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Table Of Contents

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

The Chronicles of Darkness are ruled by fear too. It’s


No matter how old we may be now, all of us were
not just social sanction and crushed hopes, those
once young. The world was unexplored and exciting,
ideas manifest as much darker, much crueler, much
full of possibility. What we lacked in experience and
less human forces that prey on vulnerability both
wisdom, we made up for in possibility and
physical and emotional. Detaching yourself from
enthusiasm. We dreamed of fame, fortune, wealth,
your ideas, your own personhood, is a survival
glory, and respect. We wanted to be astronauts,
strategy, and over there it’s a much more relevant
cowboys, firemen, doctors, singers, rock stars, or all
one. Opening your heart is only going to get you
of the above at once. After all, we didn’t know what
hurt, and this time, it might be by a vampire.
was possible … and that meant ANYTHING was
possible. We looked at the world through guileless
You cannot be a magical girl ironically. The magical
eyes, felt it as fully and intensely as anyone ever
girl genre explodes with sincerity at every turn.
could. When we came to a new idea, we embraced
When you put on the mask of another identity it’s
it zealously and whole-heartedly, convinced we’d
not to avoid yourself, but express yourself. A magical
found the secret that would change the world.
girl has an outfit and magical accessories and special
When we loved, we were convinced it was the most
magic attacks and a sidekick and speeches and
passionate ever felt; when we hurt, we thought it
color-coordination and an image song and a special
transformation sequence. Her eyes get huge and down others, letting down yourself, of the doubters
sparkly when she’s in love and she gets a huge being right, of being not good enough -- determine
sweatdrop on her head when she’s frustrated and who you are?
her entire face turns red when she’s angry. Every
single thing about her and her actions screams “This
is who I am and this is what I feel!” Theme: Fighting Fear
The true meaning of courage is not to act without
When you take the role of a magical girl, you’ll take
fear, but despite it.
the role of a good-hearted person who finds that
the power to combat the evil forces of the world
Princess’s monsters are borne of fear in some way,
was within them all along. To fight evil, you’ll
and its central thesis is about how fear lies at the
protect the innocent, heal the injured, uncover the
heart of so many of our miseries, how fear spreads
hidden, sway hearts, and uplift spirits. In every one
and magnifies itself by passing from one to another.
of these actions you’ll proclaim “This is who I am!
Fear itself is literally the supernatural corruption the
This is what I am about! This is my heart!” Ironic
All-Consuming Darkness infects people with to warp
emotional detachment is not an option here. Your
them, and it is so pervasive we think it’s not
power itself comes from your ability to emotionally
supernatural in origin at all. People collapse under
invest yourself so much it can bend the heartless
the weight of their fears and are imprisoned in
rules of the world. And if you win, you will triumph
Nightscapes, which leak monsters into the world
because you committed your heart and your
that are literally their fears manifested. Fear warps
identity and proclaimed this was the hill you were
them metaphorically or literally until they become
willing to die on.
grotesque caricatures of themselves, willing or
unwilling puppets whose every action proclaims
If. Because you still might fuck it up. People might
what they’re afraid of in a dark parody of a
still react with hate and revulsion at what you
Princess’s sincerity. People spread fear to others in
expose of yourself, and your hopes might still get
an attempt to ward it away from themselves, to
crushed after you lifted them up, and sometimes
prevent what causes it or prevent themselves from
your belief in yourself isn’t going to be enough to
feeling it. People are afraid of being preyed on, so
carry through. Sometimes your ideals are actually
they must prey on others first. People are afraid of
going to be insufficient or even laughably wrong.
being known, so they can’t let themselves be loved.
Sometimes the voices of doubt are going to actually
have an accurate assessment of the situation.
Your opponent is then not just something you
should be scared of because it is dangerous, but
As a Princess you won’t just put your body at risk of
springs from fear itself. You don’t just destroy the
being ripped apart by claws made of sharpened
things people fear, you need to fight fear itself. But
nothingness. That’s what everyone in the Chronicles
for as terrible as fear is, it is part of us now, you
of Darkness does. You’re going to put your heart at
cannot get rid of it. To save the world, you’re going
risk. And you’re going to have to suffer for it, and
to have to overcome fear and what it does. You will
you’re going to have to decide how much you can
feel it as a part of you, and you will have to act
afford to risk and keep going. Can you hold on to
despite it. You can’t just blast the monster, you have
your ideals? How much of those ideals really should
to get to its source, you have to learn and confront
be discarded in order to live in the real world? How
the fears that created it. To make the world a better
much are you going to let fear -- that fear of letting
place, even when the world resists you every step of friends if nobody else. Her band of friends is going
the way. In a world of fear and isolation, you have to to face danger and horror together, and it’s going to
become someone people can trust with their hopes draw them together…
and their very lives.
Or it’s going to smash them all.
Oh, but your opponent is still something dangerous.
Terrifyingly dangerous. Your soul hails from a world
of beauty, love, and peace, and the creatures of fear
were enough to annihilate it -- and now the
Chronicles of Darkness are full of fears they couldn’t
have even imagined. You will have to overcome fear
to have a chance to save the world. That might not
be enough. And you might not know that until your
courage and strength fails and everyone who relied
on you is weeping in terror.

Mood: Tension and Camaraderie


“I don’t know who I’d be without you guys.”

A Princess has to balance a lot of factors that pull


against each other. She can’t abandon her mundane
life, but it conflicts with her magical mission. She
has two identities that want different things despite
both of them being completely and emphatically
her. The more she commits herself, the greater her
power, but the worse it will be when she does fail.
Her enemies all deserve empathy but may be too
dangerous to permit it. There’s always more she can
do, somewhere else she can stretch herself thin,all
at the cost of wearing herself down. Each of these
things, each of these competing needs, each creates
a rising tension in your life and the thought that one
of these tautly-pulled wires might snap becomes
worse and worse.

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?”

Sidebar: Gendered Pronouns Similarly, the assumed character that sentences


are constructed around is female by default; the
The magical girl genre is, rather obviously, object of the sentence or other person she
typically about girls. Magical girls are feminine interacts with will be male by default.
and use markers of femininity as power, as part of
their self-expression. This is a refutation of how
our society outside the text views femininity,
strength, and weakness; but that reasoning can’t Sources and Inspiration
exist INSIDE the text or it would be incoherent. In
Vampires and werewolves and wizards have existed
a magical girl story, the idea that being feminine
might make one weaker or less worthy is so in our common mythology for centuries, even if the
nonsensical it doesn’t even come up. So magical codified rules of how they work are more recent
girls both are and are not about being feminine: than people think (Vampires didn’t die in sunlight
embracing femininity is a refutation of an idea until 1922’s Nosferatu). Stories of the Fair Folk go
that femininity should hold them back, and not a back as far as the history of Europe’s forests, and
statement that femininity is better. The ideals and
Promethean will remind you that tales of attempts
story they embody is resonant to people of any
gender or presentation. to raise the dead go back further than Shelley’s
Frankenstein.
If you do the slightest digging, you will find a LOT
of shonen anime and its tropes are very similar to The first piece of magical girl media ever created
the core ideas expressed by the magical girl was the manga Akko-Chan’s Secrets in 1962, and the
genre. Especially in terms of the power of first magical girl anime was Sally the Witch in 1966.
friendship! Yusuke Urameshi of Yu Yu Hakusho
Magical girl warriors weren’t a thing until 1973’s
doesn’t have a fancy outfit, but all his actions
declare his vividly defined personality and his Cutie Honey and the tropes weren’t really cemented
unbreakable ideals, and his magical powers and codified until Pretty Soldier Sailor Moon in
express those in a larger-than-life way which 1992. 1992! If the Sailor Moon franchise were a
cause his victories to be validation of those ideals. person, it wouldn’t even have had a midlife crisis
yet! It couldn’t have voted for Obama’s first term,
In Princess, you don’t have to be a girl. There’s
even if it was an American citizen!
plenty of male Princes, and they don’t have to be
particularly effeminate: the Inner Light of
humanity is common to us all and your gender It’s a very recent invention, is what I am saying. It’s
doesn’t determine your worth or virtues. But for like zombie stories in that it couldn’t really exist
some reason nobody’s quite figured out, without a modern storytelling environment. So
Princesses do outnumber Princes by a fair margin, while there are plenty of core magical girl stories to
at least 2 to 1. take inspiration from, there’s also plenty of works
that are partially related that you should check out
For this reason, the assumed default word is
“Princess” to refer to a magical girl, or a magical anyway.
person of unknown gender. “Prince” is only used
specifically for a magical boy. It’s kind of like
falcons -- did you know that “falcon” is the word
for the female of the species, used as the default
Core Mahou Shoujo inspiration for this game and definitely worth
reading for anyone who was interested enough in
Pretty Soldier Sailor Moon: What almost everyone this book to read this paragraph.
thinks of when you talk about magical girls and a
massive influence on everything that came after it, Puella Magi Madoka Magica: The series that most
Sailor Moon is the story of a complete crybaby klutz people think of when they envision a
who discovers she is the superheroic Sailor Moon, “deconstruction” of the magical girl, though like
the reincarnation of a princess from a beautiful Sailor Nothing, it wouldn’t matter if it wasn’t also a
fallen kingdom on the Moon, with a great destiny to reconstruction. Wishing for things to be better isn’t
fight evil. Why are magical girls associated with enough, but you can still fight. Even in a fallen world
being princesses? Sailor Moon is why. What parts of of secret evil, trapped in an unfair situation,
Princess: the Hopeful are particularly influenced by someone is always fighting for you, and as long as
Sailor Moon? “Yes.” you remember her, you are not alone. On top of its
tone and resolve to keep hope alive and change
Mai-Otome takes the magical girl genre into places things for the better, Madoka’s Witches, and the
it does not normally venture: Politics. At heart Labyrinths they occupy, are the inspiration for the
Mai-Otome is about two girls (one a literal princess) Enthroned and Nightscapes in this game.
forced to grow up by the harsh realities of
Realpolitik, and in the process learning that being a
magical girl is so much more than looking amazing.
Other Works
With friendship, growing up, magical girls and My Little Pony: Friendship is Magic: Oh, like you
Realpolitik, Mai-Otome is a great example of the didn’t know this was coming. Friendship is Magic
magical girl as a leader figure. has a colorful cast figuratively and literally, learning
about friendship and trust and togetherness in ways
Magical Girl Lyrical Nanoha: Nanoha is like if that kids appreciate and adults want to be reminded
magical girls and mecha battles had a love child, of, in a deeply interesting fantasy land of Equestria
where a cute girl in a costume colored like a full of creatures, mysteries, discoveries, horse puns,
Gundam unleashes FULL POWER TOTAL FRIENDSHIP John DeLancie as the incarnation of chaos, and
BEAM. The dark and pained Fate Testarossa, buckets upon buckets of pure charming sincerity.
Nanoha’s rival in her search for the Jewel Seeds, is The relationship between Twilight Sparkle and her
the definitive Dark Magical Girl and prototype for mentor Princess Celestia is a great potential model
Princesses of Tears, and Nanoha’s quest to redeem for the relationship between a Princess and her
Fate no matter how hard she has to beat sense into Queen.
her is a perfect summary of what Princesses of
Swords are about. Devil May Cry: Dante, Son of Sparda, shows that the
human spirit and human emotion are more
Sailor Nothing: Stefan “Twoflower” Gagne’s web powerful than heartless demonic power despite
novel is not important because it subverts the demonic lords holding them in contempt. But more
magical girl genre by introducing very serious and importantly, Devil May Cry is about sick combos.
mature themes like rape, murder, and suicide. It’s There’s no better exhibition of the idea that “how a
important because it’s still a magical girl story all the character fights expresses who they are,” and your
same, and hope and love and friendship still matter play can express your own creative stylish action.
in a world with all those horrible things. It’s a huge Almost the entire Kiai Charm is a love letter to DMC,
and Vergil perfectly shows how dangerous a Prince direct manifestations are the primary opponents a
of Mirrors can be. Princess will face. The supernatural corruption it
spreads is the emotion of fear. Also simply known as
Spider-Man: Homecoming: Peter Parker’s struggle “the Darkness.”
to balance his mundane and superheroic identities,
as well as his motto “With great power comes great • Beacon: An ordinary person in whom the Light of
responsibility,” are a great inspiration for Princess. Hope is so bright it grants them a little sliver of
While the friendly neighborhood spider-man has magical power without any formal training or visible
been in a lot of adaptations over the years, source. They have a slight uplifting effect on those
Homecoming does an excellent job of showing how around them.
his two lives collide with each other.
• Belief: A rating of a Princess’s ideals, conviction,
Coraline: If you want to venture heavily into the and faith in herself that she can save the world.
Dreamlands, check this out. Coraline’s journey in Belief functions as an Integrity replacement for
the symbolism-drenched other world can be a great Princesses.
Dreamlands inspiration -- or the torments the Other
Mother inflicts on her prisoners could show you • Bleed: An uncontrolled area where the membrane
how an Enthroned operates. between worlds is porous and damaged, where the
Dark World intrudes into our own.
Yu Yu Hakusho: Juvenile delinquent Yusuke
Urameshi is given a second chance at life after • Blossom: The moment when the Light of Hope
sacrificing himself to save a child, and finds himself radiates inside you so powerfully that it surges out
a spirit investigator tasked to keep the human world into the world and you realize your power and
safe from ghosts and demons. Hot-blooded, destiny as a Princess.
expressive, driven by ideals and friendship, Yu Yu
Hakusho has all the determination and • Calling: The method by which a Princess seeks to
self-improvement of the archetypal shonen battle fix the world. Your Calling determines your affinity
anime, without the multi-episode powerup Charms and has a major effect on your Oaths.
sequences. Plus, the author is married to the author
of Sailor Moon! How weird is that? • Cataclysm: The sudden, devastating fall of the
Fearless Kingdoms due to the creation of fear.

• Cataphract: An extremely powerful minion of the


Glossary Darkness, created when a mortal human willingly
gives in to the Darkness’s power or dies in utter
• Alhambra: The last surviving city of the Fearless
terror and despair, leaving an intact shell for the
Kingdoms, ruled by the Queen of Tears and
Darkness to occupy.
sustained by its Princesses stealing hope from the
world.
• Champion: One of the five Callings. A Champion
seeks to defend the innocent, most often but not
• All-Consuming Darkness, The: A primordial force
exclusively through combat and physical prowess.
of evil and destruction that instinctively seeks to
crush humanity’s Inner Light and spread misery. Its
• Charm: A manifestation of a Princess’s magic, a
spell a Princess can cast to express her identity and • Drive: The vividly defined core of a Princess’s
her Inner Light to the world. All Charms start with identity that her actions express.
one simple function and have a list of upgrades,
which expand on that and on each other. • Dual Identity: A magical effect protecting a
Princess’s Transformation that makes it extremely
• Court: All of the followers and assistants of a given difficult to link her two identities together.
Queen. Very rarely used, as Princesses don’t draw
power from a court, they draw power from their • Embassy: An optional third type of grouping a
relationship to their Queen. Princess can choose to join in addition to Calling and
Queen. An Embassy accepts and takes responsibility
• Crawlspace: A physical location connecting a for a certain aspect of the world in order to redeem
Princess’s own mind and soul to the Dreamlands it, incorporating its magic into themselves.
that can be physically traversed. Unlike her soul
itself, it’s tight, cramped, and uncomfortable. • Enthroned: A Princess who has abandoned hope,
utterly fallen to Darkness, and completely accepted
• Currents, Queen of: One of the five Radiant the bargain to inflict fear on others to spare herself.
Queens. Teaches her followers to think clearly and Has a permanent Nightscape around her that she
guide their lives with reason. fully controls.

• 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.

• Mortal: A mortal is a human without a


supernatural template. It is used here for
consistency in terminology, but Princesses don’t
refer to them as “mortals.”
Opening Fiction

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.

But now there’s some kind of evil wizard lurking


about, harvesting human energy and using monsters
Somewhere To Belong

Chapter 1: Calling and Queen


and each has their own way to interpret and
embody their Calling. A Princess’s Calling is what she
Calling does, and everything a Princess does is an
expression of who she is.
Every Princess has a Calling -- something that spoke
to her, her idiom of what it meant to make a better
The five Callings and their goals are:
world, that she realized in her Blossoming. This
determines the nature of her magic, the nature of
- Champion: Defend The Defenseless
the Oaths she holds to, the Charms that most easily
- Grace: Speak to the Fallen
come to her and express who she is, and the first
- Mender: Fix What Is Broken
free Transformed dot she gets. These Callings were
- Seeker: Find The Hidden
not created by edict, they’re more like observed
- Troubadour: Uplift The Spirit
patterns. And since each Princess chooses one
Charm to have an affinity with other than the two
provided by her Calling, they aren’t homogenous,
Defend the Defenseless

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).

• Troubadour: Remember that you’re here to do


something too. If you fall into just telling others to
do your work for you, I will have to slap you.
Speak to the Fallen

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.

helps people to find balance and harmony in


themselves, but all of them know words can be
Hearing the Call
more powerful than weapons.
Graces are those who are willing to see the best in
others, even their opponents; they know that
Dreams of the Kingdom
opponents don’t have to be enemies.
Graces were people in the Fearless Kingdom who
Graces have no supernatural ability to compel the delivered messages: messages of truth, hope,
behavior or emotions of others, the Light of Hope security. Some were diplomats, yes, but some
can’t disrespect another thinking being that deeply. remember being newscasters or merchants or
They offer information and arguments to help executives or attorneys or even something like
someone realize that their offer is a good one, and motivational speakers. Others listened to what they
to help reward them for seeing the right way. A had to say and knew it would make the world a
Grace’s first instinct in a conflict is to try and see if it better place.
needs to be a conflict at all. Most of them aren’t so
naive as to think that a fight is never necessary, they But when they dream of the Cataclysm, their words
can and will defend themselves, but even then they fall upon deaf ears. The people who need them
will usually try and give their opponents most are blinded by fear and unwilling to believe
opportunities to surrender gracefully. Their Mental them. They may open their mouths and scream but
and Social Attributes are far more valuable than the no noise comes out.
Physical.
Magic
The archetypal Grace of Jewels offers someone a
place where they can lay down their arms and feel A Grace gains a Transformed dot in either Presence
they belong, while a Grace of Spades can run verbal or Wits. They have a natural affinity for the Plea
circles around someone to trick them into Charm, their ability to reach out to the hearts and
confronting their own follies, and a Grace of Flowers minds of others, and the Conjure Charm, their
ability to call upon aid. Like all Princesses, they have • Troubadour: I reach out to them, and then you
an affinity for the Buster Charm, and one additional inspire them when they come. We make a perfect
Charm of their choice. pair.

• Vampires: Everything you do to people is built on


Sample Oaths
a single lie: the lie that you are monsters who can’t
Third Oath: “I should appeal to people’s better do any better.
nature.” - “I should provide a good example of living
right to anyone who looks up to me.” - “I should • Prometheans: If you need someone to teach you
never deceive anyone.” to be human, I’m up to try.

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: Whoever said “sticks and stones may


break my bones but words will never hurt me” was
lying, but whoever said “an ounce of prevention is
worth a pound of cure” was telling the truth. It’s
better to reach out first than to wait until damage is
done.

• Seeker: The great thing about being fair and


forthright is there’s no skeletons in your closet for
anyone to dredge up.
Fix What is Broken

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.

Second Oath: “I must never exploit someone who


needs my help.” - “I will not use experimental
Concepts
treatments with a high risk of harm, without taking
every possible precaution and alternative EMT, technical miracle worker, the candy striper
beforehand.???” - “If I have to choose between who’s the hospital’s real magic, Mrs. Fixit, romantic
risking my life, or my patient’s, I must always risk my wingman, environmental cleanup, the eternal
own life first.” - “I mu shoulder to cry on, warrior therapist, the janitor
st always try to communicate with my patients so with the true wisdom.
that we can create a road to recovery together.”
Inspirations
First Oath: “I will never refuse a sincere request for
aid.” - “I will never take a life, no matter how Orihime Inoue (Bleach), Shamal (Nanoha), Josuke
justified it is.” - “I will never purposefully harm Higashitaka (JoJo’s Bizarre Adventure), Aragorn (The
someone under my care.” Lord of the Rings), Rebecca Chambers (Resident
Evil), Barney Stinson (How I Met Your Mother).

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.

• Grace: People can’t listen to you when they’re


hurting too much to believe anyone.

• Seeker: The truth isn’t hidden. It’s right in front of


us: people need our help right now.
Find What is Hidden

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.

Hearing the Call Dreams of the Kingdom


Seekers are those who were curious, inquisitive, and Seekers may have shown the future or shined a light
had a hard time staying out of things. They see on the distant past. Scientists or treasure-hunters,
things go wrong and they need to know what is through investigation or exposure, Seekers of the
happening and why. They have to find things out. Fearless Kingdom expanded humanity’s knowledge
and illumination. Thanks to them, we knew who we
Finding things out isn’t only a detached, academic were and what we could do, and we knew how we
pursuit -- it’s getting in there to grab what’s hidden could keep rising to do more.
from the grasping hands of who hides it. Some
Seekers focus more on the cleverness to see the But when the Darkness came, they could find no
truth behind it all, and some focus on the skill and answers. They had no idea what to do or where to
speed to get to your prize and get out in one piece, go. People they loved suffered and died without
but all of them need at least a little bit of both. even understanding why.

The archetypal Seeker of Currents might be a


Magic
tireless pursuer of knowledge through hands-on
experimentation, while a Seeker of Spades may be a A Seeker gains a Transformed dot in either Dexterity
thief who filches things that don’t belong in hidden or Composure. They have a natural affinity for the
vaults, and a Seeker of Jewels might tear open Detect Charm to discover what they search for, and
corruption in institutions or groups. the Step charm to get out with it. Like all Princesses,
they have an affinity for the Buster Charm, and one
additional Charm of their choice.
Sample Oaths
• Beasts: You’re a forbidden grimoire that warns it
Third Oath: “I should never lie.” - “I should freely contains secrets to shatter the mortal mind, and
share what I’ve found with as many people as then I open you up and you just say “BOO!” on
feasibly possible.” - “If there is an investigation every page.
afoot, I should always seek to help in whatever way I
can.” • Mortals: Everyone has been putting a lid on
something that stinks and now the world’s buried in
Second Oath: “I must never accept that I am better them. I’ll get you out from under it.
off not knowing something.” - “I must never
knowingly endanger others in pursuit of my truth.” -
“I must never accept that a mystery is in any way
‘unsolvable’.”
Concepts
Investigative reporter, heroic thief, Dreamlands
First Oath: “I will never stop seeking the truth.” - “I explorer, world-changing inventor, Mythbuster,
will never help someone cover up their hippie psychonaut, gumshoe, meddling kid.
wrongdoing.” - “No matter what harm others
threaten or inflict upon me for what I know, I will
never abandon my studies.???” - “I will never use
Inspirations
the knowledge I gain to help a Servant of Darkness.” Detective Conan, Saint Tail, Yuuno Scrya (Nanoha),
Indiana Jones, Robin Hood, Black Widow (Marvel),
Columbo
Stereotypes
• Champion: Without me, I think you wouldn’t
know who to punch, much less why.

• Grace: Revealing yourself can be as hard as


revealing the world, and I respect that. But I think
you could be asking a bunch of different questions
than the ones you do.

• Mender: You’re treating the symptoms and not


the true disease, but then again the symptoms are
usually what end up killing you, so that’s triage.

• Troubadour: Okay, you think I can do it, and


sometimes I do need to be reminded of that, but
come on, I don’t need it that often.

• Hunters: If all of you just stood up at once and


said who you were and what you wanted, the
monsters you fear wouldn’t have a chance.
Inspire the Spirit

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.

Hearing the Call Dreams of the Kingdom


Troubadours are all masters of some kind of Troubadours in the Fearless Kingdom may have
performance, though it may not be what comes to been the focus of attention like the lead singer, or a
mind when asked to imagine a performance. Maybe subtle presence like the bassist, but their art and
they sing, maybe they play guitar. Maybe they tell emotion was what elevated us and helped us to
stories and maybe they crack jokes and maybe they make meaning in our lives and be who we truly
paint and maybe they sculpt and maybe they fold deserved to be.
origami and maybe they even bake. But they always
keep in mind the artist’s most important creed: And when they dream of the Cataclysm, they don’t
show, don’t tell. Whatever they do, there is an see themselves stumble over words or fat-finger
emotion to experience within it, a resonant chords. They see themselves delivering perfect
message at its heart. performances that reach nobody, a world that has
no use for their message. They see themselves
Social and Mental attributes are both important, but shouting into the void of total irrelevance.
the Physical can still matter for the execution of
your art. The archetypal Troubadour of Spades
Magic
might be a quick-witted singer or talespinner who
always seems to have an appropriate song or A Troubadour gains a Transformed dot in either
anecdote, while a Troubadour of Currents might be Manipulation or Resolve. They have a natural
a teacher who inspires her students further than affinity for the Anthem Charm to uplift and inspire
she could have gone, while a Troubadour of Swords the souls of others, and the Illusion Charm to
could ignite the fighting spirit and rouse the crowd illustrate their thoughts into the world. Like all
to get up and shout. Princesses, they have an affinity for the Buster
Charm, and one additional Charm of their choice.
Sample Oaths • Mortals: Now here’s a very special something I
hope you’ll really like.
Third Oath: “I should never let my ego get the
better of me.” - “I should try to brighten others’
days whenever the opportunity comes.” - “I should
never hide my true feelings.???”
Concepts
Magical idol singer, bard, the one who unites the
Second Oath: “I must never use my artistic ability to city with the power of dance, the plucky comic
burden the hearts of others.” - “I must never let an relief, hard-shredding Power of Rock, graffiti artist,
imagined world come before this one.???” - “???” - abstract painter with hidden messages, famous
“I must never create a piece of art that has a actress.
message I don’t genuinely believe in.”

First Oath: “I will never stop making art.” - “I will


Inspirations
never accept there’s no way to make things Fancy Lala, Jem and the Holograms, IRyS (Hololive),
better.???” - “???” - “I will never create anything Miss Frizzle (The Magic School Bus), Kazuma Azuma
that I know will make the world worse.” (Yakitake!! Japan), the Elite Beat Agents, Bob Dylan,
Geddy Lee (Rush).

Stereotypes
• Champion: No one of us could ever be as strong
as all of us.

• Grace: Sometimes, words aren’t enough to move


us. But if you want to bring the lyrics, I’ll bring the
instruments.

• Mender: Heal their bodies so I can strengthen


their souls.

• Seeker: Do you remember your teacher lecturing


you about state capitals? Okay, now do you
remember the song from Animaniacs? Yeah, it’s like
that.

• Changelings: I’m so sorry. Following a melody,


following your feelings, should never lead you into
danger.

• Demons: Tell me a story. No, don’t give me a


cover, don’t evade and disseminate. Tell me a story.
Queen

The second way in which Princesses are categorized


is by what Queen they follow; the way a Princess
approaches her problems and her life is generally Sidebar: Why No Kings?
exemplified by her Queen. They tend to naturally
gravitate toward the Queen who best embodies All these leaders are presented as women, in line
with the mahou shoujo genre, where generally
their worldview and attitude, though sometimes the
these sorts of authority figures are women. They
way they embody it is not what an outside observer have distinct personalities and identities, so they
would have expected. The followers of the Queens can’t be presented as abstract principles that
do fit general archetypes most of the time, but could be any gender. Of course, in your Chronicle
people will always surprise you. you are free to determine some are men or
nonbinary or whatever you decide, just as you
A Queen is a leader, an ideal, an exemplar, and a can re-emphasize or change those personality
traits (You are, however, forbidden from even
community of followers to be in. She is not simply
implying Miguel is not a good boy). But still it kind
an abstract idea or philosophy, she is someone who of raises the question: there was no gender
teaches and embodies that philosophy in their discrimination in the Fearless Kingdoms, and
deeds and in their personality. A Princess can visit nothing about your gender made you more or
the Dreamlands -- the path will always be easy to less virtuous or capable, so why are there eight
find to get to her Queen -- and see her, meet her, Queens and no Kings? The odds of that seem low.
talk to her. Your Queen is like a parent, or a teacher,
There were actually some Kings, namely a group
or a friend, who wants to see you succeed.
called the Four Heavenly Kings. The Radiants were
a tightly knit nakama even before the Cataclysm,
The Radiant Queens all suffer from a condition and one more betrayed them in order to survive
called Gale-Blindness: just like how you can realize as a Twilight King. Their closeness and familiarity
you are dreaming but still be swept away, they know actually allowed these Kings to awaken and
their existence in the Dreamlands isn’t “real” but it’s escape the Trap quickly, and gathered their own
followers and heroes in an era long, long since
nearly impossible for them to consistently discern
past. They confronted their Twilight counterpart
what they remember is from the Dreamlands or and defeated him so badly that he had no choice
from reality. Your Queen cannot help you by telling but to become their friend, and then they all set
you exactly what to do or who to go to to solve the out on some mission, some quest of vital
problem based on outside information. Instead, a importance -- and were never seen again. There
Queen can only act on the information you could still be lost lore out there that illuminates
personally bring to her, meaning that as Mentors their lives, and Nobles could seek out or Blossom
into their ideals.
they must serve to guide you to find the solution
down your own path rather than provide it for you.
A Stream of Knowledge

The Queen Of Currents


The Queen of Diamonds, The Lady of Clear Water, The Philosopher Queen, The Guiding Lighthouse
Followers: Hope-Engineers, Illuminators, the Inquisitive
Kingdom: The Glittering Archipelago of Danann

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.

tempted to take her as authoritative and resign


Tales of the Kingdom themselves to failure, if they are unfamiliar with her
and her philosophy. When the Queen refuses a
The islands of the Danaan Archipelago host a series
request, the discussion isn’t over, it’s beginning --
of glimmering cities, spires of metal, glass, crystal.
she wants you to defend your thesis by arguing back
Each one has its own aesthetic, its own vision of the
with her, showing you’ve taken her objections into
future. Between them, upon the clear waters, travel
account, you understand your proposal well enough
countless ships bearing both goods and ideas to
to survive an attempt to poke holes in it.
share.

Off her throne, she appears as a very different


Rising from the waters in the center is the palatial
person. Barely reaching five foot stands a young
starscraper of the Queen of Currents herself. Upon a
woman just entering her twenties, wearing casual
throne of synthetic ivory and natural pearl sits The
clothes, unkempt mousy hair and a tee shirt
Philosopher Queen: Regal as a glacier, six foot tall
adorned with an obscure and highly technical joke.
and adorned in the latest sleek future-chic fashions
She even wears glasses, having never bothered to
of her court. Here she judges the petitions,
fix her eyesight. Far from the regal Philosopher
proposals, and arguments of her subjects.
Queen, she stumbles over her words, gushing like a
bubbling brook in her excitement over the latest
Every word spoken by The Lady of Clear Water is
technical and scientific discoveries. When gifted
precise and as calm as a moonlit pond. Her replies
with some unseen device or research from Earth
are lengthy and explain the facts, theories and
she absolutely squees in delight. She loves learning,
reasoning behind every decision, and why she
she loves knowledge, and she loves to share it. Even
denies every single one of them. One might be
Gale-Blind as she is, she loves fundamental Their duty, therefore, is to use their brains. When
discoveries and axioms, she loves working through a they come across a problem, the Hope-Engineers
problem with someone and what they know, and analyze it carefully, and reach as complete an
her advice isn’t much different than it would be understanding of it as they can; then they act,
without Gale-Blindness. cutting the problem off at the source and further
studying as it resolves. Analysis is obligatory.
When talking to the Queen in her public persona it Assumptions and intuitions can be a starting point
is best to speak as she does: clearly, precisely, with a but they must be tested, since an ill-planned
focus on the facts and an explanation of your strategy is usually worse than none. If you can’t
reasoning. But in private, talking to the Queen of explain it to your grandmother you don’t
Currents is like rushing down a river; her gushing understand it yourself, and if you can explain it, then
enthusiasm pushes the conversation into interesting you should. You should push everyone you have
fact after interesting fact -- once she gets into the influence over to learn, think, and question; the
groove she will not stop talking unless someone most respected and most important position of all is
interrupts her, which she doesn't mind at all. A not Queen, but teacher.
Princess must choose whether to follow or fight the
currents to steer the conversation in more practical All Nobles know that their form of magic is an
directions. Some Princesses become tributaries, expression of humanity’s drive and aspiration, but
their own excitement joining with the Queen’s to the Hope-Engineers take this belief the furthest. To
become greater than either alone; it is these them there’s no sense categorizing “magic” as a
Princesses most likely to win the Queen’s friendship separate thing from “mundane.” They lie on a
and the royal favor. continuum with all mortal capability, not a distinct
category. Others critical of their philosophy -- most
often Jewels -- think this too often leads them to
From Understanding, Hope
shirk their duties by not understanding what it is
Everything has a cause; everything has a purpose; they have to do and cannot delegate or teach.
nothing that happens is inexplicable. The servants of
the Philosopher Queen find causes, purposes and
Backgrounds
explanations.
No matter where you come from, you are welcome
Even if it wasn’t so useful, the Illuminators would if you see the value of thinking things through. Like
still learn as much as they could for the satisfaction followers of Flowers, the Hope-Engineers have a
of sating their curiosity. But it is useful: after all, no wide variety of views and origins; unlike the
problem can be solved at the same level of Flowers, they will constantly argue and debate
awareness that created it. The more widely a about them. There’s no acrimony or resentment
Illuminator has studied, the more she's been able to there, they argue to ensure they can hold up to
feel and fulfill her curiosity, and that’s what she’s argument. The fact that a lot of them are nerds, for
about. And the more widely a Illuminator has lack of a better word, helps this tendency.
studied, the more swiftly she takes hold of a new
problem and supplies its correct solution, which is a Science is a mindset, not an aesthetic. You don’t
nice side benefit. have to be someone who works in a scientific field,
nor do you have to work in education or academia
(even though a lot of them do). You have to be
someone willing and eager to learn from your Many have strange abilities such as an Eidetic
experiences, someone who is curious about what Memory or Common Sense granted to them by
you can find out. If you can offer a perspective their Blossoming, others have studied all their life
nobody else has, perhaps an insight others and have abilities like Encyclopedic Knowledge to
overlook, so much the better. prove it. Champions of Currents usually have Small
Unit Tactics, and the only reason they don’t have
large unit tactics is because it’s so hard to get a large
Character Creation
unit.
Princesses of Currents favor the Mental Attributes
of Intelligence, Wits, and Resolve. Princesses of
Heraldry
Currents gain a free Transformed dot in one of these
attributes. Currents often have a sci-fi sort of feel to their
heraldry, though it’s not unheard of to evoke
Intelligence is vital for making sense of information, Classical philosophers with togas or Imperial
while Wits is valued for spotting patterns and scholars bearing the Mandarin Square.
noticing important details, and Resolve keeps one’s
head clear, as does Composure. There’s about an Most of the time, though, they favor a futuristic
equal split of Currents who neglect their Physical look, from the retro-futurism of hovering rings and
attributes for pursuits of the mind, and Currents silver jumpsuits to the cyberpunk edgerunners with
who neglect their Social attributes from being so Regalia of palmtop processors, cybernetic limbs, and
caught up in their own contexts. translucent computer eyepieces. Their outfits are
most likely to fit the “superhero” aesthetic, though
If a Current doesn’t have Investigation, she tends to they wear more lab coats than capes, and the most
pick it up fairly quickly in her efforts to get the facts common colors are silver and bright blue.
of whatever problem she’s facing.
Many Illuminators have at least a few dots spread Their Echo is like a splash of cool water, washing
across Computer, Crafts, Academics, Occult, and away sleepiness and inattention and invigorating
Science: all of these are subjects it’s just a good idea your mind.
to know a bit about, you never know when they
come in handy. Expression is more common than
Signet: Acqua
Persuasion, as they favor explanation over
persuasion to sway one’s position. Larceny and Acqua, the path of crystal-clear water, is gifted to all
Stealth see use in getting information that can’t be who follow the teachings of the Queen of Currents.
obtained any other way -- they often see it as a very It grants powers of clear thinking and
minor sin if it’s to get some crucial information they communication, as well as the ability to control and
don’t think should be hidden. utilize water.

Socially the Court of Currents favors Contacts, for


Stereotypes
the access to information it provides. Many find
themselves joining scientific or engineering projects • Flowers: Lots of good points, but you need to be
and a tight community with shared goals can easily the one who assembles all their knowledge into a
lead to Allies. More than any other Court, the plan.
Hope-Engineers enjoy access to mental Merits.
• Jewels: We can learn a lot from the past, so long
as we understand why the past was like that instead
of revering it blindly.

• Spades: They’re excellent when it comes to


making you think. I’m not sure that’s their goal, but I
appreciate it anyway.

• Swords: Convince them that you know the best


path forward, and they will blaze a trail for you
better than you could have asked for.

• Tears: Look, it’s obvious. If you didn’t live in that


dank hole you wouldn’t need to steal the world’s
hope. Why don’t you move out?

• Storms: You know what the definition of insanity


is, right?

• Mirrors: Ask yourself: what are the odds she


found the real Heir this time?

• Mummies: You could know so much that has been


forgotten. Don’t let that be lost to history!

• Mages: We grant meaning to symbols, not the


other way around. Whatever it is you’re digging up,
it sure isn’t the truth.

• Mortals: We’re going to get through this together.


I promise. I’m going to help you through every step
of the way until we all figure out how to fix this.

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


The Queen of Clubs, The Matron of Forests, The Speaker To Animals, The Sense of the Seasons
Followers: Rangers, Shugenja, Turtles, Leaves
Kingdom: Grand Forest of Wen-Mung

You can’t control everything, but you don’t need to.

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.

laughter. She is patient and kind, listening


Tales of the Kingdom attentively to any Princess and waiting for them to
get to the end of the story before responding.
The Queen of Flowers has no palace and wears only
(Somehow, she has managed to figure out how to
a crown of leaves and simple traveler’s clothing
bake cookies over a simple campfire, and always has
adorned with flowers. Her court walks through the
a warm batch ready for anyone she must lend an
forest of Wen-Mung, changing its seasons as they
ear to.) Knowing she is Gale-Blind, her advice
travel. Where they walk, leaves appear on branches,
focuses on coaching the Princess through forming
cherry blossoms open, and flowers bloom, heralding
the right attitude, then starting at a small aspect of
Spring with each footstep. Where they rest, boughs
the problem to work upward. When it is her turn to
extend to shelter them. When they thirst, rainwater
talk, though, she is so affectionate and nurturing it
will trickle from the canopy. When the Queen
can be a bit overbearing. She feels so close to
wishes to sit and hold court, she will always find a
everyone, most of all her followers, that she might
perfectly sized tree stump or stone covered in moss
give out too many hugs or pinch too many cheeks.
from which to welcome all her subjects.

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


The Rose Bride, The Gentle Patroness, The Queen Regnant, The Queen of Queens
Followers: Scepters, Dames (female), Gallants (male), Rocks (often derogatory)
Kingdom: The Most Beautiful Palaces of Andarta

If you can’t believe in yourself, believe in me. Because I believe in you.

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.

The Queen herself presides from a high-backed


Tales of the Kingdom
throne of gold and red granite, illuminated by tiny
The provinces of Andarta hold many types of land, spotlights to serve as a beacon to everyone’s
all beautiful: sweeping fields of grain, colorful attention. She is everything a Queen could be,
forests, mighty mountains. But there is nothing that should be. Regal, dignified, just, and kind.
can compare to its palaces. They are not scattered Statuesque and stunning, wearing the finest gown
around the land, but rather, all merge together into and cape, bearing a crown and scepter that strike
one continuous, seamless expression of history to awe but never verge onto ostentatious. The
modernity through its architecture. One could walk protocols and formalities she obeys are not stifling,
from the very first pyramid monuments, through but freeing, allowing everyone to perfectly know
ancient temples to a God-Queen, to round and open what is expected of them. As she hears petitions in
fora, a bustling city of carved blocks hewn from the court, the room around her fills with the sounds of
living earth, ornate and solemn catacombs to honor shuffling papers as her clerks search volumes of
the passed, an awe-inspiring Baroque chamber, halls records for judicial precedents, proven solutions.
of Renaissance sculpture, a vast yet intimate
Victorian manor, to the Art Deco pillars and arcs and None are hurt more than the Queen of Jewels by
filigrees where the Queen currently holds court. their Gale-Blindness, she’d love nothing more than
to be able to tell a struggling Princess about
And you can -- her courtiers are happy to give tours someone they can trust to seek out. Instead she has
and can recall in depth what each place was made to be that rock of stability for all her charges, a
for and how it was used and what about it stood the weight she happily bears. She may not be able to
test of time. Their history is something to be proud tell you who to rely on, but she can help you
of.
become that person for others, and she can be the current situation, well, it’s time to come up with
there to lay down your burdens. one to pass on to others.

Trust in Hope Backgrounds


More than anyone else, a Princess of Jewels is Even before they Blossomed, most Gallants had
royalty. This is not simply something that makes respect for the institutions of society. If they were
them special; a Jewel knows a crown is a symbol well-off, they or their parents often had
that must be honored. They must be a figure to backgrounds in politics or law. Others may have had
place trust into. Whatever authority they extended families, a local business, a Student
individually bear is their sacred responsibility. Council. Even those living where crumbling
institutions provide no protection place their trust
Nobody can stand alone against the Darkness, but and their pride in tight-knit communities who look
together with bonds of trust we can triumph against out for one another. Nearly all of them have held a
anything. Jewels are those who weave those bonds position of responsibility, even if it’s only for a
between individuals, forming strands into webs to younger sibling.
capture the fitful gleaming motes of Light falling
into the world, then forming tapestries of history Some Princesses are at first attracted to the glamor
and accomplishment. and finery of the Court of Jewels, but they don’t
wear costume jewelry. Leadership is hard work, and
Jewels believe in a hierarchy that uplifts instead of the pride in it must be earned. That tiara is a symbol
oppressing. It is the duty of subordinates to trust that must be honored. Your pedigree is something
their leaders, and a much more vital duty for leaders to live up to.
to trust their followers, to help them, guide them,
and together to build them into people both can be Gallants are more likely to be found in roles of
proud of. And as leaders or subordinates, they hold leadership, but that doesn’t mean all of them or
themselves to high standards and strive to exceed even the majority are -- there are far more people
even those. A follower cannot obey a leader without who need to be led, after all. Gallants can be found
trusting their judgment, and a leader cannot lead as faithful retainers, loyal aides, dedicated
without trusting her subordinates with invested bodyguards -- positions where trust is paramount.
authority. Even with their equals, they seek to be people to
confide in and depend upon. In their works they
Tradition, too, is a trust, a means of our forebears to want one thing above all else: to build a reputation
instill in us everything they could to let us flourish, they can be proud of.
help us in common belief to become a community.
Jewels respect traditions and try to bring them to
life, though they don’t follow them blindly. A
Character Creation
tradition bears with it a pedigree of
accomplishments but does not often come with an Princesses of Jewels favor the Social Attributes of
explanation, and Jewels are hesitant to break with Presence, Manipulation, and Composure. Princesses
tradition when they don’t at least know why the of Jewels gain a free Transformed dot in one of
tradition exists and thus when it is safe to discard. If these Attributes.
there is truly no tradition that provides guidance in
Presence helps you lead from above, while pinks and reds, and multiple shades of white. (It’s
Manipulation helps you be a solid member of the not unknown for this sort of heraldry to be mistaken
group or take a more personal focus, and for a wedding dress.) Many Princes follow the
Composure is vitally important to maintain your complementary
status as someone others can depend on. You don’t mode of mens’ formal wear, appearing in tuxedos,
have to be socially outgoing to follow the Queen of or in white tie, top hat and tails. While modern
Jewels, but you will at least be working on that and formal is common, a Princess of Jewels may adorn
becoming more comfortable around others, so that herself in the trappings of past civilisations to honor
they can be more comfortable with you. Most of the cultures she believes have valuable lessons for the
time, Champions and Seekers place a secondary present. The more practically minded model their
focus on Physical attributes, while Graces, Menders, Heraldry on styles no less formal but less confining;
and Troubadours go for Mental Attributes: that the swashbuckling cavalier, the wuxia hero, the
which is needed to fulfill the role they occupy. knight in shining armor. In all cases, a Jewel is
dressed well, showing off the best appearance of a
The single most important Skill a Gallant would say high and civilized age. And more than any other
she has is Empathy. Empathy comes before Court, as they grow in power, their Regalia tends to
everything, Empathy is how she can see what is grow in frills.
needed and what she must do. Socialize and
Persuasion are as common as one would expect A Jewel’s Echo provides a sense of stability and
them to be, given the focus on social structures, and security, of being grounded, and helps to smooth
Academics or Politics are good for those who want over minor bits of rudeness or misunderstanding
to rise in existing organizations and help them adopt that might otherwise cause insult.
the Kingdom’s ideals. Subterfuge is often useful to
protect a community from those who would usurp
Signet: Terra
it. Even if one isn’t a Troubadour, the traditions of
art and beauty are deeply important, so Expression Terra, the path of the enduring foundation of stone,
and Crafts are very common. is gifted to all who follow the teachings of the
Queen of Jewels. It focuses on security and building
A Gallant most often places Social Merits above foundations, and allows users to manipulate stone
Mental, and Mental above Physical; no matter how and earth.
adept she may be on her own we will all be stronger
together. Circle, Allies, Retainers, Contacts, Status, a
Stereotypes
Gallant is always making new friends to rely on.
Champions of Jewels in particular see Inspiring as • Flowers: They want to take it slow and build, but
the top priority Merit, because Inspiring is what don’t realize how much work we need to put in
they should be. instead of relying on natural growth.

• Currents: I love their enthusiasm and they can


Heraldry
make great things, but they might spend more time
Heraldry for the Nobles of Jewels strongly favors asking how they could, than if they should.
clothing in traditional styles, particularly formal
dress. Elegant ball gowns and elaborate jewelry for
phylacteries are very common, colored in pastels,
• Spades: Formality isn’t “stuffy,” it’s reliable, it • Mages: You talk about the power and magic and
helps us communicate by telling us how to speak to mystery of Atlantis all the time. I’ve yet to hear a
each other even from different backgrounds. single word about how the people there lived.

• 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


The Queen of Knaves, The Queen of Thieves, The Subtle Hand, The Dancer with Danger
Followers: Knaves (affectionately derogatory), Rogues (affectionately derogatory),
Scoundrels (affectionately derogatory)
Kingdom: The Confederacy of Four Winds

What’s life without a little sunshine?

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.

palace is her royal airship, the Blackjack II, and her


Tales of the Kingdom throne is the captain’s chair. She drifts around just
like the clouds, stopping and settling here or there
The Confederacy of Four Winds exists in a towering
to slide in and see what’s going on. That is, when
mountain range, with cities and plains carved as
she isn’t using her mastery of Aria to leap from
terraces out of the slopes. The wind is always
terrace to terrace just because she can.
blowing there, turning the windmills that power
their civilization, propelling the airships and hot-air
The Queen of Spades shows up when there’s a
balloons they use to travel from place to place,
problem that needs to be solved, and most often,
whirling the sky full of clouds into constantly
that problem is “someone needs to lighten up.” You
changing patterns. Each terrace-city is its own
don’t petition her for aid, she finds you when you
independent realm, though always on friendly
need it. She does not give orders, but her “subjects”
terms with the others, and has its own culture and
cherish the wisdom and unconventional viewpoints
aesthetics, leading any kind of gathering to be a riot
she offers on their problems, and even if they have
of different colors and styles.
no particular need of advice, she’s simply a delight
to be around. Her fashion is ever-changing but
The Queen of Spades has wispy white cirrus hair,
always striking and eye-catching, and the only
sky-blue eyes, sun-bronzed skin, and the utterly
difference when traveling in disguise as a commoner
inexhaustible energy of the wind. She doesn’t rule
is that she follows the trend instead of creating it.
from a palace on high. She has no actual legal
authority here -- everyone is free to ignore anything
she says, so it can hardly be called ‘ruling’. Her
In a conversation with her she breezes from topic to finger to her lips and shushes you as if you revealed
topic, nearly impossible to pin to one subject. She a big secret.
never seems to answer a question directly, and
asking her to stay focused is the surest way to lose Knaves were free spirits, countercultures, slackers,
her favor. But reflecting on a conversation with her, and class clowns, or they Blossomed in a beautiful
you realize she’s touched on everything you asked, moment of realizing they could be. The criminals
just never from the angle you approached. If this who society opposed not for harming its members
was an intentional method of teaching, she’d never but for flaunting its conventions. The quick-witted
be able to keep it up all the time. It’s just how her or quick-fingered, the ones who can defy the face of
mind works. authority.

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.

• Mortals: If I can break through all this gloom and


just bring a smile to your faces, this will all be worth
it.
Burning Desire

The Queen Of Swords


The Brightly Burning One, The Faithful Marshal, The Queen Errant, The First Crush
Followers: Adventurers, Heroes, Martyrs
Kingdom: The Jungle Heart of Aztallan

I am going to love and tolerate the absolute shit out of you.

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.

seen in lifetimes -- the layers of paint on them are


inches thick by now. The Queen’s chambers are lit
Tales of the Kingdom
by blazing torchlight so intense it seems as though it
Aztallan is a beautiful and thriving jungle that were perpetually noon, and at the center lies her
constantly offers up rich bounties and must always obsidian throne: stark, sharp, imposing, and covered
be tamed. Its people enjoy a bounty of exotic foods, with dust from disuse.
shining gold, nearly limitless raw materials, so long
as they venture into the jungle and wrestle their The Queen of Swords doesn’t rule from her palace.
prizes from its grip. Its thriving cities extend upward She’s out on an adventure. Atop her riding iguana
over the jungle mists, ziggurats and treehouses and (his name is Miguel and he’s a very good boy who
cabins and overlooks are all linked by bridges and loves bananas and slurps them up by the bunch) she
elevators. On every square inch of their walls and charges from one place to the next, sword
every available surface there are monuments, perpetually unsheathed and pointing onward. Led
murals, paintings, graffiti, all extolling loves current by her blazing heart, she rights any wrong in her
and past. When the vibrant paint these love way, smites any injustice that dares show its face,
declarations are drawn in finally bleaches in the sun, repels any invading force foolish enough to try,
someone else will draw over them with their own reunites any lovers separated by fate, and sweeps
proclamations, as vivid as if it was the first time up an endless series of paramours in whirlwind
anyone felt anything. romances that leave them a hair away from being
completely overwhelmed. Her court follows her:
The palace of the Queen of Swords lies on a plateau skalds proclaiming her deeds and her new loves to
from which the whole kingdom can be seen in its anyone who wasn’t quick enough to catch her on
splendor. The stone walls are carved with etchings her path, eager Princesses joining on her
and bas-reliefs of heroic battles, which haven’t been
adventures, and harried administrators desperately flames so their light beats back the Darkness from
trying to keep up with her. your soul. The only things to bar from your heart are
fear and hate, for love overcomes hate every time.
Any Princess who takes her as a Mentor finds it hard
not to deepen their relationship, because the Love is kind, love is invigorating, and love is life
Queen of Swords is the very definition of “ride or itself. But love is not patient. Love drives us upward
die.” If you have a problem, she has a problem. If and onward to bring it to the world. Love lets us
you need guidance, she tells you to be yourself but protect what matters most, and lets us see how
moreso, pouring out her emotions until it’s hard not everything matters.
to feel them yourself. If you doubt yourself, it’s time
to prove how strong you are on another quest. If
Backgrounds
your heart is broken, it’s time to eat passionfruit ice
cream right out of the tub and talk about what a Heroes don’t have a common place they came from,
total dirtbag that guy was and how much better you but a common path to go forward. They followed
deserve. their hearts wherever they led. They were
adventuresome, even if until they Blossomed they
didn’t have many opportunities to delve into danger
Love Conquers All
or face monstrous foes. They were driven more by
Whatever you do, do it for love. In the end, the only emotion than abstractions, and when opportunities
thing that matters is people. The Swords are not to do the right thing arose, they tried to take them.
interested in complicated debates on the nature of Yet for most of them, there was something missing,
good and evil; to them, it’s simple and intuitive. If it and it was only when they Blossomed that they felt
hurts people, it’s evil. Don’t do that. If someone else complete, empowered and confident enough to be
is doing that, make them stop. There is no amount who they always should have been.
of rules or philosophy that can guide the wicked into
virtue; the only way to do that is to re-ignite the The Court of Swords is also absolutely lousy with
spark of goodness that lies in all our hearts. hopeless romantics and idealists. It’s nearly
impossible to track all the relationships that even a
Fear tells us to hide from who we truly are and hide medium sized group of Heroes leap into and out of
what we truly care about, to conceal it from the with each other and with outsiders. If their hearts
world and ourselves behind a shield of detachment. break again and again on the search for their
To reach someone, you need to break that shield. idolized True Love, then so be it, they will bounce
Sometimes that means reaching out with your back. True love is worth any danger.
utterly unguarded enthusiasm. And sometimes that
means slapping them silly until they’re ready to
Character Creation
listen.
Princesses of Swords favor the Power Attributes of
Suppressing our emotions smothers them, and fear Strength, Intelligence, and Presence. Princesses of
seeks to snuff out everything but itself. Yes, express Swords gain a free Transformed dot in one of these
your passionate love, but when you feel something Attributes.
else, don’t be afraid to embrace it with every fiber
of your being. Hope, friendship, yearning, joy, even The direct approach is the best approach and if
negative emotions like anger and sorrow. Stoke their smashing headlong into the problem didn’t solve it
maybe you didn’t smash hard enough. Strength fight and look amazing while they do it. If the
shatters obstacles, Intelligence outsmarts Princess herself or her nakama has a special symbol,
opponents, and Presence inspires others to follow expect it to be displayed prominently and proudly.
your example. Physical Attributes are a common
focus even for Graces and Troubadours (though by The Echo of a Princess of Swords inspires confidence
no means universal) -- when you lead from the front and passion in those around her. Her presence and
you need to be ready to rumble. charisma invigorates those around her and inspires
them to embrace their passions.
And when you lead from the front you don’t know
what you may encounter, so Heroes often have one
Signet: Fuoco
or two dots in a wide variety of Skills, just in case --
Survival, Athletics, Streetwise, Persuasion, Fuoco, the path of burning desires, is gifted to all
Investigation, and Crafts are versatile picks. And a who follow the teachings of the Queen of Swords. It
Hero almost always has some experience in Brawl or grants powers of love and passion, rewards for fully
Weaponry. Sometimes, people’s hearts are too committing yourself, and the ability to control
wrapped in fear to hear your message of love and flames.
redemption. When that happens, the only option is
usually to beat the snot out of them until they’re
Stereotypes
ready to listen.
• Currents: They want to step back and look at the
Physical Merits are also most common among big picture. They can do that, while you’re out there
Swords, with an equal split of Mental and Social painting it.
after that. Demolisher, Iron Stamina, Relentless, all
can describe a Princess of Swords -- and mastery of • Flowers: They aren’t as passive as I first feared
a Fighting Style is never a bad idea. Common Sense when I heard about them, but they’re too willing to
represents the innate gut sense of right and wrong, follow trails instead of making them.
while Encyclopedic Knowledge can come from a
discovered passion for a subject. In terms of Social • Jewels: True nobility is leading by example, not
Merits, Swords favor Fame over Anonymity, and edict. There could be a lot of passion going on with
personal relationships like Retainer and Mentor over them, but it can get stuffy and stagnant under all
broader Allies and Contacts. They also toss out True that formality.
Friend Merits like Halloween candy.
• Spades: Wonderful friends, probably our closest
allies among the Noble. But they can often be
Heraldry
flighty and shy away from commitment.
Red, white, and gold are the signature colors of
most Swords, with “cool” colors usually relegated to • Tears: That isn’t caring about something. That’s
accents if they appear at all. Everything is bold and being afraid of not caring about something. There’s
glorious and it’s often flamboyant. Regalia often a huge difference.
evokes the image of a battle-tested field officer, a
storied adventurer, a heroic crusader, all the way to • Storms: They say there’s a thin line between love
a badass sukeban delinquent: someone who, even if and hate, and when I see them, I believe it. If you
it isn’t their primary task, can absolutely jump into a start to care more about what you defeat than you
do about what you champion, you can end up here,
and forget why you even fight.

• Mirrors: It’s not enough for people to love you.


You have to love them back.

• Vampires: You twist emotions into sick parodies of


themselves to serve your heartless aims, emptying
people out until they depend on you just to feel the
faintest echo of anything at all. That is why I am
going to set you on fire.

• Changelings: They made it back because there


was something they cared about so much it let
them accomplish the impossible.

• Mortals: I love all of you so God-damn much and


I’m not going to stop until all of you feel it too.

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

I AM WRITING IT BUT IT ISN”T FINISHED YET

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.

Bang, clank, ba-bang bang.

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 --

“Hey! Calm down! I’m almost done with the solo!”

“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.

“You’re a talking animal,” she said.


“Yeah, and you’re a person trying to hit me with a broom!” it shot back. “One of those things is ruder than the
other!”

“Why are you a talking animal?”

“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.”

“Okay. But why are you a talking animal?”

“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!”

“So there’s a Queen who wants me to talk to animals.”

“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 talk to--”

“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.

Princesses need to gather together, seek allies,


uplift each other and the people they protect. They
must convince those they can that their cause isn’t
just right, but possible; then thwart those they can’t,
all of whom outnumber them greatly. They need to
unravel the mysteries of a world corrupted to the
bone with something that should have never
existed. The Queens can offer them mentorship and
guidance and love but they cannot solve the
problems themselves.

Against this, to have any hope of success, a Princess


will need power. She will need to grow and mature
into someone who can handle this burden. She will
need to believe in herself and her ability to change
the world even when it all seems hopeless. She will
need unbreakable bonds of friendship to carry her
through horrors and trials. And all of that still might
not be enough.

Welcome to the moment that will save us or doom


us all. Welcome to the War for Hope.
Main Story Part 2

“Fry me.”

“You know, that sounds like you want her to cook you, instead of…”

“Yeah, yeah, whatever. Fry me!”

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.”

“Scarlet… Scarlet… Scarlet Redness. Scarlet Crimson. Crimson Scarlet.”

“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.

So let’s get on with doing that!

uncle works for Nintendo. Your backgrounds are

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

Step 5: Add Princess Template Plea, and a Transformed dot in Presence or


Wits.
Now is when you Blossom, and add in most of the - If your Calling is to Fix What is Broken,
Princess-specific traits. A Princess is not inhuman, you’re a Mender, the ones who focus on
not some kind of monster; they don’t even use the undoing the damage wrought by Darkness.
word “mortals” to refer to normal non-Princess Get affinity for Consecrate and Restoration,
humans, but this book does just for consistency. The and a Transformed dot in Intelligence or
fact that they lose some traits common to normal Stamina.
mortal humans is not a reflection of distance from - If your Calling is to Find What is Hidden,
them, just a change in emphasis. you’re a Seeker, the ones who root out lost
or hidden knowledge and items. Get affinity
for Step and Trace, and a Transformed dot in
Dexterity or Composure.
- If your Calling is to Inspire the Spirit, you’re Stamina, Resolve, or Composure, and access
a Troubadour, the ones who fill hearts with to Legno, the path of blossoming life.
emotion and determination. Get affinity for - If you believe that a Princess’ role is to build
Anthem and Illusion, and a Transformed dot and lead communities into the light, then
in Manipulation or Resolve. you should swear fealty to the Queen of
Jewels. She grants a Transformed Dot in
Presence, Manipulation, or Composure, and
Queen
access to Terra, the path of solid earth.
Most every Princess follows a Queen; the way a - If you love freedom and think that when
Princess approaches her problems and her life is presented with two choices you should
generally exemplified by her Queen. They tend to always pick the third, then you’ll love the
naturally gravitate toward the Queen who best Queen of Spades. She grants a Transformed
embodies their worldview and attitude, though Dot in Dexterity, Wits, or Manipulation, and
sometimes the way they embody it is not what an access to Aria, the path of unburdened
outside observer would have expected. A Queen is a winds.
leader, an ideal, an exemplar, and a community of - If you believe the burning intensity of your
followers to be in. She is not simply an abstract idea passions should blaze a trail for you, you’ll
or philosophy, she is someone who teaches and find a kindred spirit with the Queen of
embodies that philosophy in their deeds and in their Swords. She grants a Transformed Dot in
personality. A Princess can visit the Dreamlands -- Strength, Intelligence, or Presence, and
the path will always be easy to find to get to her access to Fuoco, the path of roaring flame.
Queen -- and see her, meet her, talk to her. Your
Queen is a like a parent, or a teacher, or a friend, There’s also three Twilight Queens, each with their
who wants to help you and see you succeed. own outlooks and benefits. They are not assumed
by default to be character options, but it’s not
The Queen a Princess follows grants her another unheard of for Twilight Princesses to work with the
Transformed dot in an Attribute, access to a special Radiant when their goals align, the Radiant to fall to
form of magic taught by that Queen’s philosophy Twilight, or for Twilight Princesses to be redeemed
called a Signet Charm, and the ability to take that by the power of love.
Queen as a special type of Mentor. The five Radiant
Queens, their outlooks, and their benefits are: - If you believe in preserving what’s left for
you is more important than any false hope
- If you believe that clear and careful thought of changing things for the better, you belong
light the path to a better tomorrow, then with the Queen of Tears in Alhambra. She
you’ll find minds that think alike with the grants four bonus Merit dots and access to
Queen of Currents. She grants a Lacrima, the path of shadow and sorrow.
Transformed Dot in Intelligence, Wits, or - If you believe that destroying the Darkness
Resolve, and access to Acqua, the path of is more important than saving the people it
crystal-clear water. hurts, you rally to the crusade of the Queen
- If you believe that self discovery and mutual of Storms. She grants a Transformed Dot in
understanding brings people together in Strength, Dexterity, or Stamina, and access
harmony, the Queen of Flowers welcomes to Tempesta, the path of caustic hatred.
you. She grants a Transformed Dot in
- If you believe that exalting yourself is more
unexpected ways (so it isn’t like you’re holding
important than uplifting those around you,
the group back or missing out), and the broader
the Queen of Mirrors would like you to
character can flourish in more kinds of situations.
know that you -- yes, you! -- are the one and
Maybe your Drive is that “one truth prevails,” but
only True Heir. She grants another
you’re a Grace because the truth can’t prevail
Transformed Dot in whatever your Calling
unless people are convinced of it, and you follow
granted and access to Specchio, the path of
the Queen of Spades because people often resist
distorted reflection.
new information unless you slip it to them in an
unexpected way. Your character who loves all the
Finally, a Princess who is unmoored, uncertain, or
adorable animals in the forest might be a
truly does not find any path suits her can swear
Troubadour of Currents who wants to understand
allegiance to no Queen. They don’t gain any
them and their ecology and help them do their
Transformed dots from their Queen, but they will
best. The same core Drive can be expressed in
gain them the moment they swear to that Queen’s
lots of different ways, and finding new methods
path. When they buy a Charm, though, they can
to do that is part of what makes creating
choose their initial upgrade as if they had the Queen
characters fun.
of their choice.

But the leaderless are very uncommon. It is rare for


a Princess to agree with her Queen on everything, Belief
and usually there’s at least something she finds
resonance with in the teachings of most of the Instead of Integrity, a Princess character measures
Queens. There are going to be multiple Queens who her Belief -- her belief in her ideals, and in her own
speak to her and the choice is up to her about what ability to be a hero and exemplar. It starts at 8,
one seems the most important. unlike most Integrity stats which start at 7.

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.

As supernaturally-empowered beings, Princesses


Important to note, while you are tallying Willpower:
get three extra Merit dots at character creation for a
a Princess is not limited to 1 Willpower per turn. She
total of 10: their powers make it easier to gain
can spend any number per turn, but may only spend
resources, and they make friends very easily. They
1 Willpower on any given thing.
can spend 5 Merit dots to increase Inner Light to 2,
or all 10 of them to increase it to 3.
- Your Health track is your Size + your
Stamina, and your Size is 5 unless otherwise
All Princesses get three dots of the Regalia Merit for
specified
their starting gear. They also get a special 3-dot
- Your Willpower track is your Resolve +
Merit for free based on their alignment, called a
Composure. Note that you can spend any
“Loyalty Merit”. Radiant Princesses gain the
number of Willpower per turn.
Shikigami Merit, representing the helpful familiar
- Your Defense is your Athletics plus the lower
that will aid the nakama on behalf of the Queens.
of your Dexterity or Wits.
- Your Initiative is your Dexterity + Composure
Followers of the Twilight Queens each get a
- Your Speed is your Strength + your Dexterity
different Merit: Raven Key, Self-Scourging, or
+5
Warped Reflection. Other Princesses may purchase
- Your Belief is 8
these Merits, but only if they have enough dots in
- Start with half your Wisps full
the associated Queen’s Signet. Finally, Princesses
who follow no Queen get three more dots of
Regalia.
Step 8: Details
Step 7: Advantages When you know what your character is about at
their core, and what they do, and how they do it, it’s
Now, you determine all your derived attributes. Due
time to fill in the gaps of all the things that don’t
to your Transformation, you may have different
have fields on a character sheet. Do you have any
derived values in different forms. These are what
existing relationships with other members of the
the boxes and fields in parentheses are for: record
nakama, or has Destiny just recently chucked you
the Transformed values of those things, and use
together? What is your name, and what is the name
them when Transformed. Open additional boxes in
you use as your Perfected Self?
the parentheses on your Health and Willpower
Visuals are important, even if you have no artistic
skill, you probably want to think about how you look
(and most play groups will have at least one person
who can draw well, you could ask them!). As your
Perfected Self, your general character design will be
another way you express who you are. What is your
Regalia like, what is your style? If this was animated,
would you be followed by shoujo sparkles or would
your lines get thick and sketchy with hot-blooded
passion? Do you have an array of weapons, or a
bunch of toys you use as weapons? Charms grant
you wide arrays of possible abilities but don’t
specify what they have to look like, so what do they
look like -- do you Trace with a feng shui compass,
throw chicken bones for auguries, or consult one of
those origami fortune-tellers made of notebook
paper?
Princess Creation: Quick - Gain your Loyalty Merit for free (Shikigami,
Raven Key, Self-Scourging, Warped

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.

Transformation Once transformed, you can end your Transformation


and return to your mundane identity as a reflexive
Even though it didn’t exist in the Fearless Kingdoms, action at any time, and it will also lapse if you lose
the Transformation is probably the most consciousness for more than a minute. Sustaining a
fundamental and useful part of a Noble’s magic. Transformation over time can be exhausting:
Transformation allows them to assume the mantle anything a Princess does in her Transformed state,
of the person they could have been, known as their from intense physical exertion to simply “staying
“perfected self,” someone untainted by this world of awake,” taxes her mundane body as if she had done
clawing Darkness. When you aren’t Transformed, it for three times as long.
you’re in what’s known as your “mundane identity.”
It’s not a separate identity with its own wants and Transformed Attributes and Skills
desires with whom you war for control -- as your
perfected self, you’re the same person but moreso. Next to each Attribute and Skill on a Princess’s
Your Perfected Self will grow and develop with you, character sheet, in addition to the five blank dots
as you learn more about yourself and who you truly normally present, there are another set of dots in
are and wish to be. parentheses. These dots represent additional skill or
attribute dots the Princess has while Transformed.
Transformation grants Princesses increased skills While Transformed, your Transformed Attributes
and capabilities, allows them to cast Charms, and Skills are automatically added to your normal
summons their Regalia to them -- and perhaps most Attributes and Skills; this can change Advantages
importantly, looks like a completely different such as Speed, Willpower, Initiative and Health, so
person. This is what allows a Princess to maintain record these values for both your mundane and
her personal friendships while engaging in activity Transformed states. When expending Willpower or
that malicious powers want to put a stop to. Health while Transformed, the Transformed-only
Creatures of the Darkness can’t target your loved boxes are always used first.
ones when they have no idea who your loved ones
are. Princesses and their magic are generally terrible If you take damage in Health boxes derived from
at remaining hidden or inconspicuous, even rogues transformed Stamina, when you end your
and thieves work by misdirection rather than transformation that damage will remain in that box
concealment, and remaining in your mundane instead of rolling over into your normal health boxes
identity is recommended for when you need to like would usually happen with temporary Health.
escape notice. Willpower points derived from transformed Resolve
and Composure can be spent only while you are
Transformation takes one turn, during which the transformed; however, if you have spent them, you
Princess can neither move nor act as their body is can regain them at any time. If you have spent both
wrapped in shimmering light, adorned with their mundane and transformed Willpower, you regain
the mundane Willpower first. If you sacrifice a mundane to a magical form. Items can be added to
Willpower dot, you lose a transformed Willpower one’s Regalia with the Regalia Merit, and when they
dot first, even if you make the sacrifice while not are, the Princess chooses a new form for them that
Transformed. matches her aesthetic. Regalia has a set of stats, and
examples of what form it might take, but you’ll
decide what it has for you, and its function is not
Blossoming
impeded by its form. You might have a piece of
The first time a Princess transforms, it’s known as Regalia that helps your Detect Charm that looks like
Blossoming, and the perfected self they assume is one of those paper cootie-catcher fortune tellers; it
already fully-created. (You, as a player, decided what might have the stats of a computer, and if so, it can
it would look like, but the character didn’t make any do the things a computer does by turning up the
conscious decision. It was just the instant expression little paper corners to reveal information.
of who they are.) It can be disorienting and flat-out
weird, but isn’t alien or disturbing. The full rules for Regalia creation and modification
are on p.XXX. Dots of Regalia aren’t necessary for
Just because it’s your “perfected self” doesn’t mean your Princess to have items as part of her
it won’t change or grow. Your transformed identity transformation, like jewelry or a magic wand or a
will grow with you, as you learn more about badass pair of shades or even a robot arm. Regalia
yourself, who you are, who you could have been, dots are just necessary for those items to have a
and who you could yet be. mechanical effect.

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?

Belief replaces Integrity for Princess characters.


The Darkness takes a tighter and tighter grip on the
Anything that references Integrity or Breaking Points
hearts of Princesses whose Belief falls, either due to
is considered to also reference Belief or
compromise or failure, and fear plays a greater part
Compromises. A Princess’s Belief starts at 8 rather
in their thoughts. At first, loss of Belief isn’t that
than the starting point of 7 for most other Integrity
much of a deal. It’s healthy to know your own
equivalents. Should a character Blossom during play,
limitations, and while commitment to an ideal is
their Belief becomes equivalent to their previous
great, you shouldn’t be naive or delusional -- yes it’s
Integrity plus 3 (to a maximum of 8) -- they may
letting in fear, but fear is a part of the human
have been shaken by the world but now they have
condition, and it’s a very reasonable amount of fear
the chance to do something about it, which renews
to have. As Belief dwindles further, so too does the
their resolve and stability.
Princess’s psyche. They can’t handle everything by
holding to their virtue and trusting themselves, so
Where Integrity tracks a character’s ability to cope
how the hell are they going to handle things? They
with traumatic fears and the constant crushing
shouldn’t have to do terrible things to succeed, and
pressure of the All-Consuming Darkness, Belief is a
they wouldn’t if they were perfect, but they’ve
measure of a Princess’s conviction in her ideals, her
proven they aren’t. How bad do they have to be?
ability, her virtue -- a mechanical measurement of
How badly is it possible for them to screw up? How
how deeply she believes in herself. She is here on
much of humanity’s hope can they truly be trusted
this Earth with a purpose, to oppose the Darkness,
with? How much are these ideals really worth if this
and it is something she must do because it’s
is all they result in?
something only she can do. It is a source of strength
to keep going through bad times, and a reserve of
power in the magical and mundane senses. A Compromise
Princess with a high Belief is confident that there’s
A Breaking Point for Belief is called a Compromise.
always a brighter tomorrow and she can be the one
Princesses know horror and the supernatural exist,
to bring it. Virtue and simple kindness will overcome
and they know why. That isn’t news to them. Belief
the most difficult problems so long as she endures
is worn away when a Princess’s view of her ideals
and holds to her ideals. As long as she keeps
and self-worth are worn away. An ordinary mortal
human might lose Integrity when they find out
vampires exist. A Princess loses Belief when she makes certain ideals seem too foolish to bother
learns she had to kill a vampire despite it still being with, and finding they are not steady isn’t a new
a thinking, feeling being. Belief Compromises fall revelation. A Princess who has had to resort to
into three major categories: poisoning people to get them out of the way of her
goals is at the Pragmatist tier, and the fact that she
- The Princess performs an action that just never happened to tell a lie to someone’s face
violates her conscience or her isn’t going to shake her up when she finally does.
understanding of what aids or hinders the Her understanding of the world has already figured
Light of Hope. out that that’s just not an ideal she can hold on to.
- The Princess fails to protect innocents from
the malevolence of the Darkness. To roll a Belief compromise, start with a dice pool
- The Princess discovers a good reason to dictated by the Belief tier that the compromise
doubt that her ideals work. violates -- 7 for Paragon, 5 for Idealist, and 3 for
Pragmatist. Use the dice rating for the level of the
There are three tiers of Belief: Belief 10-8 is the high compromise, not the tier the Princess currently
range “Paragon,” Belief 7-4 is the medium range occupies: a Paragon committing murder rolls a base
“Idealist,” and Belief 3-1 is the low range of 3 dice, not 7. Willpower cannot be spent on this
“Pragmatist.” Actions that cause a Compromise roll roll (unless a special ability states otherwise), nor
at a given tier don’t cause Compromise rolls for can any other effect that adds bonus dice that does
characters below that tier, but do cause not specify it affects Compromises or Breaking
Compromise rolls for characters above that tier. A Points.
Compromise roll generally means a Princess’s
worldview has adapted to that compromise and it Compromise rolls are modified by circumstances. An
won’t provoke another Compromise roll unless the example of how appears below, though the
act is more severe, especially heinous, or breaks one Storyteller is encouraged to add others if they seem
of her active Oaths -- that is always a Compromise. appropriate.

In addition to becoming inured to specific types of


failures and sorrows, moving down in Belief tiers

Compromise Modifier

Compromise occurred due to information character couldn’t have known +3

Character is able to figure out how to avoid Compromise in the future +2

Compromise was in direct service of Drive or Virtue +1

Compromise was to directly protect an innocent +1

Compromise occurred with no time to find alternative +1

Compromise or failure happened while Belief was Flared -1 per Flare

Failure of something explicitly covered by Calling -1


Compromise ties into Dread or was due to Dread or Vice -1

Failure of something that is character’s direct area of expertise -2

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

Little to no attempt made to find alternative -3

Character figured out how to avoid Compromise, then had to do it again -3

Assists or empowers forces of Darkness -3

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.

She’s a shuffling husk of a person at this point. She


might starve because she doesn’t see the point of Oaths
eating. If pushed she will emptily imitate the
Every Princess has three Oaths, sworn to herself
motions of her former life, because she’s too weak
more than anything else. They are personal
to even object. She lacks the strength to fight for
representations of her values and ideals as she
what she believes in, she lacks anything to believe
understands them through her Calling.
in, she cannot even cry for help.

Choose three Oaths for your character; they are


A Fallen Princess has gone to the abyss of Darkness
added to the list of Compromises at a given tier of
and despair, but not all hope is lost. If she has the
Belief and breaking them will trigger a Compromise
Circle Merit, she can reroll her final Belief loss as her
roll. They are also treated like Lasting Conditions, in
friends remind her of who she is. Even if that fails,
that when you are impeded or your behavior
they can reach deeper: If her friends are able to
significantly changed by holding up an active Oath,
help her rediscover a shred of something to believe
you gain a Luminous Beat (more on those below).
in before she loses her last Willpower dot, she can
Your three Oaths all have to cover different things -- that is inflicting more of the Darkness on the world,”
some overlap is inevitable but you can’t just have a Champion saying “I should always strive to
one Oath be the same as another oath but bigger. overcome any challenge that defeats me and try for
a rematch,” or a Seeker saying “I should never lie.”
Oaths are personal and about what you fight for and
why. They can change, but only after massively
The Second Oath
life-changing experiences. Ask yourself: What does
my character think a world reclaimed from Darkness The Second Oath always begins with “I must” and is
looks like? What did my character’s principles come something that’s a very important part of your
from, what shaped them? What has made my principles or value system. These are things we do
character doubt their ideals in the past, or their expect people to hew to if they want to be decent
cause, or their fitness to be a Princess? What does people, and the kind of things people are tempted
my character value most? to do but to hide away. It’s a bad thing to exploit
someone who is dependent on you, and for most
In descending numerical order and ascending order people that means “don’t do it and let anyone find
of importance, the Oaths are: out,” but for you it really means “don’t do it.”

The Second Oath is active at Belief 7-4, the Idealist


The Third Oath
tier, and is a compromise at that tier. It should be
The Third Oath always begins with “I should,” and is something that you have less opportunities to break
something that you would ideally carry out, but than your Third Oath, for good and for ill.
honestly, we don’t expect people to have to hew to Abandoning this Oath means you don’t believe in
and it’s not really a big deal if you break it. You’re yourself enough that you can triumph while
only human. Yeah, okay, it would be great to never remaining a good person, but maybe you’re
lie to anyone, but reality kind of gets in the way of sacrificing your own virtue in the hopes it saves
that and it would be just exhausting so no foul on others.
you if you give up on it. It should be something that
comes up pretty often, which is why it’s such a pain Examples include a Troubadour pledging “I must
in the ass that normal people don’t bother. never crush people’s spirits and burden the hearts
of others,” a Grace pledging “I must always give my
The Third Oath is only active at Belief 8-10, the opponents an opportunity to surrender,” or a
Paragon tier. You have a lot of opportunities to Mender pledging “I must never abandon people
break it and a lot of opportunities to gain Beats once I have started to give them help.”
from holding it. Since Princesses start at Belief 8,
you will start with the ability to gain Beats from it,
The First Oath
and if you decide it’s too much of a pain you can just
not care about breaking it, drop to Belief 7, and The First Oath always begins with “I will” and it’s
know that you don’t believe in yourself THAT much the most important one of all. It’s the core of what
that you’re a person who can just deal with all that you think you’re here to do, what you care about.
nonsense, but who expects you to, right? It’s a horrible crime to break it, something there’s
no excuse for.
Examples include a Mender saying “I should never
use fear or intimidation to get what I want because
The First Oath is always active and is a compromise know something is wrong -- whether you want it to
at Belief 1-3, the Pragmatist tier. It is something you or not.
have even fewer serious temptations to break,
which is good, because if you find yourself often
Acute Sensitivity
thinking of breaking it to get what you want done
then you’ve gone down a dark path indeed. (An Princesses are able to detect major spikes in Pure
Oath like “no violence for personal gain” doesn’t Darkness at the moment they occur, such as the
mean you’re tempted every time you see someone opening of a Dark Gate, an attack by Nightmares or
with a wallet, it has to be a serious temptation in Darkspawn, especially severe Integrity breaking
context and at your current Belief level.) Breaking points, or major use of powers granted by Pure
this Oath means you barely know who you are any Darkness. This might manifest as pain, a sense of
more, it would make you look in the mirror with urgency, panic, or impending doom, but it’s never
disgust. Abandoning this Oath is abandoning the pleasant. It also doesn’t tell you WHERE the
pretense that you deserve to do anything at all, that problem is, only that it exists somewhere in your
any good can come of your actions. You don’t radius and the general direction it’s in.
believe in yourself enough to think you can do any
good, or that there’s any purpose in continuing to The stronger the Potency of whatever pinged Acute
breathe. Sensitivity, the stronger the feeling of Acute
Sensitivity and the further away it activates…
Examples include a Grace vowing “I will always keep except that if the base (as in, unmodified by Tension
my word when I made a promise others rely on,” a Conditions or other buffs) Potency of the effect is 3
Champion vowing “I will never inflict violence for my or more dots higher than the Princess’s Inner Light,
own personal gain,” or a Troubadour vowing “I will it doesn’t ping her Sensitivity at all. The surge is too
never suppress my voice and stop expressing big. You can’t pick it out from the rest of the world,
myself.” it would be like trying to take a picture of an entire
city while you’re standing inside one building. Most
Princesses are quietly grateful that this stops them
Sensitivity from being aware of problems that are far above
their “pay grade” and would be certain to kill them.
It isn’t just her heroic character that drives a
That’s because the Princesses who aren’t quietly
Princess to fight the Darkness, though. The strength
grateful for this seek out problems far above their
of her Inner Light pushes against the Darkness, and
“pay grade” and very often get killed.
the Darkness pushes back, building up a pressure
inside her. She’s better able to pick up on the
Darkness of the world to fight against it. Chronic Sensitivity
The pressure of the Darkness pushing back against
Unfortunately, even for those who are specially
your Inner Light can be draining, exhausting. It
attuned to be able to detect the Darkness, the fact
wears on you, it wears you down, and any way to
that Darkness underlies the world makes it
hide or build shelter from it won’t last. It pushes in
extremely hard to pin down. Since there’s such an
on you from every direction, and the brighter your
overwhelming amount of Darkness as “background
Inner Light, the more the Darkness pushes back
radiation,” Sensitivity can’t really provide a compass
against it.
and waypoint to sources of problems. It just lets you
When the Darkness pushes on you too hard, or for psychosomatic symptoms. The first stack of
too long, it wears you down. You feel worse, Shadows comes quickly when there’s a font of
physically and emotionally. Positive emotions feel Darkness, but that’s the level you can handle, and as
numb while negative emotions feel intense. You’re long as you make progress fighting it in a timely
exhausted but you can’t sleep. The Light of Hope manner, you’re letting off the pressure way faster
inside you feels weaker and the pressure from the than it can build up.
Darkness builds up from all directions.
Each stack of Shadows past the first is way, way
While you’re relatively near an ongoing font of Pure more than you can handle. Each one lowers your
Darkness -- an active Nightscape, a Bleed or Dark effective Inner Light by 1, to a minimum of 1. The
Gate through which people are being dragged, a only way to resolve these Conditions is to make
loose Darkspawn in the real world, a Cataphract, progress against the source of Darkness that
repeated patterns of Integrity breaking points, inflicted them, or to get lucky and have it resolved
something that both spreads the taint of the by someone else. A victory against the force of
Darkness as fear and is empowered by it -- and Darkness that caused the Sensitivity hit removes
haven’t been making progress against it, you roll one stack of Shadows. Defeating the source
your Inner Light dots at a fixed interval. If the base, conclusively removes all the stacks. Either way, you
unbuffed Potency of the source of Darkness is equal don’t get Beats for resolving them.
to your Inner Light you roll every 3 days, if it’s within
one point you roll every week, and if it’s within two Chronic Sensitivity is, unfortunately, also the only
points you roll every two weeks. If it’s further off sense that a Princess can use to narrow down the
than that, you don’t roll. You also may be forced to source of Darkness. Each time you gain a stack of
make this roll when confronted with absolutely Shadows, your pain and discomfort and emotional
overwhelming suffering wrought by Darkness, even exhaustion gets worse, and you receive some clue
if they weren’t sufficiently your fault to trigger a about where the source of the Darkness is and how
Belief Compromise. you have to locate or fight it. They may take the
form of shocking, haunting visions from which a few
When you get more successes on this roll than your bits of information can be divined, coincidental
current stacks of the Shadows Condition (p. XXX), or encounters with those affected, or even
if you choose to skip the roll, you get another stack opportunistic attacks by Darkspawn.
of Shadows. (The Storyteller might choose to make
the same roll for everyone, just so the group doesn’t It’s, at the very best, a mixed blessing. If you’re
get wildly out of sync.) If you don’t, you get +1 to all flummoxed and out of options, then it can draw you
subsequent Sensitivity rolls until you make progress to where you need to be, but may very well leave
or gain a stack of Shadows. you too weakened to fight it once you get there.
And if you try to abdicate, to leave the War for
The good news is, as someone native to this reality, Hope, you’ll find the War won’t leave you.
there is a baseline level of Darkness you can
tolerate, and that’s one stack of Shadows. The
existence of fear itself won’t debilitate you, and the
presence of the evils you are meant to fight doesn’t
Darkness Everywhere
immediately weaken you against them. It will cause,
The All-Consuming Darkness is not a “new” and
at most, intermittent headaches or nausea or
she Blossoms, but it will grow with her, and warm
distinct siloed-off phenomenon in the Chronicles
of Darkness. It’s as omnipresent as fear itself. and illuminate everyone around her.
Other beings run into it all the time and don’t
know it’s anything separate from how the Inner Light determines a Princess’s maximum
inexplicable world works. Werewolves run into Attributes in her mundane and Transformed states,
Nightscapes and think “this is a very strange her pool of Wisps, and the extent of her Sensitivity.
Wound in the hisil,” and try to fix it the best they
can without knowing the full scope of how it has
to be fixed. Vampires, Changelings, the Due to the fact Princesses can Flare their Belief or
Unchained, all run into Darkspawn and think have it penalized by Shadows, their effective Inner
“these are more of those Horrors that just follow Light can go up and down. You are perfectly able to
their own rules and don’t make sense.” buy Merits, Attributes, and other character aspects
that require higher Attributes, Skills, and Inner Light
And it goes the other way, too. Though it’s on a than you have at baseline; if so, they are inert and
different “frequency” when the Darkness is
inactive until you flare your Inner Light enough to
expressed through the idiom of some other kind
of magic, the Darkness is all over -- and whatever meet the required criteria.
idiom it comes from, it spreads the taint of the
Darkness because it spreads fear. Any
Flaring Belief
supernatural abilities that directly inflict fear, like
a vampire’s Nightmare discipline, will ping Inside all of us is the potential for greatness so long
Sensitivity like Pure Darkness, because it pretty as we’re willing to push ourselves. Our Inner Light
much is Pure Darkness. At the Storyteller’s
may seem weak, but that is only when we keep it
discretion, and particularly in a crossover
Chronicle, other types of supernatural shrouded and hidden. The more we expose, the
phenomena might trigger a Princess’s Sensitivity more we invest, the more we risk ourselves and our
as well -- they might detect Pandorans as they do self-image as we place more importance on our
Darkspawn, or feel a Mummy’s awakening like an goal, the brighter and more powerful the Inner Light
emotional earthquake. blazes. Stoking this power is known as Flaring your
Belief.
If they do, then the Princess’s Darkness sensitivity
is still inferior to whatever means that
supernatural creature has of detecting or Flaring takes no action or roll. When you Flare,
interacting with its related supernatural several things happen. First, if you Flared in
phenomenon, it’s harder to detect than Pure response to a dice roll you made, you may reroll it
Darkness, and it doesn’t inflict Chronic Sensitivity (you must take the second result).
as often. No numbers are given for these because
they’ll all be up to Storyteller fiat anyway.
You then take a stack of the Emotionally Invested
condition (p. XXX), which increases your Inner Light
by 1 and adds a penalty of -1 to Compromise rolls.
You have got your hopes up, you have invested your

Inner Light self-image in this task in order to push beyond your


limits and succeed.
Inner Light is the measure of a Princess’s radiant
soul and how powerfully it can beat back the When you Flare, you note an overall goal you are
Darkness. It is only a few flickering embers when pursuing with this use of magic. The goal is a
medium-term objective, not just “succeed at this
roll.” Each time you Flare thereafter, you amend or
extend this goal, making it more narrow, difficult, or If you fail to accomplish the goal in a reasonable
long-term. amount of time, you lose all stacks of the Condition,
AND an entire dot of Belief. At least the experience
Flaring once should result in a goal that you can of this crushed hope grants a single Beat. Without
accomplish in one scene, twice should be a goal that the Circle Merit (p. XXX) you don’t even roll for this,
would take some deftness to carry out in one scene you automatically suffer a Dramatic Failure on the
but you could pull off afterwards, three times Compromise roll, and any Lasting Condition from
should be a chapter-long goal, and four or five this failure is removed when and if you get the
should be difficult chapter-long goals or even Belief back. The Circle merit allows you to convert
multi-chapter goals. automatic losses into Compromise rolls, but you can
still fail those.
Flaring the first time against a Nightmare might
declare your goal as “I’m going to defeat this You won’t resolve separate stacks of Emotionally
monster.” The second, you change it to “I am going Invested at separate times: when it’s time for one to
to defeat this monster and save everyone it’s go, they all go.
threatening.” The third, it becomes “I am going to
save the person at the heart of the Nightscape that
made this monster.” The fourth, “I am going to get Putting It All On The Line
the person at the heart of this Nightscape to A Princess may only have a maximum number of
reconcile with his family because the monsters here stacks of Emotionally Invested equal to half her
indicate he’s afraid of how he’s alienated them.” Belief, rounded up. Once she has that many, she’s
Each one is a more specific and difficult invested as far as she can go -- she is Putting It All
continuation of the previous goal. On The Line.

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

Max Wisps 8 10 12 14 16 20 24 30 45 60 80 108

Free Upgrades 1 1 2 2 3 3 4 5 7 10 15 108


Wisps Recovering Wisps
Every time a Princess spends a Willpower on
Wisps are like refined, purified Willpower, glimmers
something a mortal could do -- gaining bonus dice,
of the Light of Hope shining brighter as it is
adding to a Resistance Attribute, activating a
channeled toward human aspiration. They’re the
non-magical ability or Merit that costs Willpower,
fuel for a Princess’s supernatural powers and
etc. -- she also regains a Wisp. If she finds herself
abilities.
needing more Wisps than she has available, or
about to recover more Willpower than she can hold,
When another being expends Willpower, they
she can reflexively lose any amount of Willpower
deplete their reserves of strength; a Princess is just
and gain that many Wisps. (Willpower spent on
revving it up.
penalties, like acting in spite of your Dread or being
drained by an enemy’s ability, or to activate magical
Spending Wisps abilities, don’t grant Wisps.)

Other types of supernatural creature have their own


If a Princess chooses to take an instant action to
fuel source for their powers -- Glamour for
consume a Willpower to no other end, she regains 2
changelings, Vitae for vampires, Pyros for
Wisps by focusing on the interplay between her
Prometheans, etc. To one extent or another they
normal and magical forces.
can only channel so much of it at a time; the
amount they can control this outflow increases as
their power increases, and is represented by the Defiance
maximum amount of points they can spend per
When under attack, a Princess’s surging soul flares
turn.
up to protect her body and identity, a phenomenon
known as her “Defiance”. Princesses are as resilient
There is no such restriction for Princesses. Just as
as the human spirit, and a Princess does not die
she can exert Willpower into everything she does in
until she is utterly emotionally exhausted.
a turn, even a freshly Blossomed Princess can spend
as many Wisps per turn as she wants, limited only
When a Princess is subject to a damaging attack, she
by her capacity and her ability to fit actions into a
may spend Wisps to downgrade incoming damage.
turn. This ability to channel as much as she wants is
Each Wisp spent reduces one point of lethal or
most often used to deflect damage, but multiple
aggravated damage to bashing damage from the
Charms can be stacked together with one action if
incoming attack, or prevents all bashing damage
you’re clever about it, and spending extra Wisps
from the incoming attack..
allows you to apply more Upgrades.

Begin every chapter with Wisps equal to half of your Drive


character's maximum.
Just as a Princess’s Transformation is “herself but
moreso,” Princesses are defined by vivid
personalities and beliefs, an inner life that is larger
than life, their reality also serving as dramatic Some sample Drives, their conditions, and
metaphor for itself. A Princess doesn’t have magic, characters who hold them are:
she is magic, and everything about that is an
expression of who she is at a fundamental level. This
Level-Headed
central thing, her expressed identity, the vivid
me-ness, is her Drive. Drive replaces Virtue on the You think things through, you don’t leap into
character sheet, but it doesn’t mean you don’t have uncertainty half-cocked. You take the effort to make
virtue as normal humans understand it. A Drive is sure everyone’s on the same page and are
something that could be said to be a virtue, even if approaching from the best angle.
it isn’t a traditional one, and unlike other such
replacements it doesn’t stop you from taking the Regain One Willpower: Step into an argument to
Virtuous Merit (in which case you get a Virtue that calm everyone down. Use your powers to inhibit
works by the normal rules, not another Drive). Any hostile action so you can think of a plan. Address a
mechanic that references or keys off of a Virtue will situation by calming it down or slowing it down so
also key off of a Drive, and regaining all Willpower people have time to think about and observe what’s
from a Drive is the same as regaining all Willpower going on.
from a Virtue. Your Drive is ultimately a positive
thing even if it may not always seem that way to Regain All Willpower: Ignore what seems like a
everyone else, or even to yourself; it’s what pushes great opportunity or pressing need that requires
you upward and how you push upward in equal you to act before you can fully figure things out.
measure.
Examples: Sailor Mercury (Sailor Moon), Twilight
Once per scene, you gain one Willpower point back Sparkle (My Little Pony: Friendship is Magic)
when you, the player, go out of your way to act in a
manner that expresses your Drive and reinforces
that vivid identity. For your character it may have
One Step Ahead
been a conscious choice, or the possibility of doing
something else may never have crossed their mind. You pride yourself on outmaneuvering your
opponents. When they think the game is starting,
Once per chapter, when you express that Drive in a they don’t know that you’ve already won.
way that puts yourself or what you value at risk
because that’s just who you are, regain all your Regain One Willpower: Predict an opponent’s
Willpower points. The Drive doesn’t have to actually actions. Negate someone’s best advantage. Use
cause harm -- it’s okay, it’s even good, if it turns out prior knowledge to your advantage.
to have been the right call to stick to your guns --
but it has to be something that looked risky from a Regain All Willpower: Allow an opponent to do
neutral outside perspective. If it does turn out to be something dangerous because you are confident in
the right call, and embodying your Drive caused you your ability to plan for everything.
to succeed, you also gain a Luminous Beat.
Examples: Batman (DC Comics), Michael Westen
Your Drive can be a simple word, or a short (Burn Notice)
evocative phrase to sum up what you’re About.
Hidden Power Level Regain One Willpower: Make sure you stomped on
all the monsters to make sure they’re really dead.
Knowing yourself and your capabilities is important, Use “giga” when “mega” might have sufficed. Use
you need to know what you can and can’t do. Giving excessive effort or force.
110% is silly, you can’t sustain that, and if you try
then maybe you can only give 80% when it counts. Regain All Willpower: Endanger yourself by
overcommitting resources.
Regain One Willpower: Restrain your power against
a weaker foe to preserve yourself for a bigger Examples: Izuku Midoriya (My Hero Academia),
challenge. Go above and beyond to fill a promise Future Trunks (Dragon Ball Z).
because you determined it wouldn’t cost you too
much. Determine the maximum amount of effort
you can safely put into a task, and then do that.
I Fight For My Friends
The people you love are more precious than
Regain All Willpower: Hold back against a serious anything, and they grant you more power than
challenge for fear of overcommitting. anything. There’s no point getting to the top if you
can’t bring them with you.
Examples: ???
Regain One Willpower: Provide moral and
Hot-Blooded Power emotional support. Check in on people’s emotional
state after things that probably wouldn’t warrant
You’re not level-headed. Your heart makes the calls getting upset over. Focus on the well-being of others
and your brain is along for the ride, blasting past before your main objective.
doubt and through deception with instinct and
vibes. Regain All Willpower: Save or protect someone else
by placing yourself in greater danger.
Regain One Willpower: Punch a bad guy in the
mouth before he’s even done talking. Grab Examples: Sailor Moon, Tea Gardner (Yu-Gi-Oh!).
something new and figure it out as you go. Address
a situation with immediate and startling action.
Absolute Loyalty
Regain All Willpower: Endanger yourself by rushing You value your friends, but there’s one person in
into a situation where caution was really called for. particular that’s deeply important to you. Whether a
fallen comrade whose spirit you uphold or an ideal
Examples: Kamina (Tengen Toppa Gurren Lagann), to aspire to or a person who makes you feel like you
Star-Lord (Marvel) can be a person too, there’s someone in particular
you are About.
If It’s Worth Doing It’s Worth Overdoing
Regain One Willpower: Honor that person’s
There’s no kill like overkill, baby! You throw yourself memory. Obviously and noticeably revere that
in at full force to make sure whatever you deal with person. Advance that person’s goals or ideas as if
isn’t going to be a problem again. they were your own.
Regain All Willpower: At a major decision point, do Regain All Willpower: Take credit and responsibility
something that you disagree with because it’s what for something when it would have been a much
they would want you to do. better idea to just keep your head down.

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 All Willpower: Face something serious and


treat it as if it were a joke.
Examples: Flonne (Disgaea)
Examples: Bayonetta, Pinkie Pie (My Little Pony:
Friendship is Magic)
Absolutely Seiso
Nothing dirty, nothing nasty, nothing mean! You stay
Lovably Cranky
pure, wholesome, and on the bright side of things at
You’re busting chops today -- it’s true, ask anyone. all times.
Believing in dreams doesn’t mean putting up with
nonsense. And even the people you love, you can’t Regain One Willpower: Clean up naughty language.
let them be too secure all the time, right? You’re Put smiles and sunshine on things. Restrain yourself
prickly like a cactus and just as full of delicious to passive aggression even when incensed. Present
quenchiness on the inside. yourself and your situation as clean and
family-friendly.
Regain One Willpower: Make a cutting observation
that deflates something’s inflated importance. Go Regain All Willpower: Refuse to engage with or
out of your way to tease others. Bonk someone and acknowledge the nasty, mean, or gross parts of a
leave them with a big anime lump that has two situation when they otherwise seem important.
bandages in an “X” on it.
Examples: Fluttershy (My Little Pony: Friendship is
Regain All Willpower: Refuse aid or cooperation Magic), Kyrie (Devil May Cry).
from someone out of crotchetiness.

Examples: Sailor Mars (Sailor Moon), Old Joseph


Joestar (Jojo’s Bizarre Adventure: Stardust Dread
Crusaders)
Your Drive is something ultimately positive to you,
even if it may not seem that way to the outside
Messianic Love observer. Your Drive is who you are and who you are
happy to be. Your Dread is just the opposite. Your
Everyone deserves a second chance. Everyone
Dread is the thing you fear, the thing you can’t
deserves as many chances as it takes to redeem
stand, the thing you flee from, the thing that
them. You love your friends and you know a
weakens you and most allows the Darkness to seize
stranger is a friend you haven’t met yet and an
control of you. It is the thing most akin to a Vice a
enemy is a stranger you haven’t calmed down yet.
Princess has, though she can still take the
Everyone needs love, and you love to give it.
Vice-Ridden Merit for a normal Vice. (Vice-Ridden
are not really the worst or most vicious people;
Regain One Willpower: Offer solace or friendship to
they’re the ones with the most bad habits. A
someone regardless of what they offer you. Get
Princess who drinks too much and fears being alone
really, really huggy. Bring out emotions at the drop
is still a Princess, just a self-destructive one.) Any
of a hat.
mechanic that references Vice will also interact with
Dread, and regaining a single Willpower from a
Regain All Willpower: Show trust or mercy in a way
Dread is considered the same as regaining
that allows someone to betray you.
Willpower from a Vice.
fire, and you just rush into a burning building to
Your Dread is something that isn’t good about you, save someone, you’re not going to get more
it’s not a virtue, it’s something that more often than Willpower for that, you’re going to be spending a lot
not makes you hurt others or yourself. All else being just to go in there. If you heavily play out your
equal, you would probably prefer not to have this character’s panic and difficulty in dealing with this
Dread, or any Dread, but the Darkness in the world and how they struggle and how much harder it is for
is a fact of the human condition now. The same them to do what they want because of this fear,
concept might be expressed as a Drive or a Dread, then the Storyteller can grant you a refill to your
and it’s down to if your character views it as positive Willpower (and you’ll need it, since you probably
or negative. Someone who is empowered by the had to spend multiple Willpower to do it). If you
need to always be the best has it as a Drive. realize you can’t go into the burning building but
Someone who is terrified and enraged at not being you can go way out of your way to overcome the
seen as the best has it as a Dread. Even though they obstacle in some other way, with a much greater
seem similar, they will manifest in different ways. A difficulty, you could also get a refill of your
Drive to be the best provokes action and ambition; a Willpower.
Dread of not being the best causes reluctance and
hesitation and fear of trying things you might not A Dread can be abstract, like the fear of letting
excel at. others down. Or it can be concrete, like the
aforementioned fear of fire. This choice can let you
Once per scene, you can restore one Willpower by decide how much you want your character’s Dread
acting in a way to recoil from, avoid, or mitigate a to be a factor in your roleplay. An abstract fear
source of your Dread. The Willpower comes from about relationships with others can always be
that sense of short-term relief at mollifying the relevant, making you pay the Willpower cost more
Darkness inside you and making the fear go away. often, giving you more opportunities to regain
Willpower from it, and making it far more pertinent
However, acting despite your Dread costs one to your character. A fear about a specific concrete
Willpower, and each new action or extended period thing can only come up when that concrete thing is
of exposure costs another Willpower. If you can’t or present. You can pick as narrow a Dread as you like,
won’t pay that Willpower, you panic and act it’s not an “exploit.” It just means that you won’t be
impulsively and quickly to get away from the Dread, getting Willpower from it. But it does have to be
and if that’s not possible, you go catatonic until you something the Storyteller is able to bring up. You
can be removed. Minor sources of Dread don’t can’t pick a Dread of “being on Mars” unless you are
warrant this expenditure: if your Dread is Fire, you in a very specific sort of Chronicle where that is
can probably be okay with your Swords colleague’s likely to happen.
fire powers being used when they aren’t right up in
your face, and you don’t have to spend Willpower to Some sample Dreads and their conditions are:
enter a room with a lit candle -- though if you flip
out at them anyway, you’ll restore a Willpower.
Fire
Once per chapter, you can restore all your Something terrible happened to you involving fire,
Willpower by acting to defeat or overcome a source or you’re transfixed by the possibility it could. Fire
of your Dread. This doesn’t mean “ignore your just keeps going, it keeps burning and consuming
Dread and get Willpower from it.” If you’re afraid of without anyone helping, it’s the illuminating version
of the Darkness in that it is this insubstantial boat, obsessively go over the safety protocols and
abstract principle that wants to destroy and does stay as far from the edge as possible.
everything it can do to keep destroying.
Regain All Willpower: Do something that would
Regain One Willpower: Freak out at a fire in a require you to be completely submerged longer
non-dangerous context. Stay in the forest being than you can comfortably hold your breath.
eaten by mosquitos rather than stay by the bonfire.
Conspicuously avoid an enemy with a flame-based
Being Alone
attack.
One is the loneliest number that you’ll never stand.
Regain All Willpower: Directly extinguish an With nobody to talk to and nobody to rely on,
ongoing inferno. you’re nobody yourself. Being nobody is terrifying.
Being nobody is being hollow, and that’s a lot of
space for the Darkness to fill up.
Dead Weight
You were too weak to save something or someone, Regain One Willpower: Insist on companionship.
and you can’t let it happen again. The possibility of Stick together when it’s better to split off. Pester
being weak and useless sends you into panic and people to go bowling with you.
rage as that horrible helplessness is brought back to
your mind. Regain All Willpower: Do something that would
require you to remain completely isolated for an
Regain One Willpower: Start a fight over someone extended period.
implying you’re useless. Try and handle something
you probably shouldn’t. Make a big deal of needing
Heights
to contribute even when you only have tangentially
related skills. People weren’t meant to fly. No, it doesn’t matter if
you can do it with magic, you shouldn’t! One false
Regain All Willpower: Prove to someone who move, one error in your magic, one slip, and then
doubted you that you can handle a challenge better you’re falling and you can see the ground
than they can. approaching and you can’t do anything about that
certain oncoming doom and then SPLAT!
Obliterated by the cold, unfeeling ground.
Drowning
This has to be the worst way to go, right? Dark and Regain One Willpower: Insist on taking whatever
oppressive and heavy and you try and get one role keeps you on the ground. Stay as far as possible
life-giving breath but you can’t, your lungs fill with from railings and ledges. Close your eyes while
water and you thrash and thrash and only drive doing something high up just to avoid having to look
yourself deeper. at the possible fall.

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.)

Regain One Willpower: Keep some lights on at all


times. Refuse to go down that dim alley. Want
Betrayal
nothing to do with anything you’re not able to see. You can be friends with people! Good friends, even!
But you can’t let them get too close. You need to
Regain All Willpower: Succeed at something maintain a healthy, arms-reach distance in case one
requiring travel through or extended action in total of them decides to get close enough to stab you in
darkness. the heart. You love your friends, but you’re painfully
aware you can never truly know anyone.
Disorder
Regain One Willpower: Prefer to be alone over
Plans are good. Plans are what keep our world safe doing something non-critical in a group. Keep a
and structured. Knowing where everything is is key secret about yourself that doesn’t seem important,
to knowing how everything will work is key to just in case.
knowing how to stay safe and alive. When things are
out of order, when they are uncontrolled, things will
spiral outward in a cascade failure.
Regain All Willpower: Do something that requires success, add a new Tension Condition. (p. XXX),
you to give someone you don’t know that well the representing the growing awareness of the forces of
chance to betray you. Darkness.

Being Conspicuous Luminous Experience


The magic of a Princess is a radiant and vivid Princesses gain Luminous Beats that add up to
expression of her identity, and is nearly impossible Luminous Experiences the same way normal Beats
to conceal. But since her magical capabilities are add up into Experiences. Luminous Beats are
extensions of who she is, this doesn’t necessarily specifically tied to a Princess’s Transformation into
mean you get instantly identified as magical the her perfected self, they represent learning about
moment you’re seen. In your transformed identity, and better filling that role.
you can act like a normal person, you’re just very
attention-grabbing. A Princess gains a Luminous Beat when holding to
one of her three Oaths, for major victories against
I mean, after all. If you saw someone in a frilly the forces of Darkness, for triumphing while
armored gown with a magic scepter, what would embodying her Drive, and for experiences that
you think? “Magic is real?” Or would you think would normally grant a Beat that occur entirely due
“There must be some kind of convention going on?” to her Transformation and magical nature: if there is
any limitation on how often you can get a Beat from
As you Flare your Belief, you become more vivid and something, track Beats and Luminous Beats
more obviously magical. If you cast a Charm and separately for this purpose. Luminous and normal
take special effort to conceal its magical nature, roll Experiences can be used together to pay costs. You
your Inner Light and then add the number of stacks can choose to combine normal Beats and Luminous
of Emotionally Invested you have (basically, each Beats together into a Luminous Experience, but not
Flare counts for two): On one success, your action into a normal Experience; you do not have to do this
draws attention from observers but you can play it and can keep them separate as well so that you can
off as something else, something mundane, as long use normal Experiences to buy things Luminous
as it was clearly a thing you were doing. On two or Experiences cannot.
more successes, whatever you did was obviously
not humanly possible. If what you did was obviously Luminous Experience has two important properties:
magical, like a Force Barrier or a Buster, then don’t First, Luminous Experiences can only be used on
bother rolling, you’re not fooling anyone. aspects exclusive to your Transformed state:
Transformed Attributes, Transformed Skills, Charms,
While your Dual Identity makes it pretty much Inner Light, and Princess-exclusive Merits. Normal
impossible to link your mundane and transformed Experiences can contribute to or pay entirely for
selves, the radiance of the Light of Hope makes it these things as well. Second, if at least one
very obvious SOMETHING is up. At the end of a Luminous Experience is spent on a purchase,
scene in which characters used magic, roll one die, regardless of how many normal Experiences were
plus a number of dice equal to the highest number also spent, the new ability can be gained as a
of stacks of Emotionally Flared anyone had. Subtract reflexive action at any time. While practice and
one die for each existing Tension Condition. On a planning and honing yourself in your off-time is
important, Princesses very often find their magic
and abilities expand in moments of great need.
Becoming a Queen
Character Advancement Being a Princess is about expressing who you are,
but you do it behind a mask, a false identity. There
is one further step to take, though none have taken
it yet: fully inhabiting your perfected self and
Mundane Attribute 4 XP per dot
abandoning the pretense it isn’t who you are.
Mundane Skill 2 XP per dot
This is not something done lightly, heck, so far in
Transformed Attribute 3 XP per dot
this history of this world it hasn’t been done at all.
Transformed Skill 1 XP per dot It’s not something expected of most, but it is a
niggling thing at the back of the mind of a few.
Upgrade Transformed 1 XP per dot
Dot to Mundane Becoming a Queen will be detailed further in a later
Skill Specialty 1 XP supplement, but in case it comes up: a Princess
must have a permanent Inner Light of 6 or higher
Merit 1 XP per dot and have at least 21 Sworn followers to become a
Queen. Her Transformation becomes permanent
Affinity Charm 2 XP per upgrade
and she loses all benefits of Dual Identity (though
Affinity Signet 2 XP per dot she can still summon and dismiss her Regalia). She
gains 1 XP for every dot of mundane Attributes and
Other Charm 3 XP per upgrade
Skills she possessed, as they are all now
Other Signet 3 XP per dot Transformed dots; she buys everything as a
Transformed dot from now on and can spend
Inner Light 5 XP per dot Luminous Experiences on anything she wishes. She
may now develop her own Signet, and other
Belief 1 XP per dot
Princesses may now swear to her as their Queen
Recover Lost Willpower 1 XP per dot and learn those Signet abilities. The actual process
Dot of developing that Signet is beyond the scope of this
book, so if you don’t have access to the supplement
where it’s detailed, you’re gonna have to eyeball it.
Merits
Split Merits
It is possible to have some Merits in your Transformed state, without having them in your mundane state, or
even having contradictory ones! When you buy a Merit that only represents something about your body (like
Small-Framed, Giant, Striking Looks, Iron Stamina, etc. but not any Styles, Eidetic Memory, Contacts or Resources
or Allies, etc.) you can choose for it to only apply to your mundane state or only to your Transformed state. They
do not cost any less, but every 2 dots of split Merits you have grants anyone trying to deduce your identity a -1
dice penalty. You can buy Merits that can normally be bought at character creation for your Transformed state at
any time, as you learn about your potential and identity.

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.

• Distant Memories: You remember


this. Or you remember that you used
to remember this, and expertise
Queen Mentor (•-•••••)
seems to want to come to your A Princess can take the Mentor Merit like any other
hands. When you spend a Willpower
character to represent a relationship with another
on a mundane roll with an Asset
Skill, you also gain 8-again. person in the real world who offers guidance and help.
However, a Princess also has the option of taking her
•• Wait, I Should Know This: You can Queen as a Mentor, which has different rules.
The Twilight Queens are not Gale-Blind, but two have
The dot rating of a Queen Mentor does not represent their own extenuating circumstances limiting their own
their power and willingness to help you -- those would ability to help. The Queen of Storms can only be taken
be seven or eight dots no matter what. And it’s not like as a one-dot Mentor, because the only counsel she
they have very limited time, because in dreams things gives is in the form of watching visions of her violence.
can take as long as they want. Instead, because the The Queen of Tears can only be taken as a Mentor up
Queens are Gale-Blind, the dot rating in Queen mentor to 3 dots, because she only has so much time for each
represents how close your relationship is and thus how of her disciples. The Queen of Mirrors, though, can be
much they are able to remember that is particular to given any number of dots as Mentor, even above 5.
you -- they can’t use outside knowledge, they see a lot You’re the one and only True Heir, after all!
of Princesses most of whom aren’t real, it all comes
down to how much they can recall about your
Veiling (•-•••)
relationship and history when they meet you. At one
dot, each time you meet is like the first time for them; It is already difficult to piece together that the two
at two dots, it’s like the first time meeting but they’ve identities of a Princess are the same person when they
been told about you through a mutual friend. At three seem to look similar. Veiling represents even more
dots, you’re someone they know, but haven’t seen in a extensive changes between mundane and Transformed
long time. At four and five dots, they’re ready to jump state, like an entirely different facial structure or even a
in to whatever problem is facing you right away; at five different gender. For each dot in Veiling, rolls to
dots you’re practically roommates. Your Queen Mentor deduce the Princess’s identity are -1, and the number
requires no favors from you other than that you of Clues required to piece it together is increased by 1.
continue to carry out your Calling in their name.
Yes, this means you have to pay dots to be transgender,
Queens cannot give material support in the real world but that’s because it has objective mechanical benefit
or provide information that you didn’t give them, but so it balances out.
they CAN guide you through your own skills to reach
your own conclusions. Choose three Skills for your
Regalia (•+)
relationship with your Queen to focus on. Once per
session, you can contact your Queen (or your Queen The Regalia Merit allows the Princess to incorporate
will contact your character, but you the player made equipment into her Regalia that will manifest when she
the choice for the meeting to occur) in the Dreamlands Transforms. This makes it always reflexively available
to get counsel. If what you ask for is something the while Transformed, allows her to resummon, recreate,
Queen can do in that meeting without access to or dismiss it as necessary, and allows it to provide
outside information -- help you put together some equipment bonuses to Charms.
clues you have, or console you after an awful breakup
-- then she does so and is considered to roll automatic Detailed rules for the creation of Regalia are found in
successes equal to your dots in Queen Mentor. If you the appendix (p. XXX). If you don’t want to use the
need her help with a Skill that you will use, and can detailed rules, then one dot of Regalia buys one
plan for it and walk through it ahead of time, your Availability worth of equipment (this is actually a worse
Queen’s guidance will allow you to score automatic return on investment than Resources, which can buy
successes equal to your Skill dots or your dots in multiple equipment, but you can take it anywhere and
Queen Mentor, whichever is lower. never lose it). Equipment that provides a skill bonus
can provide that bonus to a Charm using the same skill.
Princess’s subconscious mind that leads her on a path
Whatever the mechanical traits of your Regalia, it takes into the Dreamlands, where some hint or clue to her
whatever physical form you want and isn’t impeded by predicament lies.
it. For example, you can buy a pair of night vision
goggles as Regalia, decide that they look like red and Once per chapter, a Princess with the White Rabbits
blue cellophane 3D glasses, and when you Transform Merit can seek out a vision in the Dreamlands. She has
you will have a pair of red and blue cellophane 3D an opportunity to gather a Clue there tied to an
glasses that provide all the abilities and benefits of ongoing mystery, or get a hint as to where she should
night vision goggles. Whatever form your Regalia takes start looking for answers. The Storyteller can also use
is for self-expression, not concealment; whatever you this to provide plot hooks for the group, but this won’t
use will obviously be providing some effect. consume the Princess’s one use per chapter.

Wisp Gatherer (•• or ••••) Dreamlands Delver (••)


Your character’s emotional reserves refill quickly. At Your character’s extremely good at finding her way into
two dots, if you’re not in combat when you take an and out of the Dreamlands. She gets +2 on all rolls
action to convert Willpower into Wisps, you gain 3 related to actually crossing through a Crawlspace, and
Wisps instead of 2. when inside the Dreamlands, she can move the “exit
portal” out of a given Crawlspace along with her, so
At four dots, when you Flare your Belief, the extra Wisp that the next time it’s used it will deposit her at the
capacity you get from the increased Inner Light comes new location.
with half that many Wisps.
Defiant Deflection (••••)
Wisp Regeneration (••)
Requires: Inner Light of 4 or higher.
Rather than the ability to amass Wisps more quickly,
your character has a steady trickle they can always When your Defiance flares up to protect your radiant
count on even when exhausted. At the start of any soul, the surging outward energy actually throws
scene, if you have fewer Wisps than your Inner Light, danger backwards. When you prevent incoming
gain Wisps equal to the difference. damage with Defiance, each Wisp you spend removes
one success from the attack roll entirely; it doesn’t
downgrade to bashing damage, it’s just gone. If you
Nightmare Occultist (•)
reduce the successes to zero, then the attack doesn’t
Your character is in tune with the psychological hit you, and you don’t need to do anything to negate
landscape created by Nightmares and how to interpret the weapon damage rating.
those incarnate dreams. She may substitute an
Intelligence + Occult roll for any other type of skill
Defiant Resistance (••••)
check that might be required to get into a Nightmare.
Requires: Inner Light of 4 or higher.
White Rabbits (••)
Your Defiance preserves your mind just as well as your
Named more for that part in The Matrix than Alice in body. When subject to a non-damaging magical effect,
Wonderland, a White Rabbit is a clue from the you can activate Defiance to defend against it: each
Wisp you spend negates one success from the power’s
activation roll. The Storyteller character you are entwined with will
appear frequently in your life, in one way or another. If
your entwined character has a double life, expect to
Iaijutsu Strike (••)
run into them in both “lives.” No matter how obvious it
Requires: Kiai Charm or the Ready Conjure upgrade is to you, the player, your character will remain
completely oblivious to the link between the two
Iaijutsu is the art of dealing a killing blow in the same unless bludgeoned over the head with it.
motion you draw your sword, and the same principle
applies to your Regalia. When you summon something
Circle(•+)
into your hands, you reflexively strike with it as part of
the same action. Roll Wits + Brawl or Weaponry, minus A circle of friends is paramount to being able to keep
the target’s Wits. On success, the target is denied his yourself grounded in the real world and keep you from
defense against your attack. spiraling off into despair. Dots in the Circle Merit
represent not just your larger circle of friends, but your
ability to connect with and let your guard down around
them -- whether they are members of your nakama or
Fates Entwined (••)
other people you know.
Requires: Destiny • or more
The Circle Merit allows a Princess to play out a short
Destiny does not merely have a role for you -- it has a scene of interaction with her circle of friends, either by
role for two. Your destiny is entwined with a Storyteller playing it out ahead of time or “flashing back” to an
character, and random chance will keep conspiring to appropriate scene during the middle of a serious
put you two together and give you the chance to carry scene. She can then call on the benefit at any point
out a destined pairing. You might be destined lovers, later in the chapter.
you might be destined rivals, you might go from one to
the other, but you’re going to be running into each Having played out the Circle scene grants one of two
other again and again. Destiny can’t make you feel benefits: you may refill a number of Wisps equal to
love, it can only give you the chance. your dots in Circle, or reroll any one failed
Compromise, with a bonus equal to your dots in Circle.
Choose a Storyteller character, or give an outline for This can convert an automatic Belief loss from failing
the Storyteller to make one for you, to entwine your while Emotionally Invested into a Compromise roll for
fate with. Taking the Fates Entwined Merit gives the an equivalent failure (rolling 7, 5, or 3 dice as
same Merit to the Storyteller character you entwined appropriate).
your fate with. You can use your Destiny Points on any
interaction with that character, no matter what the There are two criteria for the scene to grant its
goal is -- but your actions will never end up killing or mechanical effect: one, it must substantially involve
permanently removing this character from your life interaction with one’s friends, and two, it must have
without a huge destiny-charged event. The same absolutely nothing whatsoever to do with your
applies to them; they can use Destiny on rolls with you supernatural mission. You don’t gain the saving roll
(they have the same number of dots as you even if from talking about how you did everything you could
they don’t qualify for the Merit), and cannot kill or to save that poor victim. You get the saving roll for
permanently remove you. attempting to play matchmaker with your hopelessly
awkward bestie, pulling an all-nighter studying for a The element you choose should be about as limiting as
test you have no clue about, getting obsessed with the ones already provided by Radiant signets. It
winning a radio call-in contest and coming up with doesn’t have to be traditional -- if you can figure out
schemes to increase your odds, putting together the how to make something like “math” or “boundaries” a
coolest party in the city, desperately covering up the meaningful but usable restriction, you can go with that
coolest party in the city when you realize your friend’s -- but it can be a traditional element like lightning,
parents are coming home early… metal, or spirit as well.

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.

Alhambra is not just an impenetrable, untraceable


refuge that a Princess of Tears can use to recover,
Warped Reflection (•••)
re-arm, and gather intelligence, though. The Raven Key You’ve built up a fortress of delusions to stay in denial
is a gift that symbolizes the trust the Last City has about what would destroy you. Instead of having a
placed in her, and the resolve they must have to see it core personality that is naturally and vividly expressed,
protected. Bearers of a Raven Key may spend you distort yourself into caricature and reduce yourself
Willpower on Compromise rolls so long as the to what you think that core personality should be, in
Compromise wasn’t something that benefitted them the way that absolves you of guilt because this is what
personally, but was done for something greater than the True Heir is.
themselves.
Any time you would lose Belief for any reason, you may
This Merit is granted freely at creation to Princesses of instead take one of the five Fractured conditions at
Tears. If the Princess is a current follower of the Queen random, all of which inhibit your Willpower and
of Tears, it is always active. Other Princesses can use interact with your Drive and Dread as the psychological
this Merit if they have 3 or more dots of the Lacrima strain of your denial increases. They are Fractured:
Avoidant, Fractured: Compulsive, Fractured: Insecure,
Fractured: Obsessive, and Fractured: Unmoored. (p.
XXX.) Roll a die to determine which Condition you get,
without eliminating any Conditions you already have. If
the roll comes up a Condition you already have,, but
you gain the Dissociated Tilt (p. XXX), which sends you
into a fuguelike state where your mind rejects the
messy reality, and substitutes the world in your head,
where everything works exactly like you think it should.

All Fractured Conditions have the same resolution


criteria. They can’t be resolved in any other way, unless
the ability that granted them specifies it, and do not
grant Beats.

Resolution: Lose all Fractured Conditions when you


regain a Belief by Putting It All On The Line.

This Merit is granted freely at creation to Princesses of


Mirrors. If the Princess is a current follower of the
Queen of Mirrors, it is always active. Other Princesses
can use this Merit if they have 3 or more dots of the
Specchio Signet.
HERE COMES MANTIS SHRIMP

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?”

He looked toward her in complete disbelief.

“... I mean, other than the people-eating monsters?”


The Power Of Love
Chapter 4: Magic
There are 11 basic Charms. One of them, Buster, is universal affinity: everyone purchases it at a reduced rate,
and it covers your standard magical ranged attacks in the form of inefficient but potentially very powerful blasts.
The other 10 are affinity to one Calling; each Calling has an affinity for two Charms and, on creation, you choose
a third Charm from any of the 8 other Charms to be your third affinity, allowing more customization.

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.

“Watch out for my medallion, my diamonds are


reckless / It feels like a midget is hangin’ from my
- Secret Anthem
necklace!” “This one goes out to a very special someone in the
audience right now.”
The overwhelming charisma and sparkle of your
performance is hard to deny: anyone in the Your audience now includes only those people you
audience with Composure less than your activation choose, and not everyone who can perceive the
successes has a -2 dice penalty to all actions that performance.
run counter to your feeling, plus an additional -1 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.

- Heart-Rending Anthem - Breakup Anthem


Gifted to Princesses of Tears - allows Wits to be “I don’t wanna be a fool for you / in this game for
used instead of Presence two / so I’m leaving you behind!”

“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.”

This is an advanced Upgrade. It counts as two


Upgrades when applied to a Charm.
You can mimic and repeat an Instant action
performed by an audience member under your
Stirring Performance Tilt, so long as it’s something
you understand how to do; you do not have to have
a power or Merit you’d otherwise need. Use the
casting roll for Anthem to resolve this action instead
of the normal dice pool, but you can’t get more
successes than the action you mimic.

- Max Volume Anthem


“These go to eleven.”

This is an advanced Upgrade. It counts as two


Upgrades when applied to a Charm.

Spend an additional Wisp to cast Anthem; when you


do, double the number of charges you gain.
Sample Anthem Charms
Thrilling Instructional Anthem: “Folks, here’s a story about Minnie the Moocher…” The sound of the blues fills
the dilapidated warehouse, and if they could pin down where it came from, they’d be able to finish off the
nakama. “She was a red hot hooooooochie-coocher…” Instead, following their sneakiest member, each one
slipped right out from under their noses.

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.

Gifted to Princesses of Flowers


- HEROIC ASCENSION BUSTER!
When you spend a Willpower and gain a Wisp, you
Gifted to Princesses of Mirrors
also get two Buster Overcharge dice.
When you gain a Beat, gain seven Buster Overcharge
dice.
- ULTRA REVELATION BUSTER!
Gifted to Princesses of Currents - PETADRIVE ANNIHILATION
BUSTER!
When you gain the Informed or Inspired Conditions
(or similar Conditions), gain 3 Buster Overcharge Gifted to Princesses of Storms
dice.
When you lose Wisps directly to gain Buster
Overcharge dice, you gain 4 per Wisp, not 2.

- BEAUTIFUL FRIENDSHIP BUSTER!


- SHATTERING SPIRIT BUSTER!
Gifted to Princesses of Jewels
Gifted to Princesses of Tears
You gain one Buster Overcharge die every time an
ally spends a Willpower in your presence. Only one You gain one Buster Overcharge die every time an
other ally can get Buster Overcharge dice from a opponent spends a Willpower or any quantity of a
given expenditure and the spender decides where it supernatural resource in your presence. You get one
goes. die per Willpower but only get one die total from
other supernatural resources per turn, no matter
how much they spend. Only one person can get any
kind of resources from their opponents spending
them; if multiple people or monsters try, then the
- BENDING REED BUSTER! closest one gets it. (But one ally and one enemy can
Gifted to Princesses of Spades both get resources from the same expenditure.)

When you resolve a negative Tilt or Condition, gain - BOTTOMLESS INFINITY BUSTER!
3 Buster Overcharge dice.

Ka… Me… Ha… Me…


- BLAZING OVERDRIVE BUSTER!
Gifted to Princesses of Swords When you cast Buster, don’t roll for it or consume
your Buster Overcharge dice yet. Your Buster fires
off on your next turn, taking your movement and
action. If you took damage from a melee attack in one other kind of event or material to it, causing the
the intervening time, the Buster fails. Otherwise, Buster to serve as that Bane or Ban. You pick one
resolve the dice pool then, using your target’s kind of bane when you buy this Upgrade that you
current cover, concealment, range, etc, and allowing may always apply (like sunlight, fire, silver, salt, jade,
them to apply their Defense -- but double your dice tungsten, etc). You may apply Bane and Ban
pool before subtracting any penalties. properties of anything else so long as you have a
sample or example of it, or had it in the past few
…HA! hours.

- RELENTLESS HOMING BUSTER!


- EVERLASTING DEVASTATION
Your Buster can now go around corners and over
obstacles. You still have to know where your target BUSTER!
is to within 2 meters -- a spotter is very helpful --
Your Buster damage repeats against anyone and
and they can still attempt to get out of the way of
anything it strikes. Each subsequent turn, the target
the attack when it’s coming, but you ignore
must succeed on a reflexive (Resolve or Stamina) +
line-of-sight, cover, and the target’s Defense if they
Potency roll, penalized by the activation successes
have an effect that lets them apply it to ranged
of the Buster hit, or take the Buster attack’s weapon
attacks.
damage again. This roll gets a stacking +2 bonus
each round after the first.
- PINPOINT SNIPER BUSTER!
The range of your Buster extends to Long (up to - JUDGMENT LIGHT BUSTER!
roughly 300 meters). You also hit with pinpoint
This is an advanced Upgrade. It counts as two
accuracy, reducing penalties for distance, called
Upgrades when applied to a Charm.
shots, and tiny targets by your Inner Light.
When your Buster targets any being with a Potency
Trait, roll additional dice equal to three times that
- ECHO BURST BUSTER! Trait. This can’t provide more dice than the total
number of Buster Overcharge dice you spent. (This
When you cast Buster, roll all your Buster
doesn’t add Buster Overcharge, so ECHO BURST
Overcharge dice separately from the rest. (Penalties
BUSTER! won’t save them to reroll.)
are subtracted from your normal dice first, not your
Overcharge dice.) Any die that doesn’t result in a
success isn’t consumed and can be rolled on your
next Buster attack. - HYPER-EXPLOSIVE BUSTER!
This is an advanced Upgrade. It counts as two
Upgrades when applied to a Charm.
- WITHERING DEMONBANE
Your Buster is now an explosive (CofD: Hurt Locker,
BUSTER!
p. 134). The damage bonus of your Buster Regalia is
You empower your Buster with occult magic and the base damage of the explosion, and resolve your
apply the supernatural Bane or Ban properties of
Buster roll as the Force of the explosion. There is no - JOYOUS REFRAIN BUSTER!
ground zero to this explosion, but the primary blast
area is equal to four times your Inner Light in This is an advanced Upgrade. It counts as two
meters. Upgrades when applied to a Charm, AND you also
need the Storyteller’s explicit permission to buy it.
If you apply this Upgrade, you only roll half of your
Buster Overcharge dice, rounded up. The other half Whenever you make the Storyteller laugh, gain 2
are lost, diffused out over the blast area. Buster Overcharge dice. It doesn’t count if they’re
laughing at something you already gained dice for,
and the Storyteller can cut you off if they think
you’ve gained enough this session.
Sample Buster Charms
WITHERING DEMONBANE ULTRA REVELATION BUSTER! “I know your crimes!” she bellows to the ghost. “And the
bones of your own family pass judgment!” She throws up her arms, and the train mouth appears behind her.
“SOUL TRAIN OVERDRIVE! FINAL DESTINATION!” The spectral locomotive passes through her harmlessly at 100
miles an hour. The ghost, who sees his grandmother’s judgmental spirit riding on the cowcatcher with her eyes
ablaze, will not be so fortunate.

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.

A master of Conjure is never caught unprepared and never caught alone.

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.”

Gifted to Princesses of Flowers - allows (and


requires) Animal Ken to be used instead of Science
- Ready Conjure
Your valid actors now include “animals.” You must
Gifted to Princesses of Swords - allows Presence to
still be attuned to them, and it’s a good idea to
be used instead of Manipulation
make sure you have some means of telling them
what to do.
Anything you summon is point-locked and ready to
go, becoming active and available the moment you
summon it instead of the turn after. Add 1
- Conjure Schematic automatic success to the first successful casting roll,
then add 2 to the second, 3 to the third, and etc.
Gifted to Princesses of Currents - allows Intelligence
until the extended action is complete.
to be used instead of Manipulation

You can attune to an object by “having a detailed


plan or schematic of it, or understanding it so well - Conjure Reflection
that you would be able to create such a schematic.”
Gifted to Princesses of Mirrors - allows Crafts to be
You construct a new device out of raw materials,
used instead of Science
either some that are present or that you are also
able to summon (without additional cost).
You may now summon multiple copies of an object
or actor. All of these copies are phantasmal
If you apply this Upgrade, the interval for each roll is
duplicates, and the original is not moved from its
3 turns instead of 1 turn.
point of origin (but an actor still has to be willing to
be summoned if you ask.) After accumulating
enough successes to summon the thing, you may
- Conjure Aid immediately apply remaining successes to the next
copy, and the next, continuing to roll for as long as
Gifted to Princesses of Jewels - allows Persuasion to
you want to keep making copies.
be used instead of Science

Your valid actors now include “other human beings


or things close enough to humans.” - Hostile Conjure
Gifted to Princesses of Storms - allows Dexterity to
be used instead of Manipulation
- Light-Fingered Conjure
You may now summon objects that are actively
Gifted to Princesses of Spades - allows Larceny to be
being attended by someone else, and unwilling
used instead of Science
actors. The casting becomes contested by the
Dexterity + Resolve of someone who is attending - Conjure Ephemera
the object, or the Dexterity + Resolve + Potency of
an unwilling actor. If the other side accumulates Your valid actors now include “ephemeral beings.”
successes equal to your Inner Light, the spell fails. This counts ghosts, spirits, Figments, angels, and
Nightmares, though the latter two are going to be
pretty hard to attune.

- Conjure Occult - Conjure Portal


Gifted to Princesses of Tears - allows Wits to be This is an advanced Upgrade. It counts as two
used instead of Manipulation Upgrades when applied to a Charm.

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.

- Distant Conjure - Channel


This is an advanced Upgrade. It counts as two
You now summon to any point in line of sight. Upgrades when applied to a Charm.

When you summon an actor with this Upgrade, they


are not physically transported to you. Instead, you
- Echo Conjure synchronize their presence, skills, and assistance
with someone in the scene: usually yourself, but it
Once you have summoned something, you can can also be anyone else that’s a valid actor for your
summon the same thing again, any number of times summon (or an object an ephemeral being could
in the scene, without rolling or expending resources. possess). This summoning is not broken when
This doesn’t make a copy, it returns the same object combat starts.
or actor to a location you could have summoned it.
While channeling, you (or the other synchronized
subject) and the actor each appear surrounded by a
glowing translucent aura of the other one. You only
get one turn between you, even if you summoned
an actor already physically present, but you have all
the combined resources and abilities of yourself and
the actor and any dice pool is made using the best
options from either one of your Attributes, Skills,
and Merits.

If you Channel another Princess, for example, you


could cast a Charm she knows but you don’t,
spending your Wisps and her Willpower, use one of
her Upgrades that allows her to substitute a
different Skill and then use your rating in the Skill,
use whoever has the best Attribute, etc.

This can’t be used on an uncooperative target even


if you have the Upgrade that lets you do that.

If a Shikigami is Channeled this way, you add the


Shikigami’s appropriate Attribute to yours instead of
picking one or the other.

- Gigadrive Conjure
This is an advanced Upgrade. It counts as two
Upgrades when applied to a Charm.

Your Conjure overflows with power. Instead of only


spending 1 Wisp to cast Conjure, you may spend 1,
2, or 3. Multiply the activation successes of the
Charm by the number of Wisps spent to cast it.
Sample Conjure Charms
Hostile Light-Fingered Conjure: “Thieving fingers of fate!” The sinister blood-drooling chain vanishes from his
hands as if yanked away, and reappears in her grasp. “Yeah, hitting me once with that was enough, how about
you just give that here now.”

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.

- “According to my Sensitivity to things of Pure Darkness…”


Query is the specific information you’re trying to obtain about your subject. You will get the result obtainable
with the sense you used; note that it doesn’t have to be something immediately perceptible (there wouldn’t be
much application for that), just that what you are asking about has to be something that could be found out with
the sense you used. The default options of query are:

- “...what is/are the nature or state of [this]…”

- “...where is/are the nearest…”

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

You can see the connections between people, most


- Detect Traces
often called the “red string of fate.” You may now
Gifted to Princesses of Flowers - allows Survival to pick as the subject:
be used instead of Investigation
“...a social or emotional relationship with this
You gain postcognition, or the ability to see into the thing?”
past. You may now pick the sense option:
Only one of the ends of the relationship needs to be
“According to what happened in the past…” in range as long as you can specifically define the
other one.
The range in which you can look into the past is 1
day per Inner Light, and it is reduced by vagueness
the same way physical distance is.
- Detect Trickery
Gifted to Princesses of Spades - allows Subterfuge to
- Detect Rays
be used instead of Investigation
Gifted to Princesses of Currents - allows Science to
be used instead of Investigation It takes a trickster to know a trickster. You may now
pick the query:
Visible light consists of electromagnetic radiation at
a wavelength of about 400 to 700 nanometers. “...what is being hidden from me in/about…”
Outside that are infrared and ultraviolet light, and
beyond those are gamma radiation, radio, and
television signals. You can interpret all of those as
easily as you see light. You may now pick the sense
option:
- Detect Passions will be able to pick it up even if it’s too fast or small
for normal perception.
Gifted to Princesses of Swords - allows Presence to
be used instead of Wits or Composure
- Detect Energy
You can now perceive the emotions radiating off of Gifted to Princesses of Tears -- allows Resolve to be
people and animals. Some see multicolored auras, used instead of Wits
some hear whispers that have an emotional tenor
but no language, some see normal signs of emotion In addition to Pure Darkness, you may now observe
like bulging veins or sweat drops exaggerated to quantities of stored or potential energy, such as
gigantic proportions. You may now pick the sense Willpower, Wisps, or Essence. If you are familiar
option: with another source of supernatural power like
Glamour or Pyros, you can observe that too. You
“According to people’s emotions…” may choose the sense option:

“Looking at the concentrations of Willpower,


- Detect Usefulness Essence, and other supernatural energy…”

Gifted to Princesses of Mirrors - allows Persuasion


to be used instead of Investigation
- Remote Detect
The range of your Detect is tripled, whether the
You may specify your goal and choose the query physical distance or another form of range added by
option: another Upgrade.

“...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.

Your senses overflow with power. Spend 1-3


- Detect Future additional Wisps when casting this Charm to
subtract that many dice from your pool and add
This is an advanced Upgrade. It counts as two that many automatic successes to a successful roll.
Upgrades when applied to a Charm.
Sample Detect Charms
Detect Passions and Trickery: [Looking at emotions / what is hidden about / this person?] She slaps the smiley
face sticker on his hand. “Mister Smiley turns into Mister Frowny when you lie to me. And you don’t want him to
turn into Mister Frowny, do you?”

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

Gifted to all Princesses in addition to their default


Your locus may now track an individual or object,
Upgrade.
retaining its position and factoring its movement
relative to that thing. This anchor point is chosen
Your locus now is capable of manipulating the area
when you cast Force and can’t be changed without
by becoming entirely solid: providing a stepping
casting Force again.
stone, or stopping objects and attacks that would
pass through it. To block damage, treat it as cover
If used on an unwilling target, they may roll
(CofD p. 92) that has a Structure equal to successes
Dexterity + (Brawl or Crafts) to escape each turn,
and a Durability equal to your Inner Light. It
penalized by your successes. Each subsequent roll
recovers all Structure each turn you concentrate on
gets a +2 bonus. If they break free, or another
it.
person frees them, the locus dissipates.

- Enduring Force - Dextrous Force


Gifted to Princesses of Flowers - allows Stamina to
Gifted to Princesses of Spades - allows, and
be used instead of Strength
requires, Dexterity to be used instead of Strength

Your locus remains active while you aren’t


The locus may now manipulate to carry out actions
concentrating on it, though you can’t give it new
that require a Dexterity roll, using the activation
orders -- it will stay stationary or repeat the last
successes as its Dexterity.
order given to it, and can’t adjust position or facing.
Any dice pool for an action lowers by -1 on each
subsequent turn it acts without your concentration,
as things slip out of alignment. - Immediate Force
Gifted to Princesses of Swords - allows Intelligence
- Flowing Force to be used instead of Strength

Gifted to Princesses of Currents - allows Intelligence


When you first create your locus, you do so
to be used instead of Strength
reflexively and may still take another action. While
concentrating, you can take the action to command
Multiply the movement speed of your locus by your
your locus at any time in initiative order,
Inner Light + 1. If your locus is capable of persisting
interrupting someone else’s turn if necessary.
while you don’t focus on it, it can continue its
movement on the same trajectory.

- 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.

Action: Instant and contested.


Dice Pool: Wits + Subterfuge + Inner Light vs Perception (Wits + Composure)
Duration: Simple and small illusions last for one day. All other illusions last for one scene.
Scaling: Successes on casting Increase the number of successes required to see through the illusion.
Exceptional Success: Extra successes are their own reward.

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.

If everything you flickered was clothing or Regalia or


some kind of outfit, and the image was also clothing
- Distracting Illusion
or some kind of outfit, you can maintain it Gifted to Princesses of Spades - allows Expression to
reflexively, it doesn’t count against your maximum be used instead of Subterfuge
number of images, and it can’t be magically
dispelled. You can cover multiple different people’s A Distracting Illusion grabs the attention of its
outfits if you all scooch together. viewers, focusing them on it to the exclusion of
anything else. Up-close magic is all about
- Cunning Illusion misdirection. Viewers of your image must roll Wits +
Composure, penalized by the your Illusion
Gifted to Princesses of Currents - allows Crafts to be successes, to notice anything else going on or to
used instead of Subterfuge apply their Defense. Once they have succeeded on
this roll once, or have taken damage from an attack
With Cunning Illusion, you do not need to focus to they couldn’t apply their Defense against, they don’t
direct your image; you may have it carry out actions need to roll again for the same image.
according to a script. The image is not intelligent,
but essentially runs off of your intelligence in the
“background”; thus, the script you give it need not
- Extensive Illusion
be machine-readable but must be something you Gifted to Princesses of Flowers - allows Composure
could carry out while distracted by music or dicking to be used instead of Wits
around on your phone. “If anyone comes by, blow
them off and make an excuse” and “stomp around Images normally only fool sight and sound, and can
and make monster noises” are acceptable types of somewhat fool touch with Blunt Illusion, and those
commands, while “explain to everyone that I have are normally all you need. But with Extensive
cancer and can’t come to class” or “follow that guy Illusion, you get the full package. Your image can
at a distance of 15 meters and look like you are fool any and all senses, supernatural or mundane,
trying to stay hidden but make sure he can see you” and give out false sensations in any combination
are not. you wish. Any attempt to see through the image no
matter what means of sense or divination or magic
- Blunt Illusion is used has to overcome the successes of the
Charm, instead of a normal Clash of Wills.
Gifted to Princesses of Swords - allows Intelligence
to be used instead of Wits
- Enduring Illusion
With Blunt Illusion, your images will have mass and Gifted to Princesses of Jewels - allows Manipulation
no longer be dispelled by physical contact. They to be used instead of Wits
have no more strength than required to lift a single
sheet of paper but can occupy space and aren’t
An Enduring Illusion will stick around even after you - Obscuring Illusion
stop devoting attention to it. Your image persists
even if you lose focus or go to sleep. Large and Gifted to Princesses of Tears - allows Stealth to be
complicated images last for a full day, while small used instead of Subterfuge
and simple ones last a full week.
An image can’t appear to be nothing, but that
doesn’t mean it can’t be used to hide. If they can’t
see through anything, they might know there’s
- Signature Illusion something on the other side but not what.
Gifted to Princesses of Mirrors - allows Expression Obscuring Illusion creates an image that fills an area
to be used instead of Subterfuge with something that blocks perception, a cloud of
shadow, a freezing mist, a blinding light, etc.
Your Signature Illusion is something you always have Regardless of what the image appears as, the area is
close at hand, something that’s easy to recall. subject to the Low Light Tilt (p. XXX) for anyone who
Choose a specific type of image or a few closely hasn’t seen through the image; physical interaction
related ones to be your Signature; when you flicker cannot dispel it because it does not appear to have
that image, you do so reflexively instead of instantly. physical mass without Blunt Illusion, but Blunt
If you use Versatile Illusion, additional copies of your Illusion can make it feel like a sandstorm or
Signature Illusion do not cost any Wisps to create, something along those lines. An Obscuring Illusion
but you still roll for them. can be extended to 10 times the normal area of
your image.
Princesses of Mirrors get the Signature of “illusory
copies of myself,” but that doesn’t stop Radiant
Princesses from taking the same ability. - Grand Illusion

- Painful Illusion The total area of your image can increase to up to


Gifted to Princesses of Storms - allows Dexterity to 200 cubic meters. This does not increase the
be used instead of Wits difficulty of directing it but a large and complicated
image may be easier to see through if you are
If an illusion can fool the senses, well, pain is a creating it from memory and don’t get all the details
sense, isn’t it? A Painful Illusion is capable of dealing right.
damage to living things by inflicting phantom pain.
An image may deal two damage per turn to
everyone within it (if it’s something like an illusory - Versatile Illusion
flame) or may be used to execute attacks that deal
damage normally. Use the Princess’s appropriate
dice pool for any attack roll the image makes, not You may now flicker another image while you have
the dice pool for casting. Damage inflicted by the one active without dispelling it. It can be directed
image is Illusory: the damage is always Bashing and independently of the others and maintaining all the
subsequent “real damage” will replace “illusory images does not cost any more focus or attention
damage” instead of being added to it. than one. When you flicker, the activation roll gains
a -2 penalty for each existing image and the
successes rolled for any of all your images are Illusion, so you can’t say “only vampires can see
considered to be the lowest roll you made for any of this” and then root out vampires by seeing who
them; failing a roll causes all the images to dispel. flinches at the image, but Extensive Illusion can help
you with that.

- 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 strike is a Weaponry or Brawl attack.

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.

This works on absolutely any form of incoming


Your strike moves the target around, bringing them
damage that your strike can interact with and that
towards you or sending them flying. The distance is
you can see coming. Deflect gunfire and slice the
determined by the number of charges you spent on
bullets from the air. Shoot a rocket out of the sky.
this Upgrade; you always get one “free” charge to
Cut a falling skyscraper in half and shout “RULES OF
spend before choosing to spend more.
NATURE!”
If used to send someone flying horizontally away
Activating this Upgrade costs 1 additional Wisp.
from you, the strike will move the target by 1 meter
for every charge spent, and they will collide with
- Precision Strike anything you smash them into. You can choose to
follow the target to wherever you launched them.
Gifted to Princesses of Currents

If used to bring the target toward you, the strike will


Reduce the total penalty for firing at extreme range,
move the target three meters for every charge
striking into a chaotic melee, striking a specific
spent; a target is valid even if they’re outside the
point, hitting a tiny target, or other precision-based
weapon’s normal range as long as your Aerial Rave
penalties by 2, and an additional 2 for each charge
would bring them into your range.
spent. This can’t end up providing a bonus.

If used to send the target flying upwards, then you


send them upwards 1 meter by spending a number
- Hyper Combo of charges equal to their Stamina. Anyone you
knocked into the air is denied their Defense unless a
Gifted to Princesses of Flowers
supernatural speed effect or air control allows them
to retain it, remains airborne for one turn, and does
not suffer falling damage afterward. You can follow You may apply this Upgrade multiple times, but
them upwards, and you won’t be denied your each time you do, increase the number of charges it
Defense in the air. You can keep them in the air with costs by 1.
successive Aerial Rave hits on successive rounds; if
you apply enough charges to launch them they stay
in the air instead of trampolining into the ground
- Devastating Blow
and back.
Gifted to Princesses of Tears

In addition to dealing damage normally, your strike


- Helm Breaker
drains one Willpower from the target, and inflicts
Gifted to Princesses of Swords the Beaten Down Tilt for a number of turns equal to
the amount of charges you spent on this Upgrade.
Ignore one point of the target’s General Armor, plus
one more for each charge spent. This Upgrade adds
a -1 die penalty for each charge spent.
- Gunslinger Style

- 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.

Action: Extended. Each roll is one turn.


Dice Pool: Presence + Persuasion + Inner Light - target’s Composure.
Duration: One scene.
Scaling: The successes rolled on the Charm is effectiveness of your persuasion of Social Maneuvering test.
Exceptional Success: Like with Social Maneuvering, an Exceptional Success allows you to open two Doors.

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.

- To beseech is to “communicate an argument or persuasive attempt by talking to someone.”


- Your audience is “one individual who can hear and understand you.”
- A request is “Please perform this action that you can and would be willing to do as the result of a simple
persuasion roll.”
- A favor is “Please perform this action that you can and would be willing to make as the result of an
extended Social Maneuvering attempt.”

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:

Impression Example Target

Perfect Someone whose life you’ve 1


saved.

Excellent Someone personally 2


impressed with you and your
deeds.

Good Someone who has heard of 3


and believes in you and your
mission

Average Someone who thinks you look 4


awful silly but probably
harmless.

Hostile Someone actively opposed to 5*


your efforts.
* You cannot normally make Plea rolls against hostile targets who are actively fighting you, but an Upgrade
allows this, and if so, this is the target number.

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

Why can’t we all just get along? A Calming Plea begs


You want to stir emotion, but to do that, sometimes
a stop to the violence. The request you ask for may
you need to clear away what obscures or muddles
now add “and please become affected by the Pacify
the clarity of the call. They can’t listen if they don’t
Tilt, as will I.”
understand.

The Pacify Tilt (p. XXX) causes a penalty to any


With Clarion Plea, the favor you ask for may be “and
hostile action equal to this Charm’s activation
please remove this mental Tilt or Condition from
successes and transforms Failure into Dramatic
yourself, or suppress this Persistent mental
Failure for affected rolls. Once someone suffers this
Condition from yourself for the rest of the scene.”
penalty, the Tilt expires from everyone. If you use
Sweeping Plea, it also applies this Tilt to all of your
While making rolls for Plea, you completely ignore
allies.
the effects that targeted Tilt or Condition would
have on your ability to make those rolls, but not
- Natural Plea anything else you’re doing until you actually
succeed.
Gifted to Princesses of Flowers - allows Animal Ken
to be used instead of Persuasion
Removing a supernatural Tilt or Condition triggers a
Clash of Wills. You don’t have to know the specific
You don’t need to share a language with your
name of the Tilt or Condition but you do need a
audience to beseech them. In fact, your audience
general idea of what’s wrong, and if you use
may now include animals, inanimate objects, and
Sweeping Plea you choose the same Tilt or
other things not normally capable of
Condition for everyone; you can’t pick for each
communication. Animals will usually grant a favor
individually.
after opening a single Door, though they won’t
understand complex concepts. Asking for more
complex favors still increases the amount of Doors
that need to be opened. - Honest Plea
Gifted to Princesses of Jewels - allows Socialize to be
When you beseech an inanimate object, you can ask
used instead of Persuasion
for the request “and please have a bonus on all rolls
to keep you functional and operational equal to my
Other creatures have the ability to lie and make it
activation successes.”
convincing, even compel belief. You don’t. You don’t
need it. You speak from the heart, you bare the
truth.
Your request may now include “and please make a - Plea of Fealty
Wits+Empathy roll to see if I am lying, where you
gain automatic bonus successes equal to my Inner Gifted to Princesses of Mirrors - allows
Light.” This is not a supernatural compulsion upon Manipulation to be used instead of Presence
them, it opens yourself to their ability to discern lies
(and obviously doesn’t work if you’re lying). Your favor may now include “and for the rest of the
chapter or until I take hostile action against you,
Among its other effects, if their Wits + Empathy roll please provide one Social Merit dot for me, of my
plus the number of successes required to open a choice, whose function you are able to carry out.”
Door from them is 10 or more, then improve You could ask a character to serve as a dot of Allies,
Impression or Distance by 1. (This means it’s harder Contacts, Circle, Staff, Status, Resources, Retainer,
to get this benefit the fewer successes you require). etc, so long as they’re able to do something that
If they were already at the maximum, this has no would justify that dot -- loan you some cash for
benefit. Resources, speak on your behalf to a group for
Status, reach out to people who know things for
Contacts, and etc.
- Sweeping Plea
Gifted to Princesses of Spades - allows Wits to be When you use this Upgrade, it costs 1 extra Wisp for
used instead of Presence each active bonus dot you have from Plea of Fealty.
No person can provide more than one bonus dot at
We have more in common than we have any time.
differences, and if you speak to one, it should be
able to speak to all. Your audience can now consist - Terrifying Plea
of multiple people at once who can all hear your
speech, and all are affected. For any resisted or Gifted to Princesses of Storms - allows Intimidation
contested roll, use the highest applicable Attribute to be used instead of Persuasion
or dice pool in the audience.
When you apply this Upgrade, you don’t determine
Impression based on how much the audience likes
or respects you. Determine Impression based on
- Warrior’s Plea how afraid the audience is of your ability to hurt
Gifted to Princesses of Swords - allows Weaponry or them. You can apply Hard Leverage as part of a Plea.
Brawl to be used instead of Persuasion
The “plea” part doesn’t come from the caster -- it
Sometimes people need to get some sense slapped comes from the audience pleading for mercy.
into them. You may beseech a hostile audience in
combat, and even do it reflexively while fighting or
defending yourself. Each turn you do so counts as an - Manipulative Plea
additional roll for the purposes of determining the
maximum number of rolls you can make. If you deal Gifted to Princesses of Tears - allows Manipulation
lethal or aggravated damage to the audience, the to be used instead of Presence
Plea automatically fails.
Tug on their heartstrings -- grab them and yank. - Piercing Plea
Expose your heart and make them feel terrible
about wounding it. Sometimes you don’t have a minute. Sometimes
you need to utter a simple fact that pierces right to
Your favor may now include “and please take a the heart of the matter, something universally
variant of the Beaten Down Tilt, applying a understood that stops the audience dead in their
Willpower cost to all actions that get in the way of tracks.
my stated goal so long as that goal doesn’t directly
harm you.” Your request may now include “and please don’t do
anything that would inhibit your ability to carry out
the favor -- other than defend yourself and your
allies -- until I either succeed, fail, or cease trying to
- Sincere Plea convince you.”

To truly reach someone, you must stick your hand in


your heart and spill it all over the stage. - Haunting Plea
Your request may now include “and please take a
Condition or Tilt related to my emotional state Your words echo in the ears of your audience,
before beseeching that I either take as well or sticking with them like an annoyingly catchy song.
already had before I started.” You may delay your request or favor to only kick in
at a later time, in a later condition specified by you.
This delay can’t be more than one day per Inner
- Artistic Plea Light you have.
Allows - and requires - Expression to be used
instead of Persuasion
- Viral Plea
The purpose of art is to stir the emotions, make you
think, make you feel. Art can speak like words can’t.
You may now beseech in the form of a piece of art, This is an advanced Upgrade. It counts as two
or a recorded or written message. The audience Upgrades when applied to a Charm.
must still spend as much time observing or engaging
with it as they would otherwise listen to you, and Not viral like an infection -- okay, it is, but only
you have a stacking -1 penalty to each roll to because it’s viral like a video. Your favor may now
represent the difficulty of communicating without include “and please cast this Plea again on someone
direct feedback from the audience. Each person else, with all the same Upgrades I had, my Inner
may only be affected by a given Artistic Plea once. Light and the Wisps I spend on it, but using your
The work of art loses its magic after a number of own Attributes, Skills, circumstance bonuses, and
days equal to your Inner Light. Willpower.”

If you want the Viral Plea to spread multiple times,


you have to pay a new Wisp each time it does and
you can’t do it more times than your Inner Light.
Each affected audience member can only spread purpose of other Social Maneuvering attempts.” If
Viral Plea once, but they may do it up to one day you then purchase the merit with an Experience,
after hearing it per point of Inner Light you have. they’ll remain your friend after the chapter.

- 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.

Action: Extended. Each roll is one turn.


Dice Pool: Intelligence + (Medicine or Crafts) + Inner Light vs Stamina + Resolve.
Duration: Permanent unless otherwise specified.
Successes: Expended to heal points of damage.
Exceptional Success: More successes are their own reward.

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.

You can also choose to make the patient or object


- Remote Restoration
develop resistance to your own treatment. If you
You don’t need to touch something to mend it. You do, then when you mend an injury, set a condition
now mend by “focusing healing energy into one or or time limit on it -- once the condition is met or the
more targets you can directly perceive.” If you time expires, the injury reappears.
attempt to mend an uncooperative patient, subtract
their Defense from your dice pool as if it were a Either way, the Vaccinated Condition only lasts 12
thrown weapon. (Restoration, Stat! lets you ignore hours per Inner Light; after that, it fades without
their Defense if they don’t have an effect that allows activating.
them to retain their Defense against firearms.)

You can even designate additional targets for your


- Restoration, Stat!
Restoration by paying 1 Wisp for each, up to a total
no more than your Inner Light. If you do, you have
to treat the same Injury on all of them, and if you Get moving! You need this patient stable and
use an Upgrade that makes every roll cost a Wisp healthy yesterday! Restoration, Stat! allows you to
then you don’t have to pay the extra Wisps on mend an injury in the blink of an eye. You no longer
subsequent rolls. need to forfeit your Defense to mend, the effect
happens instantly rather than over the course of a
turn, you may cast this Charm at any point in
initiative order, and the process of your mending is
- Vaccinating Restoration
so fast it can send things flying, which you can use
to your advantage with several Upgrades. Used with
An ounce of prevention is worth a pound of cure, an Upgrade that increases the interval between rolls
and all that. You can mend to fortify against injury in to 24 hours, you can instead change the interval to 8
the future, bolstering defenses physical and hours.
spiritual.

- 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.

During Step, you can spend extra Wisps to


reflexively move a distance equal to your Movement
rating. As long as there is no barrier in the way, you
disappear and reappear with a “zwee” and don’t
actually physically cross the distance. Invoking this
ability costs 1 Wisp, plus one additional Wisp for
each time you’ve used it this turn.

- Phantom Step
This is an advanced Upgrade. It counts as two
Upgrades when applied to a Charm.

During Step, you may spend one Wisp to enter a


Twilight state for one turn. In Twilight, you are
completely intangible to the physical world, and can
interact with ephemeral beings in Twilight as if they
were entirely physical.
Sample Step Charms
Brilliant Light Step: She didn’t expect to have to deal with a bunch of rockets from an Apache gunship today. To
be fair, the gunners didn’t expect their target to use the volley to run up to the cockpit, stepping on the missiles
like they were sturdy platforms. Today was full of surprises!

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 blessing may now include “Any attempt to use


Your blessing may now include “The caster can
magic by and/or on the bearer has a dice penalty of
perceive the activation of the trigger and the full
-2, and an additional -1 for each charge spent on
details of how it happened. For the rest of the
this Upgrade.” If magic used on the bearer is
scene, they can perceive the bearer and its
penalized, then any magic effect that would
immediate area with any senses available to them.”
encompass the bearer is affected, even if they are
not the primary target. For example, if someone
tries to scry on the room a person is in, and the - Heavy Ward
bearer is also in that room, then the roll is Gifted to Princesses of Jewels - allows Composure to
penalized. be used instead of Resolve

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.

Your blessing may now include “Conditions and Tilts


you specify are prevented from being applied and - Deflecting Ward
ongoing Conditions are suppressed while near the Gifted to Princesses of Spades - allows Wits to be
talisman. This doesn’t work on Lasting Conditions. used instead of Resolve
This works on one Condition or Tilt plus one more
for each charge spent.” Your blessing may now include “All attacks made by
and/or against the bearer suffer a -2 penalty, and an
If you define the Conditions and Tilts too broadly, additional -1 for each charge spent on this
the Ward will trigger too early, consume its uses Upgrade.”
preventing or suppressing Conditions or Tilts you
don’t particularly care about, and won’t be able to
work against the things you really need. - Heart-Feeling Ward
Gifted to Princesses of Swords - allows Empathy to
be used instead of Occult
Your trigger may now be “an emotion or intent that they will be thrown the same distance in the
is felt by the bearer or close by to them.” You will opposite direction.
know when the trigger happens but not the exact
details, without Tracing Ward.
- Sticky Ward

- 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.

This is an enhanced version of Magic Ward. It must


be applied to a cast that also has Magic Ward
applied. The blessing of Magic Ward now reads
“Reduce the successes of all magical effects used by
or on the bearer (other than this one) by 2, plus an
additional 1 for each charge spent on this Upgrade.
Existing, ongoing magic effects are reduced in
successes under this blessing and if the effect’s
successes become 0 or less, it’s temporarily
suppressed until the blessing runs out.”

That “by or on” is not a “by and/or” on; if you apply


this it has to work in both directions.

- Charming Ward
This is an advanced Upgrade. It counts as two
Upgrades when applied to a Charm.

Your blessing may now include “Cast a Charm that


you pre-loaded when you cast Ward.” Spend all the
resources, choose who and what will be targeted by
the Charm, and determine the dice pool when
loading that Charm, but don’t roll the dice pool until
activated.

Unless you pay the resources for the Charm multiple


times when loading it, this blessing won’t go off
again when the trigger happens again.
Sample Ward Charms
Tracking Heart-Feeling Ward: “I got a ping… oh, this dude is NOT happy. This is some pure-ass murderous intent.
Not sure what he’s after, but he’s going to the access tunnel, we’re gonna want to meet him before he can do
whatever he’s doing.”

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

Blue Magic: Choose a number of Charms up to your


Acqua dots to become Water-Attuned. Examples include a Detect that searches for answers
Water-Attuned Charms act through or on water, ice, by scrying into a pool of water (but needs a calm
currents, or coldness. pool of water to see into), a Ward that is applied by
sprinkling holy water (but you have to make sure it action becomes one minute, and anything longer
doesn’t dry out), or an Illusion that manifests than that takes three times as long. If you do, add
images from cold mist (but doesn’t work if the area your dots in Acqua to the roll and double your
is too warm for the mist to form). equipment bonus from Regalia.

Take Time To Get It Right: You may increase the


time it takes to cast a non-Signet Charm: any instant

Acqua ••• : Bachelor’s

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

Acqua •••• : Master’s

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.

Acqua •••••: Doctorate

Hydro Trigger: Reflexively spend a Wisp to assume a


liquid form for one turn. You retain the same shape King Crimson: Once per scene, at the start of a turn,
and features, but you and all your gear are a spend 3 Wisps and one Willpower to jostle time.
translucent liquid, the color of your choice, and you Everyone but you, acting in initiative order, has to
control your entire shape as if it was your natural declare what they are doing that turn. They cannot
body, flowing into or through anywhere that isn’t deviate from that plan when their turn comes up,
watertight. Any physical attack relying on kinetic even if you have done something that would
force deals only one point of bashing damage to otherwise change their priorities.
you.
Aria
Aria is the Signet of the Queen of Spades, affecting air and wind and empowering a flexible, expressive,
unconventional approach. Air goes everywhere, it respects no border or boundary. If there is any way out or
through something, air will find it. Air is light. Air is here, then it’s gone. Air is everpresent, yet escapes notice.
And nobody thinks about how deeply they need air until they’re in danger of going without it. Freedom and
flexibility draw the Queen of Spades to the element of air: to be free as a bird, to blow like the wind, and to see a
thunderhead on the horizon and crank the engines on the Blackjack II to full power and race the lightning itself.

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!).

Aria ••• : Alluring

“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,

Aria •••• : Sparkling

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

Aria •••••: Slick Sparkling Style

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

Red Magic: Choose a number of Charms up to your


Fuoco dots to become Fire-Attuned. Fire-Attuned Blinding Beacon: When you cast a non-Signet
Charms act through or on fire, heat, combustion, or Charm, you may choose to infuse it with such magic
illumination. that it completely declares everything about itself to
the world. You shout it out to such an extent that
Examples: A Step that propels with explosive force anyone who can see or hear any part of its effects
(but doesn’t let you make fine adjustments), a Kiai knows exactly who cast it (you), what Charm it is,
that wreathes your weapons in flames (but paints a what upgrades you applied, what your dice pool
target on you in ranged combat and can’t choose to was for it, and what each of those dice came from.
deal bashing damage), or a Detect that reveals
information by staring into flickering flames (but If you do, add your dots in Fuoco to the roll, and
requires you to be in a dark area to see them well double the dice you get from your Inner Light. You
enough). will need to be creative to use this with Illusion.
Fuoco ••• : Torch

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

Fuoco •••• : Blaze

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 /

Fuoco ••••• : Wildfire

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.

Legno • : Walker of Paths

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.

Legno •• : Hearer of Song

Green Magic: Choose a number of Charms up to humans), or a Restoration that is applied by a


your Legno dots to become Nature-Attuned. poultice of medical herbs (but can’t fix inorganic
Nature-Attuned Charms act through or on plants, objects).
animals, or the natural environment.
Option 2: Maybe when you use a Charm purely in
Examples include a Force that calls up surfaces of response to what someone did? How do you
shaped wood (but are opaque and flammable), a adjudicate that?
Plea that calls out to animals and objects (but not
Legno ••• : Nurturer of Life

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

Legno •••• : Welcomer of Voices

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

Legno ••••• : Knower of Harmony

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.

Social Construction: When you spend a Willpower


on a mundane task involving the coordination of

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.

Terra •••• : Sapphire

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

Terra •••••: Diamond

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--

THIS IS THE THIRD PART OF THE MAIN STORY


THREAD

IT’S NOT FINISHED THOUGH


THE STORY IS 2 PAGES LONG
Insurmountable Odds
Chapter 5: Storytelling
At first blush, it seems like Princess should be a very cynical ones that claim not to. The conflict is over
difficult game to run. The Chronicles of Darkness are what genre the story is going to be.
a horror setting, after all. The specter of the “occult
superhero” looms over every game (except maybe Comparing the bright and hopeful tone of Princess
Promethean), where the players aren’t afraid or and the dark looming horror of the Chronicles of
horrified or exploring dark themes, they’re just cool Darkness, how do you bring those together without
Midnight Sons heroes with superpowers cleaning up breaking your necks from the mood whiplash? How
the streets. Magical girls often refer to themselves can you get players to take seriously something that
as superheroes, so they’d seem especially is so fundamentally silly? How can you even make
predisposed to collapsing from a horror story into magical girls belong in this setting?
an occult superheroes game.
There’s an answer to this question. It’s an answer to
Not that there’s anything wrong with that, of course a lot of questions about roleplaying, not even just
-- there’s a reason games fall into the “occult this game. It’s a mystical piece of gnostic wisdom,
superheroes” mold, and that’s because it’s fun. Be and if you don’t already know it, it can change your
honest with yourself, when you first read Celerity, entire understanding of the hobby.
your response probably wasn’t “I don’t see how this
reflects my inner vampiric angst and fall from Are you ready?
humanity,” it was “sick, I can run up a wall and kick a
guy in the face.” If you want occult superheroes, you
Every Roleplaying Game Is A Comedy
go right ahead, Princesses make great occult
superheroes. It’s impossible not to be a comedy on some level. In
the introduction we compared roleplaying to live
But most Storytellers and troupes are going for a theater, where the wires and sets and artifice are
dark horror tone. One that seems at odds with the clear for all to see. But there’s a bit more detail
frills, the sparkles, and the magical heart lasers the there: roleplaying is live theater on the first take.
magical girl genre brings with it. On the other hand, And what do actors do on the first take? They laugh.
nothing in the world has ever needed Every single dramatic scene and emotional climax in
deconstructing less than the magical girl genre. Why film and television has an outtake reel where the
bother if you’re just going to say “that isn’t how it actors just crack up. There’s too much tension there,
would work in real life?” That’s a lousy way to play a that’s how our emotions need to level it out. Any
game about hope and fighting fear. We know that roleplaying game that takes place in real-time that is
magical girls rely on genre assumptions to work, but reliant on everyone being serious all the time is
so does every kind of story, even the dark and
doomed to failure. Even if this wasn’t a game about example, lets players spare someone and turn them
magical girls with heart-shaped laser wands. away from an evil path while also being funny
because it points out the Defiler’s disconnection
To get a dark tone, or a horror game, you need to from empathy from an unexpected angle, and lets
make a dark comedy. Some people resist or decry that minion show off their personality. A
this because they think “comedy” has to be a Zucker Cataphract’s incompetent and destructive attempts
Brothers sort of zany, where nothing is taken to emulate the life of an actual human are almost
seriously and details of the setting pop into and out the definition of “tragicomic.”
of existence as needed for a joke, but that’s only
one type of comedy. In a dark comedy, and in a Maybe a monster just looks absurd and is still as
roleplaying game, you actually get humor by taking threatening as ever. Sailor Moon’s monsters of the
things seriously, in the sense that you accept them week usually look absolutely ridiculous, and the
in their own context and let them play out. A show is a very light-hearted tale most of the time,
situation can be deadly serious -- Dr. Strangelove is but nobody ever acts like the fact a monster is
literally about an apocalyptic nuclear war -- and also clearly made out of an elephant vacuum cleaner
absurd. Subverting our expectations of how means it should be taken less seriously.
something is “supposed to” go is both comedic and
helps emotionally ground the events; Burn After
Show Off Personality
Reading derives all of its humor from the
observation of how common human incompetence Princess is a game about people, what they believe,
doesn’t mesh with spy games. Something can be and what they feel. It’s a game about personalities.
threatening, but you can let the characters react to You want to give characters opportunities to show
it in ways that show off their own personality and off who they are by how they act and how they
observations, like in Ghostbusters: Venkman isn’t react and how they view things. You need to give
“making a joke” of the events, he’s someone who them oodles of opportunities to show off their Drive
responds to things with extremely dry humor. and Dread and probably should remind them about
those opportunities if they aren’t proactively
Heck, like half of all black comedies are about seeking them. And you want their interactions to
characters who do terrible things to escape the always be with someone or something else’s
consequences of the last terrible thing they did, personality. Everything in a Princess game is about
only to have it blow up in their faces unexpectedly, interacting with personality.
necessitating more terrible things. Is there a better
summary of the average plot of a modern-day RPG? Having a villain of an adventure who has an in-depth
backstory and motivations that you only find out
So let a situation play out, even when the posthumously because the moment you two are in
consequences or implications are funny. Show the same room one of you has to die sucks. Princess
comedic ways that a modern horror-fantasy antagonists should be showing off their personality,
archetype scrapes against real-world hassles. Let or the personality of something they stand in for, all
characters make funny observations or theories that the time. Twilight Princesses are antagonists you
show who they are. And then don’t make any of will fight against several times because you don’t
those situations less threatening. Convincing a want to kill each other, and each fight can show off
human minion of a Defiler to surrender by getting who they are and what they want. A Nightscape is
them to complain about how little they’re paid, for basically an exploded diagram of aspects of
someone’s personality. A Defiler wants something is a term in TV series for the, well, the monster in
and is using all of this black magic to get something this week’s episode. Beating the monster is the
they want -- what is it and why do it like this? Is subject of one episode’s worth of story; the
there something they are protecting, something capabilities and mysteries of that monster are what
they want to avoid, something they need to see drive the plot of that episode, and the other
done? If all they want is black magic power, why is non-monster related things in the episode (as with
that the only thing that’s important to them? The the mundane scenes you play out for the Circle
buildup to a climactic confrontation with an Merit) will tie in some thematic way to what the
antagonist is about interacting with their personality monster is or what the monster does. Now, that
as you learn things about them and you get the might not match up to the pacing of an RPG session
ability to put an end to their actions. -- if you run short weekly sessions you can work
with one monster per week, but if you want longer
You may have seen murder mysteries that focus on sessions you generally want a couple of monsters or
“how did the culprit pull off this impossible crime” a couple of fights that help lead up to the big
or “what was the hidden motive,” but a murder showdown either at the end of the session or the
mystery for Princesses would be about “who were end of a short arc. Where a more mundane monster
these people and what was their past that ended up hunter learns information about the situation in
driving them to this event?” Is there a less order to be able to kill the monster of the week, a
personalized force, like a wave of riotous unrest or a Princess kills a monster of the week in order to learn
Bleed with no master that’s just creating a rising and more information about the situation and ultimately
nameless dread, well, how is that expressed through the personality behind it.
the people there and how they see it, what is it
doing to them? How does its interactions with Monsters of the week are completely morally okay
others reveal or express things about them? What’s to kill, there’s absolutely no need for doubt or
the character of the place or the community it recrimination, that would slow the game down and
interacts with? distract from what it’s supposed to be doing. (It’s
not that that kind of thing has no place in the game,
If nothing else, if there’s a situation where there’s it’s just not what monsters of the week are for.)
really no compelling personality to latch on to, the Monsters of the week have no interiority or
Darkness itself has a personality -- it’s a cruel, petty, personhood, because they aren’t people, they are
vindictive, small-minded dick. It’s the ultimately expressions of an aspect of people. They don’t have
pathetic and stupid nature of evil and it’s the individual personalities, they are the medium
ultimate grotesque tragedy that something so through which the higher antagonist expresses their
useless and self-defeating has ended up dominating personality. It’s how you spend time in the same
the world and our lives. Evil is inferior to good in room as an enemy who is trying to kill you on sight.
every way and yet evil is everywhere we look and Let monsters talk, echoing words of their masters or
just seems inexhaustible. If the assholery of the emphasizing what their masters find important.
world itself was to talk to you, what would it say? Describe how they fight and what that might mean.
If you’re going after someone who is a vicious
rumormonger who uses words to tear others down
Monsters of the Week
-- okay, so, if each word was itself a monster you
Nightmares and Darkspawn serve the roles of could fight, how would the fight go? Do they seep
“monster of the week”. The “monster of the week” bubbling acidic venom or do they crush everything
they interact with, and how would each of those been better, if fear and sorrow and the works of the
options reflect on the personality of the character Darkness had not broken them down. A Defiler had
behind them? to choose to embrace the power of the Darkness
and there was a reason they thought they had to do
it. Even a Cataphract, who is not a person, is the
Dark Generals
smoldering ruins of someone’s personhood emptily
Monsters of the week are the minions, and Defilers, carrying out an imitation of what was once
Dark Magical Girls, Nightscapes, Cataphracts, and important to them as a vessel to just spread pain.
Enthroned are the major personality-driven
antagonists you have commanding them, the You’ve got to know why and how this story is a
“generals” that command the “grunts” that are tragedy to have a full grasp of the personality that
monsters of the week. They use the Darkness and the players will be interacting with. They’ve got, or
the Darkness uses them (anything that uses the they are, or they are the wreckage of, emotions.
Darkness is serving the Darkness, it’s not like the Unlike monsters of the week, moral quandaries
Darkness cares about being “exploited” for power) might arise from how you deal with certain Dark
in order to spread fear and suffering. None of these Generals, particularly Defilers. The basic assumption
kinds of enemies are disposable because they need of the game is that Princesses are good people, and
to have and express personality; the lowest rank a their Belief is compromised not because they are
Defiler gets is “miniboss.” Dark Generals are the slipping away from humanity but because they can’t
focus of an overall plot arc built in whole or in part uphold their values. Characters who are confronted
around their personality. One major lengthy session with a situation that asks “what is the right thing to
might be about taking down a Dark General, or a do here?” have an opportunity to show off their
short arc of a handful of minor sessions; if you only personality by what they decide and how they
get together for an hour or two once a week that’s arrive at that decision.
probably not enough time for a whole-ass Dark
General in one session.
Being Flexible
Nightscapes count as “Dark Generals” for this A model of the Dark General’s personality, or the
storytelling purpose even though there isn’t agency personality of whatever person or group of people
behind their actions, because they are an is driving the scenario without being responsible
expression of personality that is behind events. (sometimes called “victim of the week”) is far more
Defilers and Ravens and other malefactors can take important than a map of how the entire scenario is
over a Nightscape, but the thing the Nightscape is going to play out. Princess characters need to be
about will always have some parallel to what they’re able to express their personality in how they
about, they’ll always mesh or complement in some approach problems, which means they need
way even if it’s not a 1:1 match. multiple ways to approach each problem, which
means you can’t stick to a detailed adventure path
Every roleplaying game is on some level a comedy, that relies on certain problems being approached in
and every Dark General is on some level a tragedy. A certain ways. Sketch out some free-floating scenes
Dark General is a person or pieces of a person and, that could be instigated by a number of potential
as a Storyteller, a level of empathy for them is actions instead of one specific one. Have a
absolutely crucial. This is someone who should not repertoire of a few stock characters for when they
have ended up like this, someone who could have need to run into someone you didn’t expect (it’s
okay to just rip off characters from other media to we interact with, and you need to be conscious of
make a minor character, it’s not nearly as obvious as that.
you feel like it is). Know what the driving personality
is, so that when a player goes somewhere The most obvious and recognized dramatic
unexpected, you can fill it in by asking “well, what metaphor in the mahou shoujo genre is the
would be the thing to put here that matches the coming-of-age story. The protagonist discovers
personality?” powers, and with them responsibility. She grows in
power, she improves as a person to be someone
You don’t have, say, a map of the Defiler’s house if who can handle these new responsibilities and
you didn’t expect the players to find his address. But protect those she loves. It’s like the process of
if you know who the Defiler is and you know a list of becoming an adult, except with more giant energy
things to find out about him, you can describe what beams. Why do anime characters get new powers
kind of house he’d have and how it might reveal and new transformations and visual upgrades? As
information. You can go “okay, so this guy would live dramatic metaphor mirroring what they’ve
in an unfurnished apartment because he doesn’t developed and earned in their growth as people.
care about a mundane life any more and just needs Well, that and to sell toys.
an address to receive mail. He might have left tools
or plans that involve his dark deeds just right out in A Princess’s magical abilities are an extension of her
the open because this is a place he doesn’t really personality, they’re what she’s good at and how she
think about that much.” Or you could go “This guy is interacts with the world magnified. Nobody ever
telling himself he’s still normal and clinging on to has inappropriate powers that don’t mesh with who
the idea that what he does is what anyone would they are, because that’s not what powers are for in
do, so his place is probably aggressively normiecore this genre. How you do things is an expression of
and I can show off things about him by showing how who you are and your magic powers are just
and how deeply he hides anything related to his exaggerating that for detail. Someone who isn’t
sinister double life.” If you know what it is you need comfortable with their powers is someone who isn’t
to express about the personality, it’s easier to build comfortable with who they are, and haven’t figured
up the scenes to express that personality. Don’t be out who that is.
afraid to call a time out if you need to, to come up
with something that will express that personality Fighting monsters and thwarting evil plots (or failing
that you hadn’t prepared. to do so) should not be a “distraction” from the
“real work” that saves the world. Don’t think that
you have to also detail how Princesses also need to
Magic As Dramatic Metaphor
get involved in political activism or go around the
The mahou shoujo genre leans very heavily on hospital healing everyone or do community
dramatic metaphor. Everything is built around organizing if they want to “make a real change.”
dramatic metaphor. The thrilling, dangerous, They’re already doing that in the form of dramatic
supernatural events that play out in the story metaphor, that’s what it’s about, and splitting time
symbolically parallel things in mundane life. and attention between the magical monster-fighting
Dramatic metaphor is how you ensure a and mundane versions of the same action is what
through-line for your Chronicle. On some level, we they call “putting a hat on top of your hat” and just
care about stories filled with impossible things leads to weaker themes and wasted time. You can
because they are actually about the normal things assume that anyone with Restoration is putting in
whatever time at the ER that they can offscreen, exactly like someone falling for a conspiracy theory
without requiring them to devote screen time to it. the original creator abandoned, you just need the
general gist of it.
Darkness As Dramatic Metaphor
Darkspawn embody a thing people are afraid of.
Princess has a central thesis, and that central thesis Defilers are people who make others afraid of them
is “the evils that face us are fundamentally based in in order to get what they want. Nightscapes are
fear.” The vast majority of sources of pain ultimately places where someone has trapped themselves in a
stem back to someone being afraid and doing things prison of their own fears. Dark Magical Girls are
that hurt others to placate their fear. When you’re people who could be doing so much good but are
making a story for this game, that’s what the afraid of getting hurt. The taint of the Darkness is
elements are set up to do: engage with evils spread fear and everything comes back to fear. Like the
from fear. introduction implied, you take the archetypal “evil
corruption” or “fel energy” from fantasy and sci-fi,
That’s most notable in what a Nightscape is, how its and you look at how it mirrors people giving into
dramatic metaphor works. The Prisoner isn’t and letting their worldview be twisted by fear.
responsible, they aren’t making decisions to do
what the Nightscape does, but it’s literally someone This also means you don’t have to worry about one
who has been imprisoned by fear and because of common problem in a modern-supernatural-horror
this their fears go out and spread to others. When setting: you don’t need to make a distinction
you deal with a Nightscape, that’s the thing you’re between the supernatural evil and man’s cruelty.
dealing with. A Nightscape is a destructive view of There’s no need to avoid implying that the
the world enforcing itself on others because the supernatural somehow diminishes human
Prisoner can’t imagine the world working any other culpability in our own evil acts by siloing them off.
way. That’s because people who are imprisoned in You can’t say the Nazis were secretly run by
their own fear-driven destructive worldview end up vampires, because then the Nazis weren’t our fault.
enforcing it on others because they can’t imagine But you can say the Nazis were tainted by the
the world working any other way. Darkness, because the taint of the Darkness is
literally fear, and by doing so you are making the
Dramatic metaphor doesn’t have to map 100% to argument that the rise of the Nazi party was driven
every aspect of the thing it’s a metaphor for, by people’s fears -- which doesn’t excuse it at all.
otherwise why use the metaphor? You use dramatic Knowing why something happened doesn’t mean it
metaphor to talk about specific aspects of a thing. didn’t happen.
Nightscapes can be abandoned when the Prisoner
inside them is talked out of it without really Some people callously use the Darkness for power
understanding why it was caused in the first place, and some people are used by the Darkness for
like people can be socially coaxed into abandoning a power by being subject to its fear and spreading it
worldview without understanding why. And to others to make the pain stop. The Darkness
someone else can get caught up in the abandoned doesn’t care if it’s being exploited. It’s fine either
Nightscape like how someone can create a way. There is no way to use the Darkness that
destructive fear-driven worldview they spread to doesn’t serve its goals.
others even after abandoning it themselves. But
when that happens, you don’t need to make it work
Mental Powers As Dramatic Metaphor Dominates him to be a suicidally loyal servant, it’s
still childishly easy to break him out of it by
Mind control -- magical ability to forcibly override reminding him of literally anything else he wants or
someone’s thoughts, actions, emotions, or is. For it to work, for it to stick, the victim needs to
personality -- is extremely common in fantasy horror actually buy into it.
fiction. It seems like everyone can do it: hell,
Prometheans, who are reviled by and shunned by So what exists is mental influence. Any mental
human beings, still have the ability to mentally abilities need to feed into or key off of who
manipulate them. There’s a preposterous number of someone is, what their personality is, what they find
powers in various settings and sources that just go reasonable. Mental influences push them down a
“boop, you do this now.” Mind control shows up in dark path, but it’s one they could have found all on
magical girl stories all the time, but it’s always in the their own. That’s how the mental Dread Powers in
hands of villains, never the heroines. (It’s not a this book work; effects that only do anything if they
coincidence that Princesses don’t have a mind key into personality.
control Charm, they have an “ask very nicely”
Charm.) Think of Grima Wormtongue and Theoden in the
Lord of the Rings. Theoden is Saruman’s “puppet,”
Mind control is also extremely easy to mess up and but it’s not literally Saruman’s words coming out of
wreck your atmosphere, theme, or even your whole his mouth, he isn’t commanding Rohan to go aid the
world. You have to approach it very carefully, and forces of Isengard. Grima Wormtongue is his trusted
this goes triply so for Princess. That’s why it bears advisor and tells him things that make lots of sense
very special mention. at the time and seem like very trustworthy and
reasonable pieces of advice. What they have is a
Princess is a game about personality. Every time you dramatic metaphor for a poisonous exploitative
interact with the world you’re supposed to be relationship where someone in a position of trust is
interacting with someone’s personality. So if magic taking advantage of someone. The magic element
can just flick a switch and override someone’s just made it happen faster, more severely, and more
personality, the whole theme goes to shit. The dramatically.
power of love and friendship and loyalty don’t
matter if they get outranked by a single dice roll for This means, when dealing with a character who is
an abstract game system that was designed to under mental influence, their personality becomes
facilitate something completely different. more important instead of irrelevant. Whoever is
influencing them knows more about their
Don’t use mind control. Don’t ever have someone personality and how to twist it. You cannot solve
just go “boop, don’t care what you were doing this problem until you learn enough about their
before, now you do and are what I want.” That’s just personality to break the hold.
not how it works. That’s not even a dramatic
metaphor any more! Any attempt to mentally Magical girls are magically turned against their
override a Princess should probably just straight up friends all the time. What you never do is have it
fail because that’s not the thing they’re About, the happen just because the monster was more
only reason to ever show it is to show how it powerful than the magical girl and just made it
doesn’t work. If a vampire with Blood Potency happen. A magical girl who goes to the side of evil
coming out of his wazoo grabs a random guy and always, always does so because her own emotions
and doubts and loneliness and resentment and all
the negative things about herself get inflamed by Princess characters need to be able to solve
the villain, and all of the things she values and problems in ways that show off their personality,
enjoys get undermined. In Pretty Guardian Sailor which means they can do things you’re not
Moon (the live action tokusatsu series), Sailor “supposed to” (which can also be a source of
Mercury gets brainwashed by the villain Kunzite to humor, embrace it). Princess characters can and
join the forces of the Dark Kingdom, because she should punch some sense into people sometimes,
feels lonely and neglected and undervalued by her that’s why Buster and Kiai both have the ability to
friends, she feels like she doesn’t belong. Her dark deal bashing damage instead of lethal as a baseline
persona is made of all of the worst qualities of her behavior, and then go back to other kinds of
personality emphasized. Evil Mercury does things interaction. Bashing damage isn’t a fight to the
that Sailor Mercury is capable of doing if she feels death and you don’t have to interpret it as a
really terrible and lonely and worthless. She breaks dangerous and traumatic assault; remember the
out of it when presented with things that actually Beaten Down and Surrender rules (CofD p. 87) and
and deeply go against her own personality, and know that it doesn’t have to be expressed as “I can
when reminded of everything else about herself she no longer withstand your malice and I have to
could be instead. submit to your cruelty,” it’s just as easily “All right,
all right, all right, I get it, calm down, Jesus!” Don’t
let the players solve every problem in the same way,
Making Challenges
that’s repetitive, that’s not expressive, but let them
Mechanically, there are three sorts of styles of think laterally and let them sprinkle in combat
gameplay in the Chronicles of Darkness, mapping to gameplay without locking out the other types. In
the three stat groupings: you have your physical, particular, let them fight an antagonist multiple
your mental, and your social. You fight things with times before the big finale. Always make sure to
Health tracks, you gather Clues about what’s going give the antagonist a credible escape route or
on, you talk to people with Doors. Even without the escape power if the players don’t want to willingly
mechanical tracks of progress -- even if you’re in a let them go for the sake of genre convention.
different system altogether -- things will often break
down these lines. Usually, in most RPGS, the combat
Facing Challenges
/ physical style is extremely separate from the
others: you can Figure Stuff Out and you can Talk To Failure also needs to be a possibility: the possibility
People interchangeably, but once Combat Has of characters investing emotionally in their acts only
Started, combat is what you’re doing and the time to be crushed by seeing that their ideals have failed
for the other things is over. Princess is built so that is a core and load-bearing mechanical pillar of how
isn’t true -- you should be able to flow through and they work. Failure can’t mean “well, the adventure
combine all three. This is most obviously observed can’t move forward at all because you didn’t find
in how Nightscapes work, where there’s no such the clue,” because that’s just bad Storytelling, it’s
thing as “you raised the alarm and took a hostile frustrating for everyone. Failure creates
action so now it’s all fighting time.” Characters are consequences in the story that players have to deal
usually built towards specific gameplay types and with or witness, it doesn’t stop the story from
approaches, that’s how the Attribute distribution happening. Okay, so they didn’t find any of the
works, so they need to be able to do their thing information that would have led them to the site of
without being locked out. the ritual. You can just hand them the clue, BUT,
only after they’ve lost valuable time spinning their important: the more you know about them the
wheels. Maybe their goal is harder to achieve or greater the tension can rise.
maybe the Dark General already did some of what
they were trying to prevent. They pissed off This type of tension only works because the
someone they really needed to be on good terms characters can do something about it and thus have
with, so that guy is going to make things harder for to. A character who has no chance knows the
them. They got the shit beaten out of them, they correct course of action: evade the danger as much
have to regroup and try again. Each of those events as possible. (Amnesia: the Dark Descent becomes a
makes things harder and might be crossing off goals LOT less scary when you realize this.) If you can and
that characters Flared in pursuit of. Sometimes, the have to confront it, now there’s a whole bunch
end of the story is “you didn’t get there in time and more possibilities to be wrong.
fail altogether,” but this should only happen as a
result of multiple failures leading up to it. The most Dread is when you know the bad thing is coming,
fundamental elements of the challenge, they should and the tension is not knowing if you can stop it.
still be able to attempt unless they have truly, Failing without having a chance isn’t scary, because
spectacularly fucked it up, but they might make the there wasn’t anything you could do about it. Sure,
last attempt harder. Intermediate failures often the description of the events might be grotesque,
make the final challenge far more difficult, or make but it’s hard to even jumpscare someone when
complete success impossible but partial success still you’re either in a Discord channel with them or
on the table. But once you’re at the end, you may across a table covered in dice and Doritos. Tension is
very well have to watch, powerless, as something emotional investment. So you need to make sure
terrible happens that you were too weak to stop. players get emotionally invested. The possibility of
success is what gets the players emotionally
invested. Hopes have to be raised if they can be
Tension
dashed.
“Tension” is the watchword in how to make Princess
an emotionally effective horror game while able to
hit the comedy elements any game has and able to
Failures
utilize the light elements it needs for balance. The
horror element to a Princess character is not that So your job is basically what the setting describes
they’re utterly powerless. It’s that they might have a Destiny as: you don’t ensure they succeed but you
chance. Someone could save the world, but that have to ensure they had a fair chance to. Failures
someone has to be them, and they might not be up should result from the consequences of their
to the task. They might let down everyone in the decisions. Failed attempts count as “bad decisions”
entire world. in that they chose one approach over another and
thought they would be good enough but were
Tension is when you know something horrible is wrong, but don’t force one specific type of die roll
COMING, and you’re trying to avert it. Tension for the entire adventure to rest on and then crush
ratchets up when the horrible thing gets closer, or the whole attempt because they failed at it -- that
clearer, or more powerful, or something meant to wasn’t their decision. If they try their hardest and
stave it off failed. This is another reason why do their best and still fail, it can’t feel like it was
interacting with the antagonist’s personality is so because you cheated them.
This also means that you shouldn’t give them a lot The personal horror in Princess is not the idea that
of failures that didn’t spring from their decisions. you’re slipping away from or losing humanity, it’s
Magical girls want to help people and save the that you’re failing humanity.
world. Many adventure hooks you see for other
games or other settings start off with the players This also means it’s important to keep the stakes
finding out a bunch of people have been killed lower than you might think. The impulse in both
already -- don’t do this, or at least, don’t do it often. anime and roleplaying is a threat of a world-ending,
Let them find out about things they need to take apocalyptic scale, but ironically making the stakes
care of BEFORE they accumulate a body count; too high means the stakes are nothing. You can’t go
Rumors start spreading before bodies start through with a consequence of failure that basically
dropping. A dude says he was attacked by a monster makes the setting cease to exist, therefore, it’s not
in the woods and only barely escaped. Nightmares going to happen. The focus of the Chronicles of
harvest terror but haven’t needed to kill anyone to Darkness is at the local level. Failure on the part of
fully feed yet. There’s a looming mass of dark energy the players should result in terrible things
and it’s clearly Up To Something. Acute Sensitivity, happening, and the world around them being a
the warning to Princesses that there’s forces of tangibly worse place to live, but still recognizable
Darkness they need to deal with, pings at the first enough as the world that they can actually live with
major surge of energy. That’s going to correlate with the consequences of the failure.
things being summoned, Bleeds being opened,
Nightscapes bursting with power, fell rituals begun
Making Friends
-- the stuff that allows the horror and slaughter to
get started, instead of just pinging when the One thing that’s present in mahou shoujo stories
slaughter starts. They’ll know when to start being (but more present and identifiable in shonen), is
on the lookout and, hopefully, take measures to find that characters make a lot of friends. They want to
and take care of it. Shikigami are really helpful for redeem people, they want to save their opponents
this purpose. because they empathize with what happened to
them. This can make the cast of a series absolutely
Before they can possibly get a handle on the balloon, which results in tragically underutilized
problem, innocent people can get hurt, get characters like PIccolo and Tien or the Inner Sailor
kidnapped, get their energy sucked out, they might Guardians, and can result in a group of player
face Breaking Points, but nothing truly irreversible characters having access to too many allies with too
has happened: nobody has died or faced truly much supernatural powers and too much help when
life-destroying trauma yet. The players want to the focus is supposed to be on them and a source of
prevent it from happening, not clean up after the pressure is the responsibility on their shoulders. So
fact, and they need to have a chance to. Allowing you need to give the players the chance to help or
them to come into the story before the bodies have redeem their opponents, but you need to make sure
started piling up allows them to be proactive in they aren’t too useful.
what is usually a reactive role, and proactive
decision-making is an important way to express Most of Princess’s antagonists are designed to
personality. facilitate this. A Nightscape has lots of supernatural
power, it’s resolved by saving the Prisoner inside,
And when people do die or face life-destroying and that guy is saved and thankful but also has
trauma, they can know it was completely their fault. absolutely no supernatural power to deploy. A
Defiler can be a powerful warlock, but if redeemed retreat for now, or give up an objective, instead of
and turned off the path of evil, they can’t be doing utterly surrendering and switching sides. They’ll
magic any more -- they got it from Pure Darkness know of the players and give them small amounts of
and not any other idiom so being a good person help when their goals align, but only, say, about as
again means not getting involved with it at all. These much help as a one or two dot Merit most of the
characters work best as minor supporting characters time. Sometimes, it’s appropriate (and fun!) to team
that might hand out adventure hooks or be up with the Twilight at full power to take down a
contacted for some crucial information. Have them common enemy, but it shouldn’t be a permanent
show up every couple of sessions or so, the players alliance, it should be tense, and it should only be for
want and need to see their actions have done good really serious situations. A Twilight ally at full
and meet people from their past. But they can’t strength is part of the premise of the story, not
solve major problems for the players. They can something you throw in on top of things. And the
provide access, or information, or contacts, or focus should still be on the players and how the
overcome minor hurdles when the players decide to presence of the unlikely ally affects how they do
employ their assistance. They’re one to two dots of things and gives them chances to express their
Social Merits at most, in areas the players haven’t personality.
chosen to optimize for.
This only applies to Twilights as Storyteller
The exception is Dark Magical Girls (or other characters. If you do the thing where one player
full-blown game-line supernaturals in general). They who can’t show up regularly plays a Twilight, and
will have all their supernatural power if they go to when they do show up it’s because their goals
the good side, and the character archetype of the aligned with the party, you don’t have to worry
Dark Magical Girl literally exists to be redeemed. For about how much help they give out. They’re a
them, you need to remember that they also have a full-fledged player character, but they should still
vividly defined identity, and principles they uphold -- get to be able to show off their personality and
a fight with a hope-stealing Raven or a murderously worldview by putting it in conflict with other
self-destructive Fury is not a conflict of good vs evil characters.
but a conflict of two sincerely held and diametrically
opposed ideals of good. Princess antagonists are
Swapping Identities
going to be the ones most capable of “making a
case” for their ideals, had the most thought put into Princess characters have two identities: magical,
them, and need the most effort to shake out of -- and mundane. It’s tempting to make a story where
more than anyone else you need to prove how they they’re just in magical form all the time, and
see the world is wrong. This means they aren’t sometimes you will have to, but try your best to
redeemed quickly or easily. If your story isn’t a incorporate mundane lives too. Not just because it’s
self-contained one-shot, a Twilight needs to be a emotionally centering and thematic, not just
recurring antagonist or else the players just got a because it gives more opportunities and contexts to
powerful supernatural ally to take weight off their show off character personalities, but because
own shoulders. A Twilight won’t completely flip there’s an important gameplay function as well.
sides, they’ll adjust their positions and behavior
more gradually; their worldview is so deeply held Mundane scenes give you even more opportunities
and such a part of their personality that it’s not to embody Drive and Dread, gain Willpower, and
going to be disproven by a single incident. They’ll thus spend Willpower to refill Wisps. Spending
Willpower on a mundane activity is often a good in / talking to and about all these people who had
idea because you get the Wisp and then you’re weird supernatural stuff happen to them.” Players
going to refill the Willpower anyway! Mundane slice should never be afraid of interacting with the same
of life or comedic antics scenes are how you activate people or phenomena in both mundane and
the crucial Circle Merit, which the players are going Transformed identities at different times. This is
to want to do, and how you set up themes and facts because there are mundane ways to get around the
you want to be relevant later. Is there a certain key risk of discovery, and they’re not difficult to do
factor that they need to know to understand the (work through proxies and indirectly and not let
story, or an inference you want them to be able to yourself be seen around spots of interest too often),
make, but it isn’t really a “clue?” Have it come up in but they’re tedious. They take too much time, they
the mundane activities. Hey, in today’s biology class, really restrict avenues of character expression, and
we learned that cave newts are blind because in short they don’t make for a good story. Enforcing
they’ve lived so long in a lightless environment that a rule of “you can’t interact with things in both
their eyesight was evolutionarily too expensive! mundane and magical identity because it’s
That’s a fun fact, I wonder if this will come up later suspicious” takes away interesting interactions
when we’re confronted with a monster of the week instead of adding them, so it’s not a thing that
that’s lacking some kind of sense or capacity happens. If the players balk, remind them that the
because it hasn’t needed it for so long. characters in the fiction don’t benefit from the Law
of Economy of Characters and don’t know that
Princesses in their transformed state aren’t these two interactions someone had are the only
obviously supernatural, but they are story-relevant interactions and thus must be
attention-grabbing. Even in terms of the connected.
supernatural mission to save the world, anything
that requires you to be under the radar is something Remind them of this when you present a character
you should probably be in mundane form for. In who is obviously an alternate identity of an
mundane form, there’s a lot less attention and the antagonist they’re facing, when you want them to
threats are smaller but you’re much less able to deal be able to interact in their mundane identities.
with them. Risks to their Dual Identity should be Because that’s a fun dynamic, it’s interesting, and
entirely due to their own decisions, so when you put you don’t want to ruin it by meta-gaming. Sure, YOU
pressure on that, you have to make it an interesting know this new student at the high school must be
choice. What if something happens that would be dramatically important because your attention was
way easier to deal with if the players were brought to it. But your characters don't know,
transformed, but they’re in their mundane identities because there’s a lot of new students they know
fully out in public? How are they going to handle about off-screen.
that? Are they going to try and create a situation
where they can believably slip out of sight and
return Transformed? Do they decide there’s no time
and they have to risk it? Do they try and finesse the
situation without Transforming at all?

One thing you shouldn’t have threaten their Dual


Identity then, is merely “being close to / interested
Main Story Part 4

“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.

“Random encounter,” Rose whispered.

“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.

Doooooo, doo doot-doot-doot doo dooooooooooo.

“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.

Causes / Removal: The strength of the Darkness,


All creatures of Pure Darkness (Darkspawn,
both in terms of its current forces and the grip it
Nightmares, Cataphracts) have this Dread Power for
has on the people who live there, determines the
free. Other forms of Horror might also have it.
stacks of All-Consuming Darkness. Defeating
Darkspawn, Nightscapes, and Defilers in the area
For a Nightmare in specific, the bonus from Pure
can lower it; so can uplifting and inspiring people
Darkness isn’t based on its own Potency, but the
there to resist fear and let in hope. Increasing the
Potency of the Nightscape it’s from. Increasing or
grip of fear on an area, opening Bleeds, allowing
lowering the Nightscape’s Potency will alter the
major physical manifestations of Darkness to exist
stats of its Nightmares.
unchallenged, or the direct use of Dread Powers
like Fortress of Terror (p.XXX) can all add stacks.

It’s often very useful to make little cards or notes to


mark different Tilts and Conditions. It’s VERY useful
to have a reminder of All-Consuming Darkness
1 Most of the Dreamlands, Real-world sites
stacks! Even if you don’t use cards for other Tilts of great sanctuary and comfort, like
and Conditions, you should use some for the stacks certain shrines and havens.
of All-Consuming Darkness in the area. Get a little
3x5 note card and write something like 2 Nearly everywhere on Earth. Nightmarish
areas of the Dreamlands, like Makai or
“ALL-CONSUMING DARKNESS : +1 POTENCY FOR
Astral Pools about horror and death.
PURE DARKNESS HORRORS” on it.
3 Especially fear-crushed areas like war
Then make another copy of that note card. zones. Areas associated with Astral Pools
that are entrenched with Darkness. Open
Then tape them to the table, because the default Bleeds to the Dark World.
level of All-Consuming Darkness is 2. 4 Areas intentionally fortified and
empowered by users of Darkness, the
All-Consuming Darkness is not an aberration in the Dark World on the other side of a Bleed
world. It is not a new and unusual event to see. It is to the real world.
not an incursion that raises immediate alarms to be
5 Deeper in the Dark World than the
swiftly quarantined and fought back. Your entire life immediate area of a Bleed.
and the lives of everyone who lives in the Chronicles
of Darkness has taken place with two layers of the 6+ Oh, no.
supernatural “the power of Fear is stronger here”
Condition. That’s what it means to say the Darkness If you don’t want to devote too much time or
is already here. That’s what it means to say you’ve energy to keeping track of the relative changes to
been living with this for so long you don’t even Potency, you can just round most of it off and go
notice it. If you’ve never been to Alhambra, you “Darkspawn get +2 Potency while in the Dark
have never in your entire life been somewhere that World, which is +2 Defense, 2 defense-negation, 1
was not empowering the force of Fear Itself. general armor, 1 ballistic armor, and 1 armor
piercing.” Then you only have to bother with the
The bonus Potency doesn’t give the Horror extra relative changes from the default level when
Attribute dots or other things available at creation, someone, player or Storyteller character, has made
it just affects things that care about the current a deliberate effort to shore up or reduce it.
Potency value, like contested rolls and the Pure
Darkness Dread Power. The stat blocks of the
Horrors and other creatures in this book are built
with this +2 Potency already factored in. Two stacks
of All-Consuming Darkness is the norm for you. Just
note that you might need to add or subtract from
that if in an area with higher or lower Darkness.

Lvl Example Locations

0 The centers of the Radiant Kingdoms, the


Last City of Alhambra
Darkspawn They never have any plan or aspiration higher than
the urge to cause harm, though they can evolve
Darkspawn are the simplest monstrous creatures of greater and more complex methods of carrying it
Pure Darkness -- they are formed near shafts and out, which makes them ideal minions and cannon
sources of Light leaking into the Dark World, stirring fodder for those able to command them -- and
from potential into actualization. They are impulsive commanding them is not difficult. Cataphractoi,
in both action and design; they appear to have been Enthroned, Defilers, and some Princesses of Tears
put together by someone or something who are able to do so, and even when a Nightscape
resented having to create a form for them. compulsively carries out its own psychodrama, a
Recognizable human and animal and mechanical Darkspawn might naturally slip into its vibes.
forms are slapped and smeared together with little
regard for how they are supposed to function, other Darkspawn don’t feed by spreading fear and misery.
than displaying spite for it. Too many limbs, or too They draw energy from sources of Light. There’s no
few, or in the wrong places. Heads on backwards, or physiological need for them to create suffering, but
without features, or mismatched to the body. Rigid they do nothing else because they can do nothing
structure made of flesh, or organs made of metal else. The suffering of others is what they are.
and concrete. Even the most normal-looking
creatures have something obviously wrong about Creating Darkspawn
them, even if you can’t put your finger on what it is
right away. Darkspawn follow the rules for Horror creation
[CofD, p. 140] with some exceptions and additions.
When first created, at a Potency of 1, a Darkspawn Many Darkspawn are simple enough to use the
is capable of nothing other than attempting to move Simplified Horror rules, even those that have
toward the nearest source of Light and destroy it. It developed into more advanced forms. The
grows more powerful with time and by devouring Storyteller may choose to declare any kind of horror
other Darkspawn, which can only happen when it is in the world originated as a Darkspawn, so the
somehow prevented from fulfilling its impulses -- if Dread Powers added for Darkspawn are available to
it is blocked from the Light source somehow, either any Horror the Storyteller deems appropriate.
by happenstance or deliberate action from someone
who wants to use them. Higher-Potency Darkspawn Darkspawn don’t have Aspirations. Aspiration is part
develop into more recognizable and stable forms of the Light of Hope, our ability to see a better
based on impersonal and generalized fears rather future and work to see it become real, and they
than specific experiences of them. They develop don’t have that. Even in the abstract
something almost like intelligence but clearly resent game-mechanical sense that an “aspiration” can be
having it, much less using it. A more powerful “a zombie horde’s need to bite people,” Darkspawn
Darkspawn may whisper promises of wealth and don’t have Aspirations, because they’d all be the
love to lure unsuspecting humans into its grasp, but same one: “Spread suffering by inflicting fear on
when rebuked, it is more likely to drop the mask and others.” Darkspawn all have a Dread, and depending
start swearing at and denigrating its would-be on their complexity, might have a Virtue and/or Vice
victim rather than try to salvage the situation. as well. Their Dread works as described earlier,
where they recover Willpower for inflicting it.
All Darkspawn in the real world will almost always
benefit from 2 stacks of the All-Consuming Darkness
Tension Condition, so just add 2 to their effective
Potency once you’re done making them. This bonus
Potency doesn’t give them more Attribute dots or
Dread Powers, it’s just a stat buff on the top.

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.”

All of them already have the +2 Potency bonus from


2 stacks of the All-Consuming Darkness Condition
factored in.
Endless Hunger

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:

Description: The Envious looks almost like a normal


person, but very stereotypical and demanding; they Bludgeon 2B Melee 6 dice
don’t let you get close enough to notice the deep
cracks in their features. They appear as teachers or Special: Ignores 4 points of Defense or other
tutors or enthusiastic mentors who promise a secret attack penalties. Pierces 2 Armor. Its Miracle
Power is a lesser form: it can only give out 5 dots
way to bring out someone’s gifts to their full
in a skill, and its effect wears off if not reapplied,
potential as long as they’re devoted. but the victim doesn’t know that they’ll lose an
Aspiration as long as they have the Skill bonus.
Storytelling: Each Envious has a specific “Key Skill”
it is tied to. It seeks out people with potential in that Bane: Having its victim reject its qualifications or
Skill, who want to get better at it, and offers them a ability to teach them (and not just because
“gift,” a special object that will make them better they’re revealed to be a monster).
than they could have dreamed. Maybe it’s a tennis
Dread Powers: Pure Darkness, Desiccate,
racket or a clarinet or set of pencils, maybe it’s a Poisonous Gift, Miracle*, Sinister Calling
lucky charm or pair of programming socks, or even a Potency: 4 (base of 2)
bottle of “undetectable” performance-enhancers.
This is of course their Poisonous Gift and it allows
them to use and maintain Miracle, Desiccate, and
Sinister Calling remotely to push the victim to
neglect every other aspect of their lives.
Forced Compliance

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.

success, add a new Tension Condition to the


Nightscape Awareness Nightscape.

Since a Nightscape is a physical manifestation of a


self-defeating psychological narrative and not a Tension Conditions
stronghold for forces to amass, it doesn’t make a
particular effort to keep people out or keep them in
line; it’s kind of like how you can walk around the Push The World Away
Borg ship as long as you’re not a threat to whatever
Condition - Environmental - Nightscape
they’re doing. Nightscapes have their own Tension
Conditions; by using magical powers or greatly
The Nightscape is now aware that people are trying
interfering with the psychodrama, you ornery up
to mess with it, and is acting to keep them out and
the Nightscape and it lashes out, strikes back, tries
self-reinforce its own twisted worldview. Travelling
to fit you back into the worldview it embodies.
between scenes is now obstructed by some kind of
context-appropriate challenge (locks, obstacles,
At the end of an encounter with or in a Nightscape,
gatekeepers, that kind of thing) that have to be
roll one die for every damage inflicted on the
overcome with an appropriate Skill roll, contested
Nightscape. Add dice equal to the highest number
by the Nightscape’s Best At pool or resisted by its All
of stacks of Emotionally Flared any character had in
Other pool.
the encounter, or add dice equal to the full
Supernatural Tolerance of a non-Princess
supernatural trying to mess with the Nightscape. Close Your Ears
Subtract 1 for each existing Tension Condition. On a
Condition - Environmental - Nightscape
themselves and they have to be stopped. Once this
Aware that someone is trying to change its opinion, Condition is active, Nightmares will start actively
the Nightscape commits to ignorance and the hunting down intruders in the Nightscape instead of
Prisoner stuffs his fingers in his ears. Increase the only embodying their roles in the psychodrama.
Distance of everyone and everything in the When a Nightmare attacks, the psychodrama
Nightscape by one step for the purposes of the doesn’t “notice” how it disrupts the narrative, nor
Social Maneuvering to damage Psyche. If the will it “notice” the direct attempts to stop it -- you’ll
original distance was “None,” you can still use have to be playing into the psychodrama and
abilities to reduce it back to “None.” fighting at the same time.

Lie To Yourself Everyone Is Out To Get You


Condition - Environmental - Nightscape Condition - Environmental - Nightscape

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

Anyone who attempts to change the Prisoner’s


mind is just trying to trick them into harming
or so brutal and simple you can’t think of anything

1: The Prisoner else?

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?

The Prisoner is fully transported to the Nightscape, Add 1 Psyche.


but their minds create a Caricature to fulfill their
duties and responsibilities. Since you can’t use
magical detection, the Caricature’s tell is its Prisoner Fleeing
behavior, acting as a severely stereotyped version of A Prisoner Fleeing is the hardest Prisoner to pin
its former self, which means investigating the down, because they’re not entirely imprisoned.
Nightscape is going to involve delving into the Their Nightscape is forming and reforming,
psychological state of its potential Prisoners. manifesting phenomena in reality AROUND them
without actually enclosing them. The psychodrama
How is the Prisoner on stereotyped autopilot pops into and out of reality and the Nightmares
different from the Prisoner’s normal mental state? manifest irregularly, tormenting the Prisoner and
The fear of the Nightscape gradually consumed everyone else around them. The good news is, no
more and more of their thoughts before it fully effort is required to get into the Nightscape since it
manifested -- how and why was it rising in severity? comes to you. The bad news is, everyone affected
Is it so complex it takes your whole mind to grasp it, will seem to be equally haunted.
The Prisoner hasn’t fully accepted that the
Nightscape is where they belong, or they’re SO
deeply in denial about their fear that even their
subconscious doesn’t notice it some of the time.
Why? It’s something so powerful it creates a
Nightscape, but the Prisoner is not only able to tell
themselves they don’t belong here, they can
actually deep-down believe it some of the time. Will
they have to detach from the source of fear entirely,
or face their deep connection to it?

Add 1 Corpus and Enigma. Subtract 1 Psyche.

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.

So what was so terrible it hit everyone? A single


awful event or a looming dread that wore down an
entire community? How are the different people
connected, and who isn’t tied into it?

Add 1 Corpus, Psyche, and Enigma.


2: The Origin

Fear of the Unknown Fear from the Past


The Prisoner doesn’t know what specific thing they
Something terrible already happened to the
are afraid of -- only that there’s so much that could
Prisoner, and it broke them. The fear they felt, the
happen that’s terrible. What they have gained, they
helplessness, now defines their life. It doesn’t
could lose, and lose so much more.
matter if the time has passed, because they’ve
never escaped it.
Something must have changed to consume the
Prisoner with this fear. Have they just become
aware of a new type of danger to live in fear of, or Fear of a Nemesis
have they just attained something (an honor, a The Prisoner’s fears center around a single figure,
position, a new child) and now fixate on the dangers who might be real, or might be imaginary. Either
to it? way, the horrors of the Nightscape are inflicted by
that person, and represent what they HAVE done or
Either they have just attained something and now what they CAN do or both. Someone who holds the
fixate on the new dangers to it, or became aware of Prisoner’s life, or who has already destroyed it.
a new type of danger to live in fear of. This Someone the Prisoner fears because they are
Nightscape doesn’t have a coherent theme to its powerless to stop. This figure will often, but not
threat, just to what is threatened. A new parent always, be a Jailer; if they’re not, their presence is
consumed by anxiety over the possibility of failing still felt all throughout the Nightscape and the act of
or losing a child might make one of these. resolving the Nightscape must somehow involve
overcoming what they represent.
Fear of the Inevitable
Is it someone the Prisoner knows, or someone they
It hasn’t happened yet, but it is inevitable. Some
imagine -- hell, is the Prisoner’s idea of this person
ruinous event lies in the future that can’t be averted
controlling their fate even accurate? Why do they
(at least, not in the Prisoner’s mind) and the fear of
think they’re so powerless to face this person?
its coming has consumed them. Sometimes the dark
What can they do to save themselves?
fate really can be averted (fear of being betrayed by
a loved one for someone who is convinced that
everybody betray them) and sometimes it can’t Fear from Guilt
(fear of inevitable death). Technically a Fear from the Past but common
enough to deserve its own category, the Prisoner
was not only broken by a horrible event, but by guilt
and shame that comes with it. It could be survivor’s
guilt, that they lived when others didn’t and they Nightscape, but so too might the person who killed
don’t think they deserve it. It could be something the family.
they think they should have done, or something
they blame themselves for. Sometimes they blame How responsible were they? What do they have to
themselves for something that truly isn’t their fault, acknowledge and learn? If they are responsible,
and sometimes it absolutely is their fault -- what are the consequences they should face?
someone wracked with terror and guilt that their
family was killed but they survived may create a Add one Enigma.
3: The Psychodrama

were in the Prisoner’s role. If these Regrets are


Torment of Invariability something the Prisoner actually did wrong, the
solution seems obvious -- either play out what
The Nightscape will play out the psychodrama of
should have happened in that past event, or coach
how the Prisoner sees the world functioning, again
the Prisoner to do so. But it’s a lot trickier than it
and again. Whatever dynamic they expect the world
may appear because the Prisoner’s mind may be
to be, you’ll see it again and again in various
very resistant to the idea of anything about the
permutations. Not as rigidly defined as a single
Prisoner changing.
incident (unless it’s Locked in a Loop), one might see
what appears to be a fully realized world full of
Depending on how strong the Prisoner’s mental
various types of people, but every single interaction
image of themselves, simply presenting the idea
they have is betrayal. The Prisoner will bounce
that they could have done things differently might
helplessly between incidents, each new event
not be enough. You can’t make what “should have
reinforcing the idea that this is the only way events
happened” based on knowledge the Prisoner didn’t
can happen.
have or decisions they couldn’t make. You can’t
resolve an event in the Torment of Regrets by saying
If this is how they see the world, they have a very
they suddenly should have turned their personality
good -- or at least, very mentally reinforced --
around and changed their ways in an instant, but
reason to think that way, so simply saying “It
found a path where who they were at that time
doesn’t always have to happen like this!” will do
would have been able to change something slightly.
little. Why do they think that everything will
Go too far outside what would be plausible, and the
invariably play out this way, and what do they see in
Nightscape will respond with hostility, and now you
the world that reinforces it? What can you say that
have to fight a Nightmare while also trying to
does acknowledge those perceptions and their
maintain the new narrative in the psychodrama.
validity and why there is a reason to see the world
that way, but opens up a crack in that enclosed
If they had it all to do over again, what should they
worldview that lets the Light of Hope shine in?
have done? What could they have done, with what
they knew and felt back then? Would it have
Add one Psyche and one Corpus.
changed anything? Knowing they truly don’t have
the ability to change the past, what can they learn
Torment of Regrets for the future?

Keyed into the Prisoner’s specific past, the


Nightscape is filled with the same vignettes from Torment of Persecution
that person’s life. Sometimes the Prisoner or their
The world in the Nightscape makes no attempt to
Caricature will be there for all of them and any
seem like the real world to anyone but the Prisoner,
outsiders observe, sometimes the Nightscape will
and the fears it represents are so perfectly keyed to
immediately address anyone who enters as if they
that Prisoner they can’t grasp that it’s unusual.
Unlike the Torment of Invariability, this is not so Torment of Madness
much the Nightscape’s world playing out a scenario
again and again as it is tearing the scenario off the The Torment of Madness is held together by the
wall and bludgeoning you with it. Things will just thinnest narrative thread. Whatever the originating
happen with the barest hint of justification as long fear is serves as a starting point, but from there,
as they have that bare narrative thread uniting things go off on their own with little regard for how
them. The Prisoner might place themselves in a they reinforce the structure of the psychodrama.
literal prison where they are beaten constantly for a The Prisoner might be in control of some parts and
litany of invented crimes, or in a post-apocalyptic not of others, and unaware of most of it. It’s a
hellscape where the one thing they fear losing most Nightscape of free association, usually but not
has been stricken from the world or the one thing always found when the source of fear can manifest
they can’t tolerate has consumed it. Whatever it is, in myriad ways.
Nightmares probably just slap the shit out of the
Prisoner all the time for reasons that make sense
only to him. You’ll need to both build a way out of
this world of persecution from within its narrative,
and help them see how this narrative makes no
sense to begin with, how this fear that dominates
their mind isn’t the only factor in existence.

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.

Add 1 each of two different damage types,


corresponding to the two damage types you have to
inflict to do the scene “right.” Subtract 1 from the
third type.

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.

Don’t modify any of the Nightscape’s damage tracks.


Optional Rules: Unpredictable Nightscapes
As written, Nightscapes are unambiguous: you know - Corpus, Enigma, and Psyche damage tracks
the damage tracks and you know how much you’ve now have different types of damage instead
done and you know when you’re able to seal the of only one. Any damage done that
deal and resolve the Nightscape. Obviously, this is originates from outside a Nightscape only
the cleanest and best from a pure gameplay deal bashing damage. Damage from inside
perspective; not knowing what you’re required to the Nightscape is lethal. Damage in excess
do and not knowing if you’re done yet can be of the Nightscape’s maximum capacity rolls
frustrating as hell. If a nakama finishes the job over into the next highest damage type.
improperly, it’s because they knowingly made the - Nightscapes can only be resolved by taking
choice to. an intentional action to resolve them. This is
an instant action for an Inner Light roll
But it also loses a bit of the themes of Princess and where teamwork is possible. Add 1 die for
sources of fear and tension: the idea that you might each aggravated damage the Nightscape
not be good enough and might let down others and has suffered. Subtract 1 die for each bashing
fundamentally don’t know if you have what it takes damage the Nightscape has suffered.
or if anyone in the world has what it takes. There’s Willpower and Wisps can’t be spent on
no gnawing uncertainty. The character in the increasing this roll. After determining the
opening fiction talked about resolving the cop’s dice pool, the Storyteller secretly rolls.
Nightscape and doesn’t know if she did it right, or if - If the total successes are equal to or greater
she failed due to her own personal flaws, or even than the number of remaining unfilled
what it was she did wrong. You can’t capture that damage boxes, the Nightscape is resolved.
when you know how much damage everything - If the roll fails, or succeeds but is short by 3
takes. or more successes, the Nightscape stays
open and it’s a Belief Compromise.
If you don’t want to capture that feeling because it - If the roll succeeds but not well enough to
conflicts with the gameplay needs, you go right cover all the damage boxes, the Nightscape
ahead. Actually playing well trumps anything else appears to be resolved but the deal wasn’t
about an RPG. But if your group wants to introduce fully sealed.
that gnawing uncertainty into the fundamental
composition of Nightscapes, you can add these Incomplete or imperfect resolution of a Nightscape
rules: doesn’t result in immediate ruin, but lingering
effects. Maybe some Nightmares get away and go
- Add 0-2 boxes to each damage track. Don’t Rogue. Maybe the Nightscape still exists and is
tell the players how much. Players don’t Abandoned. Maybe the Prisoner is deeply shaken by
know the maximum damage capacity of a the experience. Maybe any one of these is cause for
Nightscape, just what damage they’ve dealt. a Compromise for failure. Maybe there was nothing
you could have done. Maybe it was all your fault.
Nightmares

Nightmares are human fears made manifest. The


Nightscape is a prison for its creator, the Light bent
New Manifestations
into creation of horrors and suffering, internal
conflicts and experiences made external in the form Where spirits and ghosts need to go through great
of these Nightmares. Nightmares are like the ghosts deals of effort to become corporeal, Nightmares,
of someone who still lives, spirits borne of events in more attuned to the Darkness that underlies all of
their own internal worlds -- and can be mistaken for reality and touching the Dark World where there’s a
either. A Nightmare doesn’t think, even though it bunch of Darkness-mass just lying around, become
can converse and appear to reason, because it’s an corporeal effortlessly. Insubstantial and
incomplete copy of someone’s mind. It has certain non-corporeal states that other entities use as
contexts it ‘knows’ how to interpret, but no actual intermediate steps to Materialization are harder and
true world view. Almost anyone who has dealt with take additional effort for Nightmares. To reflect this,
a Nightscape has encountered a situation where Nightmares use a slightly different set of
they have had to engage in persuasion and Manifestations.
negotiation with some Nightmares while fighting off
others trying to kill them -- or sometimes, it’s the Where spirits have Resonant, ghosts have Anchors,
same Nightmares doing both. and angels have Infrastructure as the prerequisite
for manifestations, Nightmares use the Menace
Like Darkspawn, Nightmares do what they do condition. Menace is a state where the Nightmare
because it is the only thing they can do. Unlike has an opportunity to gain substantial Essence from
Darkspawn, they don’t enjoy it. They may be acting out its Dread.
controlled by a sinister power, they can appear cruel
and cartoonishly malicious, there’s often not even a Instead of creating the Open condition, the
hint that they are playing out a self-inflicted Nightmare creates the Coalesce condition: it
repeating terror, but there’s no choice involved. assumes a physical, material form, constructing its
body ex nihilo, as if it had used Materialize.
Nightmares are ephemeral beings, as described in Coalescing costs Essence equal to twice the
Chronicles of Darkness p.122, with some Nightmare’s Potency, and lasts for one scene. Once
modifications. They have Power, Finesse, and it is coalesced, a Nightmare can then use Possess to
Resistance Attributes instead of the nine normal enter a person or object, or Tether to key its power
Attributes, they have Essence instead of Willpower, to a single individual, or Insubstantial to split back
they have no Skills, they have Corpus instead of up into a Twilight state where they are capable of
Health, and they require using Manifestation acting on an area without a physical mass.
Conditions.
Exorcism, abjuration, and other methods cannot
remove the Coalesce condition -- you can’t
un-spend their Essence -- but can remove Menace, A Nightmare that is destroyed has to be re-formed
Possess, Tether, Insubstantial, and any other by the Nightscape, where it comes back with fully
condition contingent on or enabling Coalesce. restored durability and 20% of its maximum
Instead of kicking the Nightmare out into Twilight Essence. A Nightmare that is active when its
state, doing this kicks the Nightmare out into Nightscape is destroyed, however, becomes
Coalesced state, where it can be physically attacked. independent. It permanently Coalesces and begins
A Nightmare forced back into Coalesced state loses to suffer Essence Bleed, which it cannot prevent but
all its bonus Armor and prevents it from using other can counteract by gaining Essence by enacting its
Manifestations for the remainder of the scene. Dread.

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.

Storytelling: Once it materializes, a Spoiled latches


on to a person, using something much like the
Fetter Manifestation, except they can freely move
and use their Numina and Influences on others. It
applies the Urged Condition to its victim to have
them regard it as either their own child, or a child
Rotting From Within

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.

Storytelling: Infected are plague zombies, and like


zombies, they appear and are threatening in
The Memories Broken

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.

The Enthroned cannot be killed, though they can be


warded off by hurting them enough to drive them
away multiple times. They cannot be sealed or
controlled. None of the easier, messier ways of
getting rid of a Nightscape will permanently solve it.
Most of them eventually unravel themselves after
Defilers and say “I can use this!” there is probably
something very wrong with you.
There are humans who willingly use and spread the
taint of the Darkness to gain power for themselves. Defilers can be occultists who sought power, or
Since the taint of the Darkness is fear, these people people who stumbled across an opportunity when
are too numerous to classify -- anyone who gets an their actions happened to stir up enough Darkness
advantage over others by doing or threatening around them to congeal into something noticeable.
fearful things to them is using the Darkness. The former often come from, or create, Mystery
Princesses themselves will do it without thinking Cults around their discoveries as a source of
sometimes, because it’s such a natural and assumed disposable minions and capable lieutenants. Many
part of living in this world, it has become a part of are described in an occult tome called
the human condition. Almost none of them think of Unaussprechlichen Kulten, or “Nameless Cults,”
it as any kind of magic, it’s simple cause and effect, reflecting how none of these groups know enough
dog eat dog, the way the world works. to realize they all come from a common source so
how the hell was the author of the guide supposed
And then there are Defilers. to know that. To them, it’s not a specific “thing”
they tap into other than the hidden deeper nature
Though “I can get what I want by bullying people of the universe. And to everyone but Princesses, this
into cowering from me” and “I can get what I want is just completely accurate.
by harvesting life energy from normal people to
channel into a crystal that creates what I desire” lie Those who didn’t intentionally seek the occult are
on the same continuum, one of those is pretty far less structured and predictable, because as far as
obviously abnormal. When you cross that line, when most of them are concerned, they have discovered a
you have discovered something that obviously latent power that they possess and don’t fit it into
violates physics as you understand them and keep an idiom of rituals and rules. Occultists act like
doing it, you cross the line between “being an wizards who do magic, but these people act like
asshole” and “being an evil warlock.” You may not they have their own supernatural powers. A lot of
know that this is a manifestation of a thing called them think they’re energy vampires, though they
“The All-Consuming Darkness” but you know have nothing to do with actual vampires.
something is up and you’re going ahead anyway.
Defilers are built as normal people who possess
A Defiler is anyone who uses the Dark World for Dread Powers as Merits. All of them possess either
their own personal ends. Alhambrans insist this is Siphon Energy or Command Darkspawn, usually
very different from what they do, which is why they both, and if they don’t have the Dark Gate power
insist on a name as severe as “Defilers.” Alhambra they have a reliable Gate to get to.
harnesses Nightmares to harvest energy from them
to keep the Last City lit, and at least Alhambra tries Quick creation guide
to put it to good use and minimize collateral 1. Concept
damage. A Defiler doesn’t care. The Dark World is 2. Aspirations
not the source of fear in our reality, but it is still a 3. vice/virtue/integrity
4. Asttubpudes 5/4/3
gigantic stockpile of highly concentrated
5. 15 skill dots
physics-warping essence of fear, and if you see that 6. Merits and Dreadpowers 5
7. Add exp bases on skill level(5 exp for
Higher end thugs, 10 exp for local
Leaders, 15 exp for right hand men and
20 exp for The BIG BOSS)
The Weak Should Fear The Strong

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.

Storytelling: Secretive Warlocks are always near the


action, even if they try not to be the focus of
attention. They work through minions and spells to
get what they want, they usually only have one
The Dark World Dark Gates link our world and the Dark World,
Never, ever go here. distinct portals with fixed entry points on either
side. They aren’t naturally occurring, any Dark Gate
The Dark World is the desiccated husk of the was made either by an Alhambran (who redirects
Fearless Kingdoms, and the ultimate fate of a world the entry point from the Dark World to Alhambra),
where the All-Consuming Darkness has utterly or a living being who intentionally uses the Darkness
triumphed. Cold, dark, silent, and empty, it hangs and needs a reliable entry point. Humans don’t
off of our world like a withered vestigial organ, its stumble into Dark Gates on accident, and the Dark
only possible purpose to become infected. There is World doesn’t make these Dark Gates. They are
no joy or life here, not even for the Darkness itself. controllable, but incredibly hard to seal.
Left to its own devices, nothing happens here.
Without sparks of Light from our world, nothing The membrane of reality separating the Dark World
could happen. If we could keep those sources of from our own gets scraped and wounded from
Light out, the Dark World would be completely Nightscapes swelling in and retracting. Or from
inert, and we’d never have to worry about it. terrible things inflicted in an area rather than on an
individual. Or from some kind of general spatial
If we could. wear and tear we don’t understand. Or from
nothing at all. Fortunately, that’s rare.
Nightscapes push into the Dark World like bubbles, Unfortunately, it’s not rare enough.
and sometimes that bubble breaks, and leaves a
hole. With the Light flowing in, the Dark World stirs. The uncontrolled area where the Dark World
It senses something to feed on. It senses something overlaps our own is called a Bleed. It doesn’t have
it can hurt. well-defined boundaries, there’s not a line to cross
where on this side you’re in our world and on the
The Dark World looks like our own in most places, other side you’re in the Dark World. More like, your
like a reflection of its location’s counterpart in the location is more or less supplanted by the Dark
real world. This isn’t because the Fearless Kingdoms World trying to scoop you up. In a Bleed, the Dark
looked like our world right down to the locations of World grows toward the open Light of the world like
buildings -- it’s because the Dark World is so a twisted inversion of a flower following the sun.
withered of meaning and substance it doesn’t
remember what it was, and when stirred, it copies The world doesn’t rip open and spill out monsters;
the part of our world it’s next to. And when it does the boundary is thin and permeable. The space
so, the copy comes out wrong. Aged by hundreds of around a Bleed is uncomfortable, it gives off a
years of neglect, its architecture twisted and hostile, distinct aura of being “wrong.” It’s like there’s a
familiar enough to trick you into thinking you know constant humming or buzzing noise just barely
where you are. The monsters here don’t exist until outside the range your hearing can register. The air
the Light streams in, and they are awakened into is humid and dry at the same time and light doesn’t
existence by something to feed on. The Darkness reflect in quite the right way. It’s like your voice
itself animates and reaches outward when it senses doesn’t echo because the sound carries somewhere
something on which to feed, something on which to else. There are bad things here in a Bleed, and you
inflict suffering. can almost feel them telling you the awful things
they want to do with you, and the promise that if
you’re close enough they will skip you over. It has a who openly embrace the Darkness have little to fear
horrible fascination to anyone tainted by the here -- not nothing, but little -- and make refuge in
Darkness, who can feel the resonance of fear. And the Dark World for safety and power. The Enthroned
sadly, that’s all of us. live here, fallen Princesses who embrace the
Darkness of fear, surrounded by perpetual and
Stepping through a Dark Gate or wandering through utterly subservient Nightmares to rule and torment
a Bleed gets you all the way to the Dark World. others with.
There is absolutely no natural illumination here, not
even a single star in the sky, yet it doesn’t swallow And worst of all, deepest of all, are the Three Dark
up any light you bring. Even a cheap keychain Queens. Contempt, Self-Loathing, and Despair are
flashlight casts a beam that seems to extend forever, all somewhere in the Dark World, carrying out
and it serves as a beacon for hungry possibilities designs we can’t even imagine. Why do people
that want to consume it. Darkspawn “rest” here, so follow them -- what could the Queen of
devoid of energy they don’t exist, until the Light Self-Loathing offer someone except self-loathing?
nearby gives them definition. What do they want? Are they cruel or compulsive in
their actions?
Time spent in the Dark World is bad. More time
spent there is worse, and time spent by more Multiple other realms connect to our reality, like a
people is even worse. Since all human beings hold prism radiating different colors of light. Depending
the Light of Hope, presence in the Dark World by on who you ask, there’s the spirit world, the
any human being will stir and create Darkspawn in Underworld, Arcadia, the Supernal… The Dark
the area. The only way to stop this is an Alhambran World isn’t quite the same. It isn’t radiated out from
Lantern, properly fueled, which will completely ours, it doesn’t express or support something. While
prevent everyone in its radius from activating crossing from one of those other realms to each
Darkspawn. other is sometimes possible, it’s apparently
impossible to go directly from the Dark World to any
You should never go there. Yet, Princesses are going other supernatural realm or vice versa. There’s no
to have to go there anyway. Most commonly, linkage, no overlap outside of our reality. If there is
innocents are often snatched up or wander in, and a God-Machine in our universe, there’s either none
may yet survive for some time, alone, terrified. A in the Dark World or it’s been turned off for
Princess may have to enter to save them. A deeply millenia. There’s no Infrastructure, no Angels -- the
entrenched Nightscape can only be entered from God-Machine seems to be completely unable to
the Dark World. Terrible opponents take refuge in process or perceive the existence of the Dark World,
the Dark World and may need to be pursued. as if it was another computer not on the same
network.
Any place that seems too stable, like it isn’t
constructed to mess with the Princesses exploring Those few who know enough to put this
it, is a place that’s already been activated by information together theorize the Dark World might
someone else’s frequent presence. Alhambra is have its own version of the Supernal, Arcadia, the
there somewhere, though it doesn’t seem spirit world, and so on hanging off of it. If that’s
accessible from any other place. The Queen of true? Never, ever, ever go to those places.
Storms’s eternal front line will show wreckage and
corpses to any who approach. Defilerss and those
New Dread Powers This Dread Power is used in two stages. By spending
a Willpower, the Horror may apply Coercive Illusion
to any existing object. Then, they must succeed at
Whisper of Madness intimidating the victim in order for them to see the
object as a specific and similar thing they would be
The Horror is capable of inserting messages directly afraid of seeing in this context. By setting up a
into its victim’s thoughts. They come with no situation where the thing they need would be
compulsion to act on them -- they can seem like fearful in context, they can fabricate all sorts of
intrusive thoughts or even auditory hallucinations -- images.
but if they are canny enough to make the messages
similar enough to the victim’s normal internal
narrative, they seem like sudden realizations or
Fell Collector
observations. The Horror collects its victims quite literally --
converting them into dolls, certificates, snow
The Horror can attempt to insert a single sentence globes, poker chips, or something else they can
into the victim’s inner monologue at no cost. It may amass and play with at their leisure.
spend a Willpower to fabricate a Perception roll for
the victim (contested appropriately), who Like Soul Collector, this power requires the Horror to
experiences it as if they had made that roll and seen meet a condition to collect its victim; Unlike Soul
the result the Horror decided to show. This allows Collector, this condition can be something that
for Social Maneuvering rolls over time without the happens much more quickly, like “the victim must
target being aware they are being Maneuvered on. accept they have lost at a game against me” or “the
victim must reveal their signature, telltale mark of
Ruinous Strike fear.” By spending three Willpower and overcoming
the victim’s Resolve + Potency, the Horror imprisons
When this Horror attacks, it is as if the world attacks them within and converts them into a helpless
with it -- the environment explodes with hostility. object of Size 0-1 over the course of one turn,
applying the [OBJECTIFIED] Condition.
By spending a Willpower when attacking, the Horror
can choose to inflict a plausible environmental Tilt Depending on the form of the collectible, the victim
(kill the lights, rip open a cooling unit, cause a may be able to act and move after being converted
blizzard of debris, explode a water main), perform -- a doll might be able to sneak out and hide in the
an attack from a source of environmental damage vents, even a snow globe can be rolled like a
(such as fire or electricity), or completely rearrange hamster ball -- but don’t expect the Horror to just
terrain and cover in the immediate area. leave you around to do whatever you like. If the
object is completely unable to act, then destroying
Coercive Illusion it will usually free the person inside. The Fell
Collector will have some other condition that frees
This Horror cannot create flawless illusions that fool people from the collectibles, and the Dread Power
every sense -- they create something flawed and also ends when the Horror is killed or beaten
then cow their victims into being unable to see the unconscious.
flaws.
Command Darkspawn this power to its subordinates and siphon energy
from them.
With a growl, an occult incantation, a high-pitched
shriek, or an extended finger and a shout of “FUCK
HIM UP!” the Horror is able to direct Darkspawn to
Bad Daydreams
do their bidding. Any Horror with this power Some claim that Horrors are so foul that the weak
appears to Darkspawn as if they possess no Light human mind erases them from memory rather than
whatsoever and are not a valid target for predation, deal with their existence. Whether or not that’s
though their actions may cause the creature to true, some Horrors just cheat to do this anyway.
conclude they are a threat even if they possess no
Light. At the end of a scene in which characters
encountered the Horror, the Horror may spend 3
This Horror can attempt to issue a command to all Willpower to attempt to erase itself from the
of one specific type of a Darkspawn in the area. If episodic memory (memory of events that happened
the command is for something the Darkspawn to you) of everyone who saw it, contesting against
generally wanted to do anyway, it takes no roll and their Resolve + Potency. This activation can have a
requires no Willpower -- that Calamitous wanted to bonus or penalty between +3 and -3 depending on
destroy something and is more than happy to how noticeable and major the events were. If the
destroy the specific place you picked out for it. If the Horror succeeds, the victims do not directly
command requires restraint or patience outside the remember the Horror and rationalize other
Darkspawn’s normal behavior, the Horror must explanations for what happened, though they retain
spend a Willpower and match or exceed the all emotional associations with the memories
Darkspawn’s Potency on an appropriate activation hidden from them.
roll.

Command Darkspawn only works on “lesser” of


Dancing Shade (•-••)
Pure Darkness. All Darkspawn are subject to it, but This Horror’s mastery over darkness and shadow is
Cataphracts, Enthroned, and Defilers aren’t. Other so great that its actual, literal shadow serves it. The
creatures made with the Horror rules may or may one-dot version of this Power allows the Horror to
not be considered “lesser” creatures of the spend a Willpower and take its action on its turn
All-Consuming Darkness at the Storyteller’s with its Shadow: the Shadow moves along walls and
discretion, even if they don’t have the Pure surfaces and is able to interact with other objects by
Darkness Dread Power. their shadows, even if the real physical objects are
nowhere near each other; this bypasses Defense
Siphon Energy (•-••) and most other ways of keeping something away
because it’s very hard to dodge in two dimensions
This Horror is able to directly drain the life and Light when one of them is “up”.
from its victims, empowering itself by sucking
Willpower. The two-dot version of this Power allows the Horror
to separate its shadow to act completely on its own
At one dot, the Horror can drain one Willpower per by spending 3 Willpower. The shadow is a Simplified
turn from humans it is physically touching, and add Horror with 5 dice in whatever shadow-specific task
it to their own. At two dots, the Horror can grant it is charged with, Worst At interacting with things
that can’t be done by interacting with shadows, frees up one stolen Attribute dot to return to its
Potency equal to its creator, 3 Defense, and 5 owner.
Health. It is damaged only by magic and direct
illumination, which is treated as if it dealt fire
Poisonous Gift
damage.
The Darkness doesn’t like to be patient, but it does
like to spread. Sometimes it’s worth the wait. This
Shadow Step
Dread Power does nothing on its own and is used in
Some Horrors aren’t just the monsters of darkness, tandem with other Dread Powers that require the
but are such embodiments of it that they can bend user to touch the victim or be in their proximity. The
into and out of it at will. The Horror may, as part of Horror can spend a Willpower to invest their Dread
its movement, spend one Willpower to walk Power into an object (paying all costs for it as
through or fall into a shadow as if it was a hole, and normal). If someone gets a full night’s sleep near
emerge from another shadow within 20 yards. the object, they are subject to the Dread Power as if
they had been touched for long enough to apply the
power once.
Desiccate
When sapping willpower isn’t enough, some
Black Hole
Horrors suck away their victims’ vitality in a much
more direct way. Depending on the Horror, victims The Horror creates something that draws in all
may feel slow and dull, may age or get younger, may attacks, attention, matter, air. By spending 2
become translucent or thicker -- but in some way Willpower, the Horror conjures an object that
some attribute is stolen from them and there’s only re-orients gravity toward it in the immediate area.
one way to get it back. Everyone nearby (save the Horror or targets it
designates) as well as unsecured objects, will “fall”
A Horror with this Dread Power has one or two toward the Black Hole unless they can hold on to
Attributes it can drain. The Horror may spend 1 something heavy or anchored. Anything in the Black
Willpower while touching a victim to contest against Hole takes lethal damage equal to its activation
the victim’s Stamina + Potency. On a success, it successes every turn. The Black Hole lasts as long as
drains one Attribute dot from the victim and stores the Horror concentrates on maintaining it, and it
it. It may spend one Willpower to add all of its vanishes if the Horror takes any action other than
stored Attribute dots to its own Attributes in any moving or takes a point of lethal damage.
combination or configuration it wishes -- if it drains
Composure, it can assign those dots to Strength or
Incite Mayhem (•-••)
Dexterity if it wishes.
Some fear is gnawing, prolonged, and wears down
Stealing Attribute dots can also steal something else the soul. And some of it says “HOLY SHIT THAT DUDE
from the victim, like their voice, vision, or IS ABOUT TO KILL YOU!” Incite Mayhem inflames
appearance. In this case, only one dot can be stolen the latter -- by spending 1 Willpower, the Horror
from each victim. The Horror can only hold a may inflict the Mayhem tilt on an individual it can
number of stolen Attribute dots equal to its Health. sense, causing them to have to succeed on a
When it takes damage of any kind, each box filled Resolve + Composure roll penalized by the Horror’s
successes or regard everyone around them as an
immediate threat and take an action to attack them. Dark Gate
Once someone has succeeded on this roll, they
don’t need to roll again until the Dread Power is The Dark World hangs off of our own, festering,
used again, or something significantly surprises or waiting for a shaft of Light to stir up its awareness.
startles them. To most of humanity, it’s a horrible threat. To
Defilers and Darkspawn, it is home.
At two dots, the Horror can spend 3 Willpower to
inflict Mayhem on everyone in the area. This Horror can turn a Bleed into a Dark Gate with
an extended action requiring five successes at an
interval of 3 hours. They can open or close a Dark
Sinister Calling Gate by spending a Willpower, and while in the Dark
Aspiration is the essence of the Light, the ability to World, they regain 1 extra Willpower for indulging
hope and dream of a brighter future and carry it their Vice with in the past 24 hours, or for resting
out. Aspirations are core to any character in the
Chronicles of Darkness. Of course the Darkness Harvest of Screams
wants to twist them.
The Horror embodies the ever-growing Darkness,
A Horror may spend a Willpower to engage in an sowing it all around and sucking in a rich harvest it
extended, contested roll against its victim’s Integrity. gathers.
The target number of this roll is the current amount
of Willpower points the victim has, not their Once per scene, the Horror can spend 1 Willpower
Willpower dots. If successful, the victim gains the to perform a terrifying display, attempting to
Sinister Calling Condition, which twists one of their intimidate everyone who can perceive it, contesting
Aspirations into one of the Horror’s design based on their Resolve + Potency. Success inflicts the Beaten
it. If the Horror doesn’t know any of its victim’s Down tilt on them, even if it would not normally
Aspirations, it’s useless. apply. The Horror regains one Willpower whenever
someone fails a roll to resist the fear it inspires
(even if that fear was not prompted by the specific
Feel No Pain use of this Power.)
Humanity lives in fear of going through pain. If you
embrace the Darkness’s gifts, then that fear can be Energy Crystal
lifted, as long as you spread it to others.
The soul-sapping power of Darkness can result in an
This Horror can spend a Willpower to turn off its embarrassment of riches for those who use people’s
sense of pain and gain the Feel No Pain Tilt, granting drained energy for dark ends. This Dread Power
it immunity to wound penalties and automatically allows the Horror to store Willpower, no matter its
succeeding any rolls to remain conscious. All source, into an energy matrix to be drawn out later.
sources of bashing damage, other than lethal or
aggravated damage that was downgraded, is The Horror gains an object of Size 1-5 to serve as its
reduced to a single point. Actions involving physical energy storage. While touching the object, it may
might gain +3 bonus dice but automatically incur transfer Willpower to or from it; the object has a
one point of Bashing damage as the Horror goes capacity for Willpower equal to 3 times its Size. The
over the limits of its body. Horror can store Willpower it gained normally by
touching it, and if it has the ability to gain Willpower roll. It always has to spend at least two Willpower
from others, Willpower in excess of what it can gain per turn until either the scene ends or it is reduced
is automatically transferred to the storage. (A Horror to only one or less Willpower left.
with Fractured: Insecure can drain Willpower from
others into the storage, and can use Willpower
directly from it while touching it, but can’t withdraw
Fortress of Terror
Willpower to use later.)
Most commonly used by Defilers, this Horror can
directly strengthen the hold of the All-Consuming
Catastrophize
Darkness on an area, and the grasp of fear on those
The Horror can spend a Willpower on a victim, who live in it.
contesting against their Composure + Potency. If
successful, they inflict the Guilty condition on them, Doing so is an extended action with an interval of 1
regarding some act that some people might not like day. The Horror has to shore up the borders of its
but they wouldn’t normally have cause to feel Guilty desired “fortress” with black magic and icons of fear
over, convincing them it’s actually evidence they’re with each roll; once it has accumulated 7 successes,
a horrible person. No communication is required to the area suffers an additional stack of the
use this power, but communication might be All-Consuming Darkness Tilt (p. XXX). This can be
required to find out something they did to hook magically dispelled, but all 7 successes need to be
them for. negated or dealt with to clear the whole area;
smaller subsections require proportionately less.
Thus a smaller Fortress of Terror is harder to make a
Nightscape Conqueror
foothold in, because its owner will be more likely to
This Horror can link its essence to someone who is see you and stop you.
imprisoned by fear, and draw power from it. If the
Horror doesn’t already have Pure Darkness, it can
gain the Pure Darkness Dread Power by attuning
itself to a Subverted Nightscape: it gets the Pure
Darkness bonus based on its own Potency or the
Potency of the Nightscape, whichever is worse.

If the Horror already has Pure Darkness, the


Nightscape doesn’t need to be Subverted, and they
always use the better of their own Potency and the
Nightscape’s Potency to determine their bonuses.

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.

Manifestation: Coalesce Manifestation: Insubstantial


Condition - Nightmare - Manifestation Condition - Nightmare - Manifestation

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.

Manifestation: Rogue Nightmare


Condition - Nightmare - Manifestation

This Nightmare belongs to a Nightscape that has


been destroyed without resolving it. It is
permanently Coalesced and suffers Essence Bleed. It
cannot return to its native Nightscape to reform.

Condition: Rogue Nightmare is caused when a


Nightscape is destroyed or its prisoner killed.

Ending: This Condition only ends with the


destruction of the Nightmare.

Manifestation: Undermined Nightmare


Tilt - Nightmare - Manifestation

This Nightmare has been returned to a disrupted


physical form. It is Coalesced, it cannot activate
other Manifestations, and it loses all bonuses from
the Pure Darkness Dread Power.

Cause: Forcing a Nightmare out of a more advanced


condition based on Coalesce, or ending the Menace
Condition a Nightmare used to Coalesce, will inflict
Undermined Nightmare.
PLACEHOLDER FOR OTHER FICTION

THIS IS ANOTHER FICTION THAT ISN’T WRITTEN

IT’S SUPPOSED TO BE VERY DARK AND INVOLVE FAILING


AND DYING
AND IT’S ALSO TWO PAGES LONG
Dancing In Twilight
Chapter 7: Dark Magical Girls
anyone around them with any emotional complexity
Nearly everything in Princess represents or is a liability. Even the most narcissistic and
embodies a fear. The Dark Magical Girl archetype, attention-seeking among the Princesses of Mirrors
the role the Twilight Princesses play, is no different. believes they are fundamentally and hopelessly
While other monsters represent fears of death and alone as the only person who can save the world,
harm and betrayal and decay and helplessness, the something nobody else can ever understand.
Dark Magical Girl experiences and embodies her
worst fear of all: The Dark Magical Girl, more than almost any other
type of antagonist, is a sympathetic figure. They
Being alone. absolutely and desperately need your help. Any
conflict with a magical girl character is a conflict
Magical girls as an archetype, and Princesses in this over what genre of story this is, and the Dark
setting, are heroic and noble souls. They are Magical Girl believes this is going to be a bleak
genuinely virtuous people who are trying to help subversion of the magical girl genre tropes. And
others and save the world; they have strongly held while most conflicts with supernatural “monstrous”
values and a vividly expressed personal identity that antagonists are existential, meaning that you cannot
is validated when they triumph over opposition. But coexist and one of you has to go, any conflict with a
some, the Twilights, aren’t so lucky as the Radiant. magical girl character provides different and unique
Their Queens didn’t get to sit out of the Long Night challenges and opportunities.
and avoid all the horrors and decay of the world.
They don’t have perfect and untouched ideals, and A magical girl antagonist is one that you
they cannot count on the Power of Friendship and fundamentally do not want to kill and who does not
the Power of Love to carry them through the day. truly want to kill you. Instead of harming each other,
Their love is twisted up and imprisoned in their own the primary goal you have in each encounter is
dark emotions, their own trauma, their own stopping each other. You will encounter them
loneliness. The Princesses of Tears spend most of multiple times in a context you can speak to them at
their lives in the real world, surrounded by people length, before or after you fight. Your goal is to
they know they are betraying by harvesting the convince the magical girl to stop pursuing an
hope from their world, unwilling to get close or objective or change her worldview, both by
extend a hand of friendship lest they be inevitably speaking to her and by validating your worldview by
hurt. The Princesses of Storms continually try to triumphing over her efforts to stop you.
alienate themselves from their own compassion and
virtue, convinced they’re weaknesses, convinced
Nobody thinks of themselves as the villain (well, you Rather than totally reversing her ways after one
know, vampires do) and it is important to note none conclusive defeat, it’s more likely a Twilight will
of the Twilight Queens thinks they are a Twilight become a bit more sympathetic. Moderate herself a
Queen. They all think the Radiant are and should be bit. The Radiant are not right about the world, but
their allies, and as the Radiant try to prove their maybe they’re a little bit more right than the
own worldviews correct, so too do the Twilights Twilight gave them credit for. Redeeming them is
focus on showing the Radiant the way. Princesses of very possible, but it’s probably not going to be a
Tears believe that the Radiant will see the one-and-done affair.
hopelessness of saving the world soon enough and
that they should provide this revelation as soon as The nature of Twilights, their willingness to
possible while hurting them as little as they can. cooperate when the situation is dire, and their slow
Princesses of Storms believe the Radiant need a path to redemption, provide an excellent gameplay
little push to see the nature of the total war against opportunity as well: if you have a troupe, and one
the Darkness and how nothing less than total member can’t regularly make the scheduled game
commitment will stop it, and then they will be times but wants to play anyway, they can play a
valuable allies. Every Princess of Mirrors believes Twilight. When they can show up, the Twilight
she is the True Heir and the proper role of every Princess agrees that the nakama’s goal is important
other Noble is to aid her and give her what she enough to deal with. When they can’t, the Twilight
wants. Their end of the conflict is just as much thinks this isn’t worth her time or is busy doing
about proving their identity as yours. other things.

In magical girl media the Dark Magical Girl is nearly


always redeemed by the protagonists. They think
they have to do things the way they do, they think
sinister means are necessary and there is no other
choice, and the magical girl nearly always shows
them another way. Fate Testarossa, the alpha and
omega of the Dark Magical Girl archetype, becomes
Nanoha Takamachi’s closest friend and ally for the
next ten years of the Nanoha franchise. Twilight
Princesses are not built with that exact end goal in
mind -- you probably want to encounter a variety of
characters but the nakama can’t exactly accumulate
allies that easily -- but all of them are designed to be
perfectly suitable for player characters and
cooperation with a Radiant Nakama. It’s common
for Twilights to put aside their differences with the
Radiant and come together to fight a threat they all
agree must be stopped, which then puts their values
and the Radiant’s closer together to express the
conflict between them.
Alhambra But moreso than preserving her operations, the
Queen offers up Alhambra so the Radiant won’t get
Alhambra is the Last City, the only remaining part of killed. They’re committed to doing suicidally stupid
the Fearless Kingdoms. It is perpetually gloomy, things out of a misguided sense of hope, but each
sunless, and always raining; it is lit by lanterns death is still a tragedy. The knowledge that if the
burning stolen hope. Depression is so thick in the Ravens had convinced them to join, they would still
atmosphere you can almost drink it. It is the be alive, adds one or two more ounces to the
stronghold of the Queen of Tears and her followers, weight on her heart.
who some consider to be the Radiant’s most
important enemies; the Radiant oppose their goals The City
and operations at every turn. Its gates link to
locations all over the world where Ravens operate Alhambra sits in the Dark World, somewhere, but
to steal hope and support Nightmares and absolutely nothing lies on the other side of its
undermine everything the Radiant believe in. borders and gates. It is a city unto itself. Nearly
every square foot of it is built upon with
And it is open to all of the Radiant at all times. It is a cobblestone roads, marble courtyards,
sanctuary and neutral ground for all, where even Roman-concrete canals, and structures of brick,
the Queen’s enemies can taste an echo of the granite, wrought iron. Despite the city’s age, and the
generosity that once defined her life. If any Princess inability to expand its borders, the streets and
needs something in Alhambra, Alhambra will offer it public buildings all give the sense of being too large,
as best it can without compromising its own too empty. The people walk the streets with gloomy
operations. eyes, pulling their coats tighter, lost in the dungeons
of their own thoughts.
None of the Twilight Queens believe themselves to
be the enemies of the Radiant; they believe the No sun or stars hang above Alhambra, but if they
Radiant just need some time and more information did, you’d rarely be able to see them through the
to see that the right choice is to join their cause. The omnipresent clouds. When it isn’t raining in
Queen of Tears feels the weight of the sorrow and Alhambra, it’s about to rain. The rain is clean and
hopelessness on her heart, and knows it is drinkable, though ever so slightly salty, like human
inevitable that the five Radiant Queens will see the tears; all of the architecture features gutters and
truth before too long and join her. Maybe they will drains to redirect the constant flow of rain to the
even bring some sliver of joy to Alhambra, though canals that run alongside major thoroughfares.
the Queen knows better than to invest her heart
into feeling hope like that. The Radiant opposing her The most important physical feature of Alhambra is
goals is just a temporary condition. The Queen of the lamps. On posts and sconces, the sight of
Tears will use Alhambra and the comforts it offers to gas-burning lamps is omnipresent, casting greenish
ensure that the Radiant don’t cause too much or bluish illumination as they burn stolen hope.
damage to its operations before they wise up and Mundane sources of illumination seem weak and
join. miniscule by comparison. Here, the lanterns are all
that matter. They’re designed to be operable by a
toddler and starting at age 7, many Alhambrans compulsion any more than a buzzkill or a
serve in the Lamplighter Corps, wearing melancholy story is magical. They are depressed,
midnight-blue sashes and dutifully refilling lamps they say, because it’s an accurate assessment of the
one by one. world. Depression is a welcome thing to numb how
awful their emotions would feel without them, and
The presence of the lanterns is what keeps the lets them see the world without deluding
All-Consuming Darkness out; it’s why Alhambra is themselves about their own capabilities.
the only physical place that doesn’t have any of the
“All-Consuming Darkness” Tension Condition The Radiant are the first real “guests” the city has
(p.XXX). had in its denizens’ lifetimes, after Storms and
Mirrors were written off long ago. Everyone else
It isn’t the literal illumination of the lanterns that who came to the City intended to stay or already
keeps the Darkness out (it’s not like you’re not followed the Queen of Tears. If one has a scheduled
protected if you’re standing behind something), it’s meeting with an Alhambra-dweller, they appear
the hope they burn to create that light. If you go to perfectly clean, crisp, dapper, and presentable.
sleep in a bedroom with the lights off, it’s not like Meet them a few days later, and they will be
Darkspawn will manifest in your bedroom to attack. wearing the same clothes, their hair messier and
unwashed, gunk accumulating under their
Alhambrans still won’t sleep with the lights off, fingernails. They don’t take care of themselves
though. unless someone prods them into it, and for the
most part, there isn’t much point in showering and
The palace of the Queen of Tears is a tower that changing clothes every day even with modern
looms above the city, at least the parts close enough amenities making that possible. They sleep too
not to be blocked by clouds. Its stained-glass much or too little, and dark rings lie under every
windows used to depict moments of Calat’s glorious weary eye.
history, but they’ve been corroded, broken and
rebuilt so many times they are just abstract And yet there is a certain dignity to them and their
groupings of colors. The walls once held vibrant sorrow. Their lives are worth living, they think, and if
murals by the city’s great artists, now almost they decide they aren’t, suicide is considered a
entirely washed away by rain. The tip of the tower is fundamental right of all living things and someone
the only thing that extends above the cloud cover, who exercises it will be seen off in a bittersweet
and only the Queen of Tears herself is allowed at the parting ceremony. If their highs are not as high, they
highest level. She thinks about jumping. She doesn’t are realistic. Alhambrans generally don’t grin, but
know if it’s courage or cowardice stopping her. that weary little half-smile they give, the one or two
chuckles of laughter that escape their mouths when
something is too funny to deny, they mean more
The People
than anything outside the City, where joy is all
Everyone living in Alhambra is depressed. falsehood and delusion and denial. Their feelings
are like their flowers: slimmer than on the outside,
They know it, and they don’t love it -- they are frailer, with less light and no Sun to reach toward,
depressed, after all -- but they accept it. The but still alive, and with the normally vivid colors
Queen’s heart echoes to all of them and carries faded into beautiful and understated pastels.
them with it, but this isn’t some kind of magical
An Alhambran feels sorrow over the state of the need Anchors and are not particularly tied to
world, the knowledge that it is so vast and Alhambra trauma. All of Alhambra has the Necropolis
is comparatively so small when everything good has condition (p. XXX), preventing Essence bleed and
to fit there, the knowledge that Calat and all the allowing free use of the Materialize Manifestation.
Fearless Kingdoms can never come back. They don’t
generally feel sorrow or regret over their light Ghosts remain to oversee families, or carry out their
sources. The lamps are precious to them, and to be tasks that were important in life, though usually
concerned over the fact they burn hope from the with a focus on preparing the living to step into
outside world is like being concerned that a their role. The ghost of a family head won’t rule
sunflower is sucking up too much light and forever, only until she thinks her successor is ready.
weakening the Sun. The outside world is one of Most Alhambrans who need to be taught a skill
utter and rightful despair. Dreams are crushed, crucial to the City’s function are taught by the ghost
friends betrayed. Hope is shattered and scattered of whoever had the job previously; ghosts train their
every day. Better that at least some of it be replacements. Ghosts are not only here to fulfill
collected and put to use keeping the Last City alive. crucial functions, though: they want to say goodbye,
Anything that matters is kept here. they want to see their loved ones, they want to hear
and tell their stories. They weren’t done with the
The Princesses who keep the lights burning are world, not because a great task was left unfinished,
known as Ravens -- at least half of all Princesses but because they simply had more living to do.
born in Alhambra take the name “Raven” for their
alternate identity -- and are treated with a great Sometimes, the ghosts talk to each other, and no
measure of respect and deference. While it isn’t living person can hear a word. Sometimes they
illegal to offend or speak ill of them, it is considered meet up with each other in an empty building and
incredibly rude and to be disrespectful of the Queen just stand there in eerie silence. Sometimes it feels
herself. Ravens are expected to be given first choice like an Alhambran will spot two or three ghosts in
of what the City offers, in terms of amenities or the course of a day. Sometimes it seems like an
luxuries. Commoners are not required to kneel in Alhambran will only spot two or three living humans
their presence, but a respectful bow or salute is in a day, everyone else she sees a ghost.
considered polite.
The Library
The Dead
Alhambra does have a haunting beauty to it that is
Ghosts are commonplace in Alhambra, and while hard to deny. Nowhere is this expressed more
the Radiant at first figure this must be due to the strongly than in its art and stories. Though the Great
great unsettling sorrow of the place trapping its Library of Alhambra is known by the Radiant for the
residents in anguish, it’s not. Ghosts exist in records the Ravens have made of discoveries during
Alhambra for the same purpose they did in the their missions, the Library’s purpose was to store
Fearless Kingdoms, to finish a life’s business and and catalog fiction, not reference material. The
goals that were cut short by death; Alhambran Calat National Archive was in another city, and was
ghosts are the souls of normal people who need a lost with the Cataclysm. The information they have
bit of extra time to finish things. They still act like about the Fearless Kingdoms has to be inferred
normal people, though over time they grow more based on what its authors said about the stories set
distant and silent until they fade utterly. They don’t there.
contain their observations, their histories, their
Yet Alhambrans would never, ever say the Library thoughts, and their feelings; learning what they
was useless outside of its archives. The art and faced is inseparable from learning how they
novels of the Last City are their proof that it must be experienced it. Many Ravens themselves choose a
preserved at all costs, that it truly is the last good few of these diaries to reference often, as if their
thing in the world. The most enthusiastic people of long-dead authors were mentoring them; oddly,
anyone in Alhambra are its librarians, and the those who are reincarnated almost never seek out
libraries across the City have the greatest the diaries of their former lives.
proportion of ghosts because some librarians simply
never want to leave. Without the need to eat or
The Bleak Harvest
sleep, they can spend years at a time simply
reading. Alhambra is lit by hope stolen from our world --
Alhambrans never refer to it as the “real world” the
The operational archives are held in the Great way we do, but usually “the lost place.” The process
Library alone; libraries across the city hold fictional of stealing that hope is referred to as the “Bleak
works, distributed from the central library as space Harvest,” the ongoing mission of nearly all Ravens in
was needed to fill with records. Anyone requesting our world. Breaking Points caused by sorrow and
any information from a library needs the aid of a despair initiated by a Raven’s actions lend a brief
librarian: whether you want a Raven diary, a story burst of power, while captive Nightscapes provide a
that contains relevant information to your current slow but steady trickle of lost hope. Their familiarity
problem, or just a cracking good yarn, the with the Dark World allows them to use Darkspawn
organization scheme of Alhambran libraries is as temporary tools, and their basic intelligence and
absolutely incomprehensible to anyone other than sense of ethics stops them from keeping any around
the librarians themselves. Books are scattered all too long or too close.
over and stacked on every surface and crammed
into every gap, and while they don’t immediately The greatest asset Alhambra has is coordination and
know where every book is, they’re the only ones logistics: their Queen is not Gale-Blind and her
who can search in any reasonable amount of time. subordinates can freely communicate about their
Ask for a story and they will find one for you, in a plans. They can insert their agents almost anywhere
pre-Cataclysm language that is not exactly like one around the world, keep track of their interests, and
you speak but close enough. Somehow, despite the know when an area is too dangerous or ripe for
fact that the Library was filled in a time of happiness exploitation. From this description, many Radiant
and generosity, any story you find in there will be think that they will find a buzzing command center
tragic and melancholy and moving. of operations experts; this is not the case. The Bleak
Harvest is a more personally-run sort of thing, and
Information about the history of the Ravens’ Ravens have a great degree of freedom in carrying it
operations is collected in a few reference books but out. Ravens have a supervisor to whom they report,
is mostly found in the personal diaries and journals and with whom they usually have a complicated
of the Ravens themselves, almost all of which are relationship entangled in mutual guilt; these
available for anyone to check out, even outsiders supervisors talk to each other to coordinate
(though a new Raven’s diary is not made available information when necessary but try to keep contact
until she has passed from living memory, unless she between their Ravens and other coordinators to a
gives explicit permission otherwise). These diaries
minimum. It can get too emotionally complex
otherwise. Alhambra is neutral ground. It is known and
tragically expected that the Radiant are trying to
Ravens usually work alone; a nakama of them is rare stop the Bleak Harvest because they haven’t yet
and emotionally exhausting for all of its members. grasped the scope of the world’s Darkness, and in
They have alliances and occasional Sworn the lost place, it is expected they will clash with the
subordinates recruited in our world, but are kept at agents of the City. Inside the City, none of that
arm’s distance. Now more Ravens than ever come matters, and opposition to the Harvest won’t be
from our world, and loyal agents of the City have to held against you so long as you don’t try to stop
be sent out to protect who and what they love, at them from within the city itself (which will lead
least until they can be taken to Alhambra itself them to expel you, and then kill you if possible once
where the flickering lights will preserve what outside).
matters to them. It is not the City itself that first
draws Princesses to the Queen of Tears, but the idea Visitors to Alhambra are of course monitored
that it can hold on to something while everything closely, followed at all times by an Alhambran who
else falls away. assists their requests and doesn’t bother to pretend
they aren’t keeping an eye on them. But as long as a
A series of Dark Gates around the city link to points visiting Radiant doesn’t try anything hostile, she will
around the globe, allowing Ravens to return to be treated as a well-respected foreign dignitary, and
home from wherever they are stationed. Princesses offered the same kinds of comforts and deference
of Tears have Raven Keys that open these doors that a Raven expects.
from either end. These Keys do not work for anyone
other than the individual Princess they are gifted to, Accepting the courtesy of Alhambra is only a Belief
they cannot bring more than one individual at a Compromise if it materially helps the Bleak Harvest.
time, and though you can make multiple trips you The Queens themselves, when it is explained to
always arrive in a fully manned way station ready to them, will allow but not encourage Princesses to get
monitor any guests. The only other way to enter involved: like the Queen of Tears, they hope their
Alhambra would be to find it in the Dark World. counterpart can be brought around to their way of
Given the Queen of Storms has been killing her way thinking and the best way of doing that is exposure.
across the Dark World for our entire history and has
never run into it, that’s not likely. Alhambra will provide lodgings (and thus a place to
hide), access to the Ravens’ diaries, medical care,
neutral and secure meeting places with third
The Courtesy of Our Lady
parties, even assistance from a Raven with a matter
The Radiant are invited to visit Alhambra at any that threatens both the aims of the Radiant and the
time, and if their shikigami don’t know of the offer Bleak Harvest (Accepting this help isn’t a
they are informed by hand-written letters left by a Compromise). The most important function, to
Raven where they are likely to find them. A neutral Alhambra, is their ability to pass messages from one
location is given for the Radiant to request entry if Radiant nakama to another. All of the aid they
they aren’t personally accompanied by a Princess of provide must be approved to ensure their
Tears when they want to visit, since generally their generosity won’t be used against them, and this is
opponents are hard to find. Most Radiant Princesses most important when transmitting information.
have at least visited once.
Alhambra is aware of the concept of the Kingdom
Come and wants to stop it. Not due to their own
security -- Alhambra will survive -- but because it is
obvious to them that trying to unite all Radiant
Princesses will result in them all being slaughtered.
It is their responsibility to keep that from happening
the way an adult needs to keep a toddler from
touching a hot stove. They encourage
communication to go through them so it can be
monitored, delayed, and obviously so compromised
it can’t be used for true coordination of operations;
they want it to be slightly frustrating to use their
services but not enough so to drive too much effort
to make a new network. Their agents and loyalists in
the real world support this by ruining attempts for
the Radiant to network together.

There are at least two Enthroned who know how to


use the Internet, and they would have killed a lot
more Princesses if Alhambra wasn’t flooding social
media with useless junk from children’s fantasies.
Nobody is exactly sure how many Princesses were
catfished and murdered when they tried to find
each other, but the War for Hope would be in a
much better position if they hadn’t. Alhambra needs
to keep the Radiant constrained for their own good.
Loved and Lost

The Queen Of Tears


The Ever-Flowing One, The Lady of Alhambra, The Last Queen, She Who Survived
Followers: Ravens, Handmaidens, Esquires, Crybabies (derogatory)
Final Kingdom: The Last Bastion of Alhambra

I’m sorry. But it has to be this way.

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.

And then the Darkness came.


Tales of the Kingdom
The Queen of Cups overflowed. With water, with Calat was ripped apart by the Darkness. What was
wine, with emotion. Her generosity was known freely given was then taken. Fear of loss, fear of
throughout all the Fearless Kingdoms, that her land theft, fear of starvation, led the people to grab all
of Calat was a place where all would be welcomed they could grab and hoard it with panicked, jealous
and visitors showered in gifts. Her summer palace, expressions. The Queen of Cups gave and gave,
Alhambra, was a city unto itself, and welcomed all because that was all she knew to do, because that
travelers. Its walls held so much art that even broom was all she wanted to do. And her generosity was
closets became galleries and every flat surface consumed by the Darkness like a match dropped
became a library shelf, all of it sponsored by her into a well. She knew betrayal again and again, as
generous patronage. All one had to do was ask, and every kindness was turned back to hurt her. The
she would provide, and give a healthy amount of world was falling apart, ripping itself to pieces, and
wine along with it. She believed that everyone’s task the only thing her gifts were doing was hurrying it
in life was to decide who they were, and the best along.
ways to do that were to inspire with art and provide
enough wealth to do whatever you fancied. Her The capital of Calat had fallen before anyone knew
kindness and cheer were legendary. what was happening. There was no hope of
reclaiming it. So she pulled back. The gates of Alhambra had to be protected, so it wouldn’t
Alhambra closed. They turned away travelers, no become like this. With a weary voice, heavy heart,
matter how desperate, for she remembered what sunken and sleepless eyes, the Queen bid her
those desperate travelers in the past had done with Princesses to go to this world. Whatever flickering
her kindness. She turned in on herself and so did Light was there, it couldn’t be enough to save that
her palace. The outside world was lost. She had to lost place -- but it could be enough to keep
protect what Alhambra had. Alhambra rejected the Alhambra alive a bit longer. Alhambra would survive
world so thoroughly it removed itself from the on stolen hope.
Earth, leaving behind a world of blood and strife and
terror. When the Darkness consumed the world, She’d been weeping for a long time, but it was at
Alhambra was the final bastion it could not reach. this moment she was no longer the Queen of Cups
and became the Queen of Tears. Her composure
And everything else was gone and everyone else shattered and never returned. The slightest
was dead. provocation will turn her steady weeping into a
full-blown storm of wailing and ugly crying. She is
The Queen’s emotions had always spilled out into consumed with anxiety, her days consist almost
her followers, everyone swept up in the Echo of her entirely of monitoring the city’s defenses, of
overflowing feelings. Now, they did not feel much of coordinating and promoting her Princesses, and
anything. Fear did not crush them but joy did not being too debilitated by crying to do either of those
uplift them. Everything was muted and numb and things.
swirled together into a constant unnamable
sadness. Out of reach of the Darkness’s strongest She hasn’t read a book in millenia. She never feels
forces, they had to survive with their own dwindling anything anymore.
Light.
Just Hold On
Her scholars and scryers looked day and night for
evidence something else had survived the There’s no way to beat back the Darkness -- it’s too
Cataclysm, and as they did, day and night lost powerful, it controls everything, and you’re only
meaning. The sun vanished, blanketed in an eternal going to hurt yourself by trying. All you can do is
layer of grey clouds, leaving a city in eternal twilight. hold on to what you have and preserve it at all
As the Queen wept at each report of a land lost to costs. Alhambra and its people, even in its state of
Darkness, the skies wept too, an endless rain of muffled sorrow, is the most beautiful and good
tears. place left in existence, and the only thing worth
protecting, the only thing that CAN be protected.
As their lights grew weaker and weaker, the scryers
finally found something. An entirely new world, but Everything else can be sacrificed. There is not
one corrupted down to its soul by the Darkness. A enough to go around and generosity is only
world of suffering and terror and misery. A world punished. The Princesses of Tears do not enjoy
the Queen could never bear to consign anyone to. A sacrificing others, or carrying out their duty to steal
people who would only react to generosity with hope from the world to feed Alhambra’s lanterns.
hatred and betrayal. They simply know it is their duty and responsibility.
It is their calling as Nobility to do the best they can,
and they believe this is the best they can do.
Backgrounds
Alhambra is a fully functional city, morose as it is,
Alhambra is not a populous city, even when you and it has anything to justify almost any Skill -- they
take into account its lingering ghosts. While many of even have computers now, though they were slow
its Princess-agents are native to the Last City, a to adopt and they look like they’re from the 70s.
surprising number aren’t -- Alhambra recruits Princesses of Tears often have a wide variety of
people who share its ideals and are willing to help, Skills representing different interests they tried to
and will even take in the families and loved ones of get invested in and then abandoned as they found
those converts. Without this, Alhambra would no joy in them. It’s easier to talk about what they
eventually die out; the constant gloom and aura of don’t have: Survival and Animal Ken are extremely
depression don’t really make starting a family a rare. Princesses of Tears prefer to stay in urban
tempting idea for most. areas.

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.

• Flowers: Soon you’ll notice that you have no real


influence over your precious “harmony” and it’s an
excuse to stay powerless. Stay in the cities, where
there’s a chance to belong.

• Jewels: In that lost world you won’t make


anything worth believing in, not any more.
Alhambra and our Queen is all that’s left.

• Spades: You’re running from the horrible truth.


When it catches up to you like it did to us, we’ll still
be here.

• Swords: You’re just going to get hurt when you


open your heart like that.
Lacrima
Lacrima is the Signet of the Queen of Tears, the magical teachings and techniques of Alhambra. Like the City
itself, it harnesses sorrow and shadow to keep itself going. Its blessings often require Belief loss, or are only in
effect at low Belief levels, but they help Ravens to hold on to those last few scraps of belief even harder in the
face of this grim, bleak world.

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.

Lacrima • : Senior Lamplighter


At this tier, the Raven is capable of creating Alhambran Lanterns if they have the right materials.

Hopeless: Any time someone in your presence and


sensory range makes a roll, you may spend any Necessity: When you spend a Willpower on a
number of Wisps to subtract that many dice. You mundane task that normally provokes a Belief
can’t lower a dice pool to be lower than your compromise at your current Belief (other than
current Belief. This effect does not appear tied to breaking an Oath), you get +3 dice, an Exceptional
you even if someone can observe the magic as it success on 3 or more successes, and an extra Wisp.
happens.

Lacrima •• : Agent of the City


At this tier, the Raven feeds a burst of energy to Alhambra whenever her actions directly or indirectly cause a
Breaking Point roll due to sorrow, hopelessness, or despair. Whether or not the roll succeeds, a burst of stolen
hope is sent to keep the lanterns lit, and the small portion she captures for herself completely refills her Wisps.
Dark Magic: Choose a number of Charms up to your
Lacrima dots to become Shadow-Attuned. Go Gentle: When you cast a Charm that would be
Shadow-Attuned Charms act through or on somehow capable of dealing damage, you may
darkness, silence, sorrow, and non-hostile choose to prevent all damage it would directly or
Darkspawn. indirectly cause. If you do, you do not Invoke it and
it does not appear magical so long as it is
Examples include an Illusion that creates only accomplishing something that could plausibly
silhouettes (so can’t look like a real object observed happen without it.
directly), an Anthem that instills sadness (but can’t
provoke other emotions that might be useful), or a
Step that shrouds your actions in inky darkness (but
does not function while in direct sunlight).

Lacrima ••• : Trusted Harvester


At this tier, the Raven is able to feed a trickle of energy from a harnessed Nightscape to Alhambra. When in a
subverted Nightscape, she may set the Nightscape’s maximum Essence to half of its normal capacity. The
Nightmares within keep trying to fill it up to its normal capacity, and any excess bleeds out and turns into Wisps
sent off to keep the lanterns lit; if she is present when excess Essence is bled off, she can add it to her own Wisps
instead.

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

Lacrima •••• : Her Majesty’s Hand


At this tier, the Raven harnesses an astonishing burst of energy when her actions directly or indirectly cause a
Breaking Point due to sorrow, despair, or hopelessness and that roll fails. The energy is sent to keep the lanterns
lit, but the small portion she is able to capture for herself refills her current Wisps to double their maximum
capacity; she can’t regain any more Wisps until she spends enough to get her below her usual maximum.

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.

Lacrima•••••: Memory of the Last City


At this tier, the Raven has utterly devoted herself to the Last City and the Last Queen. When her Belief is 3 or
less, and she is Putting It All On The Line, her total Inner Light is doubled.

Raven Trigger: Once per chapter, roll a Belief


Compromise at the Pragmatist Tier to activate this
Charm; if you only have 1 Belief, do not roll the
Compromise. For the rest of the scene, birds of
shadow and regret swarm around you out to a
distance equal to your Inner Light in meters. While
there, they apply the Swarm, Low Light, and
Distracted Tilts to foes, and shield allies from
damage. You can reflexively disperse into your
swarm and reform anywhere in it for 1 Wisp.

Option 2: Your ult. A once-per-scene ability with big,


flashy consequences.
Caustic Hatred

The Queen Of Storms


The Seraphic General, The Lady of Cleansing, The Dragon-Slayer, The Tireless One
Followers: Seraphim, Furies, The Sworn Guard, Crazies (derogatory)
Former Kingdom: The Wreckage of Gonel

This world is corrupt. It needs to be cleansed.

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.

resolve any dispute that she may be biased in, she


Tales of the Kingdom would always recuse herself and call upon one of
her most trusted aides for full and impartial
“Justice, like lightning, should ever appear / To few
judgment. Her lands flourished under her guidance,
men’s ruin but to all men’s fear.” If fear had existed
all disputes resolved fairly, with not even the barest
back in the Fearless Kingdoms, the people of Gonel
whiff of corruption to be found.
would have agreed with the sentiment. Justice
certainly was a matter of concern for anyone who
And then the Darkness came.
would harm or exploit another, and would appear as
a bolt from the sky to shatter wrongdoing. Injustice
All of a sudden, all around her, those who cared
was never tolerated. Everyone was to be given equal
most for impartiality only cared about themselves,
and fair treatment.
exploiting others for fear those others would exploit
them first. Her rule of law drowned in corruption
The Queen of Gavels was one of the most distant
and mistrust. Her soldiers would not fight for the
and stern of the Queens, ruling from a great tower
common good. Why fight and die for people you’ve
surrounded by perpetual thunderstorm that never
never met? It's not like they could do anything to
struck without her command. She was not close
keep the soldiers safe, right?
because she was a judge, impartial, free of bias --
she loved her people and knew that to serve them
So the Queen of Gavels took up her own arms. If the
as a whole she had to be careful not to become too
soldiers would not fight for the people, then she
close and serve any one individual. She was the
would better serve as a warrior than a judge.
model of composure and self-control. Asked to
Abandoning her gavel for a gargantuan thundering Those who are taken into the Dark World from ours
war hammer, she descended from her tower of rarely survive. But a small community was lucky
judgment to lead personally. enough to be taken to a place that lay in the way of
the Queen’s endless sweeping path of destruction.
Where she found the spawn of Darkness, she She barely acknowledged them -- she had not
slaughtered them. When her soldiers fell behind spoken to another human being in centuries -- but
because they needed food or rest, she abandoned gave them an offer: join her or be left to die here.
them. When her tacticians suggested she pull back They joined. They aided. When they found a way
to a defensive position, she ignored them. The back to our world, they spread her word, and gained
Darkness was here. It had to be destroyed, and more followers for the only cause that mattered:
nobody else was willing to commit like she was. hating and killing the Darkness.

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.

• Flowers: You shouldn’t be comfortable. Don’t just


sit there -- do something!

• Jewels: If you rely on others, if you aren’t willing


to get in there and get cut up for your cause, then
you are just afraid.

• Spades: Oh, play a prank on the monster, that’s


just going to work wonderfully, isn’t it?

• Swords: You’re close. You’re so close. You just


need one more push.

• Tears: You think there’s nothing you can do to save


the world from the Darkness? Then make it suffer
for what it’s done.

• Mirrors: You’re not special. You’re useless.


Tempesta
Tempesta is the Signet of the Queen of Storms, the Signet of pure destruction. She’s forgotten whatever element
she was once attuned to, if she ever had one. Fire provides light and heat and warmth and civilization. Lightning
powers our technology and grants insight. Even blood is what sustains our lives. Acid corrodes, and unmakes,
and dissolves, and destroys. It purifies -- when everything else is melted away, only the pure core remains.
Nothing else could ever match her. She’s never put any thought into the symbolism of her Signet, of course. It’s
just what’s right. Tempesta asks you to destroy yourself and empowers you to destroy what is around you, to
purify through annihilation.

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).

Tempesta ••• : Caustic

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

Tempesta •••• : Hateful

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.

When you die, this Signet triggers (you can’t choose


to hold off on it so someone with Desperate
Entrapped Aspiration

The Queen Of Mirrors


The True Royalty, The Child Queen, The Seeker of Heirs, The Crown’s Custodian
Followers’ Epithets: The Heir, Brats (derogatory)
Prison: The Crystal Tower of Heril

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.

And, like her namesake, she shattered.


Tales of the Kingdom
She wept at the news of the wars and of the
Heril was a beautiful place. A land of mirror and
suffering the Darkness inflicted. The Darkness’s taint
crystal where light bounced and danced and shone
grabbed hold of her without resistance and she
at all hours. A place where everyone deserved to be
didn’t even understand what it was. She was
adored. A place where everyone was truly happy to
wracked with fear whenever someone asked for her
be themselves because everyone was someone to
guidance, because how could she possibly lead
be happy with.
them? She had no idea what she was doing! She
could never have been prepared for this! This had to
And the Queen of Mirrors was so named because
be a mistake. She couldn’t have been the heir to the
she reflected everyone’s light back at them. It was
throne, the true heir, or she would know how to fix
hard not to be at your best around her. She was the
this.
fairest in the land and yet never made anyone feel
ugly by comparison. She was young, somewhat
As glass shattered all throughout Heril, as people
naive, but possessed of boundless energy and
looked into the mirrors and were disgusted and
enthusiasm -- she was freshly reincarnated into
terrified by what they saw, the Queen’s armies and
youth and still inexperienced but full of boundless
agents did not try to restore order or protect the
potential.
people. They just searched. Far and wide, across
Heril and then the whole world, they would rush
And then the Darkness came.
past all the suffering and tragedy, with the sole
focus of finding the True Heir, the chosen one who what she thinks is right, because everything she
would be able to fix it all for them. Her agents wants will by definition be the best thing. Anyone
seldom returned and when they did it was only with who stands in the way of her getting anything she
bad news. wants is clearly on the side of evil. Anyone who
hurts her feelings is trying to destroy her power and
She recused herself more and more into her must be destroyed first.
chambers atop her crystal tower to hide from the
responsibility, the tragedy, to wish and wish for the She deserves everything she wants. She deserves
True Heir to come and be the person she was adoring followers who hang on her every word. She
supposed to be. And one day, her advisors climbed deserves all the power she can get her hands on.
the tower to wake her, and she was gone. Her She deserves comfort and luxury. Once she makes it
bedroom was gone. The top of the spire had been big, baby, then she’s going to fix everything, and
torn off and vanished. None of her searching armies there’s no price too heavy for other people to pay to
could find her. When the Darkness consumed the get that.
world, its grasping hands couldn’t find her. She was
in a room of mirrors where no light would escape to And the True Heir will know it. Do you feel
reveal her position. underappreciated? Do you feel special? Do you find
yourself unable to imagine something bad
And from there, in her mirrors, she scried and happening or having already happened? Do you
scried. Her conviction in the perfect savior never refuse to acknowledge pain and struggle because
wavered. Clearly there was some mistake. The you know you shouldn’t have any?
reincarnation of the True Heir was held up or
delayed or hadn’t been born yet. But if she keeps That must mean you are the True Heir!
searching she’ll find them eventually. She’s certain
that at any moment she will find the True Heir
Backgrounds
staring back at her from the very next mirror she
peers through. Princesses of Mirrors don’t usually start out selfish.
It comes later, as a consequence of what they
believe. Princesses of Mirrors come in two types:
Everything’s About Me
the ones who are in denial about the bad things
The Queen of Mirrors does not exemplify her that could happen to them, and the ones who are in
philosophy; she does not want to lead, and seeks denial about the bad things that did happen to
someone to replace her and take the throne they them. The Queen of Mirrors constantly searches for
deserve. She knows this person, the True Heir, is out her True Heir, and these are the people who she
there. She’s the most special person, the most sees the most resonance and familiarity with.
powerful person, the most important person in the
whole world. She (or he) is the only one who can set The former group tend to be young and
everything right. All she has to do is make it big, inexperienced -- most Princesses' idea of a Princess
come into her power, and it will be as easy as of Mirrors is a child, or an adult that never stopped
snapping her fingers. acting like a child, who loves to shout her own
praises and tell everyone how great she is. Being a
She’s the only one who matters. There’s no need for Princess is scary, taking on all that responsibility,
her to worry or agonize over the best course or having so much rely on you. So is coming of age,
without any knowledge of magic or Darkness Character Creation
whatsoever. Hearing that you’re so perfect everyone
should worship you is a very tempting, very The Queen of Mirrors teaches that what you’re
flattering message, and embracing it clears all that good at is the most important thing and what you’re
anxiety away. You don’t have to worry about bad at is inconsequential. Princesses of Mirrors gain
anything but feeling good about yourself, and it’s a second Transformed dot in whatever Attribute
the job of everyone around you to make sure you they gained from their Calling.
do.
Princesses of Mirrors are natural prodigies a lot of
The latter group are older and more experienced, the time -- their sense of specialness is not totally
sometimes late-Blossoms and sometimes former unwarranted -- so they can easily pick up new skills
followers of other Queens. They’ve seen loss and and aptitudes in their natural talents and rarely
felt pain and they hated it. They search for a way to have only a single dot in a Skill. But they tend to
think that it doesn’t count, that it's never going to burn out and lose interest when the going gets
happen again, that everyone in the world matters tough, so rarely do they have 4 or 5 dots in more
less than it never happening again. The Queen of than one Skill, either.
Mirrors and the story of the True Heir lets that
happen. All of their efforts to deny that pain aren’t a A Princess of Mirrors favors Merits that make things
maladaptive coping strategy, they’re the most come easily. An Investigative Prodigy just finds clues
heroic possible thing to do. It’s the job of the whole without effort, but having a Library means a lot of
world to make sure it never happens again, and it’s work looking stuff up instead of going with your gut.
the obligation of everyone she meets to keep her They also tend to have Social Merits that focus on
happy. people who adore them, and don’t expect any help
in return -- you can’t just demand the True Heir’s
Were you too weak to save your family? That means time!
the only thing you ever have to care about is getting
more power and then the world will be right. Did a Striking Looks is almost a prerequisite; even if you
friend crumble under the assault of the Darkness weren’t all that attractive before you became a
against his heart? Pfft, that proves he never really Princess of Mirrors, confidence and beauty will
was your friend, it’s not like that counts, you’re so seem to radiate out of you once you accept your
glorious and perfect you can get a hundred friends perfect destiny of being perfect.
in a moment and all you have to care about is being
adored like you deserve? Heraldry
Did you fail? Did you lose? The True Heir never fails For all their talk about being perfect already, a
and never loses, and you’re the True Heir, so it Princess of Mirrors’ Heraldry doesn’t really reflect
clearly doesn’t count. You don’t have to learn from her true self. It reflects what she wishes other
your mistakes because you don’t make any; people saw her as, which she tells herself is what
anything bad is someone else’s fault and all you her true self is. She could appear powerful,
have to do is punish them for it. beautiful, wise, pure, or whatever it is she thinks her
perfect attribute should be, whatever she thinks
people should revere her for.
Whatever idea it’s trying to convey, it does so way
too much; one could be encrusted in pretty jewelry • Swords: Love conquers all? Power conquers all.
or encrusted in badass threatening spikes but My power. All I have to love is myself, and you’re
usually the vibe coming off it is akin to wearing a hat just trying to make me weak.
on top of your hat.
• Tears: No, YOU can’t save Alhambra, because
The Echo of a Princess of Mirrors makes her seem you’re weak. I could. If I wanted to. I don’t have to
more special and confident, and promotes a bit of worry at all about being like you.
passivity in others as they can just let the True Heir
handle it while they cheer her on. • Storms: Wrong, wrong, wrong. Victory doesn’t
require self-sacrifice. Let other people do that.
Signet: Specchio
• Mirrors: You’re pathetic. Disgusting. You tell
Specchio, the path of reflection and madness, is yourself the story of the True Heir to avoid
gifted to all of the only lone followers of the Queen confronting how powerless and scared you are.
of Mirrors. Its Charms offer powers of scrying,
duplication, and enhancement of the self to the • Hunters: If you help me on my quest, I’ll
exclusion of others. remember you when I save the world. If you get in
my way, I’ll forget you the moment I’m done
Stereotypes disposing of you.

• 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.

• Flowers: Resilience, adaptability, harmony? Why


Inspirations
should I care about any of that when I decide what
the natural order should be? Sailor Galaxia (Sailor Moon), The Great And
Powerful Trixie(Friendship is Magic), Judge Claude
• Jewels: Why bother building a community or an Frollo (Disney’s Hunchback of Notre Dame), Vergil
institution people can rely on? They should be (Devil May Cry), the “evil cheerleader” or
serving you! Okay, they should be serving me, “malignant narcissist” archetypes.
because I’m the True Heir, but you know what I
mean.

• Spades: Why be subtle when everyone should


know how powerful you are? What are you trying to
hide from?
Specchio
Specchio, the Signet of the Queen of Mirrors, is the Signet of reflection and distortion, images and fractures, of
vanity and denial. Much like everything else about the Queen of Mirrors, she won’t acknowledge hers is the
Signet of denial and distortion. She doesn’t even realize it, and many of her Princesses don’t either. To them it is
the Signet of glory, exaltation, and the self. The one True Signet for the True Heir, unique only to themselves and
superior to all others. The only magic capable of adequately reflecting their glory and the only magic capable of
helping them bear the crushing weight of being the world’s only savior.

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.

Specchio • : The True Heir

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.

Specchio •• : The True Heir

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.

Specchio •••• : The True Heir

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.”

Specchio •••••: The True Heir

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.

You do not fully control the Doppelganger -- though


it has your personality, it is under a permanent
Dissociated Condition (p. XXX), and so isn’t always
thinking clearly and precisely about how to best aid
you and will force the events around it to fit a
comforting mental narrative. It won’t believe itself
to be the “real you” and refuse to assist you,
though, so you don’t have to worry about that.

A Mirror, Brightly: You are now so attuned to the


Queen of Mirrors that she can use her scrying
powers to look into your future. Once per chapter, If
you have a mirror to talk to her through and about
five minutes to talk, you can spend a Willpower and
roll your Belief: the successes of that roll are how
many days she can see into your future. Like Detect
Future, the future she sees is one where this roll
failed and she was unable to see anything. Unlike
Detect Future, you don’t have to know what specific
things you are looking for or asking about, nor in
what area; the Queen of Mirrors will skim over the
whole time, pick up on one event she thinks is most
relevant to you and that you most want to know
about, and give you the details about it as best she
can.

Also unlike Detect Future, this information is heavily


biased. She delivers and omits information like she
never wants to offend you, insult you, or ever imply
you might be inadequate in some way. She’s not
afraid of you, though, and you can’t tell her to cut
the bullshit -- she’s afraid of even acknowledging
Main Story Part 5

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.

So why wasn’t she over it?

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.”

His shoulders slumped, his tiny hope crushed. “Oh.”

“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.

“I think you’re going to be on point,” Amethyst whispered to her again.

“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!”

“You have no idea,” Raven said, “how much Alhambra--”

“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?”

“I, uh… I don’t remember…” he stammered.

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?”

“If I’m not here--” they both said in unison.


“So WHAT? Are you going to leap into action and save him if he gets worse? No, that’s the doctor’s job! Do you
think he won’t know you love him if you’re not there every second? News flash! You’ve stuck with him so far!
You’ve gone through all this medical horseshit and you’ve talked to all your insurance people and you’ve done
everything you can to help him! HE FUCKING KNOWS! HE’S HAPPY TO HAVE YOU HERE AT ALL! No, you
know what, fuck this.”

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?”

“You know what?” Janet said. “Call me Scarlet.”


Lost in Fantasy
Chapter 8: The Dreamlands
The Dreamlands are the ultimate expression of our immediate and tangible. It’s there. And then you
aspirations and thus the Light of Hope. The leave, and none of it was. You go “wait, how did I
Dreamlands are a dead-end that captures our drive think that was real?” All you take out of it is
to succeed and make a better world and fizzles it memories and experience.
out uselessly. The Dreamlands are a vast and
endless realm with a limitless bounty. The Confounding the issue is that there are multiple
Dreamlands are a tiny and desolate prison. The ways of interpreting the Dreamlands, all of which
Dreamlands are the truth of the human spirit. The are mutually incompatible, all of which seem to
Dreamlands are a lie the human spirit tells itself. The work within themselves. The noosphere, the
Dreamlands are adventure. The Dreamlands are Primordial Dream, the Temenos, the very edge of
distraction. the Hedge -- all of these models work differently
and yet all of them work to describe and predict
The Dreamlands are nothing. The Dreamlands are what happens. Like quantum mechanics and general
everything. relativity, each creature’s understanding is a
complete and useful and accurate model of the
On a more tangible or at least immediate level, the world that just can’t possibly be true at the same
Dreamlands are a collective realm created by time as the others. Two different beings will see the
humanity’s ability to aspire and envision a better same thing, experience the same phenomena, even
future -- a Big Dream, the result of our ability to agree both of them are subject to a wind force that
Dream Big. They say each of us contains a world messes with their perceptions! But one of them
unto ourselves, and we do, we can envision and sees knowledge as existing outside of us and
imagine and dream of anything. And all of those something that is lessened by fitting into the human
worlds link up together. Our concepts of the world mind, the other sees knowledge as something that
and how it works and the stories we tell about it does not exist without being perceived and
emerge in our dreams, then flow outwards and pool interpreted by a human being, so everything’s
together and combine and build into the collective flowing in opposite directions for them! It’s a
of the Dreamlands. It’s the world as thought-of, dream. Things just make sense, even when they
without any constraints of physics and material make no sense.
reality.
This doesn’t make learning things from and about
And just like your own dreams, when you’re there, the Dreamlands impossible. You can learn deeply
everything is real and everything makes sense. It’s and discover new knowledge and broaden our
understanding… but it does make it really hard to
coordinate. So, despite the Dreamlands being
ground that other beings have tread for thousands
of years, the Hopeful still have to explore and
explain the Dreamlands for themselves.

Non-Euclidean Geography Lucid Domains


The Dreamlands, by its nature, is hard to pin down. Go out of the city, into the suburbs, but stay off the
Because it’s made up of thoughts, it’s inconsistent. I-95 and the major thoroughfares that link the city
The same thing can be an entirely different thing to other cities, and you start running into borders
based on what the dream “knows” its significance to that don’t show up on a map of the real world. But
be. It changes when you’re not looking because it even though where you are isn’t anchored to a part
forgets what it was and has to make something up of the real world, the Gales are actually weaker
when you look back again. It corresponds to a map here. Because you’re entering one of the Lucid
of the real world, except that it doesn’t. The Domains, the more “real” parts of the Dreamlands:
strength of the dream-logic mutability is the locations that don’t exist only as reflections of our
strength of the Gales, and they blow harder in some thoughts on something, but as independent and
places than in others. self-consistent entities in their own right. They have
a history that happened no matter the opinion of
When you pop out in the Dreamlands, you will what people think their history is, they have a
almost always emerge in a dream-reflection of your geography that is still non-Euclidean but is a lot
city or wherever it is you entered. Go into a EASIER to wrap your head around and more
Crawlspace in Philadelphia, and you might wind up welcoming to travelers. They are About a concept,
in the idealized City of Brotherly Love, or the their existence has a symbolic and metaphorical
birthplace of the American Revolution full of weight, which is represented by each Lucid Domain
Founding Fathers with tricorne hats, or a having a Drive it carries out. But they can be about
post-apocalyptic hellscape of feral half-man, all sorts of other things, too, with their own people
half-eagle monstrosities throwing batteries at and their own stories.
everyone who dares enter, but it is clearly A Version
Of Philly, it maps to the physical location of Nobody’s sure how they came into being. Are they
Philadelphia PA in general terms. But it’s dreamlike, natural or manmade? Did they get infused with so
working on dream logic, moving around when much thought and importance they took on a life of
you’re not paying attention, shaped by the their own, or were they something that was actually
ever-blowing Gales. Three rights might not make a forgotten about for long enough that it was able to
left. Things are way bigger or way smaller than they make its own consistent identity without being
should be. Places spontaneously turn into high overwhelmed by a bunch of incoming perceptions?
schools when the social dynamics seem a bit too Are they expanding or shrinking? Who knows. They
much like high school. Navigation is difficult, to say don’t even know how many there are, but
the least. Princesses know a few they keep running into.
There’s Makai, the Demon Realm, a Lucid Domain of whoever sits on that throne, Alkahest will conquer
endless gloomy night and giant mushrooms, in the name of their ideology -- no matter what it is,
populated by the Lucid of every kind of creature no matter who it hurts, no matter how incoherent it
that calls itself a demon (even the Unchained, which is with the ideology they were conquering for ten
should be literally impossible, and they refuse to minutes ago.
explain). Its Drive is to spread evil, and armies
marching under the orders of Great Demon Kings Much more calm and relaxing are the holes and
spread ruin and with them the taint of the Darkness burrows of Molemountain, populated entirely by a
-- but there’s also figures of forbidden love, rebels civilization of various sapient animals (not ALL of
against rebellion, and cackling masterminds whose them burrow underground but most do). They are
concept of “evil” has nothing to do with harm and simple and gentle people, and the Drive here is
everything to do with bats and scenery-devouring comfort and hospitality. Their farms are tiring but
camp, which is why the Embassy to Night is here. honest work, with which they make various hearty
and simple stews to offer travellers by the warmth
There’s Sekkaisei, a land of Adventure Beyond, a of a roaring hearth. Peaceful and friendly, they have
fantasy kitchen sink realm of reborn heroes and no grand dreams of changing the world, just of
dragons to slay. Its drive is to create the next being simple and decent -- which is why their
adventure, to be what you find in the Undiscovered neighbors are constantly messing with them.
Country after passing from the world. A great deal
of souls awaiting reincarnation appear here to And, of course, the most significant Lucid Realms in
embark on great journeys and quests to echo their this era are the Radiant Kingdoms. They’ve been
lives. In fact, way too many reincarnated souls are heavily explained earlier. To understand how they
here; Sekkaisei is not infinite, and the Domain is interact with the world, we will need to go back to
absolutely lousy with would-be heroes and not Philly.
enough opportunities for heroic deeds. They could
be a great ally to the Radiant… if, of course, you
The Astral Pools
make sure the people with the same ideas about
heroism as you are the ones who end up winning So remember how you popped out in Philadelphia
the day, because they spend a lot more time and it could have been one of any number of
competing with each other than with dragons and perceptions of the city? Those weren’t the only
monsters. options. It might look like a Renaissance village, a
Greek agora, a Sengoku-era castle, a dark neon
Alkahest is a constant danger to everyone, a Drive cyberpunk slum where it’s always raining, a
of pure conquest. It once cared about some specific retro-futuristic City of Tomorrow as envisioned in
idea and the militant propagation of it, but its the 1958 World’s Fair, an idyllic countryside with a
leadership died, and its people cared more about couple of cottages, or a magical-realism version of
the part where they all fervently believed in the city where there’s, like, cave troll traffic cops
something more than the specifics of the belief. giving out tickets to people who park their griffons
Now at the center of the militant kingdom sits a on the wrong side of the road. Philadelphia doesn’t
completely unguarded throne. The only things have any particular reputation for being a hub of
stopping you from sitting on it forever are the rising magical realism, and yet, there it is. Because it’s all
pain it inflicts on its occupants, and the possibility of them at the same time! All the conceptions of the
someone else might forcibly remove you. And city, all the versions, are entangled together, like a
quantum version of Tokyo and Yokohama or Reno purchase, easier. No, it doesn’t push as hard as a
and Sparks. personal real-life experience, and opening a
metaphorical window onto an Astral reflection
Keep going “deeper” into the city and you’ll cross overcome by Darkness won’t overwhelm an
into places that don’t represent the location, but otherwise normal person into fear and despair. But
concepts important to the people there. Deeper it definitely contributes, and definitely adds up.
inside the City of Brotherly Love, there’s a place
that’s how people see Love. In that birthplace of the Places whose Astral reflections are overrun by the
American Revolution you can find alleyways to Darkness are much more likely to form Nightscapes,
America-As-Ideal, Democracy, Big Government, and and the Nightscapes there are more powerful. It’s
Powdered Wigs. All of them go to Metropolis, the the same with other abstract concepts; some Astral
instantiated form of City-Ness Itself. These lead to reflection of an idea or experience that’s claimed by
other places in the Dreamlands whose concepts the forces of Darkness will make sources of fear
border each other, a map of free-association. They related to that thing create and empower
are made up of everything people see and feel and Nightscapes more easily. But the Darkness is not
think and hope and experience about it, all collected infinite as the Dreamlands, and the Darkness does
downstream of their own thoughts to swirl together not belong. The Darkness didn’t make this place. We
into a tangible realm. Unlike a Nightscape created did. The Darkness is a petty, short-sighted, venal,
by one person’s individual experience of cruel, disgusting little bastard and with the Light of
overwhelming fear, the Dreamlands are everyone’s Hope you can rip it out and blast it to ashes.
experiences of everything.

When you came into the Dreamlands, you were on


The Dream Front in the War for Hope
the surface of the Astral Pools. Walk to the “shore”
and find a Lucid Domain enclosing it like it was a Lucid Domains are incredibly important to the
lake. Go deeper, and there’s an infinite Astral depth Dreamlands, and not JUST because people live there
to plumb that contains everything that people can (but that’s important too, at least somewhat -- it’s
think of. And when we look at the Astral Pools, our complicated). One person can have an effect in the
minds see reflections. We have our own thoughts Astral Pools. But even for a vividly defined Princess
and ideas, we loose them to flow out into the whose actions validate her ideals, there’s only so
Dreamlands, and they swirl together. We take a much you can do to update how we see a thing
glance at where all of those dreams and concepts when everyone else is still pitching in their visions
are pooling and remember the image we saw and they outnumber you. Try and destroy the cast
reflected in it. of a TV show to get it cancelled, turn around and
see a hundred thousand copies of them for every
The Astral reflections of negative concepts and dynamic, every viewer’s headcanon. (Not even
negative interpretations are always going to be Imperial Archmastery can stop shipfic.)
there. They do exist, and trying to ignore them isn’t
healthy. We need to understand the world as it is But since the Lucid Domains are the places unto
now in order to see a better world come about. But themselves, the places where these Astral Pools
when the Darkness runs rampant in the Astral Pools, reside, they have a lot more “say” in what happens.
then what our minds see reflected back at us is a When they take action on something in the Astral
source of fear. The taint of the Darkness finds more Pools, it’s not like someone from outside is trying to
shift the nature of the concept, it’s like our own world by a factor of hundreds, thousands. Though
group consciousness is mulling it over and the “dream front in the War for Hope” is not
re-assessing it. And while some borders are bigger, inconsequential, it’s undeniable that their actions
some easier or harder to find, every Lucid Domain here have less direct impact than in the real world.
has Astral Pools in it and all of the Astral Pools lead it’s not something that the Queens have chosen to
into the same place. dedicate the vast majority of their forces to. It is
simply what happens when those in need are near.
Aztallan and Alkahest are both Lucid Domains, but If they were able to ignore the need in the
Alkahest has been in the rest of the Dreamlands for Dreamlands because it was less important, they
a lot longer than Aztallan. The former has way more wouldn’t be the Radiant Queens.
of a presence, the borders it shares with other Lucid
Domains are longer and easier to find and the Astral
The Four Heavenly Kings
Pools within it more easily dredge up their next
victims. But Aztallan does have a border with the There’s a special sort of Lucid Domain that warrants
Dreamlands. It has a border because people need special mention: those of the Four Heavenly Kings.
its help. Knowledge of the Dreamlands’s history is spotty and
inconsistent by its very nature. Knowledge of the
Aztallan is but one place, but it is a fundamentally Radiant’s history is full of holes due to the
good place occupied by fundamentally good people Cataclysm and the Long Night. So very little is
who fight for deep and meaningful ideals but never known about the Four Heavenly Kings. What we do
spread them by force. Those realms where Alkahest know, or are pretty sure of, is this:
marches would love to have a savior come to their
aid, and let them retain who they are. So Aztallan The Four Heavenly Kings were Radiant Nobles who
borders them. All of them. And on horses or were placed in the Trap after the Cataclysm
halftracks or hovercycles they ride to the aid of happened, but they broke free -- they broke free a
those who need saving -- of those who have or who long, long time ago. They were apparently a
need something to believe in, those who have tightly-knit nakama when the Cataclysm happened,
hopes and ideals to preserve in the face of a while the Radiant Queens only knew of each other
self-perpetuating conquest for its own sake. and had not yet formed friendships. We know they
were a lot more hands-on and direct, and in
So, too, do Andarta’s borders flood with those in addition to leading Noble followers, they incarnated
need of shelter and meaning. The boats of Danaan themselves in the real world as heroes. We know
carry those who search for answers. Wen-Mung’s there was one more Twilight King who opposed
forests reach into every biome ruled by disharmony them, and we know that they beat said Twilight King
and danger. The Four Winds blow upon everywhere so soundly he had no choice but to become their
that longs for freedom and joy. And between all of friend. We know they went out on some kind of
them, diplomats, warriors, merchants, healers, quest to save the world, and nobody ever saw them
builders, artists, leaders, followers, help. They are again.
swept up in the Gales, follow only dream logic, and
yet know that when there is suffering they must act. We don’t know what that quest was, and whether it
succeeded or failed. We don’t know how they got
The dream-reflections and Figments and the Lucid out of the Trap, much less how they had physical
Radiant Princesses outnumber those in the real bodies in the real world. We don’t know their
names or their official epithets (Alhambran If there are any answers to these questions, they are
literature has stories about them from before the found deep in the Dreamlands.
Cataclysm, but those stories don’t agree on what
their names were). We don’t know if there were
four of them beforehand and the Twilight was the Inside the Dreamlands
fifth, or they only became four once the Twilight
joined up. We don’t know much about the ideals
they embodied, other than that they had a healthy
Denizens
respect for strength and liked to fight each other to Different types of being exist in the Dreamlands,
grow stronger. We don’t know why their Kingdoms with different types of existence.
didn’t survive -- they were leaders, they were Noble,
they had Noble followers, wouldn’t they have made Travellers are those people who are here in the
something that would endure past their own lives Dreamlands temporarily. They have a full block of
and be continued by those who came after? Did Attributes, Skills, and everything a character has.
they fail at that? Did they have Kingdoms that did They can go back to the real world and have a body
endure for a while but eventually fell after hundreds there (whether it’s there asleep waiting for them, or
or maybe like a thousand years? Did they take all of they bodily travel into the Dreamlands, they’re able
their Noble followers with them on their quest? Is to pass into the real world). They have a soul with
Alkahest the remains of one of their Kingdoms, and memories and identity; they are subject to the
without them has all of the zeal and none of the Gales, but can recall the real world to steel
convictions? That would be a real bummer, but it’s themselves against its force. Princesses, Mages,
obviously a possibility. Changelings, a couple of Beasts, willing mortal
psychonauts, and incidental mortal psychonauts will
And most distressingly, we don’t know why they fall into this category. They have the same stat
didn’t liberate the Radiant Queens. Was it blocks as they do in the real world, and only
impossible? Maybe the thought of opening the Trap ephemeral Travellers will have ephemeral stat
for the Queens never occurred to them because blocks.
that just wasn’t how they thought. Or they were
going to open the Trap later and never got the Lucid are those who are people, but don’t have
chance. Maybe they didn’t know of the Queens and bodies. They also have a full block of Attributes,
were in a separate Trap. Or the objective of their Skills, and other character traits. (Even Physical
final quest was to open said Trap and they failed. Or Attributes, they have a self-conception of.) They
they actually succeeded at the cost of their lives, have souls and memories and identity, but they
and the only reason the Trap was able to fall in 1969 don't exist outside the Dreamlands. At least not in
was that they had enabled it. Hell, maybe they DID this incarnation, as all dead souls awaiting
open the Trap and then something else happened to reincarnation are Lucid and living in the
put the Queens back in it. Then would THEY be in Dreamlands, whether they were ensnared by the
their own Trap somewhere else in the Dreamlands? Trap or reborn by some other means or they just
Could someone find it? wandered in. A Traveller whose body dies or
becomes unusable while they’re out will also
What did they know? What did they teach? What become Lucid and lose memory of their life in the
magics and relics did they impart? Could others real world. The Queens are all Lucid, so are many of
follow in their footsteps? Who were they as people? their followers, and so are most of the unique
characters to interact with in the Dreamlands. not people, and only have short-term memory. They
Obviously, the Lucid are most often found in Lucid play out as what the collective idea of someone or
Domains. something should be in a given situation, cosmic
extras and NPCs. They have a consistent existence, if
The Lucid are all subject to the Gales for their entire you have some way of tagging or tracking one you
lives and thus Gale-Blind, which means that even if can see it move around and re-instantiate, but it
they are aware the world they occupy isn’t real, won’t remember anything and will frequently
they can’t tell apart information they got from the “reset” according to dream-logic. Like all ephemeral
real world and information they got from the dream beings in the Dreamlands, they’re not actually
narrative. Dream-logic makes perfect sense to them ephemeral and are always fully physically incarnate.
unless it‘s pointed out or they take great effort to
deliberately work through. The Queens, for New Figments are constantly being made as people
example, have many more Lucid followers than they have new ideas, and old Figments fade away after
have real ones, who are also embarking on missions some time. Despite being purely physical in the
and quests into places that look like our modern Dreamlands, they have the abbreviated stat blocks
real world, which they believe to be our modern of Ephemerals, with Power, Finesse, and Resistance
real world -- the Queens cannot keep track of which attributes and no Skills; none of them are higher
ones are real and which are Lucid dreams, which is than rank 2. They have a Drive, but no Dread,
why they can only respond to information you have Virtue, Vice, or Aspirations. When dealt fatal
personally provided them. damage to their Corpus by a Traveler or a Lucid,
they disintegrate entirely instead of retreating to
There are other sources of Lucid besides human reform. Another Figment will come along and fall
souls from the real world awaiting reincarnation. into their role, one a bit more adapted to the thing
Nobody’s exactly sure what they are, though. you just did.
Figments who become more complex ideas or have
sustained interactions with the Lucid miiiiiiiight Then there’s the Wardens.
become Lucid themselves? Two Lucid can have a
child but it won’t be guaranteed to be Lucid either
The Wardens
and if it isn’t its own existence will follow
dream-logic, so who knows. They can be How have we gone so long without talking about
reincarnated as people, even if they weren’t 100% the Wardens, who some think might be the rulers of
human before. In the Dreamlands, Lucid have full the Dreamlands? Because that’s how they work.
stat blocks as physical beings, and have a Drive and They don’t make their presence known, even when
Dread instead of Virtue and Vice. When killed, they standing in front of you.
lose a dot of Willpower and reform in an
appropriate location within a day or two, The Wardens were so named when it was
permanently affected by the event. discovered they existed and kept up the Trap, before
we found out about their other activities. Though
Figments are the bulk of the occupants of the they were enlisted by the Dark Queens to keep up
Dreamlands, a slim majority in the Lucid Domains the Trap that kept the Radiant imprisoned, they are
and almost the entirety of the Astral Pools. They’re (as far as we can tell) the only major foe of the
a type of ephemeral being that represents thoughts Radiant to have no actual connection to or power
with nobody to think them. They’re not self-aware, from the Darkness. They don’t spread fear and
aren’t empowered by it. They don’t seem overtly happen in the “right” way, and they will take roles,
evil. They seem extremely particular. do things as subtle as moving around objects to
change who notices what to things as overt as
A Warden might be Lucid, might be some kind of chucking people out of windows, to make sure the
super-Figment, or a Traveller of some other kind of narrative plays out “correctly”. All of them seem to
very strange being, or a secret, unknown fourth agree that the proper dream story has Princesses
thing. They look kind of like children’s drawings: trapped in the Dreamlands. Then they have other
major parts that someone would notice are there, ideas, unique to themselves, all of which they are
recognizable as depictions of those parts, but with very particular about, which may or may not have
little to no understanding of how they fit together. A anything to do with storytelling as we understand it.
person has a face, and hair, and arms, and shoes --
so a Warden might be a giant head with two arms One Warden might think all love stories need to end
sticking out where its ears should be, propelled by in tragedy and loss, and under its influence,
giant clopping shoes with no feet in them, an everyone’s tales and dreams of love turn dark. But
eternally blank expression on its asymmetrical face. another Warden might think all stories need to be
about fishing, and everyone around it will be
Not that the Lucid notice. The Radiant only first saw plunked into boats and given six-packs. Another
the existence of the Wardens on July 20th, 1969, might think that no proper story has anything
assumed they were just there to keep them in this colored purple, and all purple objects must be
Trap, and fought them off and escaped. Only later removed. Even in the rare case one is willing to talk,
did they realize, as they took in the scope of the they will not give a straight answer about why they
Dreamlands, that the Wardens were everywhere. think things have to be this way.
They were granted the ability to see only the
Wardens who were in the Trap with them at the With the opening of the Radiant Kingdoms and the
time. Otherwise, Lucid who don’t know Wardens knowledge of Wardens spreading, some other Lucid
exist are incapable of perceiving them in any way, know they exist -- even if they can’t perceive them
and those who DO know they exist have to directly, they can figure it out from the indirect
deliberately and with great difficulty try to detect consequences. To drive the Warden off, though,
their presence. Gale-Blindness is Warden-Blindness. they will need help. Though Princesses have the
Wardens were following and watching the Radiant most dangers to face from Wardens, they're the
Kingdoms for thousands of years, unseen and best to fight them as well: not only can they bring all
unheard, and just walking up and fiddling with their powers to bear at full force in the Dreamlands,
things. Though sometimes they decided to take an they're the only ones who won't cause a Warden to
active and visible role, where they looked just as go into undetectable hiding once it's threatened,
odd but the Lucid weren’t able to NOTICE it until only to pop back out the moment the threat leaves.
someone pointed it out to them -- after all, that
thing had a face, and hair, and arms, and shoes, it Even though they are physical in the Dreamlands,
had all the parts of a person, so it looked like a Wardens possess the stat blocks of Ephemeral
person, right? creatures, with Power, Finesse, and Resistance
attributes and no Skills. They possess Essence,
Wardens don’t watch from afar, they get right up in Numina, and Influences as if they were Spirits of the
things and mess with them. They seem to be driven same rank. All of them have the Dream Warden
to make the dream-stories that play out here Numen, which makes them nearly imperceptible to
the Gale-Blind, and allows them to attempt to Reaching the Dreamlands, Staying Aware,
recapture Princesses. They have a Drive (about what
they think a story should contain), a Dread (about And Bringing Others
what they think a story should never have), and an Now THAT? That’s going to be difficult.
Aspiration (about the types of stories they want
told), and one more Aspiration they all share: “Trap The Dreamlands want you to enter on its terms. And
Princesses in the Dreamlands.” When dealt fatal its terms are “gale-blind”. It’s all our narratives and
damage to their Corpus, they discorporate and stories, stories we tell each other and stories we tell
return later, with higher Rank Wardens taking longer ourselves and stories we tell ourselves ABOUT
-- but every single Lucid and Traveller who saw, ourselves and someone there who is not a part of
participated in, or was nearby the death of the the story is something disrupting the flow. Even
Warden becomes completely and permanently without an active effort to suppress you, there’s the
immune to every single one of the Warden’s Gales around you, pushing against your resistance,
Numina and Influences. until you get blown into a place where you DO sync
up with the flow.
Reaching the Dreamlands
First, to get there, you have to essentially BE asleep
Entering the Dreamlands is easy! When you fall without FALLING asleep. And to do that, you have to
asleep, you will enter your own dream-space, and make it through a Crawlspace. A Crawlspace is the
hang around in there. All it takes is a simple Resolve personal dream-space of one individual, and while
+ Composure roll as long as you know what the it’s quite roomy when you’re dreaming in it, it’s so
Dreamlands are, and you’ll be certain to emerge named because when you try to use it as direct
into them that night. Even if you don’t, the average passage to the Dreamlands, it’s incredibly tight and
person makes it out into the Dreamlands as a cramped. Of course it is -- you are basically trying to
Traveller about ten, fifteen percent of the time. fit yourself, inside of yourself.
Once there, you’ll go deeper into the Astral Pools or
occasionally a Lucid Domain, and happen upon any You need a doorway to your Crawlspace (sometimes
kind of adventure one might find in a dream. called a cellar door, a vent, a dream hole, something
like that), found in the real world. You take your own
Gale-Blind as anyone else, about the only things you dream-space with you, so the doorway in the real
will be able to remember will be things that you world isn’t something that only links to one
wake up immediately after and make a special effort Crawlspace, it’s kind of where your own Crawlspace
to recall. If your Queen needs to reach you without latches on or slots in. Doorways are found in liminal
you seeking her, she’ll bump into you when you’re spaces, areas that are for transition from one place
having a normal dream, and even if you don’t to another, and are often forgotten or obsolete
remember all the details clearly you will remember means of passage out of them. A bricked up wall
the general thrust of your meeting because it’s of that used to be a doorway, a painted-over access
great emotional significance. Other than events like panel, a dumbwaiter that was removed in the 70s, a
that, normally reaching the Dreamlands isn’t that hole behind a bathroom mirror that leads to a
different from having a normal dream. forgotten and unused apartment with no doors. Just
as Destiny can give a nakama the opportunity to
meet each other but not ensure they all know each
other and are allies, Destiny usually manages to get
one doorway close to where one member of a You don’t have a special kind of dream form upon
nakama can access it, but can’t make it obvious or arrival in the Dreamlands; you use your own body,
easy. Maybe there’s a door in your bedroom closet your own self-conception, even all the stuff you
that used to lead down into a root cellar. Maybe brought with you when you physically walked in.
there’s a door in the closet of someone in the Princesses are permanently in their Transformed
apartment directly across the street from yours, state and suffer no exhaustion penalty for being so,
where you have to be buzzed in and open three but other than that, they just use their normal
locks. character sheet and normal rules of interaction.
Your Strength is what you know your idealized
Once you have the doorway, though, making it potential Strength to be. Your Health is what you
through the Crawlspace is an entirely physical know your ideal body to have. Et cetera. When you
undertaking. You, and anyone you bring with you, enter the Dreamlands, your Willpower, Wisps, and
will have to make it past a handful of obstacles like Health tracks are what you have in the real world,
narrow ledges, locked doors, gaps that must be they get damaged and used up like normal, but the
crossed, flooded sections that have to be swum resources you spend or gain in the Dreamlands will
through -- obstacles that kind of make sense to be come back and/or disappear once you return to the
physically present, though if you draw a map they real world. You don’t need to sleep in the
can’t fit in the real world, because they’re the Dreamlands, but you do need to eat and drink.
overlay of your mind and reality going “hey wait this Lethal and aggravated damage you take in the
isn’t a place you should be crossing.” The same Dreamlands becomes phantom bashing damage on
Crawlspace from the same door will always have the your real body; like damage inflicted by illusions, it
same obstacles, so subsequent journeys can be doesn’t spill over to lethal damage and will be
much easier; it’s not trying to keep you out THAT replaced, not upgraded, by subsequent real
hard, and you’re on the edges where there’s no real damage. Get killed in the Dreamlands, and you will
space for symbolic challenges to manifest and wake up feeling like you have had the absolute living
overcome. It’s quite possible for people to stumble shit beaten out of you but be physically unharmed.
onto the Dreamlands by accident, with no
supernatural background whatsoever.
The Gales
The Gales are the force of the Dreamlands’ logic
On Arrival
that draw you in and make you subject to the
Once you make it through the Crawlspace, the Dreamlands’s rules. Like the wind, the Gales can
passage you’re in will rapidly change into something blow constantly and there’s really nothing you can
otherworldly, and you’ll emerge in the Dreamlands do to stop them, only react to them. Like the wind,
along with anyone who came with you. There’s no they shape the landscape over time. And like the
way to climb back out once you’re in; when you wind, they can change rapidly.
leave, you’ll wake up in the real world somewhere
near your original entry point. Each subsequent The Gales are both the power and the fluidity of the
time you come back to the Dreamlands via that narrative of our dreams, the stories we tell
combination of doorway and Crawlspace, you come ourselves to understand and create our aspirations.
out in the same spot. The Gales are why dream-logic makes sense. The
Gales are what blow things around outside your
perception to keep everything changing. The Gales
whisper in your ear, but what they whisper isn’t On waking up, you lose one stack of Galemark. If
“give up” or “throw away your life for fantasy.” It’s you still have 2 or more, dream-logic is infringing on
“this all makes perfect sense,” “don’t notice those your thoughts and messing with you, and you keep
details,” and “you vividly remember the President losing track of details of reality. Each subsequent
being a dog.” day you have a full night’s sleep, you don’t dream at
all, don’t recover a Willpower, and clear one more
Because the risk of being caught up in the Gales is stack of Galemark. Galemarks are also Mental
not being caught up in someone else’s story. It’s Conditions, so they can be healed by Soothing
being too caught up in your own story to notice it Restoration, but you can still only heal them in the
isn’t a part of anyone else’s any more. It’s listening real world.
to the story you tell yourself, about yourself, to the
exclusion of reality. Your Drive is the thing you’re
About, and the Gales can’t blow that down -- they
blow down everything else that ties you to the real Getting Involved
world and makes you a fully realized person.

Why Princesses want to visit the Dreamlands


Galemarks
The Dream Front in the War for Hope is
A character is subject to the Gales once per scene in undoubtedly less important than the real world; it’s
the Dreamlands, or when another effect specifies it not unimportant, especially to the Queens and their
makes them subject to the Gales (notably the Kingdoms who live there, but it’s certainly not as
Gale-Wracker Numina, p. XXX). When a character is pressing of an issue to Princesses who live in the
subject to the Gales, they roll Belief. If the number real world. So why get involved?
of successes they get is more than their current
Galemark stacks, they gain a stack of Galemark (p. Some Princesses don’t, to be honest. There’s a
XXX). If it isn’t, then they add +1 to subsequent rolls reason a lot of Princesses regard the Dreamlands as
until they get another stack. a distraction from the real world, plus they have
enough on their plates without making it so they
Like Shadows from Chronic Sensitivity, the first still have to be on the clock while they sleep. Others
Galemark is basically free -- it doesn’t give you only go out into the Dreamlands when things are
hardly any penalty, it’s well within your ability to quiet at home and there are no pressing fires in
tolerate. You’re a little disoriented, you have -1 to need of putting out; they’re helping the
recall specific information from the real world and Dreamlanders just because they need help, and
will get a -1 to recall specific information from here putting lower priority on it because the help they
when you return to the real world, but you’re fine. give is much less likely to “stick.” It’s definitely not a
Mostly. Every stack of Galemark after the first gives required part of your mission, it’s not like you’re
you another -1 penalty to recalling information tied to the Dreamlands the way a werewolf is tied to
between worlds, and also a -1 penalty to every the spirit world or a Changeling is to the Hedge. But
single action you take if it’s not in line with fully there are a few good reasons to go into the
embodying (regaining all Willpower for) your Drive. Dreamlands even beyond the sense of doing
This is only for things you proactively do, not passive good-if-transient deeds:
things like perception, or defensive rolls.
- Strategic advantage. The forces of Darkness Alhambra’s diaries, might only be able to be
in the Astral Pools for a location create and dug up from the Dreamlands.
empower Nightscapes in places and with
concepts associated with them. So keeping - Rescue. People can get lost in the
your city’s Astral Pools clean, and major Dreamlands. They still appear sometimes in
concepts that are often associated with fear the Dreamlands without trying, as part of
and misery, is a way to stop the Darkness their normal dreams. They may encounter a
from gaining a major foothold and undoing native malefactor there, or a clever sort of
your work. On the flip side, an Defiler who uses the Dreamlands to act at
already-existing Nightscape might be too little personal risk, and end up needing
powerful and entrenched to handle straight rescue. Certain forms of fell magics that
away, and you’d have to clear up associated appear to instantly kill someone or destroy
Dreamlands areas to weaken the their soul will actually kick the soul out to
Nightscape’s defenses and potency enough the Dreamlands to await reincarnation, and
for an assault, or even to get it into the if you’re quick about it, you may be able to
range where your own Sensitivity is able to rescue them and return them to their
detect it. As hard as it is to get people to bodies.
change their perceptions in the Astral Pools,
it’s far from impossible, especially if you’re
focused.
Okay, but why would I want to play in the
- Alliances. Not only will working with or Dreamlands?
through a Lucid Land to fight off the
What is the point of detailing all this fantasy realm
Darkness be much more effective, the
with its own rules while reminding you it’s optional
endless Dream Front in the War for Hope
and not as important as the real world? Out of
always needs more help. Securing the
character, why include the Dreamlands in a
efforts of Lucid residents of the Dreamlands
Chronicle?
can take a lot of pressure off of the Queens
themselves, at least temporarily, which
Magical-girl stories will often involve another
might allow them to pursue some other
magical realm that the characters can travel to and
goal, even offer some kind of aid that would
from, where their actions and their consequences
normally be impossible to them.
are magnified. You can make a bigger dichotomy
between the character’s real life and magical life
- Information. There are parts of the
when the latter doesn’t even take place on Earth.
Dreamlands that are Lucid and existed
And the needs of many types of magical girl story
before this world was made, even outside
are sometimes at odds with a consistent modern
the Radiant Kingdoms, maybe even souls
setting: as part of your personal path and how it
that weren’t laid in the Trap but have still
serves as a magnified dramatic metaphor for your
awaited reincarnation since then. Above
progress in life, you might need to do things and
and beyond the Four Heavenly Kings,
achieve things that are fundamentally going to
knowledge of truly ancient foes and
change the nature of the setting to not be like our
phenomena, things not even recorded in
modern world any more. Think of how a character
like Reed Richards ends up looking like a chump: he Online. Or you could just want a change of pace and
is a super scientist, his actions create scientific go full heroic fantasy roleplay for a bit. Embracing
breakthroughs that should let us master our cringe because it’s actually cool is already a major
environment and improve our lives, but the story part of the game, so why worry about if you’re
can’t let him do that because then the Marvel doing the Dreamlands in the proper symbolically
Universe would no longer resemble our own, so significant way?
every victory he has just kind of piddles out and gets
ignored.

So while it’s perfectly possible and encouraged to


have characters’ actions change the world the game
occupies, you might personally not want to yet. The
Dreamlands lets you have your cake and eat it too
by making those things world-affecting things
happen in a significant sense without actually
changing the world.

If you want the characters to be respected leaders


of a community who look up to and rely on them,
but you aren’t yet ready for their basic environment
to stop resembling the city you know, then they
could become the leaders and trusted protectors of
its Dreamlands reflection. If you want them to have
to mobilize in total war against a great threat that
overwhelms the need for secrecy, but don’t want to
answer questions like “why aren’t other powerful
supernatural entities or national governments
noticing and responding to this?” and don’t want to
cut yourself off from having stories later where
maintaining secrecy is still important, then the
threat is oncoming in the Dreamlands and has to be
defeated there first if it gets defeated at all. If
players like the way that Nightscapes let them
interact with things in a way that’s simultaneously
real and metaphorical, but they would like some
encounters that aren’t quite so grim and
fear-focused, then the Dreamlands can let you have
that too.

Of course, you can also just bring in the Dreamlands


to emulate an “isekai” anime about modern people
transported to a fantasy world, like Magic Knight
Rayearth. Konosuba, RE:Zero, or even Sword Art
Numina requires the healer to at least partially fight off or
defeat the efforts of that specific Warden.

Dream Warden Gale-Wracker


Wardens only. Dreamlands residents only.

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.

Success for the Warden or failure for the target


locks one Galemark the target already had. It can’t
create any Galemarks, but Gale-Wracker can and it
almost always has that Numina too. The Galemark
becomes a Persistent Condition that does not grant
Beats and can’t be healed normally, and represents
memories being confused between real life and the
Dreamlands, with more important memories being
mixed up with higher Galemarks. At 5 locked
Galemarks, the target has forgotten almost
everything of their real life and replaced it with a
Lucid existence, and their real-world body slips into
a coma. Killing the Warden unlocks and cures all
these Galemarks, and using magic to heal them
Royal Privileges
Chapter 9: Extras

Beacons and Sworn usually don’t have to pay XP to

Light-Touched become a Beacon, any more than a vampire’s ghoul


pays XP to become a ghoul: it’s something they have
There are others in whom the Light is strong, but for because it’s appropriate for the story. But a dot cost
one reason or another aren’t quite strong enough to for the Merit is listed because, with the Storyteller’s
Blossom. A lot of them are Onceborn, never permission, you might want to play a Beacon or
reincarnated from anyone, and simply haven’t had Sworn in a game of “regular mortals” and treat it
enough time to really develop the power of their the same way as any other Supernatural Merit. Or
soul enough to fully surge up as a Noble. Beacons you could go the other way around and model a
are those who are just bright enough to illuminate Beacon by giving them a 3-dot Supernatural Merit
those close to them and get a little bit of power, instead of a specific Charm and Upgrade.
while Sworn have actually trained under a Princess
to learn how to focus the Light of Hope from within Beacon (•••)
themselves. Collectively, they’re sometimes referred
to as “Light-Touched,” even though this is kind of Requires: No supernatural template, Integrity 6+.
inaccurate because every human being is touched
by the Light from inside them -- maybe A Beacon is someone in whom the Light of Hope
“Light-touching” would be more accurate, as they shines a bit brighter, who can give out a bit of its
can touch others, but it’s also a lot clunkier. power -- and who can see a bit more of its dangers.

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.

When the Shikigami’s Drive or Dread conflicts with


Drive or Dread what a member of the nakama wants to do, that
member has a choice. If she goes along with the
Like a Princess character, a Shikigami has a Drive and
Shikigami’s desires, she restores one Willpower
a Dread, and like a Princess character, you need to
from the relief and reassurance of going along with
determine what these are first. Before you even
a mentor figure; if the course of action succeeds,
know what form the Shikigami takes, because the
the Shikigami regains all of its Willpower. If she goes
Shikigami’s form is going to either support that or
against the Shikigami’s advice, at significant risk, and
contrast with it.
is correct to do so, she restores all her Willpower.
She doesn’t just get the Willpower from defying the
A Shikigami’s Drive and Dread are not quite the
Shikigami, it has to turn out that she made the right
same as a Princess’s though; they are support
call and it turned out better than what the Shikigami
characters both in game terms and in the game
would have asked for. And she doesn’t get the
world, and they know it. It’s what they signed on for.
Willpower if the Shikigami is obviously wrong right
One of them will be devoted to how they interact
out the gate, that’s not a milestone of personal
with the nakame, and primarily expressed in how
development and there was no personal risk
the nakama acts and not themselves. A Shikigami’s
involved in going against it.
group-driven Drive is what principle or idea or value
they want the nakama to embody and triumph
- Choose a Drive or Dread for the group’s his form symbolize the desperate nature of the
Shikigami. It should conflict with the nakama’s struggle to fight the Darkness with such
group’s overall approach, but only in a limited help. In a comedic Chronicle, the stuffed
minor way. The other will be picked in a bear gets into wacky antics, while the computer
minute. tries to be a detached and professional Mission
Control and is constantly exasperated at the dumb
bullshit his nakama keeps getting into.
Form
Now that you know what the shikigami is about, you In the last step, you chose either the Shikigami’s
need to know what it looks like, and how that form Drive or Dread to be aimed at how they interact
plays into their Drive and Dread. It could facilitate with the group. The other is more like a personality
their role, or it could hinder it, but you should have trait or quirk all their own: something they’re About
it interact with their personality and Drive and that’s particular to their personality and how it
Dread in some way. interacts with their new form. This Drive or Dread
works just like the version Princesses have in terms
Shikigami can incarnate as an object or non-human of how it restores Willpower to the Shikigami.
animal of up to Size 3, though an object needs to
have some kind of articulation that the shikigami A Shikigami’s personal Drive or Dread could be a
can use to manipulate his environment. Toys with a funny distraction, a source of bias or blind spots, or
general humanoid or at least quadrupedal shape a tragic reminder of what they sacrificed to be able
like stuffed animals, dolls, and action figures are the to help the nakama.
most common. A Shikigami incarnated into an
inanimate object is kiiiiiiiiind of like a living thing, A Shikigami of a rabbit may have a Dread of larger
but only kind of -- if it occupies an object that looks predators, because the animal vessel has a fear of
like a living thing, it will have a psychological need to predators and the Shikigami spirit was shaken by the
fulfill the physical needs of that thing, like eating, fact he had no other options for a vessel than to
getting water, or napping in sunbeams. possess and reanimate a freshly-eviscerated rabbit.

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).

- A Shikigami’s Health is its Resistance +2,


regardless of its Size.
- A Shikigami’s Willpower is its Resistance +
Lore.
- A Shikigami’s Defense is its Finesse +
Sneakiness.
- A Shikigami’s Initiative is its Finesse +
Observation.
- A Shikigami’s Speed is its Power +
Coordination + Secrecy.
- A Shikigami’s Belief is 8.

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.

•••: Enlisting the help of its ephemeral


acquaintances, the Shikigami can emulate multiple
Secrecy
group members at once. Group members emulated
Associated Charm: Illusion by these minor Shikigami are, uh… they’re going to
be acting pretty strangely, but nothing you can’t
One of, perhaps THE, most valuable functions of a explain away with heat stroke or food poisoning.
Shikigami is keeping the secret identities of the
nakama secret. Though Dual Identity protects
against direct and immediate investigation, a lot of
sudden absences from her normal responsibilities --
especially if she’s in school -- will quickly tip others
off that Something is Up with the Princess. Secrecy
is the Shikigami’s ability to cover that up. Though
they shouldn’t directly interact with people in
person, Shikigami can use phones, (even if they
Embassies An Embassy gives a signature upgrade for a Charm
Some Princesses think that saving the world is a task it’s associated with. It’s primarily, but not
with a much wider scope than just humanity and exclusively, useful for interacting with the Embassy’s
the real world we live in. Those who do, join an purview. It won’t give you the base Charm if you
Embassy: a third, optional type of group for a don’t have it, but unlocks as soon as you buy that
Princess to join that helps to define her character. Charm.

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.

Access: For one Wisp, an Ambassador to Death can


ever so slightly lift the veil in an area around her,
causing all nearby ghosts in a Twilight state to
become visible and audible to living humans.

For one Willpower, she may conjure a ball of ghostly


blue ectoplasm and give it to a ghost; the ghost may
use it as a temporary Anchor and may use the
Materialize Manifestation through it for free,
ignoring any other cost or requirements.
Trick-Or-Treat At Dracula’s Castle

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.

Sample Oaths: “I want to give people a scare that


ends up making them happy or excited.” “I want to
show monsters that we can still be friends.” “I want
to ensure nobody thinks they have to turn their
back on their own humanity.”
Mermaid Melody

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.

Lower Speed +1 per 2


Weapons and abilities that negate Defense, most
commonly guns, will go against Ballistic Armor.
Abilities that lower Defense, like the Kiai Charm,
won’t, even if they lower Defense to 0.
Appearance: Anything that looks like it can defend
you, that you wear, can serve as Regalia Armor. No Add / Lower Defense: The bonus or penalty applied
matter what form it takes, it’ll be obvious that it’s to your Defense while using the armor. Heavy armor
defending you, too. can sacrifice this for more protection, slowing you
down and applying a penalty, but light armor can
Heavy armor is what focuses on armor values to grant a bonus. If you can’t move, you can’t apply
prevent damage, while light armor focuses on Defense.
adding Defense and Speed and not much direct
protection. Heavy Armor at low dot ratings might be Add / Lower Speed: The bonus or penalty applied
accessories like armored bracers and boots, then to your Movement while using the armor. Like
become light plate and ceremonial armor, or it
above, Heavy Armor will penalize it for the sake of
adding armor, and Light Armor will enhance it.

Strength Requirement: The amount of Strength


required to move in the armor. For each dot of
Strength you’re below the requirement, you take a
-1 to all physical actions and your Speed. Heavier
armor is harder to move in but protects more.

Lower Coverage: All Regalia armor covers the entire


body by default. More specifically, as long as there’s
a bit of Regalia on some part of your body, the
armor covers that entire body part. Bracelets,
gloves, or wristguards are sufficient to armor the
arms, and a tiara or hair barrette covers like a full
helmet. High-heeled shoes are leg armor if they’re
flashy enough. If you want to free up additional
points, you can reduce the area the armor covers;
generally you’ll want to do this if you’re focused on
boosting Speed and Defense, which don’t care
about what part of the body they’re on. You can
remove coverage from the head, arms, legs, and
torso for 1 point each, but you have to leave at least
one part covered or else you aren’t wearing any
armor.

Add Tag: Add a special property to the armor, like


being enclosed against environmental hazards,
being fireproof, being insulated or cooling,
absorbing fall damage, that kind of thing.
Weapon Regalia
should only do this on weapons that already have
Accurate.

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 Damage -3 Strength Requirement: The amount of Strength


Expand Arsenal -3 required to effectively wield the weapon. For each
dot you’re lower than the requirement, all attacks
Add Accuracy -2 with that weapon get a -1 penalty.

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.

Buster: This weapon also serves as Regalia for the


Buster Charm. When you cast Buster, you apply its
damage and traits to the roll (other than Burst and
Autofire).

Burst: This weapon is capable of medium bursts and


covering fire (CofD, p.90). Since ranged Regalia do
not have a Capacity, using these attacks just costs an
extra Wisp. Ranged only.

Autofire: This weapon is capable of long bursts of


fire (CofD, p.90). Since ranged Regalia do not have a
capacity, using a long burst costs an extra Wisp, and
once you’ve used it, you can’t use another long or
short burst until you spend a round reloading
and/or recharging your weapon. Requires Burst.

Practical: This Regalia can be summoned to you


while you’re not Transformed, and used as a piece
of mundane equipment.

Charmed: Not only can this Regalia be used like


mundane equipment, you can cast an associated
Charm (i. e., Kiai or Buster) through it while you’re
not Transformed. Your Dual Identity won’t protect
you from being associated with this magic, so be
careful! Requires Practical.
Charm Regalia Additional Charm: Choose another Charm to cover;
the Regalia Equipment lends its equipment bonus to
that Charm as well, as long as you’re using a Skill the
Anything that helps you use a Skill can be a piece of Regalia covers.
Regalia, which is pretty much… anything! Each
Charm listed some potential examples of what Additional Skill: Choose another Skill to cover; the
might serve as Regalia for it, and that’s by no means Regalia Equipment can also apply its bonus if you
the limit. Regalia can be expanded to cover a wide cast the Charm with that Skill. This is not very useful
variety of stuff, but you do have to justify why the when you only use it for the Charm casting, but
same piece of Regalia can be used for all those becomes more useful with other modifications.
applications; you can’t just say “this Band-Aid also
adds to my Larceny because shut up,” but you might Emulate Equipment: This Regalia now has the
say “these gloves make my hands impossibly steady mundane functionality of a piece of other
so I can perform delicate surgery or delicate equipment, such as the ones listed in the CofD core,
lockpicking with equal proficiency.” other supplements, or something the Storyteller
agrees is about that powerful. In general, this will
Each piece of Charm Regalia is a piece of equipment allow you to apply the bonus to rolls that are about
that is keyed to one Skill and one Charm. When you as narrowly or widely defined as a single Specialty,
cast a Charm that uses that Skill, or a Charm that might let you do something that can only be
could have used that Skill with one of the Upgrades accomplished with Equipment (like how you need
you applied but you picked another skill to roll hacking software to hack things), and can give a
(maybe because one of the other upgrades required miscellaneous bonus (like how tape recorders can
a certain Skill to apply), apply its dice bonus. Charm hear things when you aren’t there, or duct tape can
Regalia starts with a dice bonus of +1 and no other slap an extra Durability onto something, or a
traits. Without Emulate Equipment, the Regalia smartphone can play gacha games).
can’t be used for mundane rolls. Since Step isn’t
rolled, Step Regalia gets 2 additional points for free; Practical: This Regalia can be used for its mundane
get at least one “Emulate Equipment.” effect when you’re not Transformed.

Modification Cost Charmed: This Regalia can be used to cast the


associated Charm even while you’re not
+1 equipment bonus -2 Transformed. Your Dual Identity won’t protect you
Additional Charm -2, only once against being associated with the magic, so be
careful. You’re still casting the Charm yourself, so
Additional Skill -2, only once you can’t give this to someone else to give them the
capability to cast the Charm. Requires Practical.
Emulate Equipment -1

Practical -1 Buster: This Regalia also can be used to cast the


Buster Charm; this won’t count against the limit of 1
Charmed -1, requires Practical “Additional Charm” and when you cast Buster with
Buster -1 it you add a damage rating of 1.
Example Regalia Creation
Defense in melee. And if she has Charge, she can
benefit from superior speed and still keep that high
Defense!
Miley knows what she’s about: she wants thick
armor and a big sword. She started with 3 dots in Forget a sword, what if she has a lance or a spear?
Regalia and spent 1 more of her Merit dots on it at “Reach” and “Charge” each cost 1, so the increased
creation, so to make it easy she’ll just assign 2 dots Strength requirement pays for those. What else
to each piece of gear. She will have 6 points of goes good with a lance that makes charge attacks?
modifications to build each piece of Regalia Knockdown seems all right, she can blaze into
Equipment with. someone at full tilt and knock them over. She can
take the 2-Handed tag to pay for that. If she wants
Armor: 6 points of modifications buys 2 points of to do charge attacks really well, what if the lance is
general armor. Right off the bat, that sounds good. built to do that. So what if it’s a rocket lance that
But then she realizes that with her Strength of 4, has a jet booster to propel her forward? That would
she can accommodate heavier gear. She can’t be sick! She figures that would give her an Initiative
increase the Strength requirement to 4, because the bonus, because it makes her faster. She could take
maximum any number can go is 1 more than the more negative tags to pay for some bonus Initiative,
dots in Regalia, so her 2-dot Regalia can only have a but she doesn’t really want to. Instead, she lowers
maximum Strength requirement of 3. She ups the the damage of the weapon to 2L, freeing up 3
required Strength to 3, giving herself 2 more points points to work with. She puts 2 of them into an
to work with -- she puts those into Ballistic Armor, Initiative bonus and the last one into Piercing, so
so now she has extra protection against guns. She against armored targets, she has the same
has 2/2 armor that applies no penalty to Defense or effectiveness as 3L.
Speed, which is pretty sweet.
She ends up with a rocket lance that does 2L
The group has already decided on a basic “look” damage, grants her a +2 bonus to Initiative, and has
that their Regalia will accent or accessorize, so she the 2-Handed, Reach, Charge, Knockdown, and
decides it’s going to look like a light breastplate with Piercing 1 tags.
a badass duster jacket, like if Joan of Arc was an Old
West cowgirl, over the basic outfit. Johnny knows he isn’t going to be as
combat-focused as Miley. His Troubadour is going to
Melee: 6 points of modifications is 2 lethal damage, stay back while Miley rushes headlong into danger,
so if she stops there, she can have a weapon that’s so his armor isn’t as high a priority, and he doesn’t
3L and nothing else. But she knows that as a want a dedicated weapon: he wants a Charm tool
Kiai-using Champion, this weapon is going to do a that also helps his Buster when he’s ready to apply a
lot for her, so she wants it to be cool and versatile finisher. With his 3 starting Regalia dots, he puts one
and enable her to do distinct things. So, right off the into armor and two into a Charm Regalia.
bat, she ups the Strength requirement to 3, that
gives her 2 more points to play with. Her third Armor: Johnny does not plan to take hits in melee. If
affinity is Step, so she knows she wants to benefit Johnny takes hits in melee, something has gone
from being mobile, and looks over the list of horrifically wrong. Since his plan for melee is to not
weapon tags. Ooh, if she has Reach, she can benefit stay there, he figures he can rely more on Defiance
from superior maneuverability, and add to her to stop damage when things get wild. With his 1 dot
Regalia Armor, he has 3 points to use, and he can someone. He has a golden microphone on a
increase the Strength Requirement to 2, which is microphone stand that applies a +2 equipment
good, because 2 is all the Strength he has. A point of bonus. The bonus applies to the Anthem Charm or
General Armor would take almost everything he the Plea Charm when they use the Expression skill,
has, so he’s going to skip it. Instead, he’s going to his own mundane uses of the Expression skill for
get 2 points of Ballistic Armor and spend the other 2 singing, and the Buster Charm, which it adds a
points to add 1 to his Defense. He’s not as tanky as weapon bonus of 1L to. It can also record sounds it
Miley, but that’s also not his job. picks up, whether his voice or from the
environment, to play back later -- that will let him
When deciding what it looks like, he pauses for a employ Artistic Plea and Recorded Anthem no
moment before realizing there’s only one thing that matter what circumstance he’s in.
can both protect him and pay respect to the
Godfather of Soul: Johnny has a red sequin cape
over his basic outfit that provides 0/2 armor and +1
Defense, exactly like James Brown did. That was the
exact stat line, you can look it up.

Charm: Johnny knows he’s going to need a


microphone. He’s got Anthem and Plea, and both of
those involve verbal communication. His mic is an
Anthem Charm Regalia, keyed to Expression,
because Expression is what you have to use for
Anthem. So with 2 dots of Regalia allocated to his
microphone, he has 6 points to assign. Another
point of Equipment Bonus is always nice, so he
spends 2 on that, to increase the bonus to +2. If he
wants to use the mic for Plea, then he needs to
spend 2 points to buy Another Charm. He’ll need
the Artistic Plea Upgrade to use Expression for Plea,
but he already knew that and took it -- his
performance is his art. He wants this to also serve as
his Buster Regalia, leveling his opponents with a
musical burst of power, so that’s one more point.
With the last point he needs to add Emulate
Equipment so it can apply to some mundane skill.
He decides that it will have the properties of a
recording booth microphone, so it can apply its
equipment bonus to singing, and also record sounds
to play later.

A handheld microphone, or a stand mic? Hmm, a


mic on a stand lets him pick up the stand and swing
it and emphasize with it like he’s dancing with
Lingering Shadows
Appendix II: Tilts and Conditions

do so -- she gains a -2 penalty to all Mental and


Emotionally Invested Social rolls.

Condition - Emotional - Light - Princess - Stacking


Beat: Your character’s obsession with this one
source of danger or failure leads her to some other
You have flared your Belief to strengthen your Inner
kind of danger or failure.
Light, investing part of your self-image in your ability
to triumph. Note a goal when you gain this
Resolution: Gain a dot of Belief, lose another dot of
Condition; if you already have any stacks of this
Belief, or score an Exceptional Success on a
Condition, the goal must be more specific and
Compromise roll.
difficult than the ones you already have.

Resolution: Succeed in the goal you set when you Doubting


got this Condition. Gain a Luminous Beat instead of
Condition - Emotional - Princess
a normal one.
What if you’re not good enough? You failed. Maybe
Failure: Fail to achieve the goal you set when you
failing is all you can do. Your character, after a
got this Condition. Lose this Condition, do not gain a
Compromise or a close brush with it, is doubting her
Beat, and lose a Belief dot.
own abilities and worth so much it weakens her
magic.
Hypervigilant
Resolution: Lock out access to a single relevant
Condition - Emotional - Princess - Persistent
Charm for one scene; you’re so inside your own
head that your magic sputters and fizzles, and you
No. Not again. Never again. You failed someone, or
have to use other means.
failed yourself, in such a traumatic way that you’ve
become obsessed with never letting it happen
again. If your character hasn’t taken action in the Pacify
current scene to prevent this failure from happening
Tilt - Magical - Emotional - Light
again -- even if there’s no way she could realistically
Cause: A nearby font of Pure Darkness or repeated
You have a penalty to any hostile action equal to the acts of great Darkness have gone on for too long
successes of the Charm that caused this Tilt, and without making any headway against them.
any failure on hostile action automatically becomes
a Dramatic Failure. Ending: At the end of any scene in which you make
significant progress against the source of Darkness,
Cause: Someone used the Calming Upgrade to the remove a stack. If you defeat the source of
Plea Charm on you. Darkness, remove all stacks.

Ending: Once someone under the Pacify Tilt takes a


Dead Inside
hostile action, the Tilt expires from everyone.
Condition - Emotional - Princess - Persistent

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.

Ending: The effect is suspended once a number of


All-Consuming Darkness
turns elapse from the turn Anthem was cast,
depending on the choices made when it was cast. It Condition - Environmental - Tension - Stacking -
starts up again if the caster spends another turn Persistent
performing. At the end of the scene, it vanishes.
The taint of the Darkness threatens this place. The
Light of Hope pushes it back, but the Darkness is
Special Helpers
always pushing that little bubble of illumination
Tilt - Magical - Physical - Light inward as hard as it can.

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.

Causes / Removal: The strength of the Darkness,


both in terms of its current forces and the grip it has
on the people who live there, determines the stacks
of All-Consuming Darkness. Defeating Darkspawn,
Nightscapes, and Defilers in the area can lower it; so
can uplifting and inspiring people there to resist fear
and let in hope. Increasing the grip of fear on an
area, opening Bleeds, allowing major physical
manifestations of Darkness to exist unchallenged, or

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