reality. Nightscapes have existed as long as the same opportunity to affect it. Unless it’s built
supernatural and occult phenomena have existed, around a Prisoner Fleeing (more on that later), the
yet haven’t been conclusively named or identified physical dimensions of the inside are always going
by other supernatural cultures because they didn’t to be much larger than the dimensions of the space
appear to be a single and unified phenomenon -- it occupies, so even if it wasn’t trying to keep you
the Darkness is so fundamental to our world that its out it would be difficult to walk in because the
manifestations don’t seem like some specific force. entries just can’t line up.
A Nightscape has a Prisoner, the mortal who Nightscapes always have some way in and out, and
involuntarily made it. Though it’s a location, it has the Nightmares therein can always enter and leave
stats as if it were an ephemeral entity: Power, freely to go out, inflict their fear, and return with
Finesse, Resistance, Potency, Numina, Dread Essence. Anyone else getting in has to be attuned to
Powers, Essence. Most importantly it has three the Nightscape somehow. Of course, for some
forms of durability: Corpus, Psyche, and Enigma. The Nightscapes, being attuned just means you found
only way to truly resolve a Nightscape is to fill all of one of the designated doorways where you can
those damage tracks by understanding the Prisoner walk in and out, but those that are more removed
and their fears, fighting back the manifestations of might require you to solve some symbolic puzzle or
fear that hold them there, and convincing them it is riddle to open a gateway, wander into a Bleed and
possible for them to free themselves. then wander out in the right way, or locate a spot of
significance and then re-create some situation or
Leaving one or more of those damage tracks unfilled action that aligns with the Nightscape’s fear to carry
is leaving the job unfinished, and results in a you over into its world. If you’re really unlucky, the
broken-off or abandoned Nightscape that will still Nightscape is only accessible from the Dark World
and you have to go in through a Gate or Bleed first
and then get access from the other side; this is that are weirder still. Never be confident you know
usually how Defilers reinforce a Nightscape they’ve all the ways the Darkness can manifest.
taken over.
There’s no obvious magical solution to figure out a
Prisoner’s identity or location. It’s too deeply
embedded in the Prisoner’s human nature and the
Prisoners
Darkness that blankets reality, and any attempt to
The Prisoner of a Nightscape is the one who made divine this magical relationship is so deeply
it. The name is apt, as they are trapped by their obscured it’s only possible to detect with the
Nightscape, usually physically and always magical equivalent of an electron microscope. Other
emotionally. Sometimes they seem to be the ruler forms of magic, even Mage Sight, are terrible at
there, but their apparent power is only to carry out determining if someone is a Nightscape Prisoner.
the compulsive psychodrama the Nightscape The magic of a Princess, so attuned to the Light of
embodies for them. They command the Nightmares Hope that can shine from every human being, is just
within, only in how they will carry out the Prisoner’s as terrible -- being a Prisoner is, on a deep level,
punishment. what the person has convinced themselves is right
and what their Light of Hope naturally builds
A Nightscape forms around a Prisoner after they towards. There’s no warping or external influence
suffer a Breaking Point due to fear. Obviously, not you can even track.
every time -- everyone in the world would have one
-- but whatever strange phenomena are a A Prisoner cannot be passively magically detected,
prerequisite for it, one of them is a fear-based ever, by any form of magic. Not Princesses, not even
Breaking Point. The Nightscape then forms around Defilers of the Darkness itself. MAYBE the Dark
their fears, primarily the fear that drove the Queens, but it’s not exactly like we can check.
Breaking Point and supported by all the other fears Actively examining a potential Prisoner for any signs
that were gnawing at them. Sometimes this fear is of magical influence or tampering or connection
obvious, and sometimes it is very serious. barely works. Whatever means of magical detection
Sometimes it isn't. It’s uncommon, but not unheard you have, the Detect Charm or something else, the
of, to run into a Nightscape created by a fear that ONLY way you can get useful information about if
the nakama finds so utterly ordinary and someone is a Nightscape prisoner is if you have a
unremarkable it’s hard to imagine how it could full theory of their relationship to the Nightscape.
break someone. It’s just a reminder that you never Not just the Nightscape they might be a Prisoner of,
truly know what others are going through, and we but what the fear was, and why it hung on them in
all have different weaknesses. particular. Then, you’ll be able to determine a
yes-or-no answer of if your entire theory is correct.
The Prisoner of a Nightscape is imprisoned in some If you scan the Prisoner, and you know what the fear
way, but not always the same way. Nightscape was, but you’re wrong about why it was them in
creation lists the potential relationships a Prisoner’s particular, they come up clean.
physical body has with the Nightscape, and while
the options presented seem to be pretty exhaustive If you’ve filled at least half the Enigma track of the
(there, not there, there some of the time…) there Nightscape without figuring out who the Prisoner is,
are extremely rare Nightscapes that have Prisoners that’s enough to start using magical detection to
rule Prisoners out.
Psychodrama thinks is all there is to the world -- you have to show
them things don’t have to work this way. You can
The psychodrama is the core psychological narrative deal Psyche damage to the Nightscape by direct
the Nightscape exists for and through, the conversation with the Prisoner or important figures,
fundamental story the Prisoner sees themselves but often -- especially when you can’t get at the
occupying. Whether the Prisoner’s role in it looks Prisoner in the core -- you’ll do this by taking on a
like they are in charge or they are the victim, they’re role in the psychodrama and forcing it off the rails,
the Prisoner because they can’t escape it. When into a situation that contradicts the narrative. You
they think of what their life is, or what all life is, this can’t just run in and end the psychodrama scene by
is the only thing they can think of. If the Nightscape punching everyone (unless it’s a very rare and
can be said to have an Aspiration, it’s the specific kind of scene), you have to grab the role
psychodrama. assigned to you and then “yes, and” it in a different
direction.
Often, the geography and terrain is exaggerated or
stylized: looming walls made of cribs, bodies made
up of collages of advertisements, all color save black
Residents
and white drained from the world -- what a visitor The Nightscape is populated from the Prisoner’s
sees is how the Prisoner interprets the world in mind, memories, and perceptions. The most
their mind, not the pure data their eyes conveyed to immediately notable occupants are Nightmares, the
them, and the “art style” is often a hint to the monsters who actively go out and inflict fear on
personality of the Prisoner or the nature of their others to fuel the Nightscape -- but there are others.
pain. (If you want to get technical, you can say all of them
are “Nightmares,” but that’s not a useful category
Some psychodramas are narrow. Bruce Wayne’s any more.) The population of the Nightscape’s
Nightscape, for example, is going to be one single psychodrama scenes are filled out with Extras, who
thirty-second span of time repeating over and over, have less definition and independence than
tiled endlessly, of his parents being killed in an Nightmares and just exist to fill their specific roles in
infinite procession of Crime Alleys. Some are the psychodrama. Rather than having specific
broader. Someone deeply traumatized in high individual stat blocks, just use the dice pools of the
school might be in a Nightscape high school, where Nightscape itself to adjudicate their actions.
all sorts of high school activities are taking place, all
tinged with the same emotional atmosphere. Halfway in between is a Caricature -- a special case.
Someone else’s Nightscape might look like the It’s not a Nightmare but it’s not an Extra, instead,
normal world, but the things happening in it are it’s a copy of the Prisoner. Sometimes they’re left as
always scenes about the same core pain, where a replacement for the Prisoner in their real lives,
there’s a basketball court and a corner store and an sometimes there’s multiples of them inside the
office with all the expected people there but the Nightscape when the Prisoner is seeing too much
things each of them are doing are all scenes of happen to them to just be the only one
betrayal and humiliation. experiencing it. The Caricature isn’t self-aware and
has the limited cognition of the Extras, and doesn’t
Combatting the psychodrama is the major way to “know” it’s a construct of the Nightscape, nor does
deal Psyche damage and eventually resolve the the Prisoner know what happens to it. It has no
Nightscape. This is a locked pattern the Prisoner
supernatural powers whatsoever, not even the ones and building material is usually worth 1 Corpus and
that the Nightscape itself can manifest. highly symbolic structures, like pillars made of faces
and infinite bottomless pits, are 2 or 3.
Physical: Corpus
Filling the Corpus damage track means you’ve
The most obvious way a Nightscape has to be dealt beaten the Nightscape down enough it can no
with is the physical. It lies in a bubble between longer create Nightmares or enforce its terror on
dimensions, but it has a defined space, physical the Prisoner or the world around it. It can’t hold on
mass, and creates Nightmares that coalesce into to anyone any more. When the Corpus track isn’t
matter. Like all entities of Pure Darkness, creating filled, the Nightscape can still serve as a stronghold
physical forms is extremely easy for it, and and nesting ground for its terrors.
Nightmares use special Manifestations that begin
with physically materializing and return them to a When a Nightscape has its Corpus track completed
material state when exorcized or abjured. but not its other damage tracks, it can be
Destroyed, which shatters the structure without
Much like with ephemeral entities, Corpus is the resolving it. No further Nightmares will be made,
physical integrity of the Nightscape. Corpus is tied but the existing Nightmares -- and there are always
to its ability to create and send forth Nightmares; more of them than you ever encountered -- still
destroying Nightmares causes the Nightscape to have a compulsion to enact and feed the
deplete its Corpus by spawning more of them and psychodrama, turning them into Rogue Nightmares.
brings the Nightscape closer to total destruction. A Killing the Prisoner will immediately destroy the
Nightscape loses one Corpus to spawn a total Nightscape, though the Nightscape will manifest
Potency of Nightmares equal to its own Potency, means of defending them.
and it always does that to replenish lost Nightmares
even if it’s not tactically advantageous to do so.
Mental: Enigma
Unfortunately, a Nightscape always has much more
Potency worth of Nightmares active than its Corpus; A Nightscape is not just a blob full of monsters, but
usually five to six times as much total Potency as it it is one of those too. It’s a puzzle, a riddle to figure
has Corpus, but it varies. Only a small portion of out: who did this happen to, and why? It can’t truly
Nightmares are active and harvesting Essence at any be resolved unless it is understood. This is its
one time, with the rest back in the Nightscape Enigma track. Enigma damage tracks are separate
acting out the psychodrama. for each nakama or other group of people who are
coordinating information about the Nightscape.
The Corpus of a Nightscape can be damaged directly
from within it, as well, by destroying key parts of its Unlike Corpus and Psyche, Enigma is not literally a
physical structure; this will always draw an trait of the Nightscape’s being. It represents how
immediate hostile response from the Nightmares, difficult it is to understand and how much
who can then be destroyed to deal more Corpus information can be gleaned about it. The Nightscape
damage… if you can handle the onslaught, anyway. is an investigation (CofD p. 77), and the Enigma
Not every scene in the Nightscape will have damage track is how many total Clues are necessary
load-bearing destructible infrastructure, and to complete it.
infrastructure that looks like actual walls and pillars
Clues about Nightscapes can be uncovered, and - What about the event or source of the fear
thus Enigma damage dealt, from looking into events does the Prisoner not even know, but need
in the area of the Nightscape, investigating victims to?
and near misses, discovering who the Prisoner is, - What can they do about the source of fear
learning about the Prisoner’s life and history, finding in the future?
out significant recent events, examining Nightmares
and their activity, analyzing the scenery and events Filling the Enigma damage track means you
of the Nightscape for symbolism or hidden stuff, understood the Nightscape enough to actually
solving puzzles and riddles within the Nightscape, refute what it stands for on its own terms. Without
physically gaining access to locked and hidden areas filling it, you haven’t disproven it, and the idea still
of the Nightscape, and so on. lurks -- it is a lurking doubt and worry that can
reform and spring back into existence.
Each clue and thus point of Enigma damage
represents some bit of information about the When a Nightscape has its Enigma track completed
Nightscape and its Prisoner (though if, as the but not its other damage tracks, it can be
Storyteller, you realize you’ve given out a bunch of Subverted. Unlike the other two forms of
information quickly and are running out of things to incomplete resolution, Subverting a Nightscape
reveal, you are allowed to say a given Clue gives you can’t be done by accident: the person Subverting it
“a deeper understanding” of something the group uses their deep knowledge of the Nightscape to
has already learned). Potential Clues to uncover take control, subtly redirecting the psychodrama to
start at the obvious and can extend to the esoteric: their own ends. Defilers and Princesses of Tears are
usually the ones who do this.
- Who is the Prisoner?
- What is their Virtue/Vice, or their
Social: Psyche
Drive/Dread?
- What are or were their Aspirations? The mind of the Prisoner at a Nightscape’s core is
- What is the particular nature of the fear vital. It’s what created the whole thing in the first
that created the Nightscape? place and what has to be liberated. Ultimately, the
- Why does that fear have a special hold over only one holding the Prisoner there is himself. If he
them? Why is it particularly relevant? understood himself and his fear and knew how to
- What do they think about that source of work through it, he’d be able to walk away.
fear that others might not?
- What have they lost and what do they stand His own resistance to doing that is the Nightscape’s
to lose? Psyche damage track, and damaging that track is
- What was the specific incident that pushed Piercing Through. The Nightmares spawned from
them over the edge, if there was one? the Prisoner’s mind that manifest his own mental
- Why did this fear break them now, and not imprisonment might have their own independent
earlier? Psyche damage track, but filling it up will unmake
- Why do they think they deserve to be here? that Nightmare and not deal Psyche damage to its
- What has the Prisoner hidden from Nightscape.
themselves about this thing?
Each box of Psyche damage is essentially a Door;
Psyche damage works like the Social Maneuvering
system (CofD p. 81), and most things that modify
Caricature of a
Social Maneuvering, like the Plea Charm (p. XXX) Nightscape Prisoner.
will modify Psyche attacks. But where Social
Maneuvering is about applying pressure to get a Distant Supporting cast in the 4
favor, and Doors represent unwillingness to give out psychodrama.
those favors, Piercing Through is about getting Who? Extras in the 5
someone to accept or realize an idea, and their psychodrama.
Psyche damage track represents their psychological
defense mechanisms and rationalizations keeping
them from seeing it.
Effects that increase Impression for normal Social
Maneuvering will reduce Distance by an equal
(For an example of how this works, check out The
number of steps with one exception: nothing can
Great Divorce by C. S. Lewis. Though written in a
ever decrease Distance to “None” if the Distance
context of Christian apologetics, its vision of Hell is
didn’t start at “None.” The only way to get that is to
emotionally resonant and recognizable to a lot of
directly communicate with the Prisoner.
us. Lewis depicts Hell as a place of suffering where
anyone can just take a bus and leave at any time,
Unlike Doors, the Psyche damage track is not
but refuses to. Because it would require them to
separate for each character and each thing they are
admit or accept something they can’t bear to
trying to communicate; it represents the overall
accept, they instead rationalize why they should just
thickness of the person’s self-sabotaging
stay in Hell.)
psychological defenses and so the same damage
from multiple sources accumulates on the same
Instead of Impression being based on how likable
track. Multiple ideas and concepts will need to be
the character is and determining how long between
conveyed to break through someone’s Psyche
attempts the character has to wait, Piercing
barrier, so you can’t track each proposal differently.
Through uses Distance, based on the emotional
distance from the Prisoner of the thing the
Piercing Through is an extended, repeatable action.
character’s talking to, and it determines how many
The interval is always one turn in combat, and two
total accumulated successes are necessary to equal
minutes out of combat (being in combat tends to
one point of Psyche damage.
make things a lot more emotionally intense). The
Distance of the entity determines the number of
successes required to inflict one point of Psyche
Distance Example Target damage; up to one extra success can be saved up
and applied to subsequent attempts. Any ability
None The Prisoner of the 1
that allows more than one Door to be opened by a
Nightscape.
successful Social Maneuvering roll allows one
Intimate A leader or jailer figure 2 extended action to deal more than one Psyche
in the psychodrama. damage, but other than that, only one Psyche
damage gets dealt per extended action. Abilities
Close A figure in the 3
psychodrama that that automatically open Doors, however, do not
represents a glimmer of automatically deal Psyche damage. You can’t apply
hope or respite, or the Hard Leverage and get someone to realize their
brother’s death wasn’t their fault by shoving a gun
in their face. Filling the Nightscape’s Psyche damage track means
you have convinced the Prisoner to let go of that
Like Social Maneuvering, the roll required for which imprisons them there. If it’s not filled, then
Piercing Through can be anything, so long as it’s a the Prisoner still has that deep-down belief that this
way of convincing the target to see the truth of your is what needs to happen, and from them the
words and let go of their fear. The roll is resisted by Nightscape is still urged to carry out its
an appropriate Attribute of the Prisoner (NOT the psychodrama.
Nightscape), which is usually Intelligence -- the
smarter they are, the better they are at talking When a Nightscape has its Psyche damage track
themselves into misery and rationalizing new filled but not its other ones, the Nightscape can be
information. Each attempt to Pierce Through that Abandoned. The Prisoner is convinced to leave, they
uses the same idea and method as a previous one let go of what convinced them they were bound
carries a cumulative -1 die penalty. here… except they don’t fully understand what it
was they were letting go of and you didn’t take it
A Nightscape’s Psyche will usually involve multiple apart, so the Nightscape is still there both literally
forms of psychological defense and beliefs. The and metaphorically. An Abandoned Nightscape lays
Storyteller should come up with a set of different hidden and inactive, without sending out
ideas or beliefs that the Prisoner has that keep them Nightmares or consuming Essence, because it has
imprisoned, and then prevent Piercing Through no compulsion to enact its psychodrama. But if
attempts from dealing more Psyche damage if someone in a similar emotional state wanders near,
they’re only hitting one of the psychological or the original Prisoner succumbs to fear again, the
defenses and leaving the others untouched. Don’t Nightscape grabs them up as a fresh Prisoner and
map out exactly what each Psyche damage box returns to life.
means, though: remember to leave wiggle room to
allow the Nightscape to be completed from
different angles or approaches.
Creating Nightscapes
In a gameplay context, a Nightscape is basically a the character you made -- the players will ask
dungeon like a medieval high-fantasy party might questions or run into things you didn’t have answers
run into. It’s a separated environment that is for ahead of time, but knowing the character you
(usually) enclosed and has to be navigated, it made allows you to come up with the new things on
contains several challenges to overcome one of the fly. In fact, you shouldn’t really map out
which is the fact it’s full of monsters, and everything about a Nightscape, and should always
overcoming it is something that the protagonists have some space left to call an audible and add
need to accomplish because nobody else is able to things. There’s always more to a Nightscape than
do it for them. Unlike most dungeons, the Corpus, strictly required to resolve it, you needn’t track
Psyche, and Enigma damage tracks mean that all down every single clue and engage every idea and
three main styles of gameplay are required to beat execute every monster to fill up its Enigma, Psyche,
them and they remain relevant through the entire and Corpus.
adventure -- combat starting doesn’t mean social
interactions and information gathering have There are options presented for creating a
stopped. In addition to using the results of Nightscape, different answers to different questions
interactions and gathered information to help in about how and why the Nightscape exists and what
combat, you can and should use the results of it does. These options will alter the Nightscape’s
combat to help interactions and information damage tracks but mostly serve to help you get a
gathering. handle on how the whole thing works and flows. If
you’re confident, you can just chuck any part of it
You don’t need a map of a Nightscape like you do a and make your own.
dungeon -- it might help you to envision a bunch of
connected nodes as “rooms” but there’s very
Nightscape Attributes
seldom a tile-by-tile map. Think of the rooms more
like distinct already-running scenes you can stumble Nightscapes have an overall Potency that
upon and interact with, or locations based on a determines how powerful they are, what kind of
conceptual theme -- every location is About scale they operate at, and how hard they are to
Something, with no concern for logistics or storage destroy. They have the abbreviated capabilities of
area. Simplified Horrors, and Dread Powers they can
deploy within themselves. When the Nightscape
Since the Nightscape is about a person (or, uses Dread Powers, acts directly by manipulating its
sometimes a group of people), the most important own environment, when Extras take actions, and
thing to create it is an understanding of that person, when it needs to contest a roll the player makes, the
what their personality is, and what they’re going Nightscape will use the dice pool for what it’s Best
through. A Nightscape is an extension of a character, At, Worst At, or its miscellaneous dice pool
and to try to resolve it is to interact with that depending on how it takes that action.
character over an extended time in a very weird
way. So a bit of a map might help keep things Choose between two and four things for the
straight, but the most important thing is to know Nightscape to be best at, which are often expressed
in what kind of emotional narrative the Nightscape
is trying to enforce as part of its psychodrama or Worst At dice pool unless you create a situation
what kinds of things the Prisoner values or is good where the Nightscape has to act or react in a way
at. A Nightscape might be Best At “betrayal,” that it’s bad at. The Nightscape will try and do
“avarice,” or “atomic destruction” as part of its everything in a way that allows it to use its best dice
psychodrama, but maybe also “detecting trickery,” pool.
“dredging up bad memories,” or “cheap shots to
vulnerable spots.” Its Dread Powers cost Essence and can’t be
intelligently deployed, only according to the
Pick a similar number of things for the Nightscape to emotional logic of the psychodrama, but they’re
be Worst At, its weaknesses and oversights -- either potentially available everywhere and used to
types of actions that it can’t physically take very enforce the narrative of the psychodrama. As long
well, or actions that require someone to think or as the Nightscape exists, you cannot get rid of them,
accept something that the Nightscape can’t abide. even if you might be able to stake off some small
Maybe it’s bad at “direct confrontation” or area where you keep its power away. (Sleeping in a
“predicting how people act,” or maybe it’s bad at Nightscape is not something you ever want to do,
“doing things where its own security cameras can’t but unfortunately might have to do, especially given
see” or “reacting in a split-second.” Whatever the how tiring it is to be Transformed. Always take
case, remember you don’t get to contest against the precautions before taking a catnap.)
Potency 1 2 3 4 5 6 7 8 9 10
Best At 5 6 7 8 10 12 14 16 19 22
Other Pools 2 3 3 4 5 6 7 8 10 12
Worst At 0 1 1 2 2 3 4 5 6 8
Essence 25/1 35/2 50/3 70/4 100/5 150/8 200/12 250/16 300/25 500/50
Dread 1 2 2 2 3 3 4 5 6 8
Powers
Durability 1 2 3 4 5 7 9 12 15 20
Nightmares 1 2 2 3 3 4 4 5 6 8
Potency: The rating of the overall power of the Nightscape. This has a correlation to how severe the fear is and
the emotional intensity its Prisoner feels it, but it’s not a perfect correlation, and there’s variation based on
factors nobody has figured out.
Best At: The dice pool the Nightscape uses on actions or reactions that play into its strength.
Other Pools: This is the basic dice pool for actions that are neither the Nightscape’s strength nor weakness.
Worst At: The dice pool the Nightscape uses for rolls that play into its weaknesses.
Durability: A Nightscape starts with 2 boxes of Corpus, Psyche, and Enigma damage capacity, modified by the
various options for Nightscape construction. Then it has this many extra boxes of damage capacity for the
Storyteller to split up as they wish between the three damage tracks.
Dread Powers: The dots worth of Dread Powers that the Nightscape itself has. It doesn’t need to have any
Nightmare or specific thing present to use these Dread Powers as long as it fits the psychodrama to use them.
Essence: The number before the slash is the total Essence capacity the Nightscape has. This Essence is
distributed among its various Nightmares to allow them to manifest and gather more Essence by spreading fear.
The number after the slash is how much Essence the Nightscape consumes per day to sustain itself. There’s no
limit on how much Essence a Nightscape can spend per turn other than how many actions it can take.
Nightmares: This is the total number of different types of Nightmare the Nightscape is able to manifest, not
counting the Caricature, any Extras, and any Jailer. A more powerful Nightscape has more different sorts of
monsters.
Sometimes, there is no deeper horror than being No, actually, anyone who attempts to change the
truly seen. As the nakama learns about the Prisoner, Prisoner’s mind is trying to destroy their mind itself.
the Nightscape reacts with fear and revulsion to Once this Condition is active, the Nightscape can
push the truth away. Clues obtained from the now directly and actively interfere with its intruders
Nightscape are Tainted (CofD p. 80) on a simple by deploying its Dread Powers and using its active
failure. dice pools at any time, not just when appropriate to
the psychodrama, though the cost of each Dread
Power increases by 1 each time it’s used in a given
Grit Your Teeth
scene. In combat, give it a number of actions per
Condition - Environmental - Nightscape turn equal to one third of its Potency, rounded up,
only one of which can be used to activate a Dread
The Prisoner knows that pain is coming, because Power. Its Initiative is always +0.
pain is the only thing in the world, and the
Nightscape battens down for the assault. Double the
The World Is Falling Apart
required successes to deal damage directly to the
Nightscape’s Corpus; this doesn’t change the Corpus Condition - Environmental - Nightscape
loss for spawning Nightmares.
Choose another mundane Environmental Tilt
appropriate to the Nightscape -- now the entire
Lash Out
Nightscape is permanently subject to it.
Condition - Environmental - Nightscape
Add 1 Enigma.
Prisoner in Body
The most disruptive fate for the Prisoner but also Prisoner in Spirit
the one Princesses are most often relieved by, a A Prisoner in Spirit is someone who is actually
Prisoner in Body just completely vanishes into their outside the Nightscape for most of the time, only
Nightscape with no replacement. While the being literally imprisoned when certain criteria are
disruption to their lives is most severe, there’s met (usually, but not always, when they are asleep).
hardly any mystery about who the Prisoner is, The Nightscape still exists when they aren’t in it,
allowing a Princess to (hopefully) resolve the and they’re mentally transported inside while their
Nightscape quickly. bodies are insensate or in a fugue. While outside
the Nightscape, they have a normal ability to think
What is happening in the Prisoner’s life with their but are still haunted or depressed or some other
sudden absence? Does anyone miss them or rely on emotional condition.
them? Are they a Prisoner in Body because they
believe it would be better if they were missing, or Why does the pull of the Nightscape ebb and flow?
they are most terrified of what would happen if Is this something they’ve dealt with for so long
they were absent? before it exploded into a fully blown Nightscape
they have learned how to partially function with it?
Add 1 Corpus. Is it contingent on their mood, or contingent on how
convinced they are of one specific fact they aren’t
Prisoner in Mind fully certain of?
Group Prison
Sometimes, a shared fear held between a group of
close people causes a Nightscape to form around all
of them. Each individual might be a different kind of
Prisoner. It’s the easiest to figure out that the group
is subject to a Nightscape, but they are unlikely to
share that information with outsiders anyway.
Torment of Control
The fear can be beaten, conquered, controlled. Just
a bit more has to be done, another sacrifice has to
be made, to take mastery of something that is just
out of reach… the Prisoner subject to the Torment
of Control thinks they are in charge of the situation,
on the cusp of beating the fear, at the cost of
everything else. If they devote their lives, if they
sacrifice everything, they’ll be able to cure this
malady, prevent this event, travel back in time… Of
course, it’s impossible. The solution seems to dance
out of their grasp whenever they reach, and any
outsider can see the “solution” is nonsense. The
Prisoner might be knowingly complicit -- if there’s
Nightmares that are being sent willingly by the
Prisoner to harvest Essence, it’s probably the
Torment of Control and they think the Essence will
buy them a solution -- or have created a
psychodrama where they personally sacrifice
everything to buy some silver of false hope.
4: The Lock Locked by a Puzzle
The entirety of the Nightscape is oriented around a
Not every Nightscape has a Lock. A Lock is a single
puzzle or mystery, something that doesn’t just need
overriding factor that serves as a linchpin to the
an answer, you need to unravel it just to find out
whole ordeal. If it has a Lock, then no matter what,
what the question is. Nightmares and Extras may
you can’t resolve the Nightscape without dealing
repeat cryptic phrases and riddles that appear to
with that Lock.
have no relevance, certain patterns may appear and
reappear, fragments of objects might be hidden all
Locked by a Jailer over and need to be reassembled. There is a central
question, explicit or implicit, the Nightscape is built
The Nightscape has a Jailer figure, a
around. The central question is only revealed once
super-Nightmare that rarely if ever leaves the
the Enigma damage is entirely filled; the Nightscape
Nightscape and carries out its torments with the
can only be resolved once it’s exposed and an
most efficiency and zeal. It cannot be bargained
answer is given.
with, it cannot be reasoned with, it does not feel
pity, or remorse, or fear, and it absolutely will not
Add 3 Enigma and subtract 1 Corpus and Psyche.
stop -- ever -- unless the Nightscape’s Corpus is
completely filled. Until that point, damaging it can
temporarily disable it, but it always comes back. Locked in a Loop
Once the Nightscape’s Corpus is filled, THEN the
The Nightscape is oriented around a single
Jailer can be killed, and only after that can the
repeating event or scene, or variations on it; the
Nightscape be resolved.
majority of the vignettes if not all of them are
clearly derived from the same thing. When a
Add 3 Corpus and subtract 1 Psyche and Enigma.
Nightscape is locked in this way, it’s generally going
to be pretty easy to tell what the Origin is: a Fear
Locked from Inside from the Past or Fear from Guilt will have the same
exact events play out again and again, a Fear of the
It isn’t just that the Prisoner doesn’t know they can
Inevitable will have scenes that start in different
leave, or doesn’t believe it’s possible -- given every
ways but always end the same way, and a Fear of
opportunity, they refuse. Once the Nightscape’s
the Unknown will have scenes that start in the same
Psyche is fully depleted, all the doors should have
way but end in different ways. Most of the time,
opened, but instead they seal tighter than before.
anyway. Many of these scenes will put visitors in the
There is something that the Prisoner knows or
role of the Prisoner and face them with the scenario
believes will happen to them once they leave, and
the Prisoner can’t handle or can’t get over. You can’t
they cannot handle that, and they will not leave
resolve the Nightscape without completing that
unless they are specifically talked through that
scene the “right” way, in a way that the Prisoner can
event and accept it. Then, the Nightscape can be
accept as what they should do or should have done.
resolved.
This will always involve dealing two types of damage
(between Corpus, Psyche, and Enigma) in the course
Add 3 Psyche and subtract 1 Corpus and Enigma.
of the scene.
Important to note: completing the scene the “right”
way is not one fixed answer -- the Prisoner doesn’t
know the right answer, they don’t think there is one,
so by definition something that sways them will be a
surprise. More important to note: the “right”
answer has to come from their perspective and thus
be something believable for them to do or to have
done. In the Nightscape of an addict who did
something terrible for drugs, you’re not going to get
anywhere by declaring “Right now, I swear off drugs
forever!” to play the scene out the right way.
There’s no chance they would or could have done
that. You have to take their role and do something
they realistically could have done at that point, for
reasons that would have made sense to them at
that time.
Unlocked
Not every Nightscape has a central linchpin to serve
as a Lock; the plurality of them are Unlocked. You
can complete its challenges in any order and it
doesn’t matter if you’ve failed to do one specific
thing so long as you’ve accumulated enough
damage in each of the three tracks. Resolve the
Nightscape with any symbolically appropriate action
as soon as you’ve filled up its damage tracks.
The fact that you may remove the Menace condition Nightmares from the same Nightscape do not
to weaken the Nightmare means that evacuating or regard each other as enemies unless the particulars
calming civilians is a means of combating a of their specific psychodrama compel them to. A
Nightmare. Nightmare can in theory feed on the Essence of
another Nightmare, but it only happens when two
different Nightscapes are close enough for their
Feeding Nightmares
Nightmares to meet, and doing so makes a hybrid
Nightmares are created by Nightscapes, as Nightmare that tries to return Essence to both
described in that section. They are sent out of the Nightscapes.
Nightscape in a Twilight state where they are only
capable of moving and detecting the appropriate The activities of Nightmares don't directly create
Menace condition. When they detect an Resonance in the spirit world, though secondary
opportunity to gather enough Essence, they strike, effects can -- the Essence attuned to fear and pain
attempt to gather as much as possible, and return it that it harvests doesn’t have a chance to impact the
to the Nightscape like a bee laden with nectar. spirit world, it doesn’t have time to land. It is
extremely rare for spirits to have the necessary
Any time a Nightmare would gain Willpower, it Numina to detect and feed on Nightmares, because
instead gains that much Essence. Nightmares do not when a Spirit manages to find and devour a
have a Vice or Virtue, they do not have a Drive, but Nightmare with Potency lower than its Rank, it will
they do have a Dread. There is no limit to the turn into that Nightmare with additional powers
number of Essence points they can regain for lent from the spirit’s former nature.
inflicting their Dread in a scene, and when they use
it to cause an Integrity loss, they regain Essence
Fighting Nightmares
equal to their Finesse. No research is required to
discover a Nightmare’s Dread unless it specifies Other types of ephemeral entities may be
otherwise. It’s usually pretty easy to guess. negotiated with and given favors to appease them.
Nightmares who have the ability to directly inflict While this is also possible with Nightmares, it is
emotional states with an Influence or Dread Power always an intermediate step: you can’t coexist with
do not gain Essence from that emotional state, but a Nightmare and the end goal of your interaction
they can use that direct power to inflict genuine fear with a Nightmare is always to get rid of it. Luckily,
in others and gain Essence from the secondary they have no sense of self-preservation, since they
effects. don’t have a self, and have no reluctance to engage
in negotiations that will destroy them.
Nightmares all have Potency, and they all have the
Nightmares have a Corpus like any ephemeral entity. Pure Darkness Dread Power, but they don’t use their
Bashing damage has no effect on it except to own Potency for it. Determine their bonuses from
accumulate into lethal damage, filling it with lethal Pure Darkness according to the Nightscape’s
damage destroys it to be reformed by the Potency instead. Their own Potency represents the
Nightscape, and filling it with aggravated damage level of relevant threat they provide within that
will not only cause the Nightscape to spend Corpus Nightscape.
on reforming it, the reformed Nightmare has no
Essence and the Nightscape has to refill it from its Nightmares have one dot of Influence per Potency,
own reserve at twice the cost. The Storyteller may but the maximum number of dots they can put into
optionally declare that when a Nightmare is killed a single Influence is listed on the chart, as are their
by lethal damage, it takes about one turn for it to maximum total Attribute Dots, maximum value of
die, in which it can’t act but still has its defenses and any one Attribute, and the number of their Dread
you can attempt to pile on aggravated damage with Powers, and their bonus Armor while Coalesced.
a big “finisher.” (but since you can take Numina as Dread Powers,
they effectively have access to both). Anything that
Some Nightmares may also have a Psyche damage costs or generates Willpower for the Nightmare
track like the Nightscape that spawned them. Some instead costs or generates Essence.
Nightmares may even have a Psyche damage track
and no Corpus, but if they do, they cannot physically A Nightmare’s Bane and/or Ban is always tied to the
harm any living thing. fear and the prisoner that created it. Example
Nightmares will list the type of Bane or Ban the
Nightmares are not researched individually the way Nightmare may possess, but the specifics of what it
ghosts, spirits, and angels are; it’s part of is are particular to the prisoner it came from.
researching the Nightscape and Clues can be spent
to uncover its Ban, Bane, or other relevant traits.
Sample Nightmares
Just like Darkspawn, Nightmares develop
Creating Nightmares
independently, but can often do so in identifiable
Nightmares are like the halfway point between an patterns. The particulars vary based on the
ephemeral entity and a Horror, so there are some individual in question, but all Nightmares of the
differences. First, Nightmares have Potency instead same type from the same Nightscape are essentially
of a Rank. A Nightmare’s Potency depends on how identical. Nightmares have appearances that are
vivid the experience of its fear was and the amount stylized like art but don’t feel out of place when
of Essence it’s accumulated. Unlike with Rank, It observed; the art style matches their emotional
doesn’t become more self-aware as its Potency tenor and so it seems to fit in with the world.
rises, just more powerful -- Nightmares aren’t Alhambran records identify thousands of types of
self-aware, they’re fragments of someone else’s Nightmare, and convention names every type of
mentality. Situations that call specifically for Rank Nightmare with a past tense verb: “What fear made
will use the Nightmare’s Potency instead, but this creature? Being Forgotten.”
requirements treat its Rank as half its Potency.
Potency 1 2 3 4 5 6 7 8 9 10
Trait Limit 4 5 6 7 8 9 10 12 15 20
Attribute 6 8 11 14 17 20 25 30 35 40
Dots
Essence 5 10 15 20 25 30 40 50 75 100
Dread 2 3 4 5 6 7 8 10 12 15
Powers
Influence 1 2 2 3 3 4 4 5 5 5
Choke on the Ashes
Incinerated
<crackling of fire, bursting of knots of wood> Instead, it will approach or just appear and wait for
a reaction, which it usually gets. The horror and
Background: Fire is the source of human civilization revulsion at their appearance feeds it and
and one of its oldest and most primal enemies. Fire empowers it to move in closer and start using its
is a dangerous force that wants to break out of our Numina to light fires around it. The more panic this
control and go rampaging, destroying everything it causes, the more flames it can send out, until the
can touch. It consumes forests, books, cities, and whole area is an inferno.
lives. Those who have suffered personal loss in a
fire, or have been transfixed by a terrifying inferno,
Dread: Being burned.
can be haunted by the Incinerated. Potency: 3
Attributes: Power 6, Finesse 2, Resistance 3
Description: The Incinerated looks like exactly what Essence: 15
it sounds like. Someone or something that has been Initiative: +5
incinerated. A human form will be covered in black Defense: 2
Speed: 13
soot, its body hunched and twisted by the heat
Size: 5
contracting its ligaments, any flesh obviously Corpus: 7
scorched to third and fourth degree burns. An Armor: 1 / 2
Incinerated taking the form of an artificial object Influences: Fire ••
looks like a burnt-out skeleton filled with molten Numina: Firestarter, Blast
metal and plastic, containing still-smoldering Dread Powers: Fire Elemental, Toxic (smoke)
embers. Flames still dance over their forms, even Ban: An Incinerated’s ban will have something to
do with a specific safety measure taken against
though there’s nothing left to consume, and all of
fire; it cannot harm anyone taking it.
them smell like sizzling bacon fat, even if they don’t Bane: An Incinerated’s Bane will be some material
look like a living thing. or method for extinguishing fire. This is most
commonly water, but some fires will only get
Storytelling: There is not a lot of depth to an worse when doused with water.
Incinerated. It is a Fire Monster with both words
capitalized. It isn’t directly aggressive at first: it
won’t just jump in somewhere and start blasting.
My Whole World
Spoiled
I want the world / I want the whole world! I want to they have a responsibility for; it relies on Innocuous
lock it / all up in my pocket / it’s my bar of chocolate to allow others close to the victim to passively
/ give it to me now! accept the idea they belong.
Background: Not all fear is fear of death and ruin. The Spoiled then makes a series of childish demands
Fear of responsibility and fear of failure drag us of its victim, starting at something annoying but
down as well. And not all fear is “glamorous,” for expected, and escalating from there to become
lack of a better word, and enduring it doesn’t always more and more unreasonable.
make others look and go “oh, what a brave soul for
going through that,” but it is a thing to endure
Dread: Harming a child physically or emotionally.
nonetheless. Potency: 3
Attributes: Power 4, Finesse 5, Resistance 2
New and expecting parents often are consumed Essence: 15
with fear, fear for their child, fear of their child. The Initiative: +7
fear that they’ll let down this tiny person utterly Defense: 4
Speed: 7
dependent on them -- and the fear their normal
Size: 4
lives are over, all their fun has ended, and now Corpus: 6
they’re just boring parents. Psyche: 3
Armor: 1 / 2
And those fears, leaking from a Nightscape, make Influences: Responsibility •
the Spoiled. Numina: Drain, Innocuous, Mortal Mask,
Telekinesis
Dread Powers: Hypnotic Gaze (whining)
Description: Spoiled resembles a child between
Ban: As long as a Spoiled’s demands are being
maybe five and ten years of age, with their features met, it will not initiate hostile action.
and proportions exaggerated. Eyes are huge and Bane: Every Spoiled has something it actually
well with tears, and lips are always ready to quiver. wants that its demands sort of circle around but
When it gets what it wants it’s a sweet thing, almost don’t directly address. This thing causes
infuriatingly saccharine. When denied its demands, aggravated damage and it willingly accepts that
it becomes a cyclone of terror, its childish emotions damage, it’s not hostile action.
exploding out figuratively and literally.
Infected
I can see inside you / the sickness is rising /don’t try numbers. The only thing they can try to do is grab
to deny what you feel someone and infect them -- one might expect them
to pin you and try to bite you,and be surprised
Background: Disease is an omnipresent threat, when they cough in your face or smear you with
terrorizing humanity since before civilization open sores.
existed. It gets inside you and too often there’s
nothing you can do about it, it weakens and saps
Dread: Infectious disease.
you, and worst of all it spreads when others come Potency: 2
close to give acts of kindness or comfort. Attributes: Power 4, Finesse 1, Resistance 3
Essence: 10
Just as this fear is metaphorically played out in Initiative: +2
zombie fiction, the Infected is the fear physically Defense: 1
Speed: 7
manifest. Weakened by its own sickness, it would be
Size: 5
pathetic and harmless if not for the fact that it Corpus: 5
spreads its disease. Influences: Sickness ••
Dread Powers: Toxic ••
Description: Infected resemble very, very sick Ban: Infected are weakened by their own
humans. Skin marked by rashes or lesions or just infection, which is already reflected in their lower
sloughing off of them, faces twisted with boils and Advantages.
Bane: Administering appropriate medication
sores, hair falling out in clumps, walking with
instantly kills an Infected.
uneven lurching steps borne of lost coordination
and muscle aches.
Forgotten
The memories broken / the truth goes unspoken / noting or remembering here. Then they slip away
I’ve even forgotten my name… before they even see the consequences, knowing
they will get the trickle of Essence from their
Background: There are two times a person dies: activities later.
when their body is permanently still, and when no
living person still remembers them. Hopefully, they
Dread: Forgetting important things.
happen in that order. Potency: 1
Attributes: Power 2, Finesse 3, Resistance 1
The fear that they won’t is what spawns the Essence: 5
Forgotten. Initiative: +5
Defense: 2
Speed: 10
Description: Forgotten are hard to pin down.
Size: 5
They’re humanoid, of course, but their faces are… Corpus: 6
uh… well, they’re tall, or maybe they’re short? Psyche: 2
Their clothes were… they had some kind of clothes Armor: 0 / 1
on, but I can’t quite recall. They blend into crowds, Numina: Innocuous
even when they’re alone. They seem to be in your Dread Powers: Whisper of Madness, Bad
peripheral vision even when you stare right at them. Daydreams
Ban: Forgotten must comply with a request to
They seem beneath notice.
write down or record some specific type of thing
(what you just said, what that license plate was,
Storytelling: Forgotten are physically weak, but sketch my face, etc).
they avoid direct conflict. They are excellent at Bane: A certain type of photograph or recording
lurking, slipping into or out of crowds, picking out of the Forgotten can be interacted with or
victims and isolating them by fiddling with memory damaged as if it was the Forgotten itself.
and perception around them. It can’t feed from any
forgetfulness it directly causes, but it feeds from the
reactions of others; it uses Whisper of Madness to
inflict Perception rolls that say there’s nothing worth
Vehicular Mindslaughter
Wrecked
Bowel-shaking earthquakes of doubt and remorse / Mayhem to provoke road rage, its Influences can
Assail him, impale him, with monster-truck force… create pile-ups, Ruinous Strike appears to open
potholes… Even a Wrecked possessing a train or
Background: It’s easy to forget that so much of our boat will lurch irregularly, seem to shake itself apart,
lives are dependent on casual use of multi-ton and attack passengers with its internal components
hunks of metal traveling at such speed that they will to give the impression that they are about to crash
absolutely obliterate anyone they smash into. Some and die.
people don’t forget that, and they are the ones who
may be haunted by the Wrecked.
Dread: Being harmed by a vehicle collision.
Potency: 5
Wrecked is a Nightmare only spawned by the Attributes: Power 7, Finesse 6, Resistance 5
modern world, first appearing in the forms of trains Essence: 25
but now mostly showing up as automobiles or Initiative: +11
motorcycles. Defense: 6
Speed: 20
Size: 6
Description: A Wrecked in its natural material state Corpus: 11
looks like a very large humanoid somehow merged Armor: 2 / 3
with a vehicle, whether that is in the form of a Influences: Traffic •••, Metal ••
horrible accident victim with shards of metal frame Numina: Left-Handed Spanner, Speed,
embedded in their flesh or a humanoid with Manifestation: Possess (Vehicle)
Formula 1 wheels on her shoulders and hips, or Dread Powers: Ruinous Strike, Incite Mayhem ••
Ban: The Wrecked has a formal or informal rule of
anything else on that spectrum.
travel that it must obey.
Bane: Removing a specific vehicle component
Storytelling: The Wrecked is a bizarre mixture of that causes the vehicle to be nonfunctional ejects
very subtle and totally unsubtle. Once it manifests, it from the vehicle it is possessing and removes its
it generally possesses a vehicle as soon as it can, Defense for the scene.
and proceeds to sow chaos around it -- it’s obvious
that something is happening, but not that a
supernatural force is involved. Its brakes fail and
steering jerks to endanger pedestrians, it uses Incite
Cataphractoi
A Cataphract is one of the most dangerous unknowingly erode their own souls away by taking
manifestations of the All-Consuming Darkness. too much of the Darkness’s power leave a similarly
While a Darkspawn is darkness coalesced around a hollow spiritual shell that the Darkness can occupy.
sliver of humanity’s Light, a Cataphract has Those who are driven to suicide by fear can leave a
everything a human has, as well as the manifest will body that rises as a Cataphract, and sometimes they
and power of the Darkness. A human is made of leave an unquiet ghost who can see it happen.
many parts both physical and metaphysical, and a Some even take it on willingly, if not with full
Cataphract is when all of that is intact but the actual knowledge. They don’t even realize the human that
human soul, the core of the identity -- replaced by a made that deal died instantly and now they’re a
lump of seething Darkness. shadow wearing a human’s skin, operating on stolen
memories.
Until it all corrodes away from the prolonged lack of
a human soul and exposure to pure Darkness, a Cataphractoi are falling apart, slowly or quickly.
Cataphract is able to do anything a human can: it is Everything that allows them to act human or think
able to have aspirations, imagination, a vision of the like a human does is being eroded by their Darkness
future that it can seek to set out. But the core drive and eventually, everything is going to collapse like a
at the heart of all of this is the will of the Darkness: sand castle struck by a wave, they will fall over, and
the urge to spread fear. Some Cataphracts are aware minor Darkspawn will eat their way out of their
of their nature, the fact they are not the person recently vacated corpse. They have no identity aside
whose memories and bodies they stole, and from the salvaged and stolen memories they have
gleefully spread fear because it is all they want to of their host’s body, because they were just swirling
do. Some are unaware of their nature, believe pools of pure and formless Darkness. The only way
themselves to be the same people as before, and do to extend their existence is by defeating and
nothing but spread fear anyway because their devouring Princesses, and even then it doesn’t buy
conscious mind comes up with any rationalization much time, it’s as grotesquely inefficient as burning
possible to justify why spreading fear is the best a house for warmth. Those who know what they are
thing to do. resolve to spend their limited time as best they can:
by inspiring as much terror and spreading the taint
The conditions for a Cataphract to arise are specific of the Darkness as much as possible.
and not fully understood, but they happen too
often. The soul has to be removed or destroyed These stolen memories and personality are all they
“cleanly,” or without much that links it to the rest of have to interpret the world through, and they are
the metaphysical support structure like a Soul twisted into mockeries of themselves by the evil of
Stone. If a human loses their Soul Stone and gets the Darkness. A painful, pathetic, insulting mockery
the Soulless Condition, fully drains away, and their of who this person used to be and what they used
shambling body somehow acquires another Soul to care about; emptily going through the motions of
Stone afterwards, they’re basically an unlocked car what was once someone’s source of meaning and
with the keys in the ignition and ready for the hope. An army of tiny model soldiers, once a source
Darkness to steal it. Defilers who knowingly or of pride, are not painted in blood because it’s
shocking and gruesome, but because the monster
keeps forgetting how paint works and lets it dry out. Cataphractoi possess a Drive and a Dread based on
The “lovely home” that the monster imprisons her the human soul that used to occupy their form as
ex in is saturated with mildew and rot of the Dark twisted through the interpretation of the Darkness.
World, and she spends hours upon hours uselessly As with other creatures of Darkness, their Dread
trying to scrub out stains that can never be undone. represents the fear they inflict and not the fear they
recoil from. Every Cataphract has at least one
Despite all this, it means that they can… well, not Fractured Condition (p.XXX) to represent the
function, per se, in society, but they can emulate disintegrating support structure of their identity.
their host body’s former life as if that person was When it rises to Potency 2, 3, 5, and 7, it gains
having a bad day, or at least walk down the street another Fractured Condition. (The condition
without mauling people to death. They possess Fractured: Avoidant changes to cost a Willpower in
higher level thought and planning, which means order to avoid inflicting its Dread rather than
that more than one Princess has dubbed them “the recoiling from it.) These Conditions can never be
Generals of the Darkness.” And that is something resolved.
that must not be forgotten; they may be the hollow
shells of what were once men and women, but now Cataphractoi are built as Horrors; they all possess
they are only creatures of the Darkness. the Command Darkspawn Dread Power for free.
The Enthroned
A Princess is a leader, if not formally than as a figure rumor, of course, because everyone who accepts
to look up to. A Princess bears a burden of this offer becomes one of the Enthroned.
responsibility to the world to save it, to the people
around her to inspire them, and to herself to carry An Enthroned is a Princess who fully controls a
out her ideals. It’s hard. She has magical powers, permanent Nightscape around herself. Born from
but they are here to carry out this purpose, and her own fears and her own pain, she is not both its
they’re never quite enough. Holding onto her Belief prisoner and ruler -- she is just its ruler. It is her
is one of the most difficult and important things she domain, it is her principality to rule. All its
can do. Nightmares personally serve her every whim and
carry out her will as her foot soldiers. Forever
Because if she throws it away and still wants to be a denied from the real world, her Nightscape follows
magical girl, she will become a monster. A true her in the Dark World, ready to snatch anyone who
source of Light that willingly embraces the Darkness comes too close to the barrier and make them her
is one of the most dangerous and terrifying beings toy to play with, torment, and break. Having
to exist. They reject their nobility to gain authority. abandoned the idea of using her power to achieve
They reject their responsibility to gain power. something, she now just hurts other people and
tells herself that’s what power always has been.
A Princess who loses all her Belief loses all her faith Seared from within by her own Light, she doesn't
in herself and her Inner Light. With absolutely even recognize the pain is unusual, and all she cares
nothing to act for, they see no purpose in acting at about is that others suffer worse than her.
all. If they don’t kill themselves deliberately, they kill
themselves passively with utter neglect. But there Enthroned are constructed like Nightscapes, but
are a few who want to keep going even without instead of all of their behavior being compulsive,
anything to go for. Some who shatter their Belief they are fully aware of their actions and purposeful
and resent ever having it in the first place. Who in sending out Nightmares, who obey their orders as
think they were set up to fail, whose despair is best they can but are still working within their own
overrun by spite and bitterness. warped fragments of worldview. Any Charms the
Princess had before she lost all Belief are converted
The All-Consuming Darkness always offers an to Dread Powers if possible, and she can manifest
ultimatum, an implicit deal: “Spread me to others, them anywhere within the Nightscape that any of
and I will stop hurting you for a moment.” It’s not her Nightmares can perceive. When endangered,
offered in words, it’s not explicit, it’s just a thing we she can move the Nightscape to another location to
all know to be true and know to be possible because escape; this makes a contested roll that anyone
we know what it is to experience and act on fear. inside must overcome to stay within it, whether it’s
But for a Princess who spites her own Belief, an by running to keep pace with the Nightscape or
exemplar of humanity’s Light who has come to hate determining where and how it is shifting. One
and resent it, they say the Darkness speaks. They member of a group can take the rest along, but if all
say it offers them power personally. But that’s only a members are ejected they are now stranded in the
Dark World and have to first get back to the real
world through the recently-vacated hole, then find torturing enough people loses its interest, but that’s
and enter the Nightscape again from the real world. a lot of people to torture over a lot of time, and a
lot of destruction to wreak. The Nightscape of an
And though they cannot enter the real world, they Enthroned has to be resolved, and that’s not easy. It
are always able to manifest the Caricature of their has twice as much capacity for Corpus, Psyche, and
former selves, serving as the glowing light dangling Enigma damage, for starters, and will probably take
from an anglerfish’s head, drawing unsuspecting multiple assaults even without accounting for the
prey toward the horrific mouth just on the edge of fact it can try to retreat if it’s taking too much
the darkness. It can emulate everything a Princess damage. Its Corpus, Psyche, and Enigma are all
can do, though its behavior is exaggerated and depleted normally, up to the last box; you must
caricatured and negative emotions overwhelm it meet a special criteria to finish each track off.
sometimes, and it cannot assume mundane form.
They love nothing more than capturing, tormenting, You must locate and destroy the Princess’s former
and slaughtering Princesses, whose existence and Phylactery -- it’s always close but hidden and not
continued Belief is an insult that sears at them like necessarily in the Nightscape -- to finish off its
hot metal in their minds. Corpus. You must know the specific event that
caused her last Belief loss to finish off its Enigma.
They are the biggest threat to the concept of the And to finish off its Psyche, you can’t just convince
Kingdom Come and the biggest reason Princesses her to let go of her pain. The Enthroned must accept
are wary of it. If they originated as Princesses who death is a better alternative to what she is doing.
knew what the Internet is, then they know what the Alhambra, the most skilled in the world at fostering
Internet is. In 2015, a group of Princesses all across suicide, records only three instances of actually fully
France who met each other over the Internet came resolving an Enthroned. Ever.
together to work as one united force, only to be
slaughtered at their first meeting because one of Enthroned are thankfully rare -- Alhambra estimates
them was an Enthroned catfishing them; at least the number active on Earth is in the low double
one social media group for Princesses fell idle digits -- but they are devastating, and taking one
because an Enthroned member was using the down may be the focus of a whole campaign.
information shared to capture and murder its users
one by one. These events were so shocking, tragic,
and impactful, even the Gale-Blind Queens know
about them, even if they don’t quite understand the
details. With absolutely no way to tell a real Princess
from an Enthroned online, staying off the Internet is
not seen so much as a compromise of your Belief in
your ability as just not being suicidal.
Violent Enforcer
“If you ain’t afraid of me, kid, you ain’t too smart.” human cruelty is stepping its toes into supernatural
Darkness. When they command Darkspawn and
Background: The typical Violent Enforcer is harvest energy, they don’t do it in the idiom of a
motivated by fears of others - some having been dark sorcerer;, they act like they’re shouting orders
bullied by larger kids in school, others simply to a running crew of goons and relishing someone’s
paranoid of the idea someone is insulting them defeat. The Dark World is a secure hideout to them,
behind their back, some having more hateful not a sinister realm, and they don’t think too much
thoughts born from various bigotries, which in turn about the implications.
boil down to either fear of “the other”, or fear of
ostracization for even sympathizing with “the What they want, they take from others. If they don’t
other”. The first step on the path to becoming a threaten it out of someone, they beat it out of
Defiler is embracing the ability to inflict fear to them. They’re simple and direct; if they’re involved
protect yourself from it, crushing “the other” to in a larger plan, it’s usually because they’re being
show they won’t be vulnerable. Making their lives manipulated by a Nameless Cult in the guise of a
through intimidation, a Violent Enforcer is an crime syndicate.
example of someone who “naturally” came to the
power of a Defiler, discovering a supernatural
affinity for terrorizing others.
Vice: Wrathful
Virtue: Endurant
Description: Violent Enforcers are strong for the Aspirations: Crush those who oppose me under
average human, and usually dress in “tough guy” my boot.
style options: either hoodies to appear more Str 4 Dex 1 Sta 3
“street”, or tight T-shirts or wifebeaters to flaunt Int 1 Wit 3 Res 2
Pre 3 Man 1 Com 3
muscular, sometimes tattooed arms. They often
Skills: intimidation 3, Brawl 3, Streetwise 2,
find employ as “soldiers” or “enforcers” for weaponry 2, Subterfuge 2, Athletics 3
organized criminals and wear the distinct outfits and Merits: Streetfighter style 4, Seizing the edge Feel
colors of that organization, though often without no pain, Dark Gate, Command Darkspawn,
much regard for proper display, as they bristle at Dement
actually being given orders. Their bodies show their Willpower: 5
history of violence before and after they became Ingerty: 2
Size: 5
Defilers: scars, broken noses, cauliflower ears
Initiative: 4 [-1 with knife]
Defense: 4 [7 from street fighting]
Storytelling: Violent Enforcers can serve as a teaser Speed: 10
for the true powers of the Darkness, where ordinary Health: 8
Weapons/Attacks
Fists [+0B, melee, 7 dice] Knife [+1L, melee, 6
dice]
Trade The Soul For Power
Secretive Warlock
“The truth of the world is Darkness… The power of purely offensive Dread Power if they have any at all,
this world is fear… and I will become its master!” and often multiple ways of draining Willpower. The
nakama will need to figure out who is behind a
Background: A Secretive Warlock is typical of those warlock’s activity and reveal their identity, at which
Defilers who knowingly sought out power with full point the warlock will probably discard any pretense
knowledge how evil it was. From an occult grimoire, of being normal and just start chewing the scenery.
rising through a Mystery Cult, piecing together
fragmented accounts of dark events in history, they
Stat Block
were determined and desperate to accumulate their Vice:
power, to trade their souls away for the ability to Virtue:
hurt others. Aspirations:
Str Dex Sta
Staying hidden, for them, is staying alive. At first it Int Wit Res
Pre Man Com
was a habit borne of weakness; now, they tell
Skills:
themselves it isn’t, but their fellow man will destroy Merits:
them if they find out the extent of their depravity. Willpower:
They have always feared what others will do to Ingerty:
them, and now they know the punishment they get Size: 5
will be deserved. Initiative:
Defense:
Speed:
Description: Secretive Warlocks do not want to
Health:
stand out too much, staying hidden is staying Weapons/Attacks
powerful. Yet they usually can’t stand to appear ??? [+0B, melee, ? dice]
weak or unremarkable, either. They appear to be Dread Powers:???
wealthy and exemplary, living lives others should
envy, but not anything too implausible. At first, they
only use their powers to take what they can
plausibly justify. Then, they start finding ways to
justify whatever they can take.
Nightmare Trigger
This Horror has a powered-up super form,
accessible only when it invests significant energy. It
spends 1 Willpower to activate Nightmare Trigger
for the rest of the scene; while active, the Horror
can spend multiple Willpower to add dice to a single
Manifestations Coalesced, removing Menace inflicts the
Undermined Nightmare Tilt.
This Nightmare has assumed a physical form, matter This Nightmare is in a Twilight state, becoming
congealing out of the Darkness that underlies our intangible while retaining the ability to use Numina
reality. It can move, act, be attacked, and employ all and Dread Powers. All rules for creatures in Twilight
of its Dread Powers and Numina; it may attempt to now apply.
Possess, Tether, or go Insubstantial from here.
Cause: The Nightmare had the Insubstantial
Cause: The Nightmare spent Essence equal to twice Manifestation, which listed a prerequisite, and
its Potency in an area with the appropriate Menace activated this Manifestation while Coalesced and
condition. while the prerequisite was present or true.
Ending: The Coalesce Condition only ends when the Ending: Undoing the prerequisite ends this
scene ends, or when the Nightmare suffers enough Condition, reverts the Nightmare to Coalesced, and
damage to discorporate it. If the Menace condition gives it the Undermined Nightmare Tilt.
that it relied on is removed, Coalesce does not end,
but the Nightmare suffers the Undermined
Nightmare Tilt.
Manifestation: Tether
Condition - Nightmare - Manifestation
Manifestation: Menace
This Nightmare is keyed to a specific individual,
Condition - Nightmare - Manifestation using it as an anchoring point, somewhat similar to
Fetter; effects that require Fetter may also use
This area is ripe with the potential for a Nightmare Tether. It Tethers itself to an individual person, but
to harvest Essence by enacting its Dread. An may move away from that person and use Dread
appropriate Nightmare may Coalesce here. Powers on anything. As long as its Tether is still
more concerned about the Nightmare than anything
Cause: A group of people who are vulnerable to the else, the Nightmare can remain Tethered
fear the Nightmare embodies, or one person who is indefinitely and send Essence back to the
currently very worried about that fear, neither of Nightscape remotely.
which believe there is much they can do to protect
themselves from it. Cause: The Nightmare had the Tether
Manifestation, which listed a prerequisite, and
Ending: Evacuating endangered civilians, moving the activated this Manifestation on someone who
Nightmare to a location without them, or calming matched the prerequisite.
them down and convincing them there is a way to
protect themselves from the source of fear will
remove the Menace Condition. If the Nightmare is
Ending: Undoing the prerequisite ends this
Condition, reverts the Nightmare to Coalesced, and
gives it the Undermined Nightmare Tilt.
The Queen of Tears leads Princesses whose love is bound up in sorrow. The burden of their knowledge, their
responsibility, and the horrible crushing weight of the world all press them down. They’ve all lost something
dear, whether a person, a place, a thing, or even an idea. They can’t have it back, and now they see the only
thing that matters is holding on to what is left. They must protect who and what they love no matter the cost,
from a horrible world that will devour them all. They serve Alhambra, the last bastion, the last remaining vestige
of the Fearless Kingdoms, the last place the Darkness couldn’t devour. In its enclosed space, they hope they can
fit everything that needs to be protected, but it’s just so small compared to the sprawling, All-Consuming
Darkness.
When the loved ones of a newly recruited Princess Princesses of Tears usually have Merits that are
come to Alhambra, though, they don’t bring many. inwardly focused. Common Sense, Eidetic Memory,
Princesses of Tears come from all walks of life and Encyclopedic Knowledge, and Patient are
all backgrounds. The thing that unites them is their appropriate for someone who thinks over what she
sorrow and loneliness. They aren’t already familiar might say to others far more than she speaks. Due
with the power of friendship as something that to the wide variety of peoples who immigrate to
drives their lives. They’ve been hurt when they Alhambra, almost all native Alhambrans are
opened their hearts, so they keep others at a Multilingual. Alhambra’s backing and steadily built
distance to keep themselves safe. They’ve lost influences grant many Social Merits, but never close
something, or someone, someone they trusted or ones. They have Contacts and distant Allies, not
something they valued or even just “innocence,” Retainers and Status outside Alhambra itself. They
and it’s made them realize how little they can do prefer Anonymity to Fame, and their outsider
and how important it is to save what they have. natures favor Alternate Identities.
Alhambra is a place where what little they can count
on is safe, it’s a place that understands them. They
are still lonely, but at least in Alhambra, they are
Heraldry
lonely together. Most striking right away is that Ravens never use
white in their Heraldry. They use dingy greys where
Character Creation anyone else would use white, and extremely dark
primary colors. They don’t use the color black,
Princesses of Tears do not favor any particular though without close inspection it’s nearly
Attributes; they usually are focused on what is most impossible to tell the difference, and at a certain
appropriate to their Calling, and high Resolve and point the fact that it isn’t technically a “true black”
Composure are valued in order to do what needs to no longer matters.
be done. Instead, they gain 4 extra Merits to
represent the training and background and Their Heraldry also gives a sense of age and with it a
influence that Alhambra provides them. Princesses sense of dignity. Even a newly recruited Princess of
created as followers of Tears do not gain the Tears seems to have an outfit that has been worn by
Shikigami Merit, they instead get Raven Key, many over many generations; they often seem
allowing them to escape to the City's safety. frayed or even have holes in a way that suggests
age. They sometimes wear medals and distinctions • Storms: She could kill and kill for a hundred
from Alhambra, but they never shine or grab thousand lifetimes and never make a dent in the
attention. Darkness.
A Princess of Tears’ Echo is depressing but also • Mirrors: Delusional. There is no True Heir. There is
comforting. Things are as bad as you fear them to no savior. There never will be.
be, but they are stable, and they can’t get any
worse; negative emotions are muted and muffled • Hunters: The greatest and most powerful people
just as positive ones. to live can’t make a dent in this. You think that
means you have to, and it only gets you hurt.
Signet: Lacrima
• Mortals: I’m sorry. I’ll just make it as clean as I can.
Lacrima, the path of shadow and sorrow, is gifted to You won’t even notice anything different from how
all followers of the Queen of Tears. Using it often your world usually feels.
involves a Belief compromise or requires low Belief;
it allows them to exert influence over Nightmares
Inspirations
and harvest energy for Alhambra, gives them solace
and safety in the shadows, and allows them to Homura Akemi (Madoka), Madame Gao (Marvel),
function with low Belief Fate Testarossa (Nanoha), Night Mare Moon
(Friendship is Magic), and the core “Dark Magical
Girl” or “Honorable Opponent Tragically On The
Stereotypes
Wrong Side” archetypes
• Currents: We’ve been here since the beginning.
We never found a way to make any of this better,
and you won’t either.
This Signet is unlike others in that it is taught formally by a structured education system; Alhambran agents are
trained in their techniques before being sent upon the Bleak Harvest, though the depth of their learning is up to
them. The Queen of Tears herself is still involved in the training -- but to be in her presence for so long, talk to
her for such extended periods, might very well destroy anyone training to be her servant. Some might be
crushed just by the proximity to the burden of sorrow the Queen bears. Some might feel so deeply for her they
never, ever wish to leave her presence. It’s better for everyone if nobody becomes too close to her.
Lacrima is also by far the most developed and well-understood Signet. It’s had the longest time for people to
practice it, and the most people talking to each other about how they use it and how they can improve it. In
addition to the choice of benefit, each dot of Lacrima also comes with another bonus benefit that allows the
Raven to serve the Bleak Harvest and often refill her own resources.
Moonless Night: There’s no hope on the horizon; their aching heart: for as long as they have the
only more of the same. When you would gain a Condition, all social maneuvers against them have
Belief from Putting It All On The Line, you may gain a Average impression, except yours, which have
whole Experience instead. Perfect impression instead, and any further Breaking
Points the target would suffer are delayed until the
Condition is resolved. The Raven doesn’t have to
Hearts Closed Shut: You know how to channel cause the initial Breaking Point herself, but it’s often
sorrow into action. Whenever a non-hostile(?) the simplest option.
target gains a Condition as part of failing a Breaking
Point, you may spend a Willpower point to guide
Shadow Infusion: You gain the “Shadow” Infusion “This Charm is infused with the power of Lacrima,
Upgrade for all of your Charms: granting it an ability related to darkness, shadow,
silence, sorrow, or Darkspawn.”
Examples: An Anthem that silences all other Depressive Realism: As long as your Belief is 3 or
communication in the area. A Step that allows you less, you are completely immune to any and all
to walk into one shadow and emerge from another. mind-affecting magical effects. Don’t even roll a
A Conjure that is attuned to all types of Darkspawn Clash of Wills. (Illusions that create an image
you’ve met or a Plea that can motivate Darkspawn. everyone can see can work, illusions that work by
A Buster or Kiai attack that leaves targets blinded by manipulating your senses in particular don’t.)
clinging darkness. A dark Restoration that ‘heals’
away false hope and leaves sorrow.
The Queen of Storms leads Princesses whose love is overwhelmed and drowned out by hatred. The horrible
vitriol living inside them corrodes everything else away and acid-etches violence and ruthlessness onto their
souls in perfect clean clarity. They hate the Darkness, those who wield it, and those who empower it, so much
they can barely think about who they want to protect from the Darkness any more. They are not lost to blind
rage, no, everything is clear for them. There’s no solace or safety in this world. There is just the Darkness, the
things that kill it, and the things that could help it if not destroyed first.
With each kill, things got clearer, and she was better They asked for her name, so they could go forth and
able to see what was important. When her soldiers bear it. She didn’t remember. She didn’t care. They
betrayed her to save their own lives, she executed named her for the thunderous blows of her
them. When a civilian was wracked by fear, in blood-caked war hammer: the Queen of Storms. It
danger of creating another Nightmare to spawn evoked no spark of recognition in her.
more creatures of Darkness, she euthanized them.
When her people begged for her wisdom, her
Fight Unto Ruin and the World’s Ending
restraint, for any leadership, she gave them a
choice: join her endless assault, or leave her be. Destroy. Destroy the Darkness. Destroy Nightmares.
With each kill, she hated the Darkness more. With Destroy Nightscapes and their prisoners. Destroy
each kill, the love and desire to protect the people Cataphractii. Destroy those who follow Darkness.
she was saving faded away and that hatred for what Destroy those who benefit from the Darkness.
hurt them became clearer. Her body was splashed Destroy those who will fall to the Darkness. Destroy
with black blood tinged with red, and after a while, anywhere they may hide. Destroy anything that
red blood tinged with black. She never washed, and might give them solace. Destroy anyone who gets in
yet, she became clean and bright, purified. the way of that.
She had an affinity for metal in her old life. The Even if it’s part of yourself. Dissolve it all away in
element of structure and building and order and frigid burning acid until the cleanliness and purity of
improvement. And it corroded away. Acid became hatred is all that remains.
her element, dissolving away impurity, eroding
everything around her. Everything inside her. Nothing is too much for fighting the Darkness. No
sacrifice is too great. Princesses of Storms are
She never stopped. Ever. Her Kingdom died around expected, even encouraged, to injure themselves
her, and it drove her to keep killing. The world fell to and sacrifice their own health and security to attack
ruin and it drove her to keep killing. The Darkness the Darkness. They say when enough have sacrificed
consumed the entire world, desiccating it into the themselves to the cause, their souls will join their
Dark World, and that did not drive her to keep Queen and her crusade will be powerful enough to
killing. Because by that time, killing and hatred were take back the Dark World, but that isn’t really their
just who she was. most immediate concern. They do this because it
must be done. The Darkness must be destroyed no Storms gain a free Transformed dot in one of these
matter what the outcome. attributes. All Princesses of Storms, regardless of
Calling, must be willing to fight and to endure pain.
These are the pure ideals of the Queen of Storms Presence and Manipulation are good for
herself, and the Queen barely speaks, she never demagoguery, and Resolve is high but Composure is
stops advancing and fighting against the Darkspawn often low.
that awaken at her approach, her eyes are glassy
and sunken as her lips twist in anger. There is Princesses of Storms are focused in their skill sets,
nothing left to her other than those ideals and that with little time to spend on trivialities or hobbies.
hatred. Her followers often struggle with embracing Anything directly and obviously useful is good, and
them -- they still have things they care about, things anything else is a waste of time. All Princesses of
they want to protect more than they want to Storms will have at least a couple dots in Brawl,
destroy, lines they don’t want to cross. They are still Firearms, or Weaponry, and other Physical skills are
human… but they see this humanity as a weakness common. Many Social skills are useful to gain allies
they should overcome. They feel guilt for loving or escape consequences for your actions, but things
their families and for taking time off to live their like Academics, Politics, Socialize, or Empathy are
lives, and the deeper they are into the Queen of neglected as pointless.
Storms’ ideas, the more intense that guilt hits them.
Princesses of Storms also favor Physical Merits that
allow them to depend on themselves, to fight
tirelessly, and to endure suffering inflicted by others
Backgrounds
or themselves. Social Merits do not come from
Anyone hurt by the Darkness, anyone who fumes at kindness or pleasantries, they come from zeal and
injustice, anyone who hates evil, and anyone who conviction. Princesses of Storms don’t usually have
yearns for clarity of purpose can become a Princess many Mental Merits beyond things like Danger
of Storms. Whatever they came from, it isn’t as Sense, Fast Reflexes, or Tolerance for Biology. It’s
important as what they do now. not that they’re stupid. It’s that they don’t like to
spend much time in their own heads. It’s not a
Princesses of Storms actively recruit others to be pleasant place to be.
servants and soldiers in the name of the cause,
forming groups of Sworn followers known as
Heraldry
“Stormwracked.” These hidden cells of vigilantes
and killers pledge loyalty to a Queen they have likely The colors of the Seraphic General’s army are
never met and her quest to annihilate evil and steel-grey, acid-green, and brilliant white, all so vivid
impurity. Beacons and those ripe for Blossoming are and pure and bright they almost leave afterimages
often drawn to these cells by their compassion for in the eye. This is despite the fact that the Regalia of
the victims, which is drawn out as hatred for the a Princess of Storms always looks damaged in some
victimizers. way: ripped by blades, shredded by fangs, dented by
impact, or burned away by acid. All of them are
armored in some way, but they do not fear pain and
Character Creation
don’t sacrifice offense for defense, so it’s usually
Princesses of Storms favor the Physical Attributes of light armor that is easy to move in. They bear
Strength, Dexterity, and Stamina. Princesses of medals and symbols of rank and station, but if they
should fall off or be destroyed, the Princess seldom • Hunters: If there’s any weakness with you, it’s only
goes to any effort to return them and they that you think and act too small. You must declare
disappear from her Regalia. Total War upon the Darkness, if you want to inflict
any pain that is meaningful to it.
The Echo of a Princess of Storms is simple and clear.
It is the moment you become so angry that all the • Mortals: If you’re not going to help me, then you
anger vanishes to be replaced by purpose. The better get out of my way.
moment where you realize the beautiful and
ruthless path to the goal and that nothing else
Inspirations
matters.
The Punisher, Hit Girl (Kick-Ass), the Doom Slayer
(DOOM), Satsuki Kiryuin (Kill la Kill), the “Blood
Signet: Tempesta
Knight” or “Dark Action Girl” archetypes in general
Tempesta, the path of acid and hatred, is gifted to
all followers of the Queen of Storms. Its Charms
usually involve self-inflicted damage; it grants
abilities of acid, indiscriminate destruction, hatred,
and the ability to fight despite injury.
Stereotypes
• Currents: If you knew the actual truth you’d spend
a lot less time thinking about it.
Nobody teaches Tempesta. Like everything else that comes from the Queen of Storms, this knowledge comes
from one thing: her ceaseless violence. When transported in dreams, her Princesses see the swift, expert, brutal
carnage she wreaks against the Darkness. To learn its higher tiers, they travel bodily to her side and participate in
it themselves. The violence of the Queen of Storms is beautiful to behold, even other Princesses admit as such.
For the Princesses of Storms, the display of violence sticks with them, echoes in their mind’s eye, where they
watch it again and again and see one move flow into the other, one kill chain into another, and see in it a
mathematical pattern of such purity and beauty it should be drawn across the universe.
Tempesta • : Ired
Push Past Pain: When making a mundane roll Caustic Grudge: When you spend a Willpower on a
involving a Physical Attribute (Strength, Dexterity, or mundane task to pursue a grudge or to destroy
Stamina), you may spend any number of Wisps to something by non-combat means (even if it’s
add twice that many dice. something non-physical like “a relationship”), you
get +3 dice, an Exceptional success on 3 or more
successes, and an extra Wisp.
Tempesta •• : Scornful
Destruction Magic: Choose a number of Charms up Acid-Attuned Charms act through or on acid,
to your Legno dots to become Acid-Attuned. corrosion, destruction, or hatred.
Examples include a Conjure that rips objects
through caustic holes you erode in your Proof by Might: If they can’t face you, they’ve got
surroundings (but damages the things you no hope of facing the darkness. When you defeat an
summon), a Ward that always tries to annihilate opponent in combat, then let them go, give them
what triggers it (even if it’s something you don’t the Leveraged condition. You may wound or scar
need to destroy), or an Anthem that stokes hatred them, but you can’t attempt to imprison or control
(but can’t be used to calm people down when you them.
really need that option).
Unstoppable Juggernaut: You are always immune to successful attack or hostile action against you,
wound penalties and automatically succeed at any spend a Wisp. If it was an attack, then you can’t
attempt to remain conscious when your rightmost apply Defiance to it; if it was another hostile action,
Health box is filled with Bashing damage. it becomes an automatic Exceptional Success.
You may spend a Willpower to enhance this ability The next time you take a similar action against the
for one scene. If you do, all damage penalties are same person, you automatically gain successes
reversed to bonuses, and when you take overflow equal to the original successes of the roll made
damage that upgrades from Bashing to Lethal or against you (ie, you don’t automatically get 5 on a
Lethal to Aggravated, you only take one point of non-attack roll), and if it was a non-attack action
damage maximum (after applying Defiance). you automatically get an Exceptional Success.
Seething Revenge: You may fully embrace an Your grudge may last up to one day per Inner Light
attempt to harm you in order to empower your you have.
revenge against it. When someone makes a
Something:
Examples: Buster and Kiai attacks that leave
Corrosive Infusion: You gain the “Corrosive” absolutely nothing behind of those they kill.
Infusion Upgrade for all of your Charms: Restoration and Pleas that eat away at people
inside. Anthems that stir listeners to immediate
“This Charm is infused with the power of Tempesta, violence. A Force locus that corrodes whatever it
granting it an ability related to acid, corrosion, grasps.
annihilation, violence, or hatred.”
Tempesta •••••: Murderous
Annihilation Trigger: Spend one Willpower and take Restoration can revive you), and you return to life.
one Resistant Lethal damage to activate this ability All of your damage is cleared, even if it’s Resistant.
for the rest of the scene. While active, you can All of your Willpower and Wisps are recovered. All
spend a Wisp on your turn to manifest an aura of physical and supernatural Conditions on you are
pure destruction and corrosion, your hatred spilling cleared. You assume your transformed state if you
out of the boundaries of your soul. weren’t in it already. You automatically Flare as
many times as you can (and since you do it after you
Your aura extends out to a radius of 1 meter per fill your Wisps the new capacity you get isn’t filled
Inner Light around you, and affects everything by default). Your original body gets back up and
except yourself, the things you’re carrying or repairs itself with a sickening burst of caustic energy,
attending to, and the ground directly under your or your old body dissolves into an acrid slurry and
feet. Everything else in the radius takes one point of you emerge (with all of your possessions and
aggravated damage each turn the aura is active. This Regalia) from an explosion of pure murderous
constant corrosion affects everything that enters the intent.
radius as well, which will mean bullets and other
small projectiles will disintegrate before they can You also gain a Persistent Mental Condition due to
even touch you; don’t bother even rolling for them. your harrowing kiss with Death and burst of
self-hatred at your own weakness. You lose one
You cannot choose to spare allies this damage. If Willpower dot, one Belief, one maximum Belief, and
they’re in the aura, they take the damage. this Signet You can regain the Signet, Willpower
dot, and Belief like normal, but the highest Belief
Undying Hatred: You can’t die. You’re not done yet. you can ever reach is permanently reduced.
There is more violence you must visit upon the
Darkness. Your soul claws its way back to the world If you intentionally activated this Signet by killing
and your weak flesh is flayed away and dissolved as yourself, then you don’t lose the Signet or the
it deserves and you return in a corrosive burst of maximum Belief and the Mental Condition you gain
undying hate. isn’t Persistent, though it will be long-lasting.
I’m the only one who matters here! Don’t you know who I am?
The Queen of Mirrors leads many Princesses, each of which is her only follower. She seeks the True Heir, a
prophesied perfect savior who will not just save the world but do so effortlessly. Each Princess she meets is
obviously The One, the best candidate there has ever been, enough to make her forget she ever believed in any
of the others. Each Princess of Mirrors believes themselves to be the only one and that all others are pretenders,
but there is something that unites them. Princesses of Mirrors have a reputation for self-aggrandizing vanity, but
that isn’t their defining trait, it’s merely the one that broadcasts itself the most. The Queen of Mirrors leads
those whose love is twisted and warped by denial.
• Currents: The only thing I need to learn is how to • Mortals: All you have to do is love me, adore me,
get more of what I know I want. Then everything give me everything I want, and everything will be
will all be right. perfect.
The Queen of Mirrors doesn’t teach you her Signet. She talks with you through the mirror, in reality and in
dreams, and says it’s YOU teaching HER, that she is only bringing out what you already have and were destined
to have all along. All the other Queens would be envious of how effectively she’s able to bring out someone’s
potential, if not for the fact that the Queen of Mirrors genuinely does not believe she knows her own Signet and
genuinely believes that the True Heir already knew all of it and only needs to be reminded.
Special Interests: When making a mundane roll in Hero’s Journey: Once per chapter, when you spend
which one of your Skill Specialties is relevant, you a Willpower on a mundane task in direct pursuit of
may spend any number of Wisps to add twice that one of your Oaths, you get +3 dice, an Exceptional
many dice. success on 3 or more successes, and an extra Wisp.
Mirror Magic: Choose a number of Charms up to through asking a magic mirror (but the voice of the
your Specchio dots to become Mirror-Attuned. guy inside doesn’t always know exactly what you
Mirror-Attuned Charms act through or on reflective mean).
surfaces, light, or your own vanity.
The Only One That Matters: When you cast a
Examples include an Illusion that refracts and non-Signet Charm that would affect one or more
redirects light around you (but can’t make images of people who aren’t you, you may choose to have it
things that you don’t have near you), a Plea that affect yourself, and only yourself. If you do, add your
exalts your own deeds and prowess (but can’t really dots in Specchio in automatic successes or double
motivate people to do things that don’t directly its successes, whichever is lower. You may not use
appear to involve you), or a Detect that works that Charm to affect anyone else for a day.
Specchio ••• : The True Heir
All Up To Me: When you gain a Luminous Beat from chose you instead, whether by their own caprice or
upholding an active Oath, you also gain a Willpower, by a random selection arriving on you. This only
a Wisp, and a Buster Overcharge. This Willpower works if you would have been a credible choice
gain is not blocked by Fractured conditions - this is anyway; you can get a monster to attack you instead
who you are, and who you’re meant to be. of someone else, you can be picked as a volunteer,
but you can’t make someone overlook far more
The Main Character: Even while not transformed, qualified candidates for a position. You can’t win the
when someone else in sensory range chooses a lottery with this (each ball is a separate result and
person for something, and you were a valid choice, none are associated with you), but you can win a
you may spend a Wisp -- if you do, they actually raffle with one ticket.
Echo Flare: The True Heir will not just save the
world, but do so effortlessly. Anyone who cannot do Examples: A Ward, Force, Restoration, or Kiai that
so isn’t the True Heir. Once per scene, you may copies an opponent’s action and repeats it back at
reflexively spend two Willpower and gain a them. An Anthem, Plea, Buster, or Illusion that has
Fractured Condition of your choice to fully replenish twice as many (non-overlapping) targets or affected
your Wisps. areas. A Step that lets you split into two and then
later on declare which one of you was the “real”
Mirror Infusion: You gain the “Mirror” Infusion one (like Tricky Illusion). A Detect that gives you
Upgrade for all of your Charms: complete visual awareness of everything in your
radius as light is bent toward you.
“This Charm is infused with the power of Specchio,
granting it an ability related to reflection,
duplication, or light manipulation.”
Doppel Trigger: You’re the only person who can copy of yourself out of crackling energy for one turn
save the world - it simply needs more of you. As an in combat, or one roll outside of combat; this is not
instant action, you may spend a Wisp to create a an illusion, this is a doppelganger made of pure
power. If you spend Wisps on subsequent the existence of those things in her own mind, and
turns/rolls, the Doppelganger is maintained; you this is how she has taught herself to see the world.
don’t resummon it and it doesn’t take an action.
The first time you cast this Charm in a scene, gain a
Fractured condition of your choice. The
Doppelganger has all of your abilities except for
ones that would be able to create more
Doppelgangers, and uses your resources for its
abilities, but has its own Health.
As they progressed deeper, the Nightscape tried less and less to look normal, before abandoning the facade
altogether. Any passing respect for sensible building design or the laws of physics was gradually abandoned as
dark and dingy maintenance corridors gave way to an Escher-esque labyrinth made of steam tunnels and hospital
hallways and waiting rooms and insurance offices and empty rooms at the VFW. Janet tried to focus on what it all
told her: whoever was at the heart of this Nightscape was lost and disoriented and felt like there was some path
out that they needed but couldn’t find. If she focused on that, she didn’t have to focus on what it meant to her, how
–except for the VFW hall– it reminded her of her grandfather’s last few weeks. He was eighty years old, and
couldn’t recognize any of his family members anymore, and had been suffering in a body and mind in mutiny
against themselves for years, and if it was ever anyone’s time to go it had been his. She wasn’t even that close to
him. She didn’t see him die. She was completely over it in a week.
It didn’t help that she had less combat to focus on than her two companions. The pestilence monsters were the
primary threat, but they were slow and clumsy, and Amethyst’s strategy worked perfectly. Corner ambush, trap,
open their defense, knock them into the trap, charge a shot, obliterate them, repeat. All she did in that situation
was summon a trap -- the same trap, coated in more and more pus each time -- and watch them work. If there
was a pack of them, she broke it up by summoning obstacles to trip over, hunks of metal she’d planned to use as
shields when she stuffed them into the locker. Spread them out enough to take them one at a time, reset the trap
by the time the next one came. The things were slow and unwieldy and after a while stopped being scary and just
seemed… sad.
The only other thing was the doctors. Or surgeons, maybe, Janet didn’t know if they were supposed to be referred
to differently or if that was just a thing on “Scrubs” reruns. Their whole faces covered in those paper masks, they
never attacked, but they never helped. All they did was close doors, and slowly shake their heads as if to say
“sorry, but it didn’t work.”
The Queen of Swords said she was a “Grace.” She was supposed to open up her heart to others, she was
supposed to use her words. She just wanted to yell at the doctors, and that would hardly help. Real doctors have
people yell at them all the time, they’re used to it, and Nightmare-doctors probably just exist for the purpose of
being yelled at and for the yelling to not solve anything.
“I think we’re close to the core,” Amethyst said. Rose looked relieved. She was getting really twitchy, clearly the
one using the most power of all of them, and she was running ragged. “The corridors are getting more narrow,
shorter. We’re on a spiral path, and that has to lead to the center.”
“And the guy, or the girl, is going to be there, right?” Rose asked. “Whoever got so sick and made all this… had all
this shit happen to them.”
“No,” Janet said. “Not sick. Someone else is sick. The guy at the center couldn’t help them.”
Amethyst nodded. “I think you’re going to be on point, Grace of Swords.” They always used their fake names, and
she didn’t have one, so he needed to default to her designation.
“And do what?” Janet asked. “Yell at them? Tell them to suck it up?”
“Play it by ear, I don’t know,” Rose said with a fidget. “Let’s just see what’s going on first, okay, before we decide
anything?”
It didn’t take long to see what was going on. The door to the last room looked like something you’d see on a jail
cell. Dreams of a prison mean you are trapped, or so the Queen of Swords had said. And into the prison they
went; a hospital room that was tiny enough to make you feel claustrophobic and vast enough to let your voice
echo in the emptiness, unanswered. Against the far wall, a hospital bed. Inside it, one of those pestilent creatures
-- no, two of them, three? They seemed to seethe and multiply in her peripheral vision. At the right hand side, a
man who hadn’t showered in weeks, hadn’t changed clothes in days, sitting, exhausted. Hands folded together in
either prayer or just nervousness.
And on the left, another woman. Not much older than Janet or her colleagues. Looking at one of them, Amethyst
or Rose, kind of made it feel like the rest of the world was black and white and they were in color. But this woman
made the entire world feel like black and grey, a drenched and dim grey, a grey nobody ever willingly bought and
nobody could ever bleach out. Her outfit -- her Regalia, if Janet was going to use the right words -- looked like a
nurse attending a funeral. A scythe was leaning on the wall behind her, but Janet had no doubt she’d call it to her
hand in an instant.
A long, awkward pause, the only noise from that creature slowly stirring in the sheets.
“...You’re a Princess of Tears, aren’t you,” Amethyst said. “My Queen told me about you. You’re why this
Nightscape has gone undiscovered for so long. You were protecting it.”
The woman sighed. “...I’ve also been the one ensuring that as few creatures escape as possible, not that I
suppose it matters to you.” She averted her gaze. “I’m Raven. Just another Raven. I’m going to ask you to leave,
and I suppose you’re not going to.”
“You suppose correctly,” Janet said, and her gaze was locked on the man in the chair. He was the prisoner here.
He was the one whose heart had broken under the weight of all that fear. She remembered she thought the whole
thing was stupid, back when they first told her about it. She envisioned something a lot more cartoonish. She
wished it was something a lot more cartoonish, to be honest.
“Are they…” the man in the chair said, the faintest ribbon of hope in his voice, “Are they here to help? The
specialists?”
“No,” Raven said. “They’re here to end this. They don’t care about him, or you, at all.”
“It’s just like I told you,” she continued. “Nobody else understands. Nobody else can hold on like you.” She nodded
toward him, not that he was watching -- his head was fully down again. “You know you have to be here. You’re
doing a good thing, staying by him. This is the only way to honor him.”
“So you’re keeping him depressed,” Amethyst said. “What is this, then? His son died, and you keep him hung up
on it? So you can steal from his light, right?”
“Alhambra needs him,” Raven said. “He is doing a good thing. If you saw the City you’d understand. Keeping the
lights lit… He’s making a sacrifice. We all have to.”
Then she picked up her scythe. Behind them, the cell door slammed shut, then snaking chains wrapped around it
and sprung out a hundred locks. Around them, melting out of the walls, the pestilent and the doctors appeared.
The doctors were holding scalpels, syringes, bonesaws.
Doooooo, doo doot-doot-doot doo dooooooooooo.
“...I can’t let you leave,” Raven nearly whispered. “You’ll come back with reinforcements. You’re making a sacrifice
too. Amethyst Knight, Black Rose and… I never caught your name. I’ll write them down, if you want. A memorial.
It’s the least I can do.”
Amethyst and Rose pushed Janet behind them, forming as much of a protective perimeter as they could with only
two people. Weapons ready, but not yet striking, not yet opening up their defense.
“What the fuck am I supposed to do?” Janet hissed back. “Argue with them?”
Don’t wanna hear about it… Every single one’s got a story to tell...
“Royal Guard!” Amethyst shouted, and stamped one of his metal boots. A bubble formed around them, between
them and the monsters. Then, despite just shouting, he went right back to the whisper: “I don’t know, but I know
we can’t take all these guys!”
The man in the chair looked regretful, tormented, at the assault those creatures were making. Was he in control of
them? If he was, did he know it?
“Look away,” Raven said. “I know it’s hard. But I have to do this. We have to do this.”
Everyone knows about it… From the queen of England to the hounds of Hell…
Raven kept going, trying to assuage the man. “You have so little of him left… we need to do anything we possibly
can to hold onto it. If they get out--”
“Oh, shut the FUCK up!” Janet shouted. Everyone froze. Her allies. Raven. The monsters. The words had left her
mouth before she realized she decided to say them, and it took her that moment to realize how much she wanted
to. “You can’t be listening to this, dude! Oh, hold on to what you have, oh, any sacrifice is necessary, it’s just a
bunch of bullshit! All she’s doing is trying to convince herself what she’s doing is right, and she’s making you just
as miserable as her doing it!”
“Oh, blah blah blah, Alhambra, nobody gives a shit,” Janet snapped. “This guy isn’t in Alhambra, is he? He’s in a
shitty nightmare hospital room surrounded by shitty monsters and all he’s been doing for weeks is sitting here
crying. When’s the last time you even ate?”
Raven looked like she was slightly offended. “I know you must be new, but people like him don’t need to--”
“Jesus Christ, go out and eat something!” She let her arms drop in exasperation. “No wonder you feel like shit
when you’re starving. She hasn’t even let you go down to the cafeteria to get some of that shitty, burned mac and
cheese, did she?”
She walked straight through the barrier, batting the monsters away like they were a confused crowd aimlessly
milling about and she was the only one who knew what to do. Because that’s exactly what they were. Raven took
a step back, pulled her scythe from the wall, and her gaze flickered between Janet and the suffering man.
“Hey. Hey.” Janet snapped her fingers in the bed-bound monster’s face, because it couldn’t be jostled and she
didn’t want to touch it. “Hey, guy. Monster pretending to be a guy. Do you know he loves you?”
The monster just made a weird, spittle-choked hiss. The kind of noise only appropriate for shambling and feasting,
but nothing else.
“That…” the suffering man said, realization dawning. “That isn’t my son, is it?”
“No, it’s not,” Amethyst said. He kept the barrier up, just in case the monsters decided to get ornery. But it didn’t
take his full attention. “Nothing here is real. It’s just… it’s all stuff your mind made up to hurt yourself.”
Raven readied her scythe for a battle, but she took another step back, another, as she re-worked the calculus of
how she anticipated a fight would go.
“My son is dead, isn’t he?” the tormented man asked. Then he answered himself. “My son is dead. He got AIDS,
and they said it wasn’t a death sentence any more, but it was for him. And it was… he was… it took so long… all
these infections… and each one we could try and stop… I just, I thought, I wanted…”
“You were with him the whole time. And you did everything you could,” Janet said. “Fuck, it hurt you so much that
your soul made this whole nightmare dreamscape to torment you because of how bad you felt. And that whole
time you were with him, that whole time you were helping him… Do you remember what he said?”
The tormented man choked back something. Maybe a laugh. Maybe a tear. Maybe both. “We talked about his
fantasy card game. I never paid attention before. I let him teach me how to play, and he, and he told me about all
the decks they had, the crazy, that one August, Worm August, they printed the card wrong but they didn’t officially
change it so for one month it could, it made the energy free…”
“...I’ve seen plague guys and I’ve seen callous doctors. I haven’t seen one card monster in here. Because that’s
not something that hurt you, is it?” She put a finger under his chin and lifted his gaze to look at her. “That whole
time you were with him. Did he ever ask you for this? Did he ever tell you to stay miserable after he died?”
This time it definitely was a laugh. “No… No, I guess he didn’t, did he?”
If Raven was going to attack, now would be the time -- but she was gone. Fled while the fleeing was good. The
monsters were melting away. The hold of the Nightscape was broken, and the man could break away from it. The
job here was done, and they could leave.
So she pulled up another chair, and her friends brought over that little table they put your hospital meals on. “That
game he liked so much. Do you think you could teach me?”
“I, oh… Of course I could. I might not get it right, but…” He pulled out a deck of fantasy cards from the end table.
It wasn’t there before. Solace like that wasn’t something a Nightscape would provide. “He said this one was really
good to learn the game with. You, uh, you take that there, and you shuffle it, Miss… Miss?”
All attempts by the Lucid to detect the presence or The entity has +1 on all rolls to interact with
significance of this entity are at a -5 penalty, and Travellers in the Dreamlands for each stack of
they can’t passively observe anything about it: they Galemark the Traveller has; this part of the ability
have to deliberately be seeking out information costs no Essence.
about a Warden. Figments automatically and
tirelessly carry out the Warden’s orders. This part of By spending 1 Essence, the entity can infuse an
the ability costs no Essence to maintain. interaction with the narrative power of the Gales to
sweep people up in it. As long as the entity is
This entity can also attempt to bind Princesses in interacting with its targets in a way that has some
the Dreamlands, sealing away their knowledge of kind of narrative (which is any kind of continuous
the real world and their real lives and replacing it action), multiple people in the interaction are
with a dream. If it attempts to do this through subject to the Gales. Targets will become aware that
physical contact, it rolls Power + Finesse vs someone is using the Gales on them if this roll is
Composure + Inner Light (if it’s possible for it to do frequently invoked, but that won’t directly stop it
this to things with other Supernatural Tolerance from working, though escaping or beating up the
stats, nobody’s recognized it). If it attempts to do entity usually will.
this through indirect actions by manipulating
Figments into messing with the target, then the
target rolls Composure + Inner Light with a -1
penalty for each roll they made since they last
failed.
There’s no real way to ensure someone Blossoms as A Beacon has an Echo, though a minor one, that
a Princess themselves -- well, if there is, nobody has casts out their feelings onto the people around
written it down -- but the best predictor of being a them and uplifts them. They, as well as people who
Onceborn Princess is being a Beacon. Probably. know them, get +1 to Breaking Point rolls caused by
Maybe we just know about more of them because fear (This doesn’t affect Belief Compromises).
Princesses tend to focus more on them.
A Beacon also has one Charm with one Upgrade (of
their choice), that they only know how to use for
one application. The Detect Charm, for example, can themselves, who is inspired enough by a Princess’s
allow you to ask multiple different types of question heroism to become better themselves and join her
with the same Upgrades, but a Beacon’s Detect will cause.
only ask one sort of question; a Beacon’s Anthem
works for one kind of song, Restoration on one kind Some Princesses and their Sworn (often Jewels and
of injury, and etc. Beacons have a pool of Wisps Swords) see this as knighting a champion to aid
equal to their Composure to spend to cast this them, but that’s not the only expression of it. Being
Charm, which replenish when they spend Willpower a Sworn isn’t necessarily about being a knight. It’s
just like a Princess. not even about aiding the Princess, though it almost
always comes with that. It’s about a bond of trust
Being a Beacon is often natural; most Beacons and friendship between two people so deep that
manifest these powers at around the second year of one’s soul uplifts and illuminates the other.
middle school without really knowing why or where
they came from. The power is just a minor thing A Sworn’s magic ability is upgraded from when they
they can do, like being able to wiggle your ears or were a Beacon. Now, instead of only one specific
fold your tongue. A Princess, Shikigami, or other application of their Charm, they have a Custom
being who is strong in the Light of Hope can also Elemental Affinity for their Charm and can only cast
bring someone up to the level of a Beacon by it with this Affinity. They also get one more Upgrade
learning with them and drawing out their inner upon becoming Sworn, which has to be the default
Light, and usually do this to prepare someone for Upgrade for the Queen their Princess follows if they
becoming Sworn. don’t already have that. Their Wisp capacity is
increased to be equal to their Integrity. Sworn can
Being a Beacon comes with a risk, though. Any sort learn more Upgrades for their Charm from their
of creature that feeds off of human energy or Princess by spending 2 XP for each, or learn
essence -- whether it’s Darkspawn reaping Upgrades their Princess doesn’t know for 3 XP each.
Willpower, Changelings harvesting Glamour, or A Sworn’s Charm doesn’t have to match one their
vampires sucking out your juices -- gets one more Princess knows, but it will be harder to develop this
point of whatever resource they get when they feed way.
from a Beacon, once per feeding. Beacons often find
themselves targets of opportunity for life-sucking Sworn also get one free dot of Regalia and the
monsters, but not enough so to actually capture or ability to purchase more, but they don’t have a Dual
kill. Usually, anyway. Identity to use to summon and dismiss it; they have
to lug it around. At least they can resummon it if
they lose it, but it takes about a day. All their Regalia
is automatically Practical without spending any
Sworn (••••)
points on that.
Requires: Beacon, fealty to a Princess, Princess
either has you as a True Friend or follows the Queen Sworn have learned to focus the Light inside them,
of Storms or Mirrors. and while this is a good thing overall, it does mean
that they no longer are shedding enough Light all
A Sworn is someone who has pledged to a Princess over to grant +1 to Breaking Point rolls around
the way a Princess pledges to a Queen, someone them. They also no longer grant an extra point of
who is developing the power of the Light within resource to any monster feeding from them and do
not show up as magical to magic-detecting senses
unless they are actively casting their Charm. They
Stormwracked (•••)
don’t have a Dual Identity but their identity
protection is folded into the Princess’s Dual Identity Requires: Sworn to a Princess of Storms.
-- they get the same benefits that protect a
Princess’s Dual Identity, aimed at not having them The followers of the Queen of Storms are the best
reveal her identity. Lying about knowing her identity at raising and motivating Sworn to their cause, and
is never a sin or Breaking Point and any single roll to while Sworn are mostly rare among the followers of
see through the attempt automatically fails. Magic other Queens, the Stormwracked actually
cannot derive useful information from them about outnumber the Princesses they faithfully serve.
whether they know a Princess’s identity, not even
from reading their minds. Old-fashioned deduction Stormwracked gain the Self-Scourging Merit as if
and gathering sufficient evidence can piece it they were a Princess and one dot of the Tempesta
together from context that they know a Princess, Signet (their choice). They are able to donate Wisps
but can’t force them to reveal who it is. to their Princess out of their own reserves by
touching her.
Sworn have an Inner Light of 0 and can’t Flare
because they don’t have Belief, but they do HAVE an They no longer gain Wisps from spending Willpower
Inner Light rating for anything that cares about normally, relying only on Self-Scourging and Caustic
having an Inner Light rating or Supernatural Grudge to replenish their stores. Stormwracked only
Tolerance rating. replenish their power through destruction, and
usually of themselves.
Shikigami to look up to, tries to be taken very seriously, and
usually isn’t.
Shikigami are the helpful familiar spirits sent from
the Dreamlands to aid the Radiant in their quest, To be frank, one of the most useful aspects of a
and almost every Radiant nakama will have one. A Shikigami is that they have absolutely nothing to do
Shikigami is a separate entity that helps the entire all day and looooots of time on their hands.
group as a common resource, it has its own
modified character sheet and traits, and its own
unique capabilities. The Shikigami Merit is the
Playing Shikigami
special Loyalty Merit for all Radiant Princesses, and Shikigami are communally-run Storyteller characters
unlike other shared group Merits like Changeling’s who make the lives of the players and the
Hollow or Werewolf’s Totem, they do not scale Storyteller easier. The Storyteller is the arbiter of
directly with the amount of dots the group as a what the shikigami can do, but the group is who
whole has invested into them: the Shikigami Merit is determines the shikigami’s personality. The
a binary “do you have access to a Shikigami or do Storyteller gets across the basics of what the
you not have access to a Shikigami” matter (More shikigami can present to the group, and then players
characters with the Shikigami Merit will make the can all offer suggestions at any point in the scene
Shikigami stronger indirectly by giving it more for what the shikigami does and how, playing up
resources or skills to call on). Members of a nakama their Drive and Dread, or merely adding to a scene
who do not have the Shikigami Merit for some and reinforcing the Shikigami’s personality and
reason (such as if they are Twilights in a tenuous nature.
alliance, or they come with their own history where
their own Shikigami died) don’t get the benefits of For the Storyteller, the Shikigami is an easy conduit
and can’t donate power to the Shikigami no matter of exposition: they make the group aware of
how much they interact; they need to buy the Merit potential leads on evil activity or relevant lore from
to represent a bond of trust between them. the Fearless Kingdoms that spurs the group to
action. Shikigami also cover things that realistically
A Shikigami is a facilitator and sidekick, not a main need to be covered but you don’t want to spend a
character who directly solves problems. Shikigami whole lot of time depicting because they’d become
don’t have a lot of direct magical power on their repetitive, like maintaining a Princess’s secret
own, but they have support abilities, can channel identity.
and be empowered by their Princesses, are very
inconspicuous, and can make Princess’s lives much, For the players, a Shikigami is like a communal
much, much easier. A Shikigami will be the one who familiar that they can channel spells and skills
monitors the local area for developing trouble spots through to accomplish things outside of their own
and leads on the forces of Darkness, coordinates the presence. Shikigami aren’t supposed to overshadow
group together when needed, opens the most player characters, so the players will lend their own
convenient passages to the Dreamlands, gets Skills and Charms and other abilities to the
communication from the Queens, maintains secret Shikigami; but the Shikigami can use them in a
identities, does chores, bothers the group about context that the player character couldn’t or doesn’t
holding up to their ideals, provides a mentor figure want to. Any task that would require someone to
stay out of the action, for example, can be done by
the Shikigami with the players' skills and nobody has Then they appear as an ephemeral entity, on a
to sit out. strange and distorted “frequency” of Twilight that
allows them to see and interact with ghosts and
To have the Shikigami use a Skill or Charm, a player spirits as if through a fuzzy, lossy connection.
must channel it: the player letting the Shikigami use
their own ability pays an additional Wisp to lend A Shikigami takes a physical vessel by using a variant
that power long enough for one roll. This could of the Claim manifestation that allows complete and
represent training and guidance the player perfect melding with an inanimate object or
character gave the Shikigami in the past that is nonhuman animal of Size 3 or less. But due to the
being called on now, or a direct psychic link through lossy and hacked-together nature of the Shikigami’s
which the character beseeches the Shikigami to Do ephemeral form, a Shikigami doesn’t have free reign
Your Best. over selecting its form -- only certain ones will work,
according to a set of criteria that barely makes any
sense to Shikigami themselves, much less anyone
Origin
else. The process also requires them to enlist the
Shikigami are physical beings that used to be help of nearby minor ghosts and spirits, who they
ephemeral beings. Despite their physical bodies, have to bribe with Wisps, which are comparable to
they still have Power, Finesse, and Resistance the artificial aspartame sweetener version of
Attributes, just to abbreviate their capabilities. They Essence. However it’s accomplished, these ghosts
have Wisps instead of Essence, they don’t rely on and spirits retain a small link to the Shikigami as the
Manifestation Conditions, can’t be exorcised or Wisps swirl in their ephemeral Corpus, allowing the
abjured, and shine the Light of Hope. Shikigami are Shikigami to contact them later… for as much as it’s
volunteers sent from the Dreamlands by the Queens worth to have ephemeral acquaintances. These
to locate, advise, and guide Princesses in their ephemerals are known as “minor Shikigami,” but are
missions. Shikigami would love it if this was a simple much less helpful or devoted than the regular kind.
matter of being chosen for a great honor by their
Queen, having the title ritually bestowed on them, The process of Claiming a vessel results in a
and heading out to the real world where they will Shikigami as described in these rules, not the usual
select an appropriate form to best provide guidance process of Claiming as described in the CofD
but hide as an innocuous object or animal. rulebook. The resulting entity isn’t considered to be
under the Claim Manifestation Condition, it just IS
It’s not, though. the resulting Shikigami. If it dies, it has to seek out a
new vessel, and do it quickly; the nakama will need
The entire process is hacked-together, jury-rigged. to help.
None of the magical “systems” of the world are set
up to facilitate this. To even get to the real world Claiming causes the Shikigami to take on some traits
with a portion of their memories and identity intact, of the object or animal it uses as a vessel, tying it up
the Queens basically have to kill them in a special with the object’s Resonance or merging its nature
way that reincarnates them directly into a ghost with the animal. Even merging entirely with an
native to the real world and skips the part where animal is not a significant shift in identity, because a
they were alive; they can hold on to bits and pieces human persona just has a lot more TO it, but a
of their Dreamlands identity the same way a ghost stuffed animal shikigami might become
can hold on to bits and pieces of its former life. uncomfortably huggy, and a dog shikigami might
form elaborate strategies to assault and destroy the through. The validation of the Shikigami’s Drive and
dreaded vacuum cleaner. worldview isn’t when they triumph themselves, it’s
when the group triumphs under their guidance.
Their group-driven Dread is usually something they
Making a Shikigami want the nakama to avoid: a pitfall that too many
have fallen into, an error they know they made
The shikigami is created communally by the entire
themselves, a fate they can’t stand the thought of,
troupe. It’s a support character both in a mechanical
or the thing that just bothers them the most.
and storytelling sense, usually played by the
Storyteller but able to be “controlled” by any player
A Shikigami’s group-driven Drive or Dread works the
in order to directly help the group or contribute to a
best and provides the most benefit when there’s a
scene. The shikigami interacts with individual
minor conflict or misalignment between them and
characters of the nakama, as well as with the
the nature of the nakama. Whatever their Drive is, it
nakama’s character as a whole. You want a
should be something that is in line with the
character who syncs with the group, but not
nakama’s values but does not come completely
perfectly -- a minor conflict that informs but doesn’t
naturally or easily. It’s an ideal they have to live up
interfere with the working relationship is a great
to, and take effort to do so. Their Dread should be
way to let your characters express who they are by
something the group falls into more easily. An
their reactions to it. It can also be another knob to
uptight Shikigami who wants everyone to be diligent
adjust to control how comedic the game is, where a
needs at least a few Princesses who want to take it
funny shikigami in a serious Chronicle serves as
easy. A Shikigami who prizes unity above all needs
comic relief and a serious Shikigami in a more
to be around a nakama who frequently fight with
comedic Chronicle serves to ground the antics and
each other.
remind everyone what they truly fight for.
So what IS it? What it looks like will inform what it’s A Shikigami made of a child’s toy with a Drive to get
able to do and where it’s able to hide, but it’s more sweets might prepare a reward of chocolate and
than that. Whatever the shikigami incarnates into, candy for the nakama after a job well done… and
it’s going to take on SOME traits associated with it. then restore all Willpower by gorging himself on all
It’s going to be the group’s mascot, a symbol of your the treats before the nakama even gets there, being
association. There are variously “silly” or “serious” found groaning in a pile of candy wrappers, and
forms a shikigami can take -- a stuffed bear is sillier proclaiming “I regret nothing.”
than a cat, which is sillier than a computer system.
You can adapt anything on that scale to any tone of - Choose what physical form the Shikigami
game you’re seeking, but you have to be aware of has for its vessel: an inanimate object or
how you’re doing it, whether you’re playing the type animal of Size 3 or less.
straight or playing it for contrast. For a more serious - Choose the remaining Dread or Drive to be
Chronicle, a computer is a detached and a way in which their new vessel affects
professional Mission Control network system, while their behavior or personality.
the stuffed bear’s struggle against the limitations of
Attributes group. They usually don’t need to be rolled, they
just add a benefit available to the nakama.
Shikigami have Power, Finesse, and Resistance
Attributes like ephemeral beings, even though they - Assign 7 dots among the five Advantages:
are physically embodied. These Attributes reflect Coordination, Lore, Observation, Secrecy,
how skilled they are in different approaches to and Sneakiness.
problems, and are added to their special Shikigami
Benefits or the nakama’s loaned Skills to determine
their dice pools.
Merits
- Put one dot in each of Power, Finesse, and Shikigami can purchase some Merits, but only ones
Resistance Attributes. Then assign 5 more that make sense for a Shikigami to have. Maybe it
dots among those three Attributes. can maintain a false identity to have Allies or
Contacts over the phone and Internet, or it can
Skills create a system of pulleys and place wooden blocks
on the pedals to make use of Stunt Driving. But
Shikigami don’t have any Skills unless they Giant or Small Frame won’t work, and Fighting
somehow buy an ability that says otherwise; they Styles are extremely unlikely to be helpful given
will usually employ Skills lent from their nakama. how weak they are. Shikigami can also buy the
However, Shikigami never suffer untrained penalties Partner Shikigami Merit:
for Skill rolls, they may purchase Skill Specialties
without any dots in the associated skill, and they all
Partner Shikigami (•••)
have the Interdisciplinary Specialty Merit applied to
The Shikigami also has a partner, either another
all of them -- when channeling someone else’s Skill
sent by the Queens or a “trainee” who was once a
or their own Benefits, they will be able to apply
ghost or spirit but wants to become a Shikigami. The
their own Specialties.
partner doesn’t have a separate set of benefits, but
now the group can have shikigami in two places at
- Don’t assign Skills to the Shikigami, but
once doing two different things.
pick three Skill Specialties. Each can be
applied to any Skill roll where it would be
- Assign 5 dots to Merits, picking only ones
relevant, regardless of particular Skill.
that make sense for a shikigami to be able
to have.
Shikigami Benefits
Advantages
While Shikigami don’t have the thing that in the
Now, you derive the various Advantages typical to a
Chronicles of Darkness rule system is called “Skills,”
character, like their Speed and Health. Shikigami are
they do have actual skills in that they are better at
weaker than most beings, and their Advantages
some things than others. These are Shikigami
reflect this.
Benefits, and are less of an objective measure of
their own knowledge and more of an assessment of
Shikigami don’t have much damage capacity,
what kind of things they can accomplish for the
because they’re small, and they’re kind of holding
their own bodies together. At least a Shikigami can’t A Shikigami’s own Luminous Experience can be
bleed out, because even if it’s in a living animal spent on advancing its abilities according to the
vessel the blood isn’t actually necessary for it to live table below. The group has to agree to any
in the short-term. It can hurt like absolute Bejesus expenditure of Experiences.
but a combination of being able to heal its own
vessel and the ability to just function in a nonliving
vessel means blood loss takes a long while to
Inner Light 5 XP / dot
actually become a problem.
Attribute 4 XP / dot
Shikigami have a Belief, Inner Light, Wisp reserve,
Skill Specialty 1 XP
and the ability to use Defiance like a Princess. They
don’t have a Calling or Queen, Oaths, or Dual Benefit 2 XP / dot
Identity (though they can always look like a
completely mundane version of whatever their Merit 1 XP / dot
vessel is so that’s at least something).
Advancing Shikigami
Shikigami grow and develop in their capabilities just
like Princesses do. They only receive Luminous
Beats, not normal Beats. They can earn them
through their own actions, but it’s rare; most of the
time they accumulate a Luminous Beat when the
nakama as a whole gains a number of Luminous
Beats equal to the number of members it has.
Shikigami also get a Luminous Beat when one single
event (like the end of a session) grants every
member of the nakama a normal Beat.
Shikigami Benefits •: The Shikigami talks to the Queens enough to
regularly ferry messages and progress reports about
Shikigami Benefits can be used in place of Skills in a the nakama. Once per chapter per dot, a member of
pinch. When one of the Benefits applies and nobody the nakama can benefit from their Queen Mentor
spends a Wisp to channel their own Skill, roll the without being able to take the time to go to the
Shikigami’s Attribute + Benefit. If they’re directly Dreamlands and speak in depth, thanks to an
carrying out a task related to that Advantage, it appropriate message and response that take about
doesn’t cost a Wisp; if not, they can use one of their an hour to relay.
own Wisps to add it to their dice pool. Normal use
of these Benefits doesn’t take a dice roll at all; if ••: The Shikigami is now well-traveled enough that
your Shikigami has Secrecy •, they don’t have to roll it’s able to provide enough information to count as a
to deceive whoever they are calling to spin a phony 2-dot Library for any and all Skills on the subjects of
story, they just do it. the Fearless Kingdoms, the Dreamlands,
Nightscapes, and Darkspawn, allowing research that
Shikigami Benefits are all associated with specific would otherwise be impossible. Each roll using the
Charms and increasing them allows the Shikigami to Library takes about four hours as the Shikigami goes
channel those Charms from their Princesses more back and forth between the Princess asking
efficiently. At one dot, the Shikigami can cast the questions and the information sources it can look
base Charm with no Upgrades, and then gets one up or ask about.
additional Upgrade for each dot after that. They can
only use Charms and Upgrades that are channeled •••: The Shikigami is proactive and well-traveled
through them by their nakama. The other functions enough that it can provide the previous two
of the Shikigami Benefits work no matter what benefits without taking extra time. Even if it can’t
Charms people have to channel. put the research information together to draw a
conclusion on its own, it has good enough recall of
facts that it doesn’t have to go back and check
Lore sources, and it’s got enough foresight into what
Associated Charm: Restoration problems might come up that it’s got a missive from
a Queen that’s suited for this particular situation.
Shikigami have access to a source of information
that no Princess could know, no matter how
well-read they are about the real world: the lore of
the Dreamlands and the Fearless Kingdoms, which Coordination
they are able to get from the source far more easily
than others. Lore is the Shikigami’s ability to gather, Associated Charm: Conjure
coordinate, and recall that information for the
nakama’s use. Shikigami can serve as organizers, logistics officers,
and even secretaries to their nakama, and their
(-): The Shikigami knows the basics about the Coordination measures how well they keep things
Fearless Kingdoms and the Queens, the kind of stuff running smoothly. As Princesses need to live their
that’s covered in this book’s “setting” chapter. normal lives in addition to their magical ones, they
may be split up all over the place when danger
arrives, or they may not be easily able to reach each
other, and they will always find situations where reconnaissance operations in the area the nakama
they need to talk to each other quickly without operates, and can alert them of trouble brewing --
warning. this also frees up the nakama to live their normal
lives rather than devote their blocks of free time to
(-): The Shikigami has a cell phone and everyone’s scouting the area when they’d be much worse at it.
cell phone numbers. Observation is their ability to gather information
from the world by observation.
•: The Shikigami has a method of asynchronous
communication for the group that cannot be traced, (-): The Shikigami has all day to stay inside and
decrypted, or decoded, like the world’s most secure watch TV, browse the Internet, read newspapers,
group chat. No matter the circumstance, the and other ways someone staying at home can get
nakama can know things other members of the information.
nakama found out in previous scenes (though not
scenes that happen simultaneously), and know It will be generally aware enough of sources of
when another nakama member needs something Darkness and potential Blossomings that it can
that relates to whatever they’re presently dealing provide the information to start an adventure based
with. on locating these things, but not any more detail
than that.
••: The Shikigami maintains a method of real-time
always-on group communication, like those cool •: The shikigami can get outside, and has all day to
miniature headset microphones. You don’t need to watch a specific area you designate, so long as
specifically “take a call” to use this, you can just there’s a way to remain hidden and inconspicuous.
freely talk as if any member of the nakama was in They’ll see anyone going in and out, what activities
the room. Nobody can hear it when members talk go on, anything an observer would notice when that
to you, and the communication is uncrackable and observer has all day and is inconspicuous.
untraceable by electronic or supernatural means,
but they can just, you know, listen to hear you ••: The shikigami can now follow individuals around
talking. even if they’re moving, or can locate and then
observe areas based on criteria: “Try to find any
•••: The Shikigami maintains a method of real-time new, suspicious flower stands that pop up” and the
always-on covert group communication, such as a like.
telepathic network, or a Codec that transmits sound
by reading subtle movements in your throat •••: Now the Shikigami has access to some “minor
muscles when you speak inaudibly and plays it to Shikigami” acquaintances to carry out the abilities
others by vibrating the little bones in your ear. of the previous two Tiers in multiple places at once.
Don’t give the minor Shikigami orders that are too
complicated or require too much discretion. They
don’t “get” a lot of things.
Observation
Associated Charm: Detect
Sneakiness
Since shikigami have oodles of free time on their Associated Charm: Force
hands, they often engage in scouting and
Acting on or in the real world is always difficult for a might have to tape a pen to their stuffed-animal
shikigami, because their powers are always weak arms to be able to hit the number pad), they can
and aimed at support, but because they are aimed post on social media, they can forge notes and
at support they are still invaluable. The Sneakiness verify cover stories.
Advantage covers both the ability to escape notice
and the ability to manipulate the environment,
because to a shikigami, they’ll always be linked.. (-): The Shikigami can do its best to forge
handwriting and make a few calls with a few fake
voices to come up with a plausible cover story for
(-): The Shikigami can mess up your room, and why characters will be absent, if it has a day or so of
probably will, but that’s about it. warning.
•: The Shikigami can swipe unattended items and •: With minor illusions, quick thinking, and some
fiddle with unattended objects, so long as you can clever use of props, the Shikigami can now fabricate
bring them nearby and there’s ample time to get in a reason why characters will be absent with only a
and out without being observed. few minutes' warning.
••: The Shikigami can sneak into places on its own ••: With slightly less minor illusions, decoys, skillful
accord, without you bringing them close by, but it puppetry, or an easily swappable mannequin vessel,
still can’t work with the risk of being caught: despite the Shikigami can also appear to be one of the
being a small inconspicuous object or animal, it’s as characters and play them in their normal life. (They
difficult to hide its actions as a full-sized human. don’t have to choose ahead of time what member
they can appear as, they just can only be one
•••: The Shikigami can now work WITH the risk of member at a time.) The Shikigami can’t perfectly
being caught, working with stealth when someone emulate the character, they can’t do very difficult
is in the room with them, able to fully employ the tasks and friends will report the character was
stealth benefits of being small and inconspicuous. acting kind of weird, but it’s nothing TOO suspicious.
An Embassy is kind of a misleading name: while An Embassy also gives a unique power to the
there is an actual organization out in the Princess, which is themed or flavored after the
Dreamlands that you will seek out and learn from, purview of the Embassy but also useful in other
you’re not going to have formal diplomatic ties and situations.
an office and immunity to parking tickets. You
become an “ambassador” to some part or aspect of Joining an Embassy also confers a weakness, a Ban,
the world, taking responsibility for it, bringing the Bane, or new vulnerability that comes associated
Light of Hope to it, and adapting your magical with the Embassy’s purview.
nature to interact with it. You and your friends can
now carry the Light to new dark places that need it Finally, and most importantly, joining an Embassy
most. involves taking an Oath. Just like the Three Oaths of
your Calling, you will devise an Oath that ties into
Not every Princess joins an Embassy; they come the Embassy’s purview and how you think it should
with drawbacks as well as advantages and some be in the best of all possible worlds, and you will
people simply don’t see any of these things as being gain a Luminous Beat for upholding it and suffer a
part of their identity. A Princess must have a base Compromise for breaking it. This Oath is active at all
Inner Light of 2 or higher to join any Embassy, and tiers of Belief, but the actions that break or uphold it
each Embassy will list its own particular are wider or narrower as appropriate to the tier.
requirements: a certain amount of Attributes, Skills, Something that provokes a Compromise of your
or Merits, and some other deed or experience that Embassy Oath at 8 Belief probably isn’t severe
your character has gone through that helps you enough to provoke a Compromise at 3 Belief.
understand what this aspect of the world is.
Embassies are ways to customize and express your
Joining an Embassy gives several benefits, a new character, but also to allow the group to have more
weakness or obligation, and an Oath. different types of stories. If you join the Embassy to
Death, not only do you have the power to interact
An Embassy always provides access. This is an ability with ghosts, the whole group does -- allowing you to
that not only allows the Princess herself, but take on tasks involving ghosts. Embassies are also a
everyone with her, to travel in or interact with the good way to justify a crossover Chronicle or putting
purview of her Embassy. a Princess in another type of Chronicle.
What Can The Harvest Hope For
Embassy to Death
All things must end, even us. Death awaits us all, its Upgrade: Ghostly Strike
arms welcoming us into its embrace. Death takes us Your scything Kiai attack now strikes across planes,
in and tells us “it’s all right now, you can rest.” to protect against the malevolent dead, or beat
some sense into the
After all, our life is the story we tell about ourselves. less-malevolent-but-still-unreasonable dead.
And what is a story without an ending? Not much,
that’s what. Death is when we look back on the Your Strike now hits ephemeral entities in the
story we told and see it was good -- or decide to be Twilight state and its damage does not downgrade
reincarnated and take another shot at it. Death is for not incorporating a Bane. You may choose if this
when our actions speak for us the loudest, as we is in addition to or instead of striking the material
see how we’ve affected everyone we’ve ever world; if you strike only in Twilight, you might be
touched and left behind. able to slice through certain connections like the
Fetter Manifestation Condition, at the Storyteller’s
Death will always be sad. It’s sad when anything discretion.
ends. But it can be bittersweet, and it should be. We
should not be tied down by unfinished business and Power: ???
regret, and we should not be so afraid of death
coming that we can’t live our lives. The Weakness: ???
Ambassadors to Death make sure of that.
Sample Oaths: “I want to make sure that people’s
Purview: Ghosts and the process of dying. final wishes are honored.” “I want to ensure that
Signature Charm: Kiai people don’t die afraid.” “I want the dead to be
Requirements: Resolve 3 and the Patient Merit. You remembered.”
must have been present at the peaceful death of
another human being.
Embassy to Night
Ambassadors to Night are often the most An Ambassador to Night can spend 1 Willpower to
light-hearted and kind Princesses that other attempt to counter a non-Princess supernatural
supernatural beasts will see; Graces most easily fit ability used in her presence by forcing it into a Clash
their requirements and Princesses of Spades and of Wills against her Inner Light + Belief. She can only
Jewels most often feel called to it. Their uplifting do this if she knows specifically what the ability is
demeanor is not a contrast to the seriousness of and how the creature gained or uses it, such as
their task, but a direct address of it: the Embassy to what vampiric Discipline it is.
Night is called upon to disarm and redeem fear
itself. Upgrade: Reminiscent Plea
Your Plea can now stir the hearts of those who
Fear is a fact of the world now, and we can never be thought they’d forgotten humanity long ago. Your
rid of it. But there are ways to make fear fun. Horror speech is effective against an audience who has a
movies are fun! Haunted houses are fun! The replacement stat for Integrity (other than Belief
Embassy to Night seeks to make “terrifying” into itself), which is most often a vampire’s Humanity.
“thrilling” or “spoopy.” Subtract the audience’s Supernatural Tolerance from
the roll.
Beings of the night that strike fear into our hearts
can have a right to exist but don’t have to be dicks The favor you ask for may be “and please raise your
about it. After all, sexy vampires can be fun too! Integrity replacement stat by an amount equal to
They may think there’s no way to happily, peacefully my successes for a number of days equal to my
coexist, but they’re wrong. Show them. Inner Light.”
Purview: Intelligent supernatural creatures who Raising the audience’s Integrity-equivalent also
must harm others in some way to live, most often undoes the effects of inuring themselves to sins and
vampires. evil acts that they no longer roll Breaking Points for.
Signature Charm: Plea Any failure on a Breaking Point roll brought on by
Requirements: Persuasion 3 and Intimidation 2. You their own evil actions during the duration
must have met another type of intelligent automatically becomes a Dramatic Failure, and
supernatural creature and parted on friendly terms. when the effect wears off, if they lost
Integrity-equivalent during the effect, it will go
Access: An Ambassador to Night can convert her down to a lower number than it started with.
Wisps into an equal quantity of another
supernatural resource like Vitae, Pyros, or Aether Power: ???
(not Essence or Mana, though), which they may
then give to another creature. Weakness: Becoming an Ambassador to Night does
not weaken your connection to the Light of Hope,
but the light of the Sun becomes a problem. While
in direct sunlight, you must spend a Willpower to
use any aspect of your Transformation other than
Dual Identity, including Charms, Defiance, or
Transformation-specific Merits.
Embassy to Oceans
The ocean. It’s deep, dark, full of danger. There are Access: For one Wisp, an Ambassador to Oceans can
places so deep, light from the Sun has never make herself and any number of associates she
reached them. And if you managed to live in one of kisses able to comfortably breathe and see through
those places, there would still be realms so much water (even salt water) for one scene.
deeper they would be nearly impossible to imagine.
It is the home of horrible creatures yet unseen, and For one Willpower, the Ambassador can also grant
the fish that allowed civilization to flourish. It lifts the ability to survive at any level of pressure to
vessels for trade and also swallows them whole. these associates, and they can shapeshift their legs
Great leviathans who slumber in the deep may have to mermaid tails and back.
existed long before humanity, long before the
All-Consuming Darkness, and may yet outlive us. Upgrade: Fathom Step
Why should that make you afraid? It should make You don’t move through water as easily as air -- it’s
you excited! The depths are a place of wonder and easier. During Step, when you interact with water or
discovery and new things and old lost treasures. If water-based liquid, you selectively interact with it as
there is life there that’s unlike humanity, great, we if it had whatever density and hardness you feel like.
will probably find each other very interesting! If You can run on the water’s surface or sprint through
great wrecked ships lie at the bottom of the seabed, it when it’s waist deep. You can swim through it as if
we have a chance to make sure whatever task their you were flying through the sky without wind
crew was on is finished. A creature we’ve never resistance, allowing you to swim at twice your
seen before could teach us so much! regular Movement, or negate the damage from
falling ten miles by landing in a puddle. You can do a
The Earth is over 70% water, why only focus on wall-jump off of the spray out of a lawn sprinkler, or
land? The Embassy to Oceans says that’s silly talk! walk through a storm without getting wet.
Purview: Large bodies of water and the things that Power: ???
live inside them. Mermaids, if mermaids in fact
exist. Weakness: ???
Signature Charm: Step
Requirements: Stamina 3 and Athletics 2. You must
have personally gathered something from the
ground, while swimming, for no other reason than
you thought it was neat -- if you did it to get into the
Embassy it doesn’t count.
The Arsenal Of Friendship
Appendix I: Regalia
When a Princess transforms, she doesn’t just connection to their owner’s perfected self, but in all
assume the form of her perfected self: the tools and but one case (which is her Phylactery), a Princess
implements of her mission and Calling come to her can just use an instant action to recall the Regalia to
hand. “Regalia” is the general term for all of the her hand or dismiss it from reality, and it vanishes
objects and implements that come with when she ends her Transformation. So there’s little
transformation -- your outfit, accessories, what have chance of that connection being used against her.
you -- but dots in the Regalia Merit are what you Any use of a supernatural power directly against
use to build “Regalia Equipment” with mechanical Regalia, such as to damage or disable it, triggers a
benefits. Clash of Wills, and the Regalia gains a bonus for a
magic effect lasting a year or more.
Each piece of Regalia Equipment is rated at 1-5 dots,
and are all custom-built by the player according to Regalia is highly customizable because it, like
the charts and guidelines below by buying up all the everything about a Princess, is an expression of her
different values and adding penalties to get more personality and how she sees the world. Not only
points. Each dot of Regalia gives the player 3 points will you apply a bunch of equipment modifications
to spend on modifications, and the value of any of to your Regalia Equipment, you can decide what
those modifications can’t exceed the Regalia’s dots form they take. As long as it gets across the idea of
+1. So you can’t take a one-dot Regalia for armor, what the Regalia Equipment does, the stat block of
dump the Defense penalty to -10, and then have 4 your Regalia Equipment can represent any physical
points of general armor. object you want. The same stat block for a weapon
could represent a spiked oni club, a rocket
Princesses can summon any and all Regalia as part sledgehammer, or a street sign apparently ripped
of her Transformation, and while Transformed can out of the ground, so long as it looks like it could
summon or dismiss any of her Regalia as an instant have the devastating power and cumbersome
action. The “Practical” and “Charmed” Tags on weight. Function is not impeded by form, so long as
Regalia Equipment can allow her to do the same it gets across the idea -- you can’t use this to make
while in their mundane identity. All Regalia gains your Regalia inconspicuous and not appear to do
Durability equal to the Princess’s Inner Light. If anything, and it’s clear this is a Thing that Does
Regalia is destroyed, unwillingly or intentionally, the Something.
Princess can re-create it with about an hour’s worth
of work while Transformed; no roll is necessary.
PIeces of Regalia have the strongest possible
Armor Regalia
could simply become thicker and more
combat-focused. Light armor might look more
formal or more chic, becoming a wedding outfit, a
daring bespoke designer piece, maybe something
Armor Regalia is what you wear to protect your with flowing ribbons or veils. Heavy power armor
body and enhance your ability to survive attack. All looks like an OmniMech or the T-60 from Fallout,
Armor Regalia starts off with 1 Strength light power armor looks like an EVA unit or an
Requirement and 0 in every other attribute. It can articulated jet-boost frame.
penalize your Defense and Speed, or add to it by
sacrificing other attributes in the name of being Whatever the form your armor takes, adding more
graceful and adept. frills is always an option.
Modification Cost
General Armor: The amount of damage the armor
General Armor -3 stops. After applying ballistic armor, prevent this
Ballistic Armor -1 much damage from the attack, starting with the
most severe.
Add Defense -2
Ballistic Armor: The amount of damage the armor
Add Speed -1
specifically stops from supersonic or high-speed
Add Tag -1 to-3 ranged attacks. If an attack normally would deny
your Defense, even if you had an ability that let you
Strength Requirement +1/dot keep your Defense anyway, Ballistic Armor applies
Lower Coverage +1 to +3 to it. For each point of ballistic armor, downgrade
one point of lethal damage to one point of bashing
Lower Defense +1 damage, before applying general armor.
Weapon Regalia can be anything that lands hits. As Increase Range: For ranged weapons only. Improve
serious as chain-and-sickle or as whimsical as a set the maximum range the weapon operates at.
of yo-yos, as practical as a revolver or as fantastic as “Close” is from around arm’s reach up to 5 meters;
a magic wand. Weapons start with 1 Damage, 1 this is a range that ranged weapons have penalties
Strength Requirement, and 0 in everything else. at. “Short” (the starting value) is out of arm’s reach
Ranged weapons also start with a range of “Short”, but up to 30m, Med up to 100, Long up to 300, and
and by default they use Athletics to attack and allow Extreme is beyond that. Distant firing is still subject
the defender to apply Defense. to the normal range penalties, but if you fire a
weapon outside its maximum distance the attack
Modification Cost roll is reduced to a chance die.
Add Initiative -1
Expand Arsenal: Turn one Regalia into two, allowing
Increase Range (Ranged Only) -1 you to bring different weapons for different
purposes. For each time you took Expand Arsenal,
Add Tags -1 to -3 you get another Regalia Weapon at the same dot
Increase Strength Requirement +1/dot value that also has Expand Arsenal but has all of its
other points allocated independently. Use this to
Lower Initiative +1 per 2 dual-wield, get a melee and ranged weapon, a
sword and shield, a power weapon and a precision
Add Drawbacks +1 to +2
weapon, or any other weapon combo. If you have
Expand Arsenal twice, then you get three weapons,
Damage: The automatic damage dealt by attacks all of which have Expand Arsenal twice, and etc.
with this weapon when the attack roll succeeds. All
weapons deal Lethal damage by default, but Add Tags / Drawbacks: Beneficial or detrimental
knowing the Kiai Charm allows you to deal bashing extra properties of the weapon, listed below.
damage if you choose. Anything that allows you to add your weapon’s
bonus to something, or double your weapon’s
Add / Lower Initiative: The bonus or penalty to your bonus, will allow you to add the lower of your
Initiative while wielding this weapon. Initiative can Strength or Dexterity instead if the weapon’s bonus
be lowered by up to twice the number of dots the is lower than that. Everything is 1 point unless
equipment represents, instead of just the dot value. otherwise specified.
Add Accuracy: Get +1 to attack rolls with this 9-Again, 8-Again: Attack rolls with this weapon gain
weapon for every Accuracy added. Since the 9-Again or 8-Again. You need to have 9-Again to buy
Accurate tag only costs 1 point and this costs 2, you 8-Again as a modification.
Two-Handed: This weapon must be used in two Charge: You don’t have to sacrifice your Defense to
hands. If you try to use it with one hand, all your make a charge attack with this weapon (CofD, p. 92)
attacks are -1. This is a drawback, so it grants 1
modification. Accurate: Get +1 to attack rolls with this weapon.
Piercing X: Subtract X points from the target’s Inaccurate: Get -1 to attack rolls with this weapon.
relevant Armor. Ballistic Armor is reduced first if it This is a drawback, so it grants 1 modification. Can’t
applies. Each point of Piercing costs 1. be taken with Accurate.
Knockdown: Double the weapon’s bonus for Bleed: Dealing damage in excess of the target’s
purposes of causing the Knockdown Tilt. Stamina in a single attack causes the Bleed tilt.
Stun: Halve the victim’s Size when aiming for the Brawl: This weapon uses Brawl, not Weaponry, to
head with intent to stun. attack. This modification costs 0 points, but can’t be
applied to any weapon higher than Size 2. Melee
Grapple: Add the weapon’s bonus to your dice pool only.
when grappling. Melee only.
Quick Draw: Readying or unreadying this weapon is
Reach: You get +1 Defense against enemies with a reflexive action even if you don’t have the
melee weapons of lower Size than yours, and you applicable Quick Draw Merit. If you do, increase the
can initiate attacks from farther away than a normal initiative modifier on the weapon by +4.
weapon of this Size. This weapon can’t be used in a
Grapple unless it also has the Grapple quality. Melee Disarm: You can make a called shot to part of an
only. opponent’s body holding a weapon, and the penalty
from that called shot is reduced by 1. If you hit, the
Finesse: This weapon uses your Dexterity instead of opponent must succeed on a reflexive Strength +
your Strength to attack, even if you don’t have the Stamina roll penalized by your Dexterity, or drop the
associated Fighting Finesse Merit. If you do have weapon. Melee only.
that Merit, it gains Piercing +2. Melee only.
Cumbersome: This weapon is designed around firing
Shield: If you don’t use this weapon to attack, you at its maximum range. When you fire it at a range
may subtract its Size rating from all attacks against band closer than its maximum, you get a -1 for each
you as a concealment modifier (but you can’t also range band difference between it and the maximum
apply your Defense against ranged attacks if you and don’t benefit from Accurate or accuracy
have an ability that lets you do that). This bonuses. This is a drawback, so it grants 2
modification costs 1 point for each Size of the modifications. Ranged only.
weapon. Melee only.
Firearm: This weapon’s projectile is fast enough that
Cover: The Shield now provides Cover. Obviously, it uses the Firearms skill instead of Athletics, the
you need the Shield property for this to work. target is not normally entitled to Defense, and firing
the weapon becomes loud as hell. This costs 3
Guard: Gain +1 Defense while using this weapon. modifications to add. Ranged only.
Silent: Despite being a firearm, shooting this
weapon is just as quiet as a bow or knife. Requires
Firearm.
Challenged
You have lost all Belief, and thus all conviction. Not
Tilt - Magical - Light - Stacking just conviction in your virtue or conviction in your
cause -- conviction that there’s any point in
Your next action that requires a die roll is -2 for each continuing to draw breath. Listless and enervated,
stack of this Tilt, unless that action is a direct attack with no joy or respite from anything, your soul
against someone who inflicted this Tilt on you. This disintegrates like wet newspaper.
won’t affect rolls to contest abilities used on you,
and if you’re under a Challenged effect from You cannot access any of the aspects of the Princess
multiple people, you can attack either one of them template, not even your Drive and Dread. You
without penalty. cannot regain or spend Willpower or Wisps for any
reason. You lose a Willpower dot every day you
Cause: Someone used the Duel Challenge Upgrade have this Condition.
to the Kiai Charm on you.
Cause: You lost all your Belief.
Ending: Once you take an action that requires a die
roll, whether it was an attack or not, all stacks of Ending: There are two ways this ends. One, your
this Tilt expire. friends succeed on a Social Maneuvering task to
remind you of what keeps you going and one of
them spends an Experience, which recovers one
Shadows
Belief; every time thereafter you embody your Drive
Condition - Emotional - Darkness - Princess - you recover a Willpower dot you lost to this
Stacking Condition.
Your Sensitivity to the Darkness wears on you and The second is, you lose your last Willpower dot, and
weakens your spirit. If you only have one stack of die. If you don’t die by your own hand, your body
this Condition, you suffer only minor symptoms that just gives up. The Darkness gives you one final offer:
are mostly psychosomatic. For each stack of this accept it and become Enthroned.
Condition after the first, your effective Inner Light is
reduced by 1, to a minimum of 1.
Galemark You can’t have more stacks of Gale-Lock than
Galemark. You can’t lose Galemark stacks if they’d
Condition - Mental - Dreamlands - Stacking take you below your Gale-Locks.
The Gales of the Dreamlands howl in your ears, and Cause: You had existing Galemarks that were locked
you are succumbing to its dream-logic. If you have by someone with the Dream Warden Numen.
one stack, you’re fine. For every stack after the first,
you have a -1 penalty to recall specific information Ending: When the Warden responsible dies, all
from outside/inside the Dreamlands while stacks of Gale-Lock are removed and you become
inside/outside the Dreamlands. completely and permanently immune to every
single one of that Warden’s powers once it reforms.
Cause: You were subject to the Gales, rolled Belief, Your friends and allies can attempt to remove
and gained more successes than your current stacks Gale-Lock stacks by fighting against the efforts of
of Galemark. the Warden, presenting evidence of strong and
important memories that are foundational to your
Ending: Lose 1 stack of Galemark when you wake up identity, and succeeding on social rolls to convince
from the Dreamlands trip where you gained one or you of their relevance.
more stacks of Galemark. Lose 1 stack of Galemark
for each night you choose to go without dreaming
and forfeit the Willpower you would normally gain.
Gale-Blind
Condition - Mental - Dreamlands - Persistent
Gale-Lock
You may be aware that you’re not in the real world,
Condition - Mental - Dreamlands - Stacking - but that doesn’t change the fact that the
Persistent inexplicable knowledge and unnoticed changes of
the dream world are your natural and expected
The effect of the Gales has been reinforced on your environment. You automatically fail any attempt to
spirit, and instead of distracting you from recalling discern what things you know are relayed from the
memories of the real world, they are being real world and what are facts from the dream world.
replaced. For each stack of Gale-Lock, some of your You cannot perceive Wardens unless you are aware
memories have been altered and replaced with of their existence and succeed at an active
memories of a life in the Dreamlands. The more perception attempt with a -5 penalty. You don’t
stacks, the more important the memories. At five notice dream-logic as unusual unless it is pointed
stacks, your body is comatose and you remember out to you.
nothing of the real world.
Cause: You are a Lucid native resident of the
As you become more swept up in the dream Dreamlands, or you are a normal resident of the
narrative, focusing on specifics becomes harder. For real world who has naturally entered the
each stack of Gale-Lock, you get -1 to all rolls you Dreamlands as part of their normal sleep schedule.
choose to make that could be in line with
embodying your Drive, but aren’t. Ending: If you are a person from the real world
who’s asleep, Gale-Blind ends when you wake up or
someone makes a concerted effort to snap you out
of it. If you are a Lucid native of the Dreamlands, Virtues, or any other situation that replenishes
this Condition is a fundamental part of your Willpower.
existence and can’t be ended.
Fractured: Obsessive
Fractured: Avoidant
Condition - Emotional - Fractured
Condition - Emotional - Fractured
You know that what you want matters more than
Your fears constantly appear in the corners of your anything -- than anyone -- and that’s why you’re
vision, because they’re spilling out from inside your more important than everyone. That’s what makes
head. it all justified.
You must now pay a Willpower to act in spite of You gain a new Dread of “Failing at any current
your Dread in situations where the source of fear is Aspirations or Urges.” You do not gain Willpower
so minor you would gain a Willpower from avoiding from avoiding or conquering it, but it still counts for
it but otherwise would endure no cost. purposes of costing you Willpower to act against
and effects that penalize you by keying into Dread.
Fractured: Compulsive
Fractured: Unmoored
Condition - Emotional - Fractured
Condition - Emotional - Fractured
Your Drive is more of a burden, something you
compulsively carry out as if you’ll forget who you There is no source of respite in your identity,
are if you ever shut up about your One Thing for nothing makes it secure for even a moment. You’re
two fucking seconds. bailing out the doubt with a teacup, now.
You must now pay one Willpower to avoid acting in You cannot regain all of your Willpower by
accordance with your Drive in a situation where embodying your Drive or conquering your Dread.
doing so would gain you one Willpower. You may gain multiple single Willpower for them in
the course of a single scene, instead of only once
each.
Fractured: Insecure
Condition - Emotional - Fractured
Mayhem
Ordinary sources of solace and calm mean nothing Tilt - Magical - Emotional - Darkness
to you. Only that Perfected Self, that ideal that has
become a weight around your neck, keeps you There’s enemies all over! Hit them before they hit
going. you!
You cannot regain Willpower by any means other If you haven’t succeeded on a Resolve + Composure
than your Drive and Dread: not by sleeping, roll penalized by the effect’s successes, you regard
surrendering, Conditions, powers, bonus Vices or everyone in your vicinity as an immediate threat
and must use your turn to attack one of them. Being
restrained or calmed down allows you to reroll, and In your immediate environment, you have the effect
having something new and startling introduced of Staff •••. The Staff only acts in this immediate
forces you to reroll. environment, but doesn’t need to take any time to
get there or get out, doesn’t need to take up space,
and works in quick and perfect coordination.
Feel No Pain
Tilt - Magical - Physical - Darkness Cause: You used the Special Helpers Signet Charm
(Legno •••).
It’s exactly what it says.
Ending: This Tilt ends at the end of the scene.
You are immune to wound penalties and
automatically succeed at attempts to remain
conscious. Any source of bashing damage, other
Necropolis
than downgraded aggravated or lethal damage, is
reduced to a single point. You have +3 on all rolls Condition - Magical - Environmental - Persistent
involving physical might, but take a point of Bashing
damage with each one. The dead can remain here without anguish or
torture; dead souls exist as ghosts just to have a bit
of extra time to wrap up what they were doing in
Stirring Performance
life.
Tilt - Magical - Emotional - Light
Ghosts in a Necropolis do not suffer from Essence
Your feelings are surging in one direction or another. Bleed, can use the Materialize Numen freely, and
the entire Necropolis is considered to be an Anchor.
This Tilt came with a specific emotion. You have +2
on all dice pools for actions that align with that Cause: The Last City of Alhambra is a Necropolis. If
emotion. there are others, they’re made by a different type of
magic.
Cause: You are the audience for the Anthem Charm.
You are assisted by your environment and the things All Horrors with Pure Darkness here increase their
in it, moving in concert with your surroundings. Potency by 1, and the use of Pure Darkness by those
who don’t have the Dread Power itself get +1 die,
for each stack of All-Consuming Darkness in the the direct use of Dread Powers like Fortress of
area. Terror (p.XXX) can all add stacks.