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Princess:​ ​The​ ​Hopeful
Road​ ​of​ ​Dawn

A​ ​Supplement​ ​for​ ​Princess​ ​the​ ​Hopeful


Special​ ​Thanks​ ​to:​ ​SaulottheGentle,​ ​Karavolos,​ ​TheKingsRaven,​ ​Naomi​ ​Li,​ ​Michael
Brazier,​ ​Colin​ ​Fredericks,​ ​Michael​ ​Chui,​ ​tambov333,​ ​the​ ​original​ ​Princess​ ​the​ ​Hopeful
creators​ ​and​ ​the​ ​RPG.net​ ​forum​ ​members.
A​ ​Disclaimer
This​ ​is​ ​a​ ​supplement​ ​to​ ​the​ ​Princess​ ​the​ ​Hopeful​ ​Corebook​ ​detailing​ ​the​ ​Court​ ​of​ ​Cups,​ ​Wands
and​ ​Pentacles,​ ​their​ ​charms​ ​and​ ​what​ ​their​ ​Kingdoms​ ​have​ ​probably​ ​looked​ ​like.​ ​Chapter​ ​1
includes​ ​the​ ​Stereotypes​ ​for​ ​the​ ​Twilight​ ​Courts​ ​in​ ​case​ ​an​ ​ST​ ​wants​ ​to​ ​incorporate​ ​them​ ​into​ ​a
modern​ ​setting​ ​in​ ​some​ ​way.​ ​Chapter​ ​3​ ​does​ ​describe​ ​them​ ​in​ ​a​ ​way​ ​that​ ​they​ ​could​ ​be​ ​within​ ​the
Dreamlands,​ ​but​ ​this​ ​is​ ​only​ ​to​ ​give​ ​a​ ​general​ ​view​ ​of​ ​how​ ​their​ ​Kingdoms​ ​were​ ​like​ ​rather​ ​than
a​ ​Pre-Fall​ ​version.​ ​How​ ​the​ ​Pre-Fall​ ​world​ ​was​ ​like​ ​could​ ​make​ ​for​ ​an​ ​entire​ ​other​ ​book.
Nonetheless,​ ​this​ ​book​ ​can​ ​be​ ​used​ ​anyhow​ ​desired.
This​ ​book​ ​is​ ​compatible​ ​with​ ​both​ ​Dream​ ​and​ ​Vocation​ ​Versions​ ​of​ ​the​ ​Corebook.
Chapter​ ​One:​ ​The​ ​Pre-Twilight​ ​Courts 
Nightfall
The​ ​Kingdom​ ​is​ ​good.​ ​The​ ​Kingdom​ ​is​ ​the​ ​Light.​ ​Should​ ​it​ ​fall,​ ​then​ ​so​ ​too​ ​does​ ​light…for​ ​a
time.​ ​The​ ​Light’s​ ​ability​ ​is​ ​unique,​ ​the​ ​ability​ ​to​ ​create​ ​anew​ ​when​ ​nothing​ ​else​ ​is​ ​left.​ ​Perhaps
the​ ​same​ ​goes​ ​for​ ​the​ ​Kingdoms​ ​too,​ ​that​ ​they​ ​can​ ​be​ ​remade​ ​and​ ​make​ ​the​ ​world​ ​shine
brilliantly.
At​ ​least,​ ​that’s​ ​what​ ​they​ ​were​ ​supposed​ ​to​ ​do.

The​ ​Darkness​ ​knew​ ​of​ ​the​ ​Light’s​ ​nature,​ ​and​ ​constructed​ ​a​ ​trap​ ​in​ ​the​ ​Dreamlands​ ​with​ ​the​ ​help
of​ ​three​ ​beings​ ​who​ ​were​ ​once​ ​intimate​ ​to​ ​the​ ​Light.​ ​These​ ​avatars​ ​of​ ​the​ ​darkness​ ​were​ ​the​ ​gods
amongst​ ​the​ ​tides​ ​of​ ​Darkspawn.​ ​Although​ ​not​ ​all​ ​light​ ​can​ ​be​ ​devoured​ ​by​ ​a​ ​black​ ​hole,​ ​and​ ​in
the​ ​same​ ​way​ ​did​ ​some​ ​light​ ​escape​ ​the​ ​Fall.​ ​They​ ​have​ ​survived​ ​the​ ​Fall​ ​and​ ​existed​ ​through​ ​the
Long​ ​Night.

Now​ ​how​ ​did​ ​these​ ​courts​ ​live​ ​in​ ​the​ ​Kingdom’s​ ​time?

The​ ​Road​ ​of​ ​Twilight


The​ ​Twilight​ ​Courts​ ​have​ ​existed​ ​since​ ​time​ ​immemorial,​ ​defying​ ​the​ ​Fall​ ​by​ ​escaping​ ​or
fighting​ ​through​ ​it.​ ​The​ ​Queen​ ​of​ ​Tears​ ​stands​ ​stalwart​ ​in​ ​her​ ​Kingdom,​ ​shielding​ ​it​ ​from​ ​the​ ​tide
of​ ​Darkness​ ​and​ ​inverting​ ​it​ ​about​ ​her​ ​city​ ​with​ ​unholy​ ​magic​ ​unimaginable​ ​by​ ​the​ ​Light.​ ​The
Queen​ ​of​ ​Storms​ ​had​ ​ripped​ ​her​ ​own​ ​body​ ​apart​ ​before​ ​doing​ ​the​ ​same​ ​unto​ ​the​ ​Darkness,
becoming​ ​her​ ​own​ ​Invocation​ ​and​ ​gestalt​ ​soul​ ​by​ ​the​ ​virtue​ ​of​ ​her​ ​dead​ ​soldiers.​ ​The​ ​Queen​ ​of
Mirrors​ ​ran​ ​from​ ​the​ ​Fall,​ ​unable​ ​to​ ​bear​ ​a​ ​nation’s​ ​burdens​ ​on​ ​her​ ​shoulders,​ ​instead​ ​pursuing​ ​a
vision​ ​of​ ​the​ ​True​ ​Heir:​ ​the​ ​one​ ​who​ ​can​ ​save​ ​everyone​ ​and​ ​restore​ ​the​ ​Kingdom.

But​ ​this​ ​still​ ​doesn’t​ ​answer​ ​how​ ​these​ ​Queens​ ​existed​ ​in​ ​the​ ​Kingdom,​ ​or​ ​even​ ​if​ ​they​ ​were
always​ ​like​ ​this.​ ​Would​ ​the​ ​Queen​ ​of​ ​Tears'​ ​actions​ ​be​ ​truly​ ​necessary​ ​in​ ​the​ ​World​ ​of​ ​Light?

The​ ​Court​ ​of​ ​Tears


The​ ​Court​ ​of​ ​Tears​ ​exists​ ​within​ ​Alhambra,​ ​shielded​ ​by​ ​its​ ​ward​ ​against​ ​the​ ​Darkness.​ ​Just​ ​as​ ​the
lamps​ ​within​ ​the​ ​city​ ​burn​ ​on​ ​stolen​ ​hope,​ ​so​ ​too​ ​does​ ​the​ ​Invocation​ ​of​ ​Lacrima​ ​darken​ ​the
hopes​ ​of​ ​those​ ​who​ ​use​ ​its​ ​charms,​ ​as​ ​well​ ​as​ ​wielding​ ​the​ ​very​ ​darkness​ ​to​ ​protect​ ​that​ ​which
they​ ​love.

The​ ​very​ ​existence​ ​of​ ​the​ ​Court​ ​of​ ​Tears​ ​is​ ​a​ ​controversy​ ​to​ ​the​ ​Kingdom​ ​and​ ​to​ ​the​ ​Light.​ ​How
does​ ​an​ ​invocation​ ​manipulate​ ​the​ ​Darkness?​ ​ ​How​ ​does​ ​it​ ​even​ ​allow​ ​for​ ​turning​ ​a​ ​paragon​ ​of
the​ ​Light​ ​into​ ​a​ ​Creature​ ​of​ ​the​ ​Darkness?​ ​One​ ​thing​ ​that​ ​can​ ​be​ ​researched​ ​for​ ​information​ ​is
Alhambra’s​ ​archives.​ ​Out​ ​of​ ​all​ ​of​ ​the​ ​descriptions​ ​of​ ​the​ ​Kingdoms,​ ​the​ ​Lost​ ​Invocation​ ​of
Coppe​ ​bears​ ​few​ ​similarities​ ​with​ ​Lacrima,​ ​but​ ​perhaps​ ​notably,​ ​it​ ​can​ ​affect​ ​Ghosts​ ​and​ ​share
the​ ​ability​ ​to​ ​transform​ ​into​ ​another​ ​supernatural​ ​creature.​ ​This​ ​ability​ ​to​ ​touch​ ​magic​ ​not​ ​of​ ​the
Light​ ​has​ ​drawn​ ​the​ ​few​ ​who​ ​have​ ​knowledge​ ​of​ ​it’s​ ​existence​ ​to​ ​name​ ​it​ ​Coppe,​ ​taking​ ​to​ ​name
the​ ​Lost​ ​Invocations​ ​that​ ​Alhambra​ ​has,​ ​after​ ​the​ ​same​ ​card​ ​motif​ ​the​ ​Radiant​ ​Queens​ ​follow.

The​ ​Court​ ​of​ ​Storms


The​ ​Court​ ​of​ ​Storms​ ​burns​ ​in​ ​rage​ ​through​ ​the​ ​Dark​ ​World​ ​in​ ​the​ ​form​ ​of​ ​an​ ​unceasing,​ ​and​ ​very
much​ ​living,​ ​natural​ ​disaster.​ ​Her​ ​armies​ ​burn​ ​through​ ​the​ ​Darkness​ ​as​ ​much​ ​as​ ​their​ ​queen,
cauterizing​ ​what​ ​the​ ​darkness​ ​touches​ ​as​ ​much​ ​as​ ​their​ ​very​ ​flesh​ ​with​ ​a​ ​touch​ ​of​ ​acid.

Like​ ​the​ ​Court​ ​of​ ​Tears,​ ​the​ ​Queen​ ​and​ ​Court​ ​of​ ​Storms​ ​are​ ​a​ ​controversy​ ​to​ ​the​ ​Light​ ​for
various​ ​reasons.​ ​For​ ​one,​ ​the​ ​Queen​ ​seems​ ​to​ ​have​ ​lost​ ​her​ ​fundamental​ ​humanity,​ ​unable​ ​to​ ​take
actions​ ​beyond​ ​ ​“see​ ​darkness,​ ​kill​ ​darkness”.​ ​Perhaps​ ​even​ ​more​ ​frightening​ ​is​ ​how​ ​her
invocation,​ ​nay,​ ​her​ ​very​ ​magic​ ​utterly​ ​destroys​ ​the​ ​darkness.​ ​She​ ​has​ ​forgotten​ ​the​ ​Fall,​ ​and​ ​all
sources​ ​involving​ ​her​ ​before​ ​then​ ​had​ ​came​ ​from​ ​Alhambra’s​ ​archives,​ ​which​ ​some​ ​scholars​ ​say
may​ ​be​ ​biased​ ​against​ ​Storms.​ ​However,​ ​the​ ​Queen​ ​of​ ​Storms​ ​is​ ​a​ ​pillar​ ​of​ ​determination​ ​in​ ​her
effort​ ​to​ ​destroy​ ​the​ ​Darkness.​ ​Not​ ​even​ ​death​ ​could​ ​stop​ ​her​ ​vengeance.​ ​Those​ ​who​ ​know​ ​of​ ​the
Lost​ ​Invocation​ ​“Bastoni”,​ ​one​ ​of​ ​the​ ​charms​ ​regularly​ ​used​ ​still​ ​in​ ​Alhambra,​ ​freely​ ​admit​ ​it
would​ ​be​ ​grasping​ ​at​ ​straws​ ​to​ ​say​ ​Tempesta​ ​is​ ​its​ ​successor.​ ​It​ ​at​ ​least​ ​cannot​ ​be​ ​denied​ ​that
there​ ​are​ ​similarities,​ ​but​ ​nothing​ ​could​ ​ever​ ​say​ ​for​ ​sure.

The​ ​Court​ ​of​ ​Mirrors


Finally,​ ​the​ ​Court​ ​of​ ​Mirrors.​ ​The​ ​Hierophant​ ​Queen​ ​searches​ ​onward​ ​for​ ​the​ ​True​ ​Heir,
someone​ ​to​ ​save​ ​everyone​ ​and​ ​restore​ ​the​ ​Kingdom.​ ​The​ ​Invocation​ ​she​ ​holds​ ​is​ ​Specchio,​ ​the
magic​ ​of​ ​the​ ​True​ ​Heir​ ​that​ ​drives​ ​her​ ​Nobles​ ​to​ ​the​ ​greatest​ ​of​ ​heights​ ​and​ ​has​ ​also​ ​lead​ ​to​ ​their
cackling​ ​downfall​ ​to​ ​madness.

Simply​ ​put,​ ​everything​ ​about​ ​the​ ​Queen​ ​of​ ​Mirrors​ ​is​ ​enigmatic.​ ​Her​ ​Kingdom,​ ​her​ ​Court,
everything​ ​known​ ​of​ ​her​ ​is​ ​but​ ​a​ ​fairy​ ​tale​ ​she​ ​tells​ ​of​ ​crystal​ ​towers​ ​and​ ​looking​ ​glasses.​ ​Even
whether​ ​she​ ​is​ ​a​ ​Twilight​ ​Queen​ ​or​ ​not​ ​is​ ​a​ ​subject​ ​of​ ​debate​ ​and​ ​division​ ​in​ ​the​ ​Radiant.​ ​Perhaps
the​ ​most​ ​stunning​ ​and​ ​signature​ ​of​ ​Specchio’s​ ​charms​ ​is​ ​the​ ​ability​ ​to​ ​predict​ ​the​ ​future​ ​with
crystal​ ​clear​ ​accuracy.​ ​It​ ​also​ ​carries​ ​the​ ​ability​ ​to​ ​bend​ ​space​ ​and​ ​time,​ ​an​ ​aspect​ ​that​ ​intrigues
members​ ​of​ ​Diamonds.​ ​However,​ ​what​ ​is​ ​known​ ​for​ ​sure​ ​is​ ​that​ ​deep​ ​in​ ​Alhambra’s​ ​vaults​ ​lie
bequests​ ​of​ ​mirrors​ ​and​ ​spyglasses,​ ​enchanted​ ​with​ ​the​ ​Lost​ ​Invocation​ ​of​ ​Pentacolo.​ ​Their
charms​ ​lead​ ​you​ ​down​ ​the​ ​right​ ​path.​ ​There​ ​have​ ​been​ ​attempts​ ​to​ ​bring​ ​forth​ ​the​ ​Queen​ ​of
Mirrors​ ​to​ ​answer​ ​these​ ​queries,​ ​but​ ​she​ ​never​ ​picks​ ​up​ ​the​ ​call.​ ​After​ ​all,​ ​the​ ​only​ ​ones​ ​qualified
to​ ​speak​ ​to​ ​her​ ​are​ ​her​ ​prospective​ ​True​ ​Heirs.
The​ ​Road​ ​to​ ​Dawn
There​ ​are​ ​so​ ​many​ ​questions​ ​to​ ​the​ ​Twilight​ ​Courts.​ ​How​ ​they’ve​ ​existed​ ​during​ ​the​ ​Kingdom,
what​ ​precious​ ​bits​ ​of​ ​lore​ ​they​ ​have​ ​of​ ​what​ ​was​ ​before​ ​the​ ​Fall.​ ​Perhaps​ ​equally​ ​suspicious​ ​are
the​ ​Lost​ ​Invocations​ ​present​ ​in​ ​Alhambra​ ​seem​ ​to​ ​bear​ ​a​ ​link​ ​to​ ​an​ ​appropriate​ ​Twilight​ ​Court,​ ​if
only​ ​in​ ​certain​ ​functions.​ ​In​ ​short,​ ​many​ ​of​ ​the​ ​lucky​ ​Radiant​ ​and​ ​Tortoises​ ​who​ ​were​ ​able​ ​to
read​ ​on​ ​Alhambra’s​ ​Archives​ ​could​ ​easily​ ​piece​ ​together​ ​that​ ​the​ ​Twilight​ ​Courts​ ​were​ ​once
Radiant​ ​Courts​ ​in​ ​the​ ​time​ ​of​ ​the​ ​Fall.​ ​But​ ​during​ ​it,​ ​they​ ​became​ ​Twilight​ ​and​ ​thus​ ​their
Invocations​ ​changed​ ​to​ ​reflect​ ​that.​ ​This​ ​is​ ​the​ ​telling​ ​of​ ​the​ ​Twilight​ ​Courts’​ ​precursors:​ ​the
Pre-Twilight​ ​Courts.
 

Queen​ ​of​ ​Cups 


AKA:​ ​The​ ​Endless​ ​Queen,​ ​The​ ​Unchained​ ​Madame,​ ​The​ ​Mentor​ ​of​ ​Ten​ ​Paths,​ ​Herself
Follower’s​ ​Epithets:​ ​Wanderers,​ ​Monks,​ ​Masks,​ ​Hippies​ ​(Derogatory)
Kingdom:​ ​Calat
Discovery​ ​is​ ​an​ ​important​ ​factor​ ​of​ ​life.​ ​Many​ ​will​ ​tell​ ​you​ ​that​ ​you​ ​are​ ​better​ ​off​ ​not​ ​knowing,​ ​or
that​ ​it’s​ ​better​ ​to​ ​live​ ​in​ ​blissful​ ​ignorance.​ ​To​ ​live​ ​as​ ​another​ ​piece​ ​of​ ​the​ ​Machine.​ ​That​ ​is​ ​not
the​ ​case.​ ​The​ ​machine​ ​is​ ​simply​ ​the​ ​groups​ ​of​ ​people​ ​who​ ​go​ ​through​ ​life,​ ​each​ ​piece​ ​is​ ​what
each​ ​of​ ​us​ ​are.​ ​But​ ​what​ ​makes​ ​us​ ​run?​ ​What​ ​makes​ ​us​ ​tick?​ ​What​ ​causes​ ​us​ ​to​ ​react​ ​the​ ​way​ ​we
do​ ​and​ ​why?​ ​What​ ​is​ ​that​ ​bit​ ​of​ ​energy​ ​through​ ​all​ ​of​ ​us​ ​and​ ​how​ ​do​ ​we​ ​express​ ​it​ ​in​ ​the​ ​machine
of​ ​life?​ ​Not​ ​what​ ​society​ ​says​ ​we​ ​should​ ​believe,​ ​but​ ​what​ ​we​ ​believe​ ​as​ ​individuals.​ ​Good​ ​and
Evil,​ ​Fear​ ​and​ ​Desire,​ ​Love​ ​and​ ​Hate.

If​ ​there’s​ ​anything​ ​we​ ​lost,​ ​it​ ​was​ ​how​ ​to​ ​know​ ​where​ ​“I”​ ​begins​ ​compared​ ​to​ ​the​ ​labels​ ​from
everyone​ ​else​ ​and​ ​to​ ​face​ ​even​ ​that​ ​which​ ​makes​ ​us​ ​afraid​ ​of​ ​ourselves.

We​ ​need​ ​to​ ​learn​ ​how​ ​to​ ​know​ ​ourselves​ ​again.​ ​But​ ​we​ ​can’t​ ​start​ ​until​ ​we​ ​take​ ​the​ ​first​ ​step.

The​ ​Queen​ ​of​ ​Cups​ ​believes​ ​that​ ​many​ ​people​ ​have​ ​lost​ ​the​ ​ability​ ​of​ ​someone​ ​to​ ​know​ ​their
own​ ​identity​ ​apart​ ​from​ ​the​ ​masses​ ​of​ ​other​ ​people.​ ​Her​ ​followers​ ​believe​ ​that​ ​such​ ​a​ ​way​ ​is​ ​still
possible,​ ​and​ ​seek​ ​to​ ​learn​ ​everything​ ​they​ ​can​ ​about​ ​themselves​ ​and​ ​to​ ​help​ ​others​ ​on​ ​the​ ​path.

Tales​ ​of​ ​the​ ​Kingdom


From​ ​her​ ​seat​ ​of​ ​the​ ​Capital​ ​of​ ​her​ ​Kingdom,​ ​the​ ​City​ ​of​ ​Alhambra,​ ​the​ ​Queen​ ​of​ ​Cups​ ​rules​ ​the
Kingdom​ ​of​ ​Calat.​ ​Wide​ ​expanses​ ​of​ ​coasts​ ​live​ ​on​ ​Calat’s​ ​shores,​ ​where​ ​sky,​ ​sea​ ​and​ ​land
become​ ​one.​ ​The​ ​Queen​ ​sits​ ​upon​ ​a​ ​throne​ ​of​ ​Opal​ ​and​ ​Quartz,​ ​with​ ​a​ ​watchful​ ​eye​ ​she​ ​oversees
her​ ​Kingdom​ ​as​ ​it​ ​continues​ ​its​ ​growth.​ ​She​ ​is​ ​known​ ​for​ ​having​ ​a​ ​stake​ ​in​ ​almost​ ​everything
involved​ ​with​ ​her​ ​city.​ ​In​ ​each​ ​life​ ​has​ ​she​ ​walked​ ​a​ ​different​ ​path,​ ​done​ ​things​ ​a​ ​different​ ​way.
It’s​ ​not​ ​uncommon​ ​for​ ​her​ ​to​ ​try​ ​a​ ​new​ ​way​ ​and​ ​even​ ​sometimes​ ​renovate​ ​her​ ​kingdom​ ​should
the​ ​people​ ​follow​ ​suit,​ ​but​ ​nonetheless​ ​she​ ​speaks​ ​with​ ​understanding​ ​to​ ​almost​ ​every​ ​topic​ ​that
is​ ​brought​ ​up​ ​to​ ​her.

It’s​ ​quite​ ​simple​ ​to​ ​approach​ ​her.​ ​The​ ​Queen​ ​always​ ​adjusts​ ​her​ ​wavelength​ ​to​ ​meet​ ​the
Princess’s​ ​own,​ ​holding​ ​few​ ​standards​ ​and​ ​accepting​ ​of​ ​how​ ​even​ ​the​ ​most​ ​unruly​ ​of​ ​Nobles​ ​are.
The​ ​best​ ​way​ ​to​ ​name​ ​a​ ​conversation​ ​with​ ​her​ ​is​ ​as​ ​if​ ​she​ ​serves​ ​as​ ​a​ ​mentor​ ​to​ ​all​ ​Princesses.
She​ ​will​ ​advise​ ​and​ ​give​ ​her​ ​thoughts​ ​on​ ​the​ ​matter,​ ​but​ ​ultimately,​ ​she​ ​leaves​ ​the​ ​Princess​ ​to
make​ ​the​ ​decision​ ​herself.

The​ ​Queen​ ​is​ ​known​ ​for​ ​moving​ ​about​ ​her​ ​kingdom,​ ​never​ ​worried​ ​of​ ​her​ ​own​ ​safety​ ​nor​ ​that​ ​of
her​ ​Kingdom’s.​ ​Some​ ​may​ ​say​ ​that​ ​she​ ​is​ ​too​ ​careless,​ ​but​ ​she​ ​is​ ​perhaps​ ​the​ ​most​ ​in​ ​tune​ ​with
her​ ​kingdom's​ ​needs​ ​and​ ​to​ ​the​ ​voices​ ​of​ ​her​ ​people.​ ​Perhaps​ ​this​ ​clues​ ​into​ ​the​ ​subject​ ​of​ ​her
being​ ​the​ ​Mentor​ ​of​ ​Ten​ ​Paths.​ ​The​ ​Queen​ ​from​ ​her​ ​first​ ​few​ ​incarnations​ ​has​ ​attracted​ ​ten
Nobles​ ​whose​ ​duties​ ​to​ ​the​ ​Queen​ ​and​ ​her​ ​Invocation​ ​have​ ​gained​ ​her​ ​heart,​ ​and​ ​she​ ​has
accepted​ ​them​ ​as​ ​both​ ​her​ ​personal​ ​guard​ ​and​ ​as​ ​her​ ​advisors.​ ​All​ ​are,​ ​of​ ​course​ ​more​ ​than
qualified​ ​to​ ​be​ ​her​ ​companions​ ​in​ ​her​ ​quest.

Philosophy
The​ ​Queen​ ​of​ ​Cups​ ​has​ ​only​ ​ever​ ​asked​ ​one​ ​question​ ​to​ ​her​ ​Princesses:​ ​“Who​ ​are​ ​you?”

Maintain​ ​an​ ​Open​ ​Mind


The​ ​path​ ​to​ ​self-enlightenment​ ​isn’t​ ​a​ ​single​ ​path​ ​nor​ ​is​ ​it​ ​devoted​ ​to​ ​the​ ​“one”​ ​way.​ ​To​ ​a
courtier​ ​of​ ​Cups,​ ​any​ ​path​ ​can​ ​be​ ​the​ ​path​ ​that​ ​leads​ ​to​ ​that​ ​kind​ ​of​ ​enlightenment​ ​and​ ​a​ ​Cup​ ​is
free​ ​to​ ​take​ ​lessons​ ​from​ ​or​ ​even​ ​mix​ ​and​ ​match​ ​philosophies​ ​from​ ​each​ ​way​ ​she​ ​takes​ ​from.​ ​To
be​ ​able​ ​to​ ​keep​ ​her​ ​mind​ ​from​ ​closing​ ​off​ ​possibilities​ ​is​ ​vital​ ​to​ ​Cups​ ​as​ ​a​ ​whole.

A​ ​Crown​ ​is​ ​Just​ ​an​ ​Accessory


Throughout​ ​a​ ​life,​ ​a​ ​person​ ​will​ ​acquire​ ​labels​ ​or​ ​titles,​ ​something​ ​that​ ​is​ ​thought​ ​of​ ​as​ ​an
identifier​ ​for​ ​someone.​ ​Alcoholic,​ ​Slut,​ ​Goody​ ​Two​ ​Shoes,​ ​even​ ​the​ ​Queen​ ​of​ ​Cups​ ​claims​ ​her
own​ ​title​ ​falls​ ​under​ ​this.​ ​The​ ​Queen​ ​believes​ ​that,​ ​though​ ​you​ ​may​ ​qualify​ ​for​ ​many​ ​things​ ​in
your​ ​life,​ ​they​ ​are​ ​simply​ ​an​ ​extension​ ​of​ ​you​ ​and​ ​not​ ​who​ ​“you”​ ​are.​ ​One​ ​day​ ​the​ ​princess​ ​will
change​ ​and​ ​the​ ​label​ ​will​ ​no​ ​longer​ ​accurately​ ​describe​ ​her.​ ​At​ ​best,​ ​they​ ​serve​ ​as​ ​stepping​ ​stones
to​ ​enlightenment​ ​that​ ​the​ ​Queen​ ​of​ ​Cups​ ​believes​ ​will​ ​give​ ​the​ ​means​ ​for​ ​finding​ ​out​ ​whom​ ​the
princess​ ​is​ ​as​ ​a​ ​whole​ ​person.

Mark​ ​the​ ​Road


The​ ​Princess’s​ ​path​ ​on​ ​the​ ​Belief​ ​of​ ​Cups​ ​ends​ ​with​ ​this​ ​philosophy.​ ​The​ ​path​ ​doesn’t​ ​simply
end​ ​with​ ​discovering​ ​Enlightenment.​ ​Rather,​ ​it​ ​continues​ ​in​ ​that​ ​she’s​ ​discovered​ ​how​ ​to
discover​ ​that​ ​Enlightenment.​ ​Such​ ​teachings​ ​should​ ​never​ ​go​ ​to​ ​waste​ ​or​ ​be​ ​kept​ ​hidden​ ​in​ ​the
darkness.​ ​It​ ​should​ ​be​ ​shared​ ​so​ ​that​ ​the​ ​world​ ​may​ ​shine​ ​ever​ ​brighter​ ​in​ ​the​ ​Light.

Duties
A​ ​Cup’s​ ​Duty​ ​is​ ​to​ ​find​ ​themselves​ ​or​ ​help​ ​others​ ​on​ ​the​ ​way​ ​of​ ​their​ ​own​ ​path.​ ​To​ ​taste​ ​new
things​ ​and​ ​try​ ​new​ ​experiences,​ ​to​ ​face​ ​the​ ​darkness​ ​within​ ​and​ ​without​ ​and​ ​to​ ​feel​ ​strange
sensations​ ​if​ ​only​ ​to​ ​see​ ​how​ ​she’ll​ ​react​ ​to​ ​them.​ ​Every​ ​step​ ​with​ ​a​ ​Cup​ ​can​ ​be​ ​a​ ​revealing
experience.

Champions​ ​of​ ​Cups​ ​face​ ​just​ ​as​ ​much​ ​of​ ​the​ ​darkness​ ​within​ ​as​ ​they​ ​do​ ​the​ ​darkness​ ​without.
They​ ​are​ ​often​ ​drifters,​ ​heading​ ​from​ ​city​ ​to​ ​city,​ ​giving​ ​words​ ​of​ ​wisdom​ ​to​ ​those​ ​willing​ ​to
hear.​ ​Sometimes​ ​a​ ​person​ ​or​ ​two​ ​goes​ ​with​ ​them,​ ​perhaps​ ​to​ ​start​ ​a​ ​quest​ ​of​ ​their​ ​own​ ​with​ ​the
princess​ ​holding​ ​their​ ​hand​ ​on​ ​the​ ​first​ ​few​ ​steps.

Graces​ ​of​ ​Cups​ ​often​ ​work​ ​their​ ​way​ ​as​ ​leaders​ ​to​ ​twelve​ ​step​ ​programs​ ​and​ ​self-help​ ​groups.
Not​ ​only​ ​working​ ​to​ ​help​ ​others​ ​be​ ​themselves,​ ​they​ ​also​ ​discourage​ ​those​ ​who​ ​seek​ ​to​ ​corrupt
said​ ​things​ ​for​ ​their​ ​own​ ​benefits.​ ​Another​ ​movement​ ​that​ ​has​ ​caught​ ​their​ ​attention,​ ​and​ ​that
many​ ​Wanderers​ ​are​ ​found​ ​leading,​ ​are​ ​pro-LGBT​ ​rights​ ​movements.

With​ ​Graces​ ​leading​ ​said​ ​self-help​ ​groups,​ ​it​ ​is​ ​the​ ​Menders​ ​who​ ​often​ ​work​ ​as​ ​the​ ​counselors​ ​to
same​ ​groups​ ​working​ ​away​ ​at​ ​both​ ​the​ ​addiction​ ​itself,​ ​but​ ​they​ ​also​ ​work​ ​away​ ​at​ ​how​ ​such
groups​ ​tend​ ​to​ ​force​ ​the​ ​label​ ​on​ ​people​ ​even​ ​if​ ​they​ ​have​ ​successfully​ ​been​ ​cleaned​ ​out.​ ​Another
tendency​ ​for​ ​Menders​ ​of​ ​Cups​ ​is​ ​working​ ​as​ ​counselors​ ​in​ ​schools​ ​or​ ​juvenile​ ​centers,​ ​where
children​ ​and​ ​teens​ ​are​ ​forming​ ​their​ ​own​ ​identities​ ​and​ ​place​ ​in​ ​the​ ​world.

Seekers​ ​with​ ​the​ ​Philosophy​ ​of​ ​Cups​ ​tend​ ​to​ ​work​ ​not​ ​only​ ​on​ ​their​ ​own​ ​enlightenment,​ ​but​ ​to
show​ ​others​ ​the​ ​same​ ​route.​ ​But​ ​given​ ​Cup’s​ ​penchant​ ​for​ ​being​ ​able​ ​to​ ​understand​ ​the​ ​states​ ​of
other​ ​supernaturals,​ ​Seekers​ ​can​ ​also​ ​serve​ ​as​ ​middle​ ​ground​ ​and​ ​perhaps​ ​as​ ​informants​ ​to​ ​other
Nobles​ ​of​ ​the​ ​lives​ ​of​ ​other​ ​Supernaturals.​ ​Of​ ​course,​ ​some​ ​do​ ​exist​ ​who​ ​seek​ ​to​ ​corrupt​ ​them​ ​as
infiltrators,​ ​but​ ​Seekers​ ​are​ ​just​ ​as​ ​good​ ​at​ ​escaping​ ​as​ ​they​ ​are​ ​at​ ​fitting​ ​in.

Art​ ​by​ ​Troubadours​ ​of​ ​Cups​ ​usually​ ​have​ ​only​ ​one​ ​meaning:​ ​to​ ​let​ ​people​ ​come​ ​up​ ​with​ ​their
own​ ​meaning.​ ​Finding​ ​what​ ​you​ ​think​ ​of​ ​something​ ​can​ ​reveal​ ​oodles​ ​of​ ​things​ ​about​ ​your
identity.​ ​The​ ​job​ ​of​ ​the​ ​Troubadours​ ​of​ ​Cups​ ​is​ ​just​ ​to​ ​create​ ​intricacies​ ​and​ ​abstract​ ​thoughts​ ​for
each​ ​person​ ​to​ ​discover​ ​for​ ​themselves​ ​what​ ​the​ ​art​ ​means​ ​to​ ​them.

Background
Those​ ​who​ ​join​ ​the​ ​Court​ ​of​ ​Cups​ ​tend​ ​to​ ​be​ ​those​ ​who​ ​want​ ​to​ ​find​ ​or​ ​create​ ​some​ ​meaning​ ​in
their​ ​life.​ ​Other​ ​times,​ ​they​ ​are​ ​rebels​ ​against​ ​some​ ​form​ ​of​ ​oppressive​ ​societies​ ​and​ ​want​ ​to​ ​defy
it​ ​all​ ​in​ ​favor​ ​of​ ​their​ ​own​ ​selves​ ​and​ ​prove​ ​that​ ​they​ ​are​ ​able​ ​to​ ​live​ ​on​ ​without​ ​it.​ ​There​ ​are
factions​ ​of​ ​Princesses​ ​who​ ​have​ ​joined​ ​the​ ​Court​ ​of​ ​Cups​ ​because​ ​the​ ​prospect​ ​seemed​ ​to​ ​sound
admirable.​ ​However,​ ​the​ ​thought​ ​of​ ​having​ ​to​ ​face​ ​their​ ​fears,​ ​and​ ​even​ ​darker​ ​parts​ ​of
themselves​ ​that​ ​they​ ​repress,​ ​keep​ ​some​ ​away,​ ​as​ ​does​ ​the​ ​tendency​ ​for​ ​its​ ​members​ ​to​ ​be​ ​the
most​ ​foremost​ ​to​ ​admit​ ​their​ ​possession​ ​(whether​ ​they​ ​actually​ ​dabble​ ​is​ ​another​ ​story)​ ​of​ ​the
Twilight​ ​Invocations.

The​ ​Court​ ​of​ ​Cups​ ​is​ ​also​ ​known​ ​for​ ​gaining​ ​the​ ​most​ ​Nobles​ ​or​ ​Sworn​ ​who​ ​were​ ​previously
Twilight.​ ​Tears​ ​who​ ​can​ ​no​ ​longer​ ​take​ ​defending​ ​Alhambra’s​ ​bleak​ ​future,​ ​Storms​ ​whose
apocalyptic​ ​rage​ ​has​ ​finally​ ​settled​ ​and​ ​viewed​ ​the​ ​destruction​ ​behind,​ ​or​ ​Mirrors​ ​who’ve
managed​ ​to​ ​gain​ ​a​ ​sense​ ​of​ ​responsibility​ ​or​ ​have​ ​broken​ ​hard​ ​and​ ​are​ ​sensible​ ​enough​ ​to​ ​leave.
Of​ ​this,​ ​the​ ​Court​ ​of​ ​Cups​ ​is​ ​often​ ​a​ ​transitory​ ​court​ ​that​ ​they​ ​don’t​ ​stay​ ​in​ ​for​ ​long​ ​before
changing​ ​to​ ​another​ ​court.

Signature​ ​Emotions:​ ​Self-Discovery​ ​and​ ​Enlightenment


The​ ​road​ ​of​ ​life​ ​isn’t​ ​just​ ​a​ ​singular​ ​transition​ ​from​ ​life​ ​to​ ​death.​ ​To​ ​each​ ​person,​ ​it’s​ ​a​ ​different
journey,​ ​made​ ​up​ ​by​ ​their​ ​own​ ​experiences,​ ​memories​ ​and​ ​destinations.​ ​All​ ​of​ ​these​ ​being​ ​like
fish​ ​in​ ​the​ ​sea:​ ​all​ ​of​ ​them​ ​are​ ​different,​ ​some​ ​go​ ​their​ ​own​ ​ways​ ​but​ ​none​ ​stay​ ​in​ ​the​ ​same​ ​water.
To​ ​this​ ​end,​ ​the​ ​path​ ​of​ ​Self-Discovery​ ​is​ ​made​ ​from​ ​the​ ​countless​ ​amounts​ ​of​ ​people​ ​making
their​ ​own​ ​ways​ ​into​ ​the​ ​world​ ​to​ ​decide​ ​not​ ​who​ ​they​ ​wish​ ​to​ ​be,​ ​but​ ​how​ ​they​ ​want​ ​to​ ​be.

If​ ​Self-Discovery​ ​is​ ​the​ ​road,​ ​then​ ​Enlightenment​ ​is​ ​probably​ ​the​ ​end​ ​of​ ​the​ ​road.​ ​It​ ​doesn’t
necessarily​ ​have​ ​to​ ​mean​ ​reaching​ ​a​ ​state​ ​of​ ​divinity,​ ​it​ ​can​ ​also​ ​refer​ ​to​ ​one​ ​managing​ ​to​ ​find
their​ ​own​ ​place​ ​in​ ​the​ ​world​ ​in​ ​a​ ​brilliant​ ​flash​ ​of​ ​lightning.

Character​ ​Creation
The​ ​Queen​ ​and​ ​Court​ ​of​ ​Cups​ ​can​ ​be​ ​said​ ​to​ ​not​ ​have​ ​any​ ​favored​ ​Attributes​ ​or​ ​Skills.​ ​Each​ ​path
one​ ​walks​ ​to​ ​find​ ​their​ ​best​ ​path​ ​requires​ ​them​ ​to​ ​walk​ ​alone.​ ​As​ ​such,​ ​Princesses​ ​of​ ​Cups​ ​gauge
what​ ​they​ ​should​ ​do​ ​by​ ​what​ ​they​ ​think​ ​is​ ​best.​ ​Attributes​ ​and​ ​Skills​ ​vary.​ ​Presence​ ​and​ ​Resolve
tend​ ​to​ ​be​ ​practiced,​ ​as​ ​they​ ​assert​ ​their​ ​identity​ ​and​ ​strive​ ​to​ ​keep​ ​searching​ ​for​ ​themselves.
Occult​ ​and​ ​Empathy​ ​traits​ ​are​ ​practiced​ ​the​ ​most​ ​when​ ​it​ ​comes​ ​to​ ​Skills.​ ​Occult​ ​for​ ​Fulmine
charms​ ​on​ ​the​ ​supernatural​ ​world​ ​and​ ​Empathy​ ​to​ ​understand​ ​the​ ​path​ ​another​ ​takes.
Merits​ ​also​ ​tend​ ​to​ ​vary​ ​with​ ​each​ ​Cup.​ ​The​ ​most​ ​common​ ​amongst​ ​the​ ​Cups​ ​is​ ​picking​ ​up
Emotional​ ​Intuition​ ​through​ ​their​ ​sojourns​ ​and​ ​understanding​ ​of​ ​another.

Heraldry
The​ ​Court​ ​of​ ​Cups​ ​Regalia​ ​is​ ​amazingly​ ​devoid​ ​of​ ​a​ ​theme​ ​that​ ​other​ ​Courts​ ​regalia​ ​follows.​ ​The
Queen​ ​of​ ​Cups​ ​has​ ​decreed​ ​that​ ​her​ ​Princesses​ ​have​ ​the​ ​right​ ​to​ ​decide​ ​for​ ​themselves​ ​what​ ​their
regalia​ ​appears​ ​like.​ ​As​ ​such,​ ​it​ ​always​ ​appears​ ​like​ ​the​ ​Princess’s​ ​own​ ​idealized​ ​self.​ ​However,
as​ ​time​ ​goes​ ​on​ ​and​ ​they​ ​feel​ ​like​ ​the​ ​more​ ​they’ve​ ​found​ ​out​ ​about​ ​themselves,​ ​the​ ​more​ ​their
regalia​ ​tends​ ​to​ ​change​ ​itself​ ​based​ ​on​ ​the​ ​Princess’s​ ​new​ ​sense​ ​of​ ​self.
Echo
The​ ​Court​ ​of​ ​Cups​ ​echo​ ​is​ ​like​ ​a​ ​small​ ​shock​ ​of​ ​electricity.​ ​How​ ​did​ ​that​ ​make​ ​you​ ​feel?

Practical​ ​Magic
It​ ​is​ ​the​ ​nature​ ​of​ ​the​ ​Masks​ ​to​ ​take​ ​different​ ​routes​ ​to​ ​find​ ​themselves​ ​at​ ​the​ ​end​ ​of​ ​the​ ​day,​ ​to
gain​ ​a​ ​taste​ ​of​ ​roads​ ​she​ ​may​ ​yet​ ​travel.​ ​At​ ​the​ ​beginning​ ​of​ ​each​ ​Scene,​ ​a​ ​Princess​ ​of​ ​Cups​ ​may
declare​ ​one​ ​set​ ​of​ ​Attributes:​ ​Physical,​ ​Social,​ ​Mental,​ ​Power,​ ​Finesse​ ​or​ ​Resistance.​ ​Upon​ ​doing
so,​ ​at​ ​any​ ​time​ ​after​ ​can​ ​the​ ​Princess​ ​simply​ ​spend​ ​a​ ​wisp​ ​to​ ​fully​ ​use​ ​this​ ​Practical​ ​Magic.​ ​She
can​ ​split​ ​up​ ​her​ ​bonus​ ​dice​ ​of​ ​Fulmine​ ​x​ ​2​ ​amongst​ ​the​ ​group​ ​of​ ​attributes​ ​in​ ​any​ ​configuration
she​ ​likes.​ ​She​ ​may​ ​spend​ ​a​ ​wisp​ ​later​ ​on​ ​to​ ​reconfigure​ ​the​ ​bonus​ ​to​ ​her​ ​chosen​ ​attributes.
High​ ​Belief​ ​increases​ ​this​ ​effect,​ ​the​ ​Princess​ ​may​ ​increase​ ​her​ ​Fulmine​ ​rating​ ​by​ ​her​ ​Belief​ ​-​ ​7.

Invocation:​ ​Fulmine
The​ ​Unchained​ ​Madame​ ​brings​ ​the​ ​senses​ ​and​ ​emotions​ ​into​ ​the​ ​Invocation​ ​of​ ​Fulmine,​ ​and​ ​the
Wanderers​ ​who​ ​follow​ ​the​ ​Court​ ​of​ ​Cups​ ​find​ ​themselves​ ​learning​ ​it​ ​better​ ​than​ ​any​ ​other.​ ​It​ ​is
linked​ ​with​ ​the​ ​virtue​ ​of​ ​self-discovery,​ ​the​ ​attempts​ ​to​ ​connect​ ​with​ ​new​ ​and​ ​unfelt​ ​experiences
and​ ​the​ ​connections​ ​formed​ ​through​ ​emotions​ ​and​ ​Electricity,​ ​the​ ​element​ ​where​ ​positive​ ​and
negative,​ ​two​ ​opposites​ ​come​ ​together​ ​to​ ​form​ ​one.​ ​It​ ​is​ ​also​ ​bound​ ​with​ ​the​ ​means​ ​to​ ​facilitate
self-change,​ ​in​ ​which​ ​it​ ​is​ ​known​ ​for​ ​being​ ​able​ ​to​ ​change​ ​into​ ​other​ ​types​ ​of​ ​Supernaturals.

Fulmine​ ​applies​ ​for​ ​no​ ​cost​ ​when​ ​the​ ​target​ ​of​ ​a​ ​Princess’s​ ​charm​ ​is​ ​electricity​ ​or​ ​is​ ​a​ ​type​ ​of
technology​ ​that​ ​uses​ ​electricity.​ ​It​ ​also​ ​applies​ ​at​ ​no​ ​cost​ ​if​ ​the​ ​Princess​ ​is​ ​attempting​ ​to​ ​discover
something​ ​about​ ​herself​ ​or​ ​to​ ​help​ ​someone​ ​else​ ​do​ ​the​ ​same,​ ​when​ ​she​ ​is​ ​attempting​ ​to
understand​ ​another’s​ ​emotions​ ​or​ ​if​ ​her​ ​target​ ​is​ ​a​ ​Supernatural​ ​who​ ​has​ ​given​ ​her​ ​their​ ​consent
to​ ​be​ ​the​ ​target.​ ​It​ ​also​ ​applies​ ​for​ ​free​ ​if​ ​she’s​ ​trying​ ​to​ ​protect​ ​her​ ​own​ ​nature​ ​from​ ​external
domination.

Fulmine​ ​does​ ​not​ ​stand​ ​for​ ​any​ ​attempt​ ​to​ ​crush​ ​another​ ​individual​ ​or​ ​crush​ ​another’s
individuality.​ ​If​ ​a​ ​Princess​ ​should​ ​attempt​ ​to​ ​force​ ​someone​ ​to​ ​do​ ​something​ ​against​ ​their​ ​will​ ​or
to​ ​continue​ ​do​ ​something​ ​that​ ​they​ ​do​ ​not​ ​want​ ​to​ ​do​ ​anymore,​ ​the​ ​Princess​ ​may​ ​not​ ​apply
Fulmine​ ​for​ ​the​ ​rest​ ​of​ ​the​ ​Scene.

Quote
How​ ​many​ ​steps​ ​are​ ​needed​ ​on​ ​the​ ​path​ ​to​ ​enlightenment?​ ​Let’s​ ​find​ ​out.

Cups​ ​Stereotypes​ ​On​ ​Others


Clubs:​ ​They​ ​do​ ​take​ ​steps​ ​to​ ​learn​ ​about​ ​themselves,​ ​and​ ​yet​ ​they​ ​let​ ​their​ ​want​ ​for​ ​Harmony​ ​in
all​ ​things​ ​to​ ​blind​ ​them​ ​to​ ​their​ ​self-development.
Diamonds:​ ​You​ ​cannot​ ​create​ ​the​ ​meaning​ ​of​ ​life​ ​from​ ​a​ ​theorem​ ​of​ ​how​ ​to​ ​live​ ​it.​ ​You​ ​have​ ​to
experience​ ​it​ ​for​ ​yourselves​ ​to​ ​see​ ​if​ ​it​ ​works.
Hearts:​ ​It’s​ ​admirable​ ​that​ ​you​ ​take​ ​the​ ​position​ ​as​ ​leader,​ ​but​ ​all​ ​leaders’​ ​times​ ​eventually​ ​pass
on​ ​to​ ​other​ ​ones.​ ​Will​ ​your​ ​policies​ ​stick?​ ​And​ ​what​ ​will​ ​you​ ​do​ ​when​ ​you’re​ ​not​ ​on​ ​the​ ​throne
anymore?
Spades:​ ​Do​ ​you​ ​go​ ​wherever​ ​you​ ​please​ ​or​ ​are​ ​you​ ​directed​ ​by​ ​where​ ​the​ ​wind​ ​blows?
Swords:​ ​A​ ​flame​ ​that​ ​burns​ ​without​ ​regard​ ​for​ ​permanence​ ​will​ ​either​ ​burn​ ​everything​ ​in​ ​sight
or​ ​burn​ ​out.​ ​Either​ ​way,​ ​be​ ​careful.
Wands:​ ​You​ ​could​ ​understand​ ​so​ ​much​ ​more​ ​if​ ​you​ ​didn’t​ ​simply​ ​whack​ ​a​ ​problem​ ​from​ ​one
side​ ​until​ ​it’s​ ​fixed.
Pentacles:​ ​As​ ​you​ ​gaze​ ​across​ ​the​ ​void​ ​into​ ​other​ ​times,​ ​do​ ​those​ ​same​ ​other​ ​times​ ​gaze​ ​a​ ​bit
back​ ​into​ ​you?
Tears:​ ​The​ ​problem​ ​isn’t​ ​how​ ​sick​ ​Alhambra​ ​is,​ ​it’s​ ​that​ ​nobody​ ​steps​ ​up​ ​to​ ​acknowledge​ ​how
sick​ ​it​ ​is.
Storms:​ ​What​ ​will​ ​you​ ​do​ ​when​ ​everything​ ​is​ ​gone?
Mirrors:​ ​You​ ​claim​ ​to​ ​become​ ​an​ ​ideal​ ​of​ ​a​ ​paragon​ ​that​ ​will​ ​save​ ​everyone.​ ​However​ ​in​ ​doing
so,​ ​you​ ​too​ ​become​ ​hollowed​ ​out,​ ​becoming​ ​the​ ​mirror​ ​that​ ​everyone​ ​blames​ ​for​ ​their​ ​failed
futures.

Vampires:​ ​You​ ​can​ ​blame​ ​the​ ​society​ ​and​ ​the​ ​people​ ​responsible​ ​for​ ​it,​ ​but​ ​the​ ​people​ ​who​ ​live
underneath​ ​it​ ​aren’t​ ​entirely​ ​blameless​ ​either.​ ​That​ ​doesn’t​ ​mean​ ​they​ ​aren’t​ ​worth​ ​saving.
Werewolves:​​ ​Like​ ​dogs​ ​in​ ​the​ ​corner,​ ​they​ ​are​ ​afraid​ ​and​ ​will​ ​lash​ ​out​ ​at​ ​anything​ ​that​ ​threatens
them.​ ​Unless​ ​you​ ​know​ ​of​ ​the​ ​same​ ​circumstances,​ ​never​ ​approach​ ​without​ ​protection.
Mages:​ ​They’ve​ ​been​ ​known​ ​for​ ​hubris,​ ​but​ ​when​ ​someone​ ​gains​ ​total​ ​dominion​ ​over​ ​reality,
how​ ​else​ ​are​ ​they​ ​expected​ ​to​ ​act?
Prometheans:​ ​They​ ​themselves​ ​have​ ​many​ ​paths​ ​with​ ​the​ ​same​ ​goal:​ ​to​ ​become​ ​human.​ ​What
happens​ ​when​ ​they​ ​do?​ ​The​ ​journey​ ​continues.
Changelings:​ ​Perhaps​ ​some​ ​of​ ​what​ ​you​ ​have​ ​lost​ ​can​ ​be​ ​offset​ ​by​ ​what​ ​you​ ​have​ ​gained​ ​and
that​ ​you’re​ ​not​ ​as​ ​feeble​ ​as​ ​you​ ​were.​ ​One​ ​example​ ​of​ ​this?​ ​You’ve​ ​escaped​ ​that​ ​hell​ ​with
nothing​ ​but​ ​your​ ​own​ ​power.
Sin-Eaters:​ ​In​ ​making​ ​death​ ​a​ ​complete​ ​joke​ ​to​ ​themselves,​ ​they’ve​ ​also​ ​in​ ​a​ ​way​ ​made​ ​their​ ​life
one​ ​as​ ​well.
Mummies:​ ​The​ ​first​ ​step​ ​to​ ​freedom​ ​is​ ​a​ ​leap​ ​of​ ​faith​ ​for​ ​them.
Demons:​ ​They​ ​know​ ​what​ ​it’s​ ​like​ ​to​ ​walk​ ​a​ ​different​ ​path.​ ​Except​ ​they​ ​use​ ​it​ ​to​ ​hide​ ​and​ ​steal
other​ ​people’s​ ​chances​ ​to​ ​walk​ ​on​ ​their​ ​own.
Beasts:​ ​They’re​ ​the​ ​type​ ​of​ ​monsters​ ​who​ ​enable​ ​monstrosity​ ​in​ ​their​ ​so​ ​called​ ​“kin”​ ​while
decrying​ ​it​ ​as​ ​painful​ ​“lessons”​ ​that​ ​crushes​ ​people’s​ ​selves​ ​underfoot.
Mad​ ​Scientists:​​ ​The​ ​line​ ​between​ ​brilliance​ ​and​ ​madness​ ​is​ ​surprisingly​ ​thin.​ ​They’ve​ ​found​ ​a
way​ ​to​ ​reach​ ​both​ ​at​ ​the​ ​same​ ​time.
Leviathans:​ ​I​ ​would​ ​like​ ​to​ ​say​ ​it’s​ ​the​ ​society,​ ​but​ ​the​ ​people​ ​are​ ​messed​ ​up​ ​in​ ​a​ ​way​ ​too.
Hunters:​ ​Half​ ​should​ ​realize​ ​what​ ​they​ ​hunt​ ​have​ ​some​ ​form​ ​of​ ​humanity.​ ​The​ ​other​ ​half​ ​should
realize​ ​that​ ​they’ve​ ​become​ ​the​ ​monsters.
Mortals:​ ​It’s​ ​okay,​ ​it’ll​ ​only​ ​hurt​ ​the​ ​first​ ​time.​ ​I​ ​mean​ ​it.

Inspiration
Byakuren​ ​Hijiri,​ ​Riku

Other​ ​Courts​ ​on​ ​Cups


Clubs:​ ​They​ ​seek​ ​themselves​ ​for​ ​the​ ​glory​ ​of​ ​better​ ​understanding​ ​of​ ​themselves​ ​and​ ​their​ ​place
in​ ​the​ ​world,​ ​but​ ​do​ ​they​ ​then​ ​have​ ​the​ ​means​ ​to​ ​bring​ ​it​ ​out​ ​and​ ​put​ ​it​ ​in​ ​the​ ​harmony​ ​of​ ​the
world?​ ​Or​ ​do​ ​they​ ​find​ ​what’s​ ​there​ ​is​ ​much​ ​different​ ​from​ ​whatever​ ​or​ ​whomever​ ​they​ ​may
connect​ ​with?
Diamonds:​ ​That’s​ ​some​ ​pretty​ ​sound​ ​logic,​ ​but​ ​you​ ​haven’t​ ​answered​ ​my​ ​question.
Hearts:​ ​The​ ​people​ ​need​ ​a​ ​capable​ ​leader,​ ​but​ ​one​ ​who​ ​can​ ​connect​ ​to​ ​their​ ​people​ ​is​ ​worthy​ ​of
it.​ ​Shame​ ​that​ ​they​ ​don’t​ ​stick​ ​around​ ​often.
Spades:​ ​It’s​ ​fun​ ​on​ ​some​ ​days​ ​playing​ ​“Where’s​ ​Waldo”​ ​but​ ​these​ ​are​ ​the​ ​types​ ​that​ ​play
“Waldo​ ​finds​ ​himself”.
Swords:​ ​ ​They’re​ ​much​ ​like​ ​lightning.​ ​They​ ​flash​ ​beautifully​ ​before​ ​disappearing.
Tears:​ ​There​ ​is​ ​but​ ​one​ ​thing​ ​that​ ​should​ ​exist​ ​in​ ​all​ ​hearts,​ ​and​ ​that​ ​is​ ​the​ ​total​ ​devotion​ ​to
Alhambra.
Storms:​​ ​If​ ​you’re​ ​looking​ ​for​ ​something,​ ​then​ ​look​ ​for​ ​some​ ​Darkspawn​ ​to​ ​kill​ ​already.
Mirrors:​ ​A​ ​journey​ ​to​ ​find​ ​yourself?​ ​I​ ​looked​ ​in​ ​the​ ​mirror​ ​and​ ​liked​ ​what​ ​I​ ​see.​ ​Now​ ​what?
Queen​ ​of​ ​Wands 
AKA:​ ​The​ ​Ironclad​ ​General,​ ​The​ ​Golden​ ​Hearted​ ​Queen
Follower’s​ ​Epithets:​ ​Laborers,​ ​Workwomen/Workmen,​ ​Ores​ ​(Sometimes​ ​Derogatory)
Kingdom:​ ​Gonel
All​ ​I​ ​see​ ​around​ ​me​ ​these​ ​days​ ​are​ ​people​ ​who​ ​are​ ​moping​ ​about​ ​their​ ​own​ ​lives,​ ​crying​ ​that​ ​you
can’t​ ​do​ ​anything​ ​right​ ​and​ ​that​ ​everything​ ​you​ ​touch​ ​goes​ ​to​ ​shit.​ ​You​ ​know​ ​what​ ​I​ ​think?​ ​I
don’t​ ​think​ ​anyone​ ​is​ ​even​ ​trying.​ ​I​ ​mean,​ ​hear​ ​me​ ​out.​ ​Your​ ​life​ ​can​ ​suck,​ ​and​ ​it​ ​can​ ​be​ ​in​ ​the
shitter,​ ​I​ ​know,​ ​but​ ​haven’t​ ​you​ ​tried​ ​working​ ​harder​ ​to​ ​make​ ​it​ ​better?​ ​I​ ​mean,​ ​you​ ​get​ ​exactly
what​ ​you​ ​put​ ​in,​ ​and​ ​if​ ​you​ ​don’t​ ​do​ ​anything,​ ​then​ ​what​ ​else​ ​can​ ​you​ ​expect?
Come​ ​on,​ ​let’s​ ​refine​ ​that​ ​crummy​ ​metal​ ​of​ ​yours​ ​and​ ​make​ ​it​ ​shine.

The​ ​Queen​ ​of​ ​Wands​ ​rallies​ ​her​ ​Princess​ ​to​ ​go​ ​forth​ ​and​ ​put​ ​their​ ​all​ ​into​ ​making​ ​the​ ​world​ ​a
better​ ​place.​ ​The​ ​Followers​ ​of​ ​Wands​ ​find​ ​that​ ​the​ ​world​ ​can​ ​be​ ​made​ ​into​ ​a​ ​better​ ​place,​ ​all​ ​it
takes​ ​is​ ​a​ ​willing​ ​hand​ ​and​ ​hard​ ​work​ ​to​ ​make​ ​the​ ​world​ ​stronger​ ​and​ ​shine​ ​brighter.

Tales​ ​of​ ​the​ ​Kingdom


Inside​ ​the​ ​Badlands​ ​of​ ​Gonel,​ ​there​ ​are​ ​harsh​ ​lands​ ​once​ ​believed​ ​to​ ​be​ ​uninhabitable​ ​or
unsustainable​ ​for​ ​life.​ ​However,​ ​today,​ ​the​ ​Queen​ ​of​ ​Wands​ ​sits​ ​upon​ ​a​ ​throne​ ​of​ ​polished​ ​steel
in​ ​a​ ​castle​ ​cut​ ​out​ ​from​ ​the​ ​very​ ​side​ ​of​ ​a​ ​cliff​ ​in​ ​the​ ​badlands,​ ​where​ ​those​ ​“uninhabitable​ ​lands”
now​ ​teem​ ​with​ ​life​ ​and​ ​prosperity​ ​as​ ​a​ ​thriving​ ​community​ ​that​ ​would’ve​ ​never​ ​existed​ ​without
hard​ ​work.

The​ ​Queen​ ​herself​ ​looks​ ​intimidating,​ ​whether​ ​up​ ​close​ ​or​ ​from​ ​afar​ ​due​ ​to​ ​her​ ​enormous,
bodybuilder​ ​physique.​ ​Her​ ​clothes​ ​tend​ ​to​ ​be​ ​airy,​ ​allowing​ ​flexibility​ ​and​ ​freedom​ ​of
movement,​ ​giving​ ​practicality​ ​in​ ​all​ ​areas​ ​and​ ​almost​ ​always​ ​showing​ ​off​ ​the​ ​guns.​ ​She​ ​listens​ ​to
all​ ​proceedings​ ​in​ ​the​ ​court,​ ​after​ ​having​ ​everything​ ​she​ ​needs,​ ​she​ ​gets​ ​to​ ​work​ ​and​ ​cuts​ ​through
proceedings​ ​with​ ​ease​ ​and​ ​efficiency.

Appearances​ ​deceive​ ​however.​ ​The​ ​Queen​ ​is​ ​a​ ​kind​ ​and​ ​gentle​ ​woman,​ ​sweeping​ ​aside​ ​any​ ​first
impression​ ​based​ ​on​ ​looks​ ​by​ ​her​ ​unbridled​ ​personality.​ ​For​ ​hers​ ​is​ ​a​ ​keen​ ​eye;​ ​she​ ​can​ ​pick​ ​up
on​ ​missing​ ​details​ ​or​ ​parts​ ​in​ ​a​ ​Princess’s​ ​problems​ ​that’s​ ​actually​ ​at​ ​fault.​ ​She’s​ ​never
degrading,​ ​for​ ​to​ ​her​ ​life​ ​is​ ​a​ ​work​ ​in​ ​progress​ ​and​ ​everyone​ ​has​ ​their​ ​flaws,​ ​even​ ​a​ ​Queen​ ​still
has​ ​to​ ​sharpen​ ​her​ ​sword​ ​to​ ​be​ ​at​ ​peak​ ​condition.

Whenever​ ​the​ ​Queen​ ​is​ ​travelling​ ​amongst​ ​her​ ​Kingdom,​ ​it​ ​serves​ ​as​ ​part​ ​inspection​ ​and
appraisal.​ ​There​ ​is​ ​merit​ ​in​ ​those​ ​who​ ​do​ ​their​ ​parts​ ​well​ ​as​ ​well​ ​as​ ​those​ ​who​ ​have​ ​shown​ ​their
work.​ ​The​ ​only​ ​way​ ​to​ ​fail​ ​at​ ​anything​ ​in​ ​Wands​ ​Kingdom​ ​is​ ​to​ ​not​ ​try​ ​and​ ​give​ ​it​ ​your​ ​best​ ​in
the​ ​first​ ​place.​ ​Some​ ​wonder​ ​how​ ​such​ ​a​ ​Queen​ ​who​ ​sees​ ​fault​ ​in​ ​herself​ ​can​ ​rule​ ​a​ ​Kingdom.
She​ ​and​ ​her​ ​kingdom​ ​agree​ ​that​ ​they​ ​are​ ​at​ ​heart​ ​perfectionists​ ​who​ ​always​ ​seek​ ​to​ ​improve
things.

Philosophy
Out​ ​of​ ​all​ ​the​ ​merits​ ​the​ ​Queen​ ​of​ ​Wands​ ​has​ ​for​ ​her​ ​Kingdom,​ ​the​ ​greatest​ ​merit​ ​she​ ​holds​ ​to
her​ ​heart​ ​is​ ​the​ ​hard​ ​work​ ​and​ ​humility.

Service​ ​Is​ ​Its​ ​Own​ ​Reward


The​ ​Philosophy​ ​is​ ​what​ ​it​ ​says​ ​on​ ​the​ ​tin.​ ​The​ ​act​ ​of​ ​doing​ ​your​ ​duty​ ​for​ ​the​ ​good​ ​of​ ​others​ ​is
enough​ ​of​ ​a​ ​reward.​ ​It​ ​doesn’t​ ​necessarily​ ​encourage​ ​working​ ​in​ ​the​ ​shadows,​ ​but​ ​when​ ​it​ ​comes
to​ ​doing​ ​your​ ​duties,​ ​your​ ​service​ ​is​ ​a​ ​contribution​ ​that​ ​without​ ​it​ ​the​ ​works​ ​of​ ​today​ ​would​ ​not
exist.

Iron​ ​Is​ ​Stronger​ ​Than​ ​Gold


Everyone​ ​is​ ​like​ ​a​ ​metal​ ​in​ ​this​ ​world,​ ​where​ ​each​ ​person​ ​has​ ​their​ ​own​ ​shine​ ​and​ ​luster​ ​to​ ​them.
The​ ​Queen​ ​of​ ​Wands​ ​however​ ​deems​ ​that​ ​it​ ​is​ ​not​ ​how​ ​bright​ ​and​ ​beautiful​ ​someone​ ​glows,​ ​but
how​ ​strong​ ​they​ ​hold​ ​within​ ​their​ ​duties.​ ​The​ ​gold​ ​that​ ​leaders​ ​and​ ​fancy​ ​politicians​ ​have​ ​is​ ​good
for​ ​appearances,​ ​but​ ​they​ ​aren’t​ ​made​ ​for​ ​holding​ ​under​ ​the​ ​strain​ ​that​ ​Iron​ ​is.​ ​Those​ ​who​ ​follow
that​ ​of​ ​iron,​ ​which​ ​would​ ​encompass​ ​every​ ​Courtier​ ​of​ ​Wands,​ ​work​ ​better​ ​at​ ​working​ ​hard
rather​ ​than​ ​taking​ ​up​ ​a​ ​higher​ ​title​ ​that​​ ​makes​ ​everyone​ ​but​ ​herself​ ​work.

Loyalty​ ​To​ ​The​ ​Light


Only​ ​united​ ​in​ ​their​ ​service​ ​to​ ​the​ ​light​ ​and​ ​the​ ​greater​ ​good​ ​of​ ​the​ ​people​ ​can​ ​the​ ​Nobles​ ​truly
shine,​ ​be​ ​they​ ​Wand​ ​or​ ​otherwise.​ ​Disloyalty​ ​is​ ​a​ ​tool​ ​of​ ​the​ ​Darkness​ ​to​ ​divide​ ​and​ ​conquer.​ ​If
the​ ​Nobles​ ​ever​ ​allow​ ​such​ ​petty​ ​bickering​ ​to​ ​divide​ ​them,​ ​they​ ​will​ ​undoubtedly​ ​fall.​ ​Thus​ ​the
Queen​ ​of​ ​Wands​ ​speak​ ​that​ ​a​ ​Princess​ ​of​ ​Wands​ ​must​ ​always​ ​stand​ ​by​ ​her​ ​friends,​ ​her​ ​court,​ ​her
fellows,​ ​her​ ​people​ ​and​ ​anyone​ ​else​ ​who​ ​is​ ​an​ ​ally​ ​for​ ​what​ ​they​ ​struggle​ ​towards.​ ​There​ ​is​ ​no
greater​ ​sin​ ​than​ ​betrayal​ ​to​ ​a​ ​Wand,​ ​whether​ ​by​ ​their​ ​own​ ​hand​ ​or​ ​by​ ​the​ ​hand​ ​of​ ​another.

Duties
The​ ​Laborer’s​ ​duty​ ​is​ ​to​ ​work​ ​hard.​ ​Whether​ ​it’s​ ​at​ ​getting​ ​rid​ ​of​ ​a​ ​Taint,​ ​helping​ ​a​ ​person​ ​kick
their​ ​harmful​ ​habits​ ​or​ ​learning​ ​a​ ​piece​ ​of​ ​information​ ​that​ ​is​ ​forbidden​ ​to​ ​them,​ ​it’s​ ​their​ ​job​ ​to
work​ ​hard​ ​and​ ​never​ ​give​ ​up​ ​until​ ​they​ ​succeed.

Champions​ ​of​ ​Wands​ ​don’t​ ​just​ ​stand​ ​at​ ​the​ ​front​ ​of​ ​the​ ​lines.​ ​They’re​ ​the​ ​first​ ​to​ ​lead​ ​the​ ​charge,
the​ ​ones​ ​in​ ​the​ ​middle​ ​of​ ​the​ ​fray​ ​and​ ​the​ ​very​ ​last​ ​to​ ​leave​ ​when​ ​making​ ​sure​ ​that​ ​every​ ​enemy
is​ ​dead.​ ​When​ ​not​ ​fighting,​ ​they​ ​tend​ ​to​ ​do​ ​work​ ​that​ ​involves​ ​manual​ ​labor,​ ​enlisting​ ​at
construction​ ​sites,​ ​farm​ ​hands,​ ​or​ ​even​ ​military​ ​basemen/women.

Graces​ ​of​ ​Wands​ ​tend​ ​to​ ​use​ ​their​ ​magic​ ​as​ ​foremen​ ​of​ ​labor​ ​forces​ ​or​ ​leading​ ​teams​ ​on​ ​building
sites.​ ​Their​ ​authority​ ​comes​ ​more​ ​from​ ​their​ ​use​ ​in​ ​practical​ ​skill​ ​and​ ​experience,​ ​and​ ​when​ ​it
comes​ ​to​ ​having​ ​a​ ​title​ ​they​ ​make​ ​little​ ​use​ ​of​ ​it​ ​for​ ​anything,​ ​seeing​ ​no​ ​need​ ​for​ ​them.

Menders​ ​of​ ​Wands​ ​work​ ​to​ ​perfect​ ​themselves​ ​as​ ​well​ ​as​ ​pushing​ ​to​ ​exceed​ ​their​ ​own​ ​limits,​ ​and
work​ ​just​ ​as​ ​well​ ​when​ ​helping​ ​another​ ​in​ ​this​ ​endeavor.​ ​This​ ​leads​ ​to​ ​a​ ​tendency​ ​of​ ​being​ ​fitness
trainers​ ​as​ ​well​ ​as​ ​on-site​ ​doctors​ ​for​ ​laborers.

The​ ​Seekers​ ​of​ ​Wands​ ​tend​ ​to​ ​find​ ​themselves​ ​working​ ​on​ ​mapping​ ​out​ ​places​ ​where​ ​they​ ​can
next​ ​work​ ​or​ ​as​ ​architects​ ​on​ ​the​ ​next​ ​project​ ​to​ ​be​ ​done.​ ​They​ ​may​ ​also​ ​work​ ​within​ ​research
and​ ​development​ ​for​ ​companies​ ​in​ ​creation​ ​of​ ​merchandise​ ​as​ ​well.

There​ ​is​ ​no​ ​greater​ ​epitome​ ​to​ ​the​ ​saying​ ​“Work​ ​Hard,​ ​Party​ ​Hard”​ ​when​ ​it​ ​comes​ ​to​ ​the
Troubadours​ ​of​ ​Wands.​ ​To​ ​do​ ​their​ ​work,​ ​they​ ​have​ ​and​ ​promote​ ​a​ ​good​ ​work​ ​ethic​ ​to​ ​all​ ​of​ ​their
coworkers​ ​and​ ​when​ ​everything​ ​is​ ​well​ ​and​ ​done,​ ​have​ ​a​ ​good​ ​time​ ​when​ ​enjoying​ ​their​ ​labors
when​ ​they​ ​bear​ ​fruit.

Background
The​ ​Court​ ​of​ ​Wand’s​ ​Nobles​ ​tend​ ​to​ ​come​ ​from​ ​those​ ​who​ ​enjoy​ ​labors​ ​or,​ ​you​ ​guessed​ ​it,​ ​hard
work.​ ​There​ ​is​ ​little​ ​difference​ ​to​ ​the​ ​court​ ​between​ ​keeping​ ​up​ ​a​ ​good​ ​work​ ​ethic​ ​or​ ​steely
determination,​ ​but​ ​rarely​ ​do​ ​the​ ​two​ ​ever​ ​clash​ ​when​ ​it​ ​comes​ ​to​ ​types.​ ​Due​ ​to​ ​the​ ​nature​ ​of​ ​the
court,​ ​athletes​ ​or​ ​bodybuilders​ ​are​ ​as​ ​common​ ​as​ ​laborers,​ ​but​ ​the​ ​existence​ ​of​ ​critical​ ​thinkers
and​ ​determined​ ​souls​ ​also​ ​find​ ​their​ ​way​ ​to​ ​Wands​ ​and​ ​make​ ​their​ ​home​ ​in​ ​the​ ​Court.
In​ ​a​ ​sense,​ ​the​ ​Court​ ​of​ ​Wands​ ​plays​ ​its​ ​philosophies​ ​straight,​ ​but​ ​downplays​ ​them​ ​a​ ​small​ ​bit​ ​as
well.​ ​Having​ ​access​ ​to​ ​Metallo​ ​Charms​ ​simply​ ​makes​ ​everything​ ​easier​ ​to​ ​the​ ​Worker.​ ​This​ ​can
lead​ ​to​ ​a​ ​degree​ ​of​ ​reliance​ ​in​ ​their​ ​magic.​ ​It’s​ ​not​ ​because​ ​they​ ​can​ ​make​ ​things​ ​easier,​ ​it’s
because​ ​they​ ​have​ ​the​ ​appropriate​ ​means​ ​to​ ​do​ ​so.

Signature​ ​Emotions:​ ​Humility​ ​and​ ​Determination


No​ ​action​ ​done​ ​in​ ​this​ ​world​ ​is​ ​an​ ​effort​ ​caused​ ​by​ ​just​ ​one​ ​person.​ ​Did​ ​you​ ​think​ ​that​ ​Rome​ ​was
built​ ​only​ ​by​ ​Romulus​ ​and​ ​Remus?​ ​Or​ ​that​ ​the​ ​Fall​ ​was​ ​caused​ ​by​ ​the​ ​Darkness​ ​alone​ ​or​ ​was​ ​it
helped​ ​by​ ​the​ ​squabbling​ ​queens?​ ​The​ ​point​ ​here​ ​is​ ​that​ ​usually​ ​a​ ​problem​ ​isn’t​ ​caused​ ​by​ ​one
person​ ​alone.​ ​It’s​ ​caused​ ​by​ ​multiple​ ​people​ ​or​ ​factors​ ​that​ ​feed​ ​into​ ​each​ ​other​ ​and​ ​only​ ​let​ ​the
problem​ ​fester​ ​more.​ ​It’s​ ​only​ ​through​ ​being​ ​able​ ​to​ ​work​ ​with​ ​one​ ​another​ ​on​ ​the​ ​same​ ​level,
either​ ​being​ ​brought​ ​low​ ​from​ ​the​ ​perch​ ​they​ ​once​ ​stood​ ​on​ ​or​ ​humbly​ ​noting​ ​their​ ​share​ ​of​ ​the
work​ ​that​ ​the​ ​foundations​ ​of​ ​Humility​ ​are​ ​laid.

Once​ ​humility​ ​has​ ​settled​ ​in,​ ​then​ ​people​ ​can​ ​get​ ​to​ ​work​ ​together​ ​to​ ​make​ ​great​ ​wonders
together.​ ​One​ ​of​ ​the​ ​most​ ​constraining​ ​factors​ ​is​ ​how​ ​much​ ​time​ ​it​ ​will​ ​take​ ​until​ ​their​ ​work​ ​is
done.​ ​If​ ​humility​ ​is​ ​what​ ​creates​ ​the​ ​foundation​ ​for​ ​the​ ​Court​ ​of​ ​Wands,​ ​then​ ​it​ ​is​ ​the
Determination​ ​to​ ​see​ ​the​ ​job​ ​done​ ​right​ ​that​ ​encourages​ ​everyone​ ​to​ ​work​ ​hard​ ​to​ ​make
something​ ​that​ ​will​ ​last​ ​for​ ​all​ ​time.

Character​ ​Creation
It​ ​goes​ ​without​ ​saying​ ​that​ ​the​ ​Court​ ​of​ ​Wands​ ​tends​ ​to​ ​love​ ​having​ ​Strength,​ ​Dexterity​ ​and
Stamina​ ​as​ ​they​ ​are​ ​the​ ​outward​ ​most​ ​expression​ ​of​ ​showing​ ​the​ ​benefits​ ​of​ ​hard​ ​work,​ ​and​ ​even
those​ ​not​ ​so​ ​great​ ​in​ ​them​ ​find​ ​them​ ​being​ ​developed​ ​the​ ​longer​ ​they​ ​stay​ ​in​ ​the​ ​court.​ ​Resolve
and​ ​Presence​ ​are​ ​also​ ​equally​ ​practiced,​ ​due​ ​to​ ​the​ ​strength​ ​to​ ​keep​ ​oneself​ ​past​ ​their​ ​limits​ ​or​ ​by
the​ ​force​ ​of​ ​their​ ​personality.​ ​Athletics​ ​and​ ​Crafts​ ​are​ ​common​ ​as​ ​is​ ​Investigation.​ ​Given​ ​the​ ​use
of​ ​customizable​ ​Fight​ ​Charms,​ ​some​ ​of​ ​the​ ​more​ ​martially​ ​inclined​ ​had​ ​or​ ​picked​ ​up​ ​on
Weaponry,​ ​Brawl​ ​and​ ​Firearms.

When​ ​it​ ​comes​ ​to​ ​merits,​ ​Wands​ ​tends​ ​to​ ​disproportionately​ ​lean​ ​towards​ ​Physical​ ​Merits.​ ​Of
these,​ ​Double​ ​Jointed,​ ​Iron​ ​Skin​ ​and​ ​Iron​ ​Stamina​ ​are​ ​common,​ ​as​ ​are​ ​the​ ​presence​ ​of​ ​one​ ​or
more​ ​Fighting​ ​Styles.​ ​Socially,​ ​the​ ​Court​ ​of​ ​Wands​ ​practices​ ​the​ ​Mandate​ ​merit​ ​more​ ​than​ ​the
Circle​ ​Merit,​ ​but​ ​otherwise​ ​lack​ ​most​ ​social​ ​merits​ ​due​ ​to​ ​self-reliance.​ ​Mental​ ​Merits​ ​aren’t
entirely​ ​common,​ ​but​ ​Indomitable​ ​and​ ​Tolerance​ ​for​ ​Biology​ ​are​ ​present.

Heraldry
The​ ​Regalia​ ​for​ ​Nobles​ ​of​ ​Wands​ ​have​ ​the​ ​tendency​ ​to​ ​follow​ ​the​ ​same​ ​structure​ ​as​ ​their​ ​queen.
Clothing​ ​that​ ​is​ ​non-restrictive​ ​and​ ​practical​ ​for​ ​most​ ​occasions,​ ​but​ ​regalia​ ​that​ ​looks​ ​more
armored​ ​or​ ​has​ ​some​ ​fashion​ ​of​ ​metal​ ​in​ ​them​ ​exists​ ​as​ ​well.​ ​Colors​ ​tend​ ​around​ ​grey,​ ​white,
gold​ ​and​ ​silver.​ ​Though​ ​humble​ ​looking,​ ​they​ ​aren’t​ ​accustomed​ ​to​ ​hiding​ ​all​ ​of​ ​their​ ​opinions
and​ ​some​ ​promote​ ​those​ ​on​ ​their​ ​regalia.

Echo
A​ ​Laborers’​ ​Echo​ ​is​ ​simple.​ ​It​ ​dulls​ ​out​ ​vanity​ ​and​ ​brings​ ​attention​ ​to​ ​your​ ​personal​ ​bests.

Practical​ ​Magic
The​ ​Laborers​ ​are​ ​comrades​ ​and​ ​teammates​ ​first​ ​above​ ​anything​ ​else,​ ​that​ ​hard​ ​work​ ​can​ ​conquer
anything​ ​and​ ​know​ ​that​ ​a​ ​strength​ ​of​ ​a​ ​group​ ​can​ ​last​ ​longer​ ​than​ ​the​ ​strength​ ​of​ ​one.​ ​Once​ ​per
scene,​ ​the​ ​Princess​ ​may​ ​spend​ ​a​ ​Wisp​ ​to​ ​add​ ​her​ ​Metallo​ ​to​ ​all​ ​Extended​ ​rolls,​ ​effectively
granting​ ​herself​ ​more​ ​dice​ ​to​ ​use​ ​and​ ​more​ ​rolls​ ​she​ ​can​ ​make​ ​for​ ​it.​ ​If​ ​the​ ​Princess​ ​is​ ​working
within​ ​a​ ​teamwork​ ​roll​ ​where​ ​she's​ ​an​ ​actor,​ ​this​ ​benefit​ ​extends​ ​towards​ ​the​ ​whole​ ​group​ ​and
grants​ ​the​ ​roll​ ​the​ ​Rote​ ​Quality,​ ​and​ ​the​ ​time​ ​between​ ​each​ ​roll​ ​is​ ​also​ ​divided​ ​by​ ​how​ ​many
actors​ ​are​ ​present.
High​ ​Belief​ ​increases​ ​this​ ​effect.​ ​The​ ​Princess's​ ​Metallo​ ​rating​ ​is​ ​increased​ ​by​ ​Belief​ ​-​ ​7​ ​dots.

Invocation:​ ​Metallo
The​ ​Ironclad​ ​General​ ​sharpens​ ​the​ ​virtues​ ​of​ ​hard​ ​work​ ​into​ ​the​ ​Invocation​ ​of​ ​Metallo​ ​and​ ​the
Laborers​ ​learn​ ​it​ ​more​ ​easily​ ​than​ ​any​ ​other.​ ​Metallo​ ​encourages​ ​a​ ​Princess​ ​to​ ​work​ ​their​ ​hardest
and​ ​give​ ​it​ ​their​ ​all,​ ​the​ ​Modesty​ ​and​ ​determination​ ​to​ ​improve​ ​themselves​ ​and​ ​everyone​ ​else.

Metallo​ ​applies​ ​at​ ​no​ ​cost​ ​when​ ​the​ ​target​ ​of​ ​a​ ​Princess’s​ ​Charm​ ​is​ ​any​ ​sort​ ​of​ ​metal​ ​or​ ​machine.
It​ ​also​ ​applies​ ​at​ ​no​ ​cost​ ​if​ ​the​ ​Princess​ ​is​ ​acting​ ​out​ ​of​ ​loyalty​ ​to​ ​another,​ ​in​ ​the​ ​process​ ​of​ ​doing
or​ ​completing​ ​a​ ​task​ ​or​ ​when​ ​pushing​ ​or​ ​helping​ ​someone​ ​else​ ​push​ ​past​ ​their​ ​limits.​ ​It​ ​also
applies​ ​for​ ​no​ ​cost​ ​when​ ​the​ ​Princess​ ​“takes​ ​one​ ​for​ ​the​ ​team”​ ​(as​ ​in​ ​she​ ​decides​ ​to​ ​suffer​ ​for
someone​ ​else’s​ ​sake).
Metallo​ ​will​ ​not​ ​help​ ​those​ ​who​ ​exaggerate​ ​or​ ​become​ ​vain​ ​in​ ​their​ ​endeavors.​ ​Any​ ​Princess​ ​who
claims​ ​more​ ​than​ ​what​ ​they​ ​have​ ​done​ ​in​ ​the​ ​hopes​ ​of​ ​raising​ ​their​ ​own​ ​importance​ ​to​ ​be​ ​greater
than​ ​others​ ​makes​ ​them​ ​lose​ ​access​ ​to​ ​Metallo​ ​for​ ​the​ ​rest​ ​of​ ​the​ ​Scene.

Quote
There’s​ ​so​ ​much​ ​Darkness​ ​in​ ​the​ ​world…alright​ ​girls,​ ​let’s​ ​get​ ​to​ ​work!

Wands​ ​Stereotypes​ ​on​ ​Others


Clubs:​ ​Making​ ​sure​ ​everything​ ​works​ ​together​ ​is​ ​an​ ​integral​ ​part​ ​of​ ​any​ ​plan​ ​and​ ​teamwork.
Diamonds:​ ​ ​They’re​ ​geniuses​ ​when​ ​it​ ​comes​ ​to​ ​fixing​ ​problems​ ​and​ ​the​ ​like,​ ​but​ ​the​ ​actual
legwork​ ​requires​ ​getting​ ​your​ ​hands​ ​dirty.
Hearts:​ ​I’ll​ ​take​ ​care​ ​of​ ​the​ ​foundations,​ ​build​ ​on​ ​it​ ​however​ ​you​ ​like.
Spades:​ ​What​ ​better​ ​way​ ​to​ ​find​ ​fault​ ​in​ ​something​ ​foolproof​ ​than​ ​bringing​ ​in​ ​a​ ​better​ ​fool?​ ​This
is​ ​meant​ ​to​ ​be​ ​a​ ​compliment​ ​of​ ​course.
Swords:​ ​You​ ​could​ ​tone​ ​it​ ​down​ ​a​ ​notch,​ ​if​ ​you​ ​don’t​ ​mind​ ​my​ ​saying​ ​so.
Cups:​ ​If​ ​you’re​ ​looking​ ​for​ ​something,​ ​I​ ​have​ ​some​ ​jobs​ ​I​ ​may​ ​need​ ​some​ ​help​ ​on.
Pentacles:​ ​Silver​ ​is​ ​beautiful,​ ​but​ ​it​ ​eventually​ ​tarnishes​ ​without​ ​proper​ ​care.​ ​Such​ ​is​ ​the​ ​same
for​ ​them​ ​if​ ​they​ ​gaze​ ​too​ ​long​ ​without​ ​regard​ ​for​ ​themselves.
Tears:​ ​You​ ​say​ ​everything’s​ ​better​ ​for​ ​Alhambra,​ ​when​ ​in​ ​reality​ ​it​ ​should​ ​be​ ​the​ ​opposite.
Come​ ​on,​ ​you​ ​shouldn’t​ ​live​ ​in​ ​that​ ​hellhole​ ​anymore.
Storms:​ ​You’ll​ ​have​ ​to​ ​go​ ​through​ ​me​ ​first​ ​before​ ​you​ ​torch​ ​that​ ​building.
Mirrors:​ ​The​ ​closer​ ​to​ ​the​ ​light​ ​you​ ​go,​ ​the​ ​deeper​ ​your​ ​shadow​ ​becomes.​ ​That​ ​wasn’t​ ​a
philosophical​ ​statement,​ ​your​ ​shadow​ ​is​ ​actually​ ​getting​ ​deeper!

Vampires:​ ​You’d​ ​have​ ​to​ ​wonder​ ​how​ ​much​ ​headway​ ​a​ ​group​ ​of​ ​immortals​ ​would​ ​make​ ​if​ ​they
put​ ​the​ ​same​ ​effort​ ​they​ ​put​ ​into​ ​hiding​ ​into​ ​other​ ​plans.
Werewolves:​ ​Underneath​ ​all​ ​that​ ​unwillingness​ ​to​ ​get​ ​close​ ​to​ ​others,​ ​you​ ​can​ ​see​ ​the​ ​bonds​ ​they
have​ ​with​ ​each​ ​other​ ​and​ ​the​ ​toll​ ​their​ ​work​ ​has​ ​taken​ ​on​ ​them.
Mages:​ ​Alright,​ ​I​ ​get​ ​it​ ​that​ ​you​ ​have​ ​magical​ ​powers,​ ​but​ ​so​ ​does​ ​almost​ ​everyone​ ​else​ ​in​ ​this
world.
Prometheans:​ ​Just​ ​keep​ ​it​ ​up.​ ​You’ll​ ​have​ ​to​ ​go​ ​elsewhere,​ ​but​ ​just​ ​keep​ ​it​ ​up.​ ​You’ll​ ​get​ ​it
someday.
Changelings:​ ​Not​ ​really​ ​a​ ​problem​ ​since​ ​they​ ​seem​ ​to​ ​hide​ ​a​ ​lot,​ ​but​ ​carrying​ ​a​ ​bit​ ​of​ ​Cold​ ​Iron
never​ ​hurt​ ​for​ ​protection.
Sin-Eaters:​ ​Color​ ​me​ ​impressed!​ ​How’d​ ​you​ ​survive​ ​that?
Mummies:​ ​I’d​ ​like​ ​the​ ​lengths​ ​you​ ​go​ ​to​ ​complete​ ​your​ ​duties​ ​if​ ​you​ ​weren’t​ ​such​ ​a​ ​sociopath.
Demons:​ ​A​ ​lesson​ ​on​ ​why​ ​you​ ​never​ ​take​ ​the​ ​easy​ ​way​ ​out,​ ​because​ ​there​ ​is​ ​consequences​ ​for
signing​ ​the​ ​line.
Beasts:​ ​The​ ​only​ ​thing​ ​they​ ​“serve”​ ​with​ ​their​ ​lessons​ ​is​ ​themselves​ ​and​ ​their​ ​unyielding​ ​hunger.
Mad​ ​Scientists:​ ​That’s​ ​amazing!​ ​But​ ​how​​ ​does​ ​it​ ​work?
Leviathans:​ ​Come​ ​on​ ​you​ ​guys!​ ​Cut​ ​the​ ​shit​ ​or​ ​I’ll​ ​have​ ​to​ ​do​ ​it​ ​for​ ​you!
Hunters:​ ​Alright​ ​men,​ ​time​ ​to​ ​work​ ​on​ ​your​ ​exercises!​ ​You​ ​will​ ​be​ ​using​ ​this​ ​stuff​ ​when​ ​you’re
going​ ​against​ ​the​ ​atrocious​ ​ones!
Mortals:​ ​Evening​ ​miss,​ ​anything​ ​I​ ​can​ ​do​ ​to​ ​help​ ​today?

Inspiration
Emiya​ ​Shirou,​ ​Finn​ ​the​ ​Human,​ ​Applejack
Other​ ​Courts​ ​on​ ​Wands
Clubs:​ ​Hard​ ​work​ ​leads​ ​to​ ​a​ ​life​ ​of​ ​honor,​ ​but​ ​true​ ​work​ ​comes​ ​from​ ​being​ ​able​ ​to​ ​have
discipline​ ​from​ ​doing​ ​so.​ ​Yet​ ​where​ ​would​ ​we​ ​be​ ​if​ ​they​ ​did​ ​not​ ​put​ ​forth​ ​the​ ​effort​ ​to​ ​make​ ​the
works​ ​of​ ​others​ ​possible?
Diamonds:​ ​They’re​ ​definitely​ ​more​ ​than​ ​muscle.​ ​I​ ​wish​ ​they’d​ ​take​ ​the​ ​chance​ ​to​ ​realize​ ​that.
Hearts:​ ​The​ ​attitude​ ​of​ ​a​ ​laborer​ ​with​ ​the​ ​strength​ ​of​ ​a​ ​group.​ ​Perhaps​ ​the​ ​best​ ​we​ ​all​ ​could​ ​be​ ​if
they​ ​didn’t​ ​keep​ ​it​ ​to​ ​themselves.
Spades:​ ​They​ ​take​ ​being​ ​at​ ​the​ ​end​ ​of​ ​the​ ​jokes​ ​all​ ​in​ ​stride​ ​and​ ​make​ ​up​ ​for​ ​what​ ​they​ ​can’t​ ​do
with​ ​what​ ​they​ ​can​ ​take.
Swords:​ ​Hard​ ​work​ ​and​ ​tempering​ ​in​ ​fire​ ​is​ ​all​ ​it​ ​takes.
Tears:​ ​Perhaps​ ​their​ ​hearts​ ​can​ ​be​ ​bought​ ​once​ ​more.
Storms:​ ​They​ ​fucking​ ​understand​ ​it​ ​perfectly!​ ​Now​ ​if​ ​only​ ​they’d​ ​join​ ​our​ ​Court​ ​and​ ​do​ ​even
more!
Mirrors:​ ​Wouldn’t​ ​it​ ​just​ ​be​ ​easier​ ​if​ ​you​ ​just​ ​shut​ ​up​ ​and​ ​did​ ​everything​ ​I​ ​said?

Queen​ ​of​ ​Pentacles 


AKA:​ ​The​ ​Hierophant​ ​Queen,​ ​The​ ​Quicksilver​ ​Regent,​ ​The​ ​Gazer​ ​of​ ​the​ ​Beyond
Follower’s​ ​Epithets:​ ​Priest,​ ​Priestess,​ ​Prophets,​ ​Judges
Kingdom:​ ​Crystal​ ​Heril
People​ ​aren’t​ ​afraid​ ​of​ ​the​ ​future.​ ​Yes,​ ​the​ ​future​ ​is​ ​uncertain​ ​and​ ​little​ ​speaks​ ​of​ ​what​ ​it​ ​holds.
However,​ ​despite​ ​that​ ​uncertainty,​ ​people​ ​are​ ​not​ ​afraid​ ​of​ ​the​ ​future.​ ​More​ ​appropriately,
they’re​ ​afraid​ ​of​ ​the​ ​past.
See,​ ​it​ ​goes​ ​like​ ​this:​ ​People​ ​make​ ​their​ ​mistakes​ ​in​ ​the​ ​past,​ ​which​ ​leads​ ​to​ ​them​ ​regretting​ ​them
and​ ​they​ ​stop​ ​themselves​ ​from​ ​making​ ​the​ ​same​ ​mistakes​ ​again.​ ​Even​ ​though​ ​the​ ​past​ ​was
different​ ​circumstances,​ ​that​ ​was​ ​enough​ ​to​ ​leave​ ​scars​ ​that​ ​clouds​ ​their​ ​judgment​ ​and​ ​makes
people​ ​miss​ ​opportunities​ ​because​ ​they’re​ ​afraid​ ​as​ ​they​ ​were​ ​then.​ ​When​ ​the​ ​same​ ​event
happens,​ ​it’s​ ​not​ ​the​ ​circumstances​ ​that​ ​creates​ ​failure,​ ​but​ ​rather​ ​the​ ​person​ ​is​ ​making​ ​the
notion​ ​preconceived​ ​by​ ​default.
So,​ ​ready​ ​to​ ​break​ ​from​ ​the​ ​chains​ ​of​ ​the​ ​past​ ​and​ ​look​ ​to​ ​the​ ​bright​ ​future?

The​ ​Queen​ ​of​ ​Pentacles​ ​believes​ ​that​ ​the​ ​Light​ ​is​ ​present​ ​already​ ​within​ ​humanity,​ ​but​ ​she
believes​ ​that​ ​it​ ​can​ ​be​ ​found​ ​by​ ​those​ ​who​ ​look​ ​down​ ​the​ ​right​ ​path.​ ​Her​ ​nobles​ ​follow​ ​suit,
looking​ ​in​ ​all​ ​directions​ ​for​ ​gleams​ ​of​ ​information​ ​that​ ​can​ ​better​ ​the​ ​world​ ​and​ ​set​ ​it​ ​down​ ​the
right​ ​path​ ​wherever​ ​it​ ​goes.

Tales​ ​of​ ​the​ ​Kingdom


The​ ​Queen​ ​of​ ​Pentacles​ ​looks​ ​out​ ​from​ ​the​ ​crystal​ ​towers​ ​and​ ​palaces​ ​of​ ​spyglass​ ​from​ ​the
temple​ ​of​ ​Crystal​ ​Heril.​ ​On​ ​a​ ​throne​ ​of​ ​Silver​ ​does​ ​the​ ​Hierophant​ ​Queen​ ​sit​ ​upon,​ ​listening​ ​to
the​ ​disputes​ ​of​ ​her​ ​Kingdom​ ​and​ ​advisor​ ​to​ ​the​ ​Queens​ ​of​ ​other​ ​Kingdoms.​ ​The​ ​Queen​ ​sees​ ​far
and​ ​wide​ ​and​ ​with​ ​the​ ​help​ ​of​ ​a​ ​jury​ ​of​ ​her​ ​Priestesses,​ ​she​ ​finds​ ​the​ ​guilty​ ​and​ ​works​ ​out​ ​the
truth​ ​to​ ​the​ ​problem.​ ​She​ ​dresses​ ​in​ ​appropriate​ ​clothings​ ​for​ ​any​ ​time,​ ​always​ ​having​ ​a​ ​sense​ ​of
“right​ ​place,​ ​right​ ​time”​ ​for​ ​such​ ​events​ ​in​ ​her​ ​Kingdom.

A​ ​conversation​ ​with​ ​the​ ​Queen​ ​of​ ​Pentacles​ ​often​ ​sounds​ ​out​ ​easily​ ​like​ ​a​ ​dispute.​ ​It​ ​can​ ​take
from​ ​hours​ ​to​ ​minutes​ ​depending​ ​on​ ​how​ ​much​ ​time​ ​is​ ​on​ ​the​ ​Princess’s​ ​hands.​ ​Both​ ​sides​ ​come
up​ ​with​ ​their​ ​factors​ ​and​ ​positions​ ​as​ ​well​ ​as​ ​the​ ​circumstances​ ​of​ ​the​ ​trial.​ ​Sometimes​ ​these​ ​do
become​ ​a​ ​bit​ ​emotional,​ ​but​ ​these​ ​are​ ​only​ ​within​ ​limits​ ​and​ ​if​ ​the​ ​Queen​ ​senses​ ​it​ ​clouds​ ​the
Princess’s​ ​judgment,​ ​then​ ​she​ ​says​ ​such​ ​and​ ​leads​ ​back​ ​to​ ​normal​ ​conversation.​ ​She​ ​normally
doesn’t​ ​stand​ ​outbursts​ ​and​ ​either​ ​patiently​ ​waits​ ​until​ ​the​ ​Princess​ ​cools​ ​down​ ​or​ ​leaves.

In​ ​all​ ​forms​ ​of​ ​the​ ​word,​ ​the​ ​Queen​ ​of​ ​Pentacles​ ​is​ ​a​ ​peerless​ ​ruler​ ​to​ ​her​ ​Kingdom,​ ​fixing​ ​most,
if​ ​not​ ​all​ ​of​ ​the​ ​problems​ ​that​ ​would​ ​plague​ ​it.​ ​As​ ​such,​ ​she​ ​often​ ​joins​ ​her​ ​Princesses​ ​and​ ​other
scholars​ ​of​ ​the​ ​Kingdom​ ​not​ ​to​ ​dispute​ ​the​ ​fates​ ​of​ ​the​ ​material​ ​world,​ ​but​ ​rather​ ​to​ ​dispute​ ​the
definition​ ​of​ ​the​ ​Light​ ​and​ ​Good,​ ​to​ ​find​ ​out​ ​what​ ​that​ ​is​ ​in​ ​the​ ​world.​ ​They​ ​are​ ​as​ ​much
Philosophers​ ​and​ ​Theologians​ ​as​ ​they​ ​are​ ​Judges.

Philosophy
The​ ​Queen​ ​of​ ​Pentacles​ ​calls​ ​for​ ​understanding​ ​and​ ​wisdom​ ​as​ ​well​ ​as​ ​judgment​ ​to​ ​carry​ ​out
what​ ​the​ ​princess​ ​believes​ ​is​ ​good​ ​for​ ​the​ ​situation.

Eyes​ ​Like​ ​a​ ​Clear​ ​Sky


Perhaps​ ​the​ ​most​ ​invaluable​ ​tool​ ​to​ ​judgment​ ​is​ ​nothing​ ​more​ ​than​ ​a​ ​clear​ ​head​ ​and​ ​mind.​ ​After
All,​ ​if​ ​prejudice​ ​or​ ​worry​ ​clouds​ ​a​ ​Princess’s​ ​thoughts,​ ​then​ ​there’s​ ​no​ ​way​ ​that​ ​she​ ​can​ ​make​ ​an
unbiased​ ​and​ ​just​ ​decision.​ ​Therefore,​ ​should​ ​a​ ​time​ ​come​ ​that​ ​she​ ​is​ ​required​ ​to​ ​make​ ​her
decisions,​ ​then​ ​she​ ​shouldn’t​ ​be​ ​biased​ ​or​ ​else​ ​her​ ​decision​ ​is​ ​pretty​ ​much​ ​already​ ​made​ ​for​ ​her.

Clarity​ ​of​ ​Consequence


It’s​ ​a​ ​simple​ ​thing,​ ​Consequentialism.​ ​That​ ​the​ ​ends​ ​serve​ ​to​ ​justify​ ​the​ ​means.​ ​If​ ​a​ ​bad
consequence​ ​should​ ​come​ ​along​ ​due​ ​to​ ​someone​ ​else,​ ​then​ ​the​ ​princess​ ​should​ ​be​ ​able​ ​to​ ​do​ ​what
needs​ ​to​ ​be​ ​done​ ​or​ ​find​ ​how​ ​it​ ​should​ ​be​ ​done​ ​for​ ​a​ ​good​ ​outcome.
That’s​ ​not​ ​to​ ​say​ ​that​ ​you​ ​should​ ​murder​ ​willy-nilly​ ​if​ ​you​ ​foresaw​ ​ten​ ​future​ ​Hitlers.​ ​The​ ​ends
are​ ​not​ ​an​ ​excuse.​ ​Princesses​ ​are​ ​empowered​ ​of​ ​hopes​ ​and​ ​magic,​ ​and​ ​like​ ​everyone​ ​else​ ​they
have​ ​a​ ​will.​ ​Where​ ​there​ ​is​ ​a​ ​will,​ ​there​ ​is​ ​a​ ​way.​ ​And​ ​where​ ​there​ ​is​ ​magic​ ​in​ ​a​ ​Princess​ ​and
belief​ ​in​ ​this​ ​philosophy,​ ​the​ ​Princess​ ​is​ ​capable​ ​of​ ​magical​ ​solutions​ ​and​ ​prophecy​ ​to​ ​figure​ ​out
a​ ​better​ ​solution.

The​ ​Nature​ ​of​ ​Good


Perhaps​ ​the​ ​simplest​ ​philosophy​ ​of​ ​Pentacles​ ​is​ ​the​ ​factor​ ​that​ ​behind​ ​everyone’s​ ​lenses​ ​lies​ ​a
different​ ​meaning​ ​for​ ​“good”.​ ​It​ ​is​ ​hard​ ​to​ ​make​ ​a​ ​completely​ ​objective​ ​society​ ​because​ ​of​ ​the
matter​ ​that​ ​“Good”​ ​is​ ​subjective​ ​to​ ​each​ ​person.​ ​What​ ​does​ ​good​ ​mean​ ​to​ ​a​ ​poor​ ​person​ ​with
good​ ​friends​ ​or​ ​a​ ​lonely​ ​man​ ​with​ ​all​ ​of​ ​the​ ​world’s​ ​riches?​ ​To​ ​a​ ​priest​ ​who​ ​has​ ​lived​ ​a​ ​virtuous
life​ ​or​ ​the​ ​addict​ ​who​ ​thrives​ ​on​ ​heroin​ ​and​ ​prostitutes?​ ​It​ ​is​ ​up​ ​to​ ​each​ ​individual​ ​to​ ​attach
meaning​ ​to​ ​what​ ​good​ ​is,​ ​and​ ​nobody​ ​should​ ​need​ ​to​ ​decide​ ​for​ ​another​ ​what​ ​that​ ​is,​ ​nor​ ​for​ ​any
meaning​ ​of​ ​any​ ​subjective​ ​matter.

Duties
A​ ​Prophet’s​ ​duty​ ​is​ ​to​ ​be​ ​wise​ ​and​ ​to​ ​make​ ​judgments.​ ​Often​ ​this​ ​leads​ ​them​ ​to​ ​take​ ​up​ ​positions
where​ ​it​ ​is​ ​the​ ​hardest​ ​to​ ​make​ ​decisions,​ ​yet​ ​thanks​ ​to​ ​their​ ​power​ ​of​ ​precognition​ ​can​ ​they​ ​can
make​ ​them​ ​with​ ​near​ ​crystal​ ​clear​ ​accuracy.

Champions​ ​of​ ​Pentacles​ ​often​ ​work​ ​to​ ​practice​ ​the​ ​best​ ​policies​ ​and​ ​often​ ​end​ ​up​ ​in​ ​the​ ​line​ ​of
fire​ ​as​ ​much​ ​as​ ​they​ ​stand​ ​outside​ ​of​ ​it.​ ​With​ ​their​ ​magic,​ ​they​ ​hit​ ​from​ ​far​ ​away​ ​or​ ​even​ ​before​ ​a
problem​ ​has​ ​a​ ​chance​ ​to​ ​become​ ​one.​ ​Lines​ ​of​ ​work​ ​often​ ​set​ ​them​ ​up​ ​in​ ​law​ ​enforcement,​ ​such
as​ ​working​ ​as​ ​policemen​ ​and​ ​women.

Graces​ ​of​ ​the​ ​Court​ ​of​ ​Pentacles​ ​often​ ​live​ ​up​ ​to​ ​the​ ​emphasis​ ​of​ ​Judgment,​ ​finding​ ​most​ ​of​ ​their
work​ ​as​ ​judges​ ​with​ ​the​ ​ability​ ​to​ ​lead​ ​their​ ​courtroom​ ​and​ ​make​ ​crystal​ ​clear​ ​judgments​ ​as​ ​well
as​ ​to​ ​inspire​ ​those​ ​in​ ​the​ ​room​ ​to​ ​keep​ ​their​ ​heads​ ​clear​ ​of​ ​nothing​ ​but​ ​the​ ​facts.​ ​Another
tendency​ ​of​ ​Graces​ ​in​ ​this​ ​court​ ​is​ ​to​ ​work​ ​as​ ​Priests​ ​or​ ​Priestesses,​ ​spreading​ ​the​ ​light​ ​through
sermons​ ​and​ ​teachings.
Menders​ ​of​ ​Pentacles​ ​tend​ ​to​ ​work​ ​with​ ​more​ ​than​ ​just​ ​unhealthy​ ​bodies.​ ​More​ ​often​ ​than​ ​not​ ​do
they​ ​help​ ​those​ ​with​ ​broken​ ​minds​ ​and​ ​sickened​ ​consciences,​ ​finding​ ​work​ ​within​ ​mental
institutions​ ​and​ ​centers​ ​for​ ​criminal​ ​rehabilitation.

If​ ​the​ ​Seekers​ ​of​ ​Diamonds​ ​are​ ​Engineers,​ ​then​ ​perhaps​ ​the​ ​Seekers​ ​of​ ​Pentacles​ ​are​ ​the
Theologians​ ​to​ ​that​ ​statement,​ ​as​ ​given​ ​the​ ​powers​ ​of​ ​Vuoto​ ​they​ ​can​ ​see​ ​far​ ​along​ ​the​ ​future​ ​as
well​ ​as​ ​venturing​ ​into​ ​parts​ ​unknown​ ​before​ ​to​ ​man.​ ​They​ ​also​ ​debate​ ​on​ ​“what​ ​is​ ​good”​ ​rather
than​ ​“what​ ​will​ ​work”.

The​ ​Troubadours​ ​of​ ​Pentacles​ ​seek​ ​to​ ​envision​ ​clarity​ ​of​ ​sight​ ​in​ ​their​ ​artwork,​ ​helping​ ​people
look​ ​to​ ​the​ ​future​ ​with​ ​a​ ​brightened​ ​mind​ ​and​ ​to​ ​destroy​ ​the​ ​chains​ ​of​ ​the​ ​past.

Background
The​ ​people​ ​who​ ​have​ ​joined​ ​the​ ​Court​ ​of​ ​Pentacles​ ​tend​ ​to​ ​have​ ​known​ ​the​ ​values​ ​of​ ​caution​ ​and
wisdom.​ ​Some​ ​have​ ​formed​ ​it​ ​from​ ​the​ ​simple​ ​sense​ ​of​ ​decency​ ​whereas​ ​others​ ​have​ ​often​ ​had​ ​a
sense​ ​of​ ​the​ ​predestined​ ​or​ ​of​ ​mystic​ ​proportion,​ ​always​ ​on​ ​the​ ​edge​ ​of​ ​the​ ​supernatural​ ​but
never​ ​actually​ ​getting​ ​through​ ​until​ ​they​ ​have​ ​blossomed​ ​and​ ​finding​ ​the​ ​Court​ ​of​ ​Pentacles
much​ ​to​ ​their​ ​liking.​ ​Often​ ​those​ ​of​ ​religious​ ​upbringing​ ​find​ ​themselves​ ​in​ ​this​ ​court​ ​the​ ​most​ ​as
it​ ​helps​ ​them​ ​make​ ​sense​ ​of​ ​the​ ​world​ ​now​ ​through​ ​the​ ​lenses​ ​of​ ​the​ ​Hopeful.

Signature​ ​Emotions:​ ​Contemplation​ ​and​ ​Judgement


If​ ​there​ ​is​ ​one​ ​thing​ ​that​ ​is​ ​absolutely​ ​certain​ ​with​ ​all​ ​kinds​ ​of​ ​people,​ ​it’s​ ​that​ ​they​ ​all​ ​have​ ​their
biases​ ​formed​ ​over​ ​the​ ​topics​ ​they​ ​care​ ​about.​ ​Their​ ​friends,​ ​their​ ​family,​ ​their​ ​government,
anything​ ​they​ ​like​ ​or​ ​dislike​ ​about​ ​subjects,​ ​people,​ ​places​ ​and​ ​things.​ ​Most​ ​people​ ​let​ ​these
cloud​ ​their​ ​heads​ ​and​ ​divide​ ​the​ ​world​ ​into​ ​black​ ​and​ ​white.​ ​Though​ ​absolutes​ ​are​ ​tempting,​ ​this
is​ ​not​ ​the​ ​way​ ​of​ ​a​ ​Noble​ ​of​ ​Pentacles.​ ​For​ ​them,​ ​the​ ​best​ ​path​ ​is​ ​one​ ​taken​ ​after​ ​taking​ ​the​ ​time
to​ ​set​ ​aside​ ​their​ ​other​ ​emotions​ ​and​ ​feelings​ ​and​ ​make​ ​the​ ​way​ ​to​ ​contemplate​ ​clearly​ ​without
bias.

After​ ​they​ ​have​ ​had​ ​enough​ ​time​ ​to​ ​contemplate​ ​upon​ ​their​ ​actions​ ​and​ ​paths,​ ​then​ ​it’s​ ​time​ ​for
the​ ​Judges​ ​to​ ​act​ ​out​ ​whatever​ ​plans​ ​they​ ​have​ ​thought​ ​out​ ​for​ ​it​ ​using​ ​their​ ​best​ ​judgement​ ​in​ ​the
matter​ ​for​ ​the​ ​best​ ​outcome.

Character​ ​Creation
The​ ​Court​ ​of​ ​Pentacles​ ​values​ ​insight​ ​and​ ​clarity,​ ​and​ ​as​ ​such​ ​many​ ​tend​ ​to​ ​form​ ​or​ ​have​ ​high
ratings​ ​in​ ​Composure,​ ​Wits​ ​and​ ​Intelligence,​ ​as​ ​they​ ​are​ ​often​ ​the​ ​most​ ​used​ ​traits​ ​in​ ​precision
decision-making​ ​and​ ​to​ ​review​ ​facts​ ​and​ ​details​ ​as​ ​well​ ​as​ ​noticing​ ​minute​ ​changes.​ ​Academics
and​ ​Investigation​ ​are​ ​similarly​ ​practiced,​ ​as​ ​well​ ​as​ ​Occult​ ​for​ ​those​ ​who​ ​study​ ​planes​ ​or​ ​beings
beyond​ ​the​ ​normal​ ​mortal​ ​realm.​ ​Expression​ ​and​ ​Subterfuge​ ​are​ ​practiced​ ​to​ ​spread​ ​their​ ​wisdom
as​ ​well​ ​as​ ​hiding​ ​knowledge​ ​lest​ ​it​ ​fall​ ​into​ ​the​ ​wrong​ ​hands.

The​ ​Court​ ​of​ ​Pentacles​ ​tends​ ​to​ ​use​ ​Mental​ ​Merits​ ​such​ ​as​ ​Common​ ​Sense,​ ​Eye​ ​for​ ​the​ ​Strange
and​ ​Trained​ ​Observer,​ ​even​ ​Eidetic​ ​Memory​ ​and​ ​Encyclopedic​ ​Knowledge.​ ​However,​ ​perhaps
more​ ​so​ ​than​ ​other​ ​courts​ ​the​ ​Court​ ​of​ ​Pentacles​ ​tends​ ​to​ ​practice​ ​Princess​ ​only​ ​merits​ ​if​ ​it​ ​means
to​ ​understand​ ​the​ ​nature​ ​and​ ​forms​ ​of​ ​the​ ​Light​ ​even​ ​better​ ​than​ ​before.

Heraldry
The​ ​Court​ ​of​ ​Pentacles​ ​Regalia​ ​tends​ ​to​ ​have​ ​an​ ​air​ ​of​ ​dignity​ ​and​ ​precognition​ ​to​ ​it,​ ​looking
sage-like​ ​in​ ​its​ ​manifestation.​ ​Religious​ ​like​ ​regalia​ ​is​ ​common​ ​as​ ​are,​ ​if​ ​almost​ ​stereotypical
looking,​ ​Princess​ ​clothing​ ​throughout​ ​the​ ​ages.​ ​What​ ​a​ ​“Princess”​ ​denotes​ ​tends​ ​to​ ​vary​ ​with
each​ ​Judge.​ ​The​ ​more​ ​historically​ ​minded​ ​tend​ ​to​ ​draw​ ​from​ ​the​ ​likes​ ​of​ ​the​ ​Dark​ ​Ages​ ​and
fashions​ ​of​ ​royalty​ ​from​ ​the​ ​Long​ ​Night.​ ​Those​ ​more​ ​intimate​ ​to​ ​the​ ​themes​ ​of​ ​Princesses​ ​and
their​ ​powers​ ​tend​ ​to​ ​draw​ ​from​ ​the​ ​themes​ ​of​ ​Magical​ ​Girls,​ ​looking​ ​with​ ​more​ ​pomp​ ​and​ ​style.
All​ ​colors​ ​are​ ​present,​ ​but​ ​often​ ​Black,​ ​White​ ​and​ ​Grey​ ​are​ ​a​ ​common​ ​theme​ ​when​ ​it​ ​comes​ ​to
them.

Echo
The​ ​Priestess’s​ ​Echo​ ​helps​ ​clear​ ​thoughts​ ​to​ ​focus​ ​on​ ​problems​ ​without​ ​any​ ​distractions.

Practical​ ​Magic
The​ ​magic​ ​of​ ​Pentacles​ ​is​ ​the​ ​path​ ​of​ ​clairvoyance​ ​and​ ​choosing​ ​the​ ​correct​ ​path,​ ​and​ ​it’s
reflected​ ​within​ ​the​ ​practical​ ​magic​ ​of​ ​the​ ​Judges.​ ​At​ ​any​ ​time,​ ​the​ ​Princess​ ​may​ ​spend​ ​one​ ​wisp
to​ ​take​ ​an​ ​Aspiration,​ ​Dream​ ​or​ ​Vocation​ ​and​ ​make​ ​it​ ​into​ ​the​ ​Destiny​ ​Condition.​ ​The​ ​Princess
may​ ​craft​ ​her​ ​Destiny​ ​with​ ​one​ ​path​ ​in​ ​mind​ ​for​ ​fulfilling​ ​the​ ​Aspiration/Dream/Vocation.​ ​For​ ​all
rolls​ ​involved​ ​in​ ​fulfilling​ ​the​ ​Destiny​ ​Condition,​ ​the​ ​Princess​ ​gains​ ​her​ ​Vuoto​ ​Invocation​ ​as​ ​a
bonus​ ​to​ ​these​ ​rolls​ ​until​ ​the​ ​Destiny​ ​is​ ​fulfilled.​ ​With​ ​High​ ​Belief,​ ​the​ ​effect​ ​heightens.​ ​The
Princess​ ​may​ ​increase​ ​her​ ​Vuoto​ ​rating​ ​by​ ​Belief​ ​-​ ​7​ ​dots.

Drawback:​ ​When​ ​one​ ​path​ ​is​ ​chosen,​ ​the​ ​Judge​ ​closes​ ​off​ ​all​ ​other​ ​alternate​ ​routes.​ ​If​ ​the
Princess​ ​attempts​ ​to​ ​fulfill​ ​the​ ​Destiny​ ​in​ ​other​ ​ways​ ​than​ ​how​ ​she​ ​specified,​ ​the​ ​Princess​ ​takes
her​ ​original​ ​rolls​ ​as​ ​penalties​ ​to​ ​all​ ​other​ ​attempts​ ​to​ ​fulfill​ ​it.​ ​High​ ​Belief​ ​doesn’t​ ​grant​ ​further
penalties​ ​nor​ ​bonuses​ ​to​ ​this.​ ​So​ ​a​ ​Princess​ ​whose​ ​Destiny​ ​is​ ​to​ ​“convict​ ​Al​ ​Capone​ ​for​ ​the​ ​death
of​ ​Luigi”​ ​has​ ​sealed​ ​herself​ ​off​ ​from​ ​“convicting​ ​Al​ ​Capone​ ​for​ ​tax​ ​evasion”.

Invocation:​ ​Vuoto
The​ ​Queen​ ​of​ ​Pentacles​ ​value​ ​of​ ​clarity​ ​and​ ​foresight​ ​is​ ​emphasized​ ​within​ ​the​ ​invocation​ ​of
Vuoto,​ ​through​ ​which​ ​her​ ​Priests​ ​and​ ​Priestesses​ ​learn​ ​better​ ​than​ ​any​ ​other.​ ​It​ ​is​ ​the​ ​invocation
that​ ​emphasizes​ ​contemplation,​ ​cognition,​ ​the​ ​clarity​ ​of​ ​insight​ ​as​ ​well​ ​as​ ​the​ ​Element​ ​of​ ​Void.
Unlike​ ​the​ ​Lacrima​ ​invocation,​ ​the​ ​Element​ ​of​ ​Void​ ​isn’t​ ​the​ ​Darkness​ ​that​ ​takes​ ​Light​ ​from​ ​the
world,​ ​but​ ​rather​ ​it​ ​is​ ​the​ ​emptiness​ ​that​ ​constricts​ ​reality​ ​into​ ​a​ ​form​ ​and​ ​that​ ​can​ ​be​ ​passed
through,​ ​where​ ​Space​ ​expands​ ​for​ ​eternity​ ​and​ ​Time​ ​runs​ ​out​ ​forever.
Vuoto​ ​applies​ ​at​ ​no​ ​cost​ ​if​ ​the​ ​Princess​ ​is​ ​standing​ ​below​ ​a​ ​star​ ​filled​ ​sky​ ​or​ ​a​ ​full​ ​moon​ ​without
any​ ​sort​ ​of​ ​obstruction​ ​to​ ​it.​ ​It​ ​also​ ​applies​ ​for​ ​free​ ​if​ ​the​ ​Princess’s​ ​target​ ​is​ ​a​ ​device​ ​or​ ​form​ ​of
ritual​ ​that​ ​she​ ​does​ ​to​ ​help​ ​herself​ ​decide​ ​on​ ​a​ ​conflict,​ ​or​ ​even​ ​a​ ​tool​ ​she​ ​uses​ ​for​ ​scrying,​ ​if​ ​the
Princess​ ​is​ ​trying​ ​to​ ​clear​ ​her​ ​mind,​ ​to​ ​stop​ ​distractions​ ​from​ ​a​ ​cause​ ​or​ ​to​ ​aid​ ​her​ ​in​ ​judgment.​ ​It
also​ ​applies​ ​at​ ​no​ ​cost​ ​if​ ​she’s​ ​trying​ ​to​ ​stop​ ​a​ ​bad​ ​action​ ​from​ ​being​ ​taken.
Vuoto​ ​does​ ​not​ ​appreciate​ ​those​ ​who​ ​let​ ​bias​ ​do​ ​their​ ​thinking​ ​for​ ​them.​ ​Should​ ​the​ ​princess​ ​let
herself​ ​be​ ​swayed​ ​by​ ​someone​ ​else’s​ ​preconceived​ ​notion​ ​on​ ​a​ ​subject​ ​or​ ​let​ ​herself​ ​be​ ​kept​ ​by
her​ ​own​ ​biased​ ​opinions​ ​stopping​ ​someone​ ​else​ ​from​ ​doing​ ​an​ ​action,​ ​Vuoto​ ​is​ ​banned​ ​for​ ​the
rest​ ​of​ ​the​ ​scene.
Several​ ​Vuoto​ ​charms​ ​distort​ ​time​ ​and​ ​space,​ ​and​ ​while​ ​the​ ​latter​ ​is​ ​much​ ​easier​ ​to​ ​use​ ​or
withstand,​ ​Time​ ​is​ ​always​ ​running​ ​and​ ​unyielding,​ ​the​ ​farther​ ​along​ ​one​ ​wishes​ ​to​ ​affect​ ​the
more​ ​it’ll​ ​stand​ ​in​ ​the​ ​way​ ​of​ ​the​ ​Princess.​ ​Consult​ ​this​ ​table​ ​when​ ​it​ ​comes​ ​to​ ​Vuoto​ ​charms​ ​that
deal​ ​with​ ​Temporal​ ​Flux.​ ​This​ ​deals​ ​with​ ​both​ ​pulling​ ​from​ ​the​ ​past​ ​as​ ​well​ ​as​ ​from​ ​the​ ​future.
Pentacles​ ​Practical​ ​Magic​ ​can​ ​negate​ ​these​ ​modifiers.

Temporal​ ​Flux Penalties​ ​Applied

Within​ ​a​ ​Day 0

Within​ ​a​ ​Week -1

Within​ ​a​ ​Month -2

Within​ ​a​ ​Year -3

Within​ ​5​ ​Years -4

Within​ ​a​ ​Decade -5

Every​ ​Additional​ ​Ten​ ​Years An​ ​additional​ ​-1

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Quote
The​ ​light​ ​can​ ​only​ ​shine​ ​if​ ​the​ ​ways​ ​showing​ ​it​ ​are​ ​unclouded.
Pentacles​ ​Stereotypes​ ​on​ ​Others
Clubs:​ ​They​ ​are​ ​willing​ ​to​ ​stay​ ​blind​ ​to​ ​the​ ​future​ ​if​ ​they​ ​can​ ​change​ ​along​ ​with​ ​the​ ​present​ ​as
well,​ ​yet​ ​they​ ​shall​ ​still​ ​prosper.
Diamonds:​ ​Relying​ ​on​ ​equations​ ​can​ ​only​ ​lead​ ​you​ ​so​ ​far,​ ​how​ ​shall​ ​you​ ​explain​ ​the​ ​nature​ ​of
the​ ​Light?​ ​Take​ ​as​ ​much​ ​time​ ​as​ ​you​ ​need,​ ​I​ ​would​ ​enjoy​ ​a​ ​debate​ ​any​ ​time.
Hearts:​ ​The​ ​future​ ​is​ ​constantly​ ​changing​ ​unlike​ ​the​ ​past,​ ​but​ ​they​ ​are​ ​right​ ​in​ ​the​ ​sense​ ​that
history​ ​repeats​ ​itself.
Spades:​ ​Such​ ​uncertain​ ​factors,​ ​maybe​ ​just​ ​by​ ​standing​ ​outside​ ​of​ ​events​ ​they​ ​are​ ​capable​ ​of
acting​ ​as​ ​they​ ​please.
Swords:​ ​Beware​ ​should​ ​the​ ​flame’s​ ​light​ ​be​ ​all​ ​you​ ​can​ ​see.
Cups:​ ​I​ ​can​ ​show​ ​you​ ​the​ ​end​ ​of​ ​your​ ​journey,​ ​but​ ​I​ ​doubt​ ​you’d​ ​want​ ​spoilers.​ ​Knowledge
without​ ​understanding​ ​is​ ​hollow.
Wands:​ ​Their​ ​power​ ​lies​ ​not​ ​in​ ​their​ ​actions,​ ​but​ ​how​ ​their​ ​perseverance​ ​will​ ​keep​ ​their​ ​actions
echoing​ ​throughout​ ​time.

Tears:​ ​I​ ​want​ ​to​ ​say​ ​what​ ​they’re​ ​doing​ ​isn’t​ ​necessary.​ ​But​ ​if​ ​I​ ​do,​ ​then​ ​I​ ​fear​ ​their​ ​Queen​ ​will...
Storms:​ ​They​ ​take​ ​their​ ​duty​ ​as​ ​Judge,​ ​Jury​ ​and​ ​Executioner​ ​all​ ​at​ ​once​ ​without​ ​even​ ​listening​ ​to
any​ ​of​ ​the​ ​defendant's​ ​testimony.
Mirrors:​ ​A​ ​parent​ ​has​ ​the​ ​right​ ​to​ ​making​ ​decisions​ ​for​ ​the​ ​child​ ​should​ ​the​ ​child’s​ ​decisions
prove​ ​to​ ​be…obviously​ ​flawed.​ ​The​ ​same​ ​applies​ ​between​ ​us,​ ​brat.

Vampires:​ ​There’s​ ​simply​ ​no​ ​easy​ ​answer,​ ​these​ ​beings​ ​are​ ​bound​ ​to​ ​the​ ​past​ ​by​ ​their​ ​nature.
Werewolves:​ ​Be​ ​wary​ ​of​ ​what​ ​lives​ ​beyond​ ​your​ ​fields.
Mages:​ ​To​ ​be​ ​able​ ​to​ ​touch​ ​a​ ​higher​ ​world​ ​and​ ​return​ ​with​ ​its​ ​power…if​ ​only​ ​the​ ​Light​ ​were​ ​as
simple.
Prometheans:​ ​Can​ ​we​ ​do​ ​your​ ​scrying​ ​over​ ​the​ ​phone?​ ​I​ ​don’t​ ​mean​ ​to​ ​insult​ ​but​ ​your​ ​aura
alone​ ​is​ ​kind​ ​of​ ​distracting.
Changelings:​ ​They​ ​have​ ​reasons​ ​to​ ​hide.​ ​That’s​ ​all​ ​I’m​ ​willing​ ​to​ ​say​ ​about​ ​Them.
Sin-Eaters:​ ​If​ ​you​ ​share​ ​a​ ​bond​ ​with​ ​something​ ​that’s​ ​dead,​ ​then​ ​you​ ​really​ ​haven’t​ ​escaped
death,​ ​haven’t​ ​you?
Mummies:​ ​I​ ​know​ ​for​ ​a​ ​fact​ ​that​ ​I​ ​would​ ​be​ ​a​ ​better​ ​judge​ ​than​ ​whatever​ ​is​ ​behind​ ​you.
Demons:​ ​Believe​ ​me,​ ​I​ ​can​ ​handle​ ​the​ ​truth​ ​if​ ​you’d​ ​just​ ​stop​ ​lying.
Beasts:​ ​You​ ​do​ ​realize​ ​that​ ​the​ ​monster​ ​always​ ​gets​ ​slain​ ​at​ ​the​ ​end?​ ​Now​ ​wasn’t​ ​supposed​ ​to​ ​be
your​ ​end,​ ​but​ ​for​ ​the​ ​interests​ ​of​ ​everyone​ ​else​ ​I​ ​have​ ​to​ ​make​ ​it​ ​that​ ​way​ ​now.
Mad​ ​Scientists:​ ​Tread​ ​lightly​ ​and​ ​warily,​ ​ye​ ​who​ ​enter​ ​here.
Leviathans:​ ​…There​ ​are​ ​just​ ​some​ ​things​ ​I’d​ ​like​ ​to​ ​forget​ ​I​ ​saw​ ​too.
Hunters:​ ​Do​ ​any​ ​of​ ​you​ ​ever​ ​look​ ​into​ ​who​ ​you​ ​hunt?​ ​Whether​ ​it​ ​would​ ​be​ ​good​ ​or​ ​not​ ​to​ ​take
them​ ​down?
Mortals:​ ​The​ ​past​ ​has​ ​passed,​ ​that’s​ ​why​ ​it’s​ ​called​ ​as​ ​such.

Inspiration
Princess​ ​Zelda,​ ​Shikieiki​ ​Yamaxandu

Other​ ​Courts​ ​on​ ​Pentacles


Clubs:​ ​Looking​ ​deep​ ​into​ ​the​ ​future​ ​has​ ​its​ ​benefits,​ ​yet​ ​the​ ​flashes​ ​they​ ​gain​ ​is​ ​but​ ​a​ ​single
spark​ ​from​ ​the​ ​whirling​ ​maelstrom​ ​of​ ​the​ ​future.
Diamonds:​ ​They’re​ ​the​ ​theory,​ ​we’re​ ​the​ ​practice.
Hearts:​ ​Viewing​ ​too​ ​much​ ​into​ ​the​ ​future​ ​may​ ​make​ ​them​ ​blind​ ​to​ ​the​ ​present.
Spades:​ ​What’s​ ​the​ ​worth​ ​of​ ​a​ ​surprise​ ​if​ ​they​ ​see​ ​the​ ​punchline​ ​before​ ​I​ ​even​ ​planned​ ​it?
Swords:​ ​Nothing​ ​can​ ​be​ ​seen​ ​without​ ​love.
Tears:​​ ​We​ ​should​ ​be​ ​thankful​ ​that​ ​they​ ​cannot​ ​scry​ ​past​ ​Alhambra’s​ ​barriers.
Storms:​ ​Point​ ​where​ ​the​ ​next​ ​batch​ ​of​ ​Darkspawn​ ​is​ ​or​ ​fuck​ ​off.
Mirrors:​ ​Don’t​ ​tell​ ​me​ ​what​ ​to​ ​do!​ ​I’m​ ​the​ ​True​ ​Heir!​ ​The​ ​True​ ​Queen​ ​told​ ​me​ ​so!

 
Chapter​ ​Two:​ ​The​ ​Forgotten​ ​Powers​ ​of​ ​Love 
The​ ​powers​ ​of​ ​the​ ​Pre-Twilight​ ​Courts​ ​is​ ​very​ ​much​ ​like​ ​the​ ​powers​ ​of​ ​the​ ​Hopeful.​ ​In​ ​this
chapter,​ ​the​ ​charms​ ​and​ ​Practical​ ​Magic​ ​they’ve​ ​held​ ​shall​ ​be​ ​reviewed.

Practical​ ​Magic​ ​for​ ​Princesses​ ​and​ ​Sworn


The​ ​Practical​ ​Magic​ ​of​ ​the​ ​Pre-Twilight​ ​Courts​ ​are​ ​the​ ​same​ ​format​ ​as​ ​all​ ​other​ ​Courts​ ​in​ ​that
they​ ​rely​ ​on​ ​which​ ​Queen​ ​the​ ​Princess​ ​is​ ​following.​ ​The​ ​Court’s​ ​Practical​ ​Magics​ ​are​ ​listed​ ​in
their​ ​own​ ​entries.​ ​As​ ​for​ ​the​ ​Practical​ ​Magic​ ​of​ ​the​ ​Sworn,​ ​their​ ​practical​ ​magic​ ​differs​ ​as​ ​per
usual.
● Cups:​ ​The​ ​Queen​ ​of​ ​Cups​ ​encourages​ ​her​ ​Sworn​ ​that​ ​they​ ​have​ ​the​ ​same​ ​rights​ ​as​ ​her
Princesses,​ ​even​ ​as​ ​they​ ​do​ ​not​ ​share​ ​the​ ​same​ ​level​ ​of​ ​powers.​ ​For​ ​the​ ​Sworn​ ​of​ ​Cups,
they​ ​may​ ​declare​ ​a​ ​set​ ​of​ ​Skills​ ​(Physical,​ ​Mental​ ​or​ ​Social)​ ​and​ ​upon​ ​spending​ ​a​ ​wisp,
divide​ ​their​ ​dots​ ​in​ ​Fulmine​ ​within​ ​the​ ​selected​ ​Skills.​ ​As​ ​with​ ​the​ ​normal​ ​Practical
Magic,​ ​they​ ​may​ ​change​ ​this​ ​once​ ​per​ ​scene.
● Wands:​ ​The​ ​Queen​ ​of​ ​Wands​ ​encourages​ ​hard​ ​work​ ​no​ ​matter​ ​what​ ​station​ ​you’re​ ​at,​ ​and
the​ ​Sworn​ ​of​ ​Wands​ ​are​ ​taught​ ​how​ ​practical​ ​their​ ​magic​ ​actually​ ​is.​ ​When​ ​the​ ​Sworn​ ​of
Wands​ ​is​ ​aiding​ ​in​ ​a​ ​Teamwork​ ​roll,​ ​instead​ ​of​ ​rolling​ ​normally​ ​they​ ​may​ ​choose​ ​to
spend​ ​a​ ​Wisp​ ​and​ ​add​ ​their​ ​Metallo​ ​rating​ ​as​ ​a​ ​bonus​ ​to​ ​the​ ​roll.
● Pentacles:​ ​The​ ​Queen​ ​of​ ​Pentacles​ ​speaks​ ​of​ ​wisdom​ ​and​ ​fate,​ ​as​ ​well​ ​as​ ​the​ ​ability​ ​to
change​ ​fate​ ​not​ ​needing​ ​to​ ​be​ ​big​ ​or​ ​small​ ​to​ ​her​ ​Sworn.​ ​When​ ​a​ ​Sworn​ ​of​ ​Pentacles​ ​is
acting​ ​to​ ​avert​ ​a​ ​bad​ ​outcome,​ ​be​ ​it​ ​making​ ​a​ ​prophecy​ ​wrong​ ​or​ ​averting​ ​a​ ​Doom,​ ​the
Sworn​ ​may​ ​spend​ ​a​ ​wisp​ ​to​ ​add​ ​their​ ​Vuoto​ ​to​ ​their​ ​rolls​ ​that​ ​concern​ ​averting​ ​the​ ​worst
outcome​ ​for​ ​a​ ​scene.

Charms
The​ ​Charms​ ​of​ ​the​ ​Pre-Twilight​ ​follow​ ​the​ ​same​ ​system​ ​and​ ​set​ ​of​ ​rules​ ​from​ ​the​ ​Corebook​ ​as
with​ ​all​ ​charms.​ ​Given​ ​whatever​ ​drawback​ ​that​ ​follows​ ​Twilight​ ​Courts,​ ​they​ ​do​ ​not​ ​seem​ ​to
plague​ ​the​ ​Radiant​ ​Courts,​ ​which​ ​is​ ​a​ ​blessing​ ​in​ ​of​ ​itself.​ ​Therefore,​ ​none​ ​of​ ​the​ ​Pre-Twilight
Invocations​ ​have​ ​any​ ​drawbacks​ ​into​ ​their​ ​charms​ ​that​ ​stem​ ​from​ ​the​ ​invocation​ ​itself.

Noble​ ​Merits
The​ ​Fall​ ​didn’t​ ​only​ ​cause​ ​the​ ​Kingdom​ ​and​ ​many​ ​of​ ​the​ ​invocations​ ​lost​ ​to​ ​present​ ​day
Princesses,​ ​but​ ​it​ ​also​ ​caused​ ​many​ ​things​ ​attached​ ​to​ ​that​ ​magic​ ​to​ ​fade​ ​as​ ​well.​ ​Unless
otherwise​ ​stated,​ ​these​ ​merits​ ​are​ ​reserved​ ​for​ ​the​ ​Hopeful.

Maskless​ ​Mask​ ​(3)


Prerequisite:​​ ​Fulmine​ ​1
Your​ ​character​ ​understands​ ​the​ ​paradox​ ​that​ ​mundanity​ ​can​ ​grant​ ​a​ ​magic​ ​all​ ​its​ ​own.​ ​You​ ​may
learn​ ​and​ ​retain​ ​Supernatural​ ​Merits​ ​whose​ ​dot​ ​ratings​ ​are​ ​equal​ ​to​ ​or​ ​less​ ​than​ ​your​ ​dots​ ​in
Fulmine,​ ​and​ ​you​ ​may​ ​use​ ​them​ ​while​ ​untransformed.
Drawback:​ ​The​ ​mantles​ ​of​ ​mundanity​ ​and​ ​Nobility​ ​are​ ​mutually​ ​exclusive.​ ​If​ ​you​ ​Transform,
you​ ​may​ ​not​ ​use​ ​Supernatural​ ​Merits​ ​for​ ​the​ ​remainder​ ​of​ ​the​ ​scene.​ ​If​ ​you​ ​use​ ​a​ ​Supernatural
Merit,​ ​you​ ​may​ ​not​ ​transform​ ​for​ ​the​ ​remainder​ ​of​ ​the​ ​scene.

Dream​ ​or​ ​Vocation?


Given​ ​the​ ​factor​ ​of​ ​Princess​ ​the​ ​Hopeful​ ​having​ ​two​ ​core​ ​books,​ ​each​ ​with​ ​a​ ​different​ ​vision​ ​for
how​ ​the​ ​game​ ​should​ ​proceed​ ​and​ ​the​ ​like,​ ​the​ ​only​ ​real​ ​difference​ ​that​ ​can​ ​be​ ​recognized​ ​by​ ​the
Supplement​ ​is​ ​the​ ​Charms​ ​that​ ​would​ ​be​ ​specific​ ​for​ ​either​ ​version.​ ​As​ ​such,​ ​there​ ​will​ ​be​ ​an
added​ ​section​ ​below​ ​certain​ ​charms​ ​called​ ​“​Version​”,​ ​with​ ​the​ ​addition​ ​of​ ​either​ ​“​Dream​”​ ​or
“​Vocation​”​ ​after​ ​it​ ​to​ ​denote​ ​which​ ​version​ ​it​ ​would​ ​best​ ​belong​ ​to.

Of​ ​course,​ ​if​ ​your​ ​Storyteller​ ​allows​ ​for​ ​buying​ ​charms​ ​in​ ​the​ ​other​ ​version​ ​than​ ​the​ ​one​ ​you’re
using​ ​for​ ​playing​ ​Princess​ ​the​ ​Hopeful,​ ​then​ ​by​ ​all​ ​means​ ​it​ ​can​ ​be​ ​applied​ ​toward​ ​the
supplement​ ​as​ ​well.

Appear 
Phantom​ ​(Appear​ ​2)​ ​-​ ​Upgrade:​ ​Sensory​ ​(Fulmine​ ​2)
Requires​ ​Lasting
The​ ​illusion​ ​lasts​ ​as​ ​long​ ​as​ ​it​ ​is​ ​within​ ​the​ ​Princess’s​ ​sensory​ ​range.
Upgrade:​ ​On​ ​and​ ​Off​ ​(Vuoto​ ​2)
Requires​ ​Lasting
The​ ​Princess​ ​may​ ​choose​ ​to​ ​stop​ ​the​ ​illusion​ ​from​ ​existing​ ​and​ ​choose​ ​to​ ​apply​ ​it​ ​elsewhere,​ ​but
the​ ​illusion​ ​lasts​ ​for​ ​only​ ​a​ ​Scene.

The​ ​Mother’s​ ​Shame​ ​(Appear​ ​2,​ ​Vuoto​ ​2)


Action:​ ​Instant,​ ​Manipulation​ ​+​ ​Expression
Cost:​ ​2​ ​Wisps
Duration:​ ​1​ ​Scene

Even​ ​monsters​ ​can​ ​stop​ ​racking​ ​up​ ​sins​ ​if​ ​they​ ​knew​ ​in​ ​some​ ​form​ ​they​ ​were​ ​disappointing
someone​ ​else​ ​they​ ​loved.​ ​The​ ​Princess​ ​may​ ​use​ ​this​ ​charm​ ​if​ ​someone​ ​is​ ​in​ ​the​ ​process​ ​of​ ​a
horrible​ ​act​ ​that​ ​would​ ​constitute​ ​as​ ​at​ ​least​ ​a​ ​Breaking​ ​Point​ ​for​ ​the​ ​offender​ ​carrying​ ​it​ ​out.
How​ ​the​ ​Princess​ ​appears​ ​differs​ ​from​ ​target​ ​to​ ​target.​ ​An​ ​unrepentant​ ​murderer​ ​may​ ​see​ ​the​ ​face
of​ ​their​ ​mother​ ​in​ ​shame.​ ​A​ ​hunter​ ​might​ ​see​ ​the​ ​face​ ​of​ ​his​ ​deity​ ​turned​ ​away​ ​from​ ​his​ ​actions.
However​ ​it​ ​appears,​ ​the​ ​Princess’s​ ​image​ ​inspires​ ​shame​ ​into​ ​the​ ​target​ ​and​ ​imposes​ ​her
successes​ ​as​ ​a​ ​penalty​ ​to​ ​his​ ​actions​ ​while​ ​the​ ​target​ ​is​ ​in​ ​the​ ​Princess’s​ ​vicinity.

The​ ​Princess​ ​is​ ​free​ ​to​ ​attack​ ​her​ ​target,​ ​but​ ​her​ ​successes​ ​can’t​ ​impose​ ​a​ ​penalty​ ​greater​ ​than​ ​the
Target’s​ ​Integrity​ ​or​ ​Equivalent.​ ​The​ ​charm​ ​fails​ ​to​ ​activate​ ​against​ ​beings​ ​with​ ​no​ ​Integrity,​ ​and
it​ ​automatically​ ​ends​ ​if​ ​the​ ​Princess​ ​is​ ​outside​ ​of​ ​the​ ​target’s​ ​vicinity​ ​or​ ​if​ ​the​ ​Target​ ​succeeds​ ​in
their​ ​act.

Foundation​ ​(Appear​ ​2,​ ​Metallo​ ​1)


Prerequisite:​ ​Any​ ​Uninvoked​ ​Appear​ ​Charm
Action:​ ​Instant,​ ​Unrolled
Cost:​ ​1​ ​Wisp
Duration:​ ​same​ ​as​ ​Charm​ ​used
Illusions​ ​are​ ​always​ ​so​ ​flimsy,​ ​so​ ​easy​ ​to​ ​break.​ ​With​ ​this​ ​charm,​ ​they​ ​can​ ​last​ ​longer.​ ​When
using​ ​any​ ​uninvoked​ ​Appear​ ​charm,​ ​the​ ​Princess​ ​can​ ​apply​ ​this​ ​charm​ ​onto​ ​it.​ ​The​ ​illusion
created​ ​is​ ​considered​ ​to​ ​have​ ​a​ ​number​ ​of​ ​Health​ ​dots​ ​or​ ​points​ ​of​ ​Structure​ ​equal​ ​to​ ​the
Princess’s​ ​dots​ ​in​ ​Metallo.​ ​If​ ​the​ ​illusion​ ​suffers​ ​damage​ ​that​ ​exceeds​ ​the​ ​number​ ​of​ ​Health
Boxes​ ​or​ ​Structure​ ​Points​ ​given​ ​by​ ​this​ ​charm​ ​(no​ ​damage​ ​is​ ​able​ ​to​ ​be​ ​upgraded​ ​and​ ​lesser
damage​ ​cannot​ ​be​ ​pushed​ ​off​ ​the​ ​side),​ ​then​ ​the​ ​illusion​ ​breaks.

Hallowed​ ​Hearth​ ​(Appear​ ​3)​ ​-​ ​Upgrade:​ ​Scrying​ ​(Vuoto​ ​3)


Version:​ ​Vocation
Cost:​ ​1​ ​Wisp
Spying​ ​and​ ​attempting​ ​to​ ​breach​ ​a​ ​palace​ ​draws​ ​its​ ​Noble’s​ ​gaze​ ​as​ ​well.​ ​A​ ​Princess​ ​may​ ​weave
this​ ​upgrade​ ​only​ ​when​ ​first​ ​affecting​ ​a​ ​place.​ ​When​ ​a​ ​possible​ ​intruder​ ​attempts​ ​spying​ ​on​ ​the
place​ ​or​ ​breaking​ ​into​ ​it,​ ​even​ ​by​ ​supernatural​ ​means,​ ​the​ ​Princess​ ​may​ ​roll​ ​her​ ​dots​ ​in​ ​Safe
Place​ ​as​ ​given​ ​by​ ​this​ ​charm​ ​plus​ ​her​ ​Vuoto.​ ​Success​ ​allows​ ​for​ ​the​ ​Princess​ ​to​ ​get​ ​a​ ​general​ ​idea
of​ ​where​ ​the​ ​possible​ ​intruder​ ​is​ ​at​ ​and​ ​what​ ​he’s​ ​doing.​ ​Exceptional​ ​Success​ ​lets​ ​the​ ​Princess
know​ ​exactly​ ​where​ ​the​ ​intruder​ ​is​ ​at​ ​and​ ​what​ ​he​ ​is​ ​doing.​ ​The​ ​vision​ ​gained​ ​lasts​ ​Vuoto​ ​+​ ​Safe
Place​ ​Dots​ ​from​ ​this​ ​charm​ ​Turns.

Disorientation​ ​(Appear​ ​3,​ ​Fulmine​ ​2)


Action:​ ​Instant​ ​and​ ​Resisted,​ ​Wits​ ​+​ ​Expression​ ​–​ ​Target’s​ ​Composure
Cost:​ ​1​ ​Wisp
Duration:​ ​Fulmine​ ​Turns
The​ ​Princess​ ​jolts​ ​her​ ​target,​ ​making​ ​their​ ​senses​ ​go​ ​haywire.
Dramatic​ ​Failure:​ ​The​ ​Princess​ ​is​ ​shocked​ ​herself.​ ​She​ ​suffers​ ​a​ ​penalty​ ​equal​ ​to​ ​her​ ​Fulmine
Dots​ ​to​ ​all​ ​rolls​ ​involving​ ​senses.
Failure:​ ​Nothing​ ​Happens.
Success:​ ​The​ ​Princess​ ​succeeds.​ ​Her​ ​target’s​ ​senses​ ​become​ ​all​ ​jumbled​ ​and​ ​messed​ ​up,​ ​giving
him​ ​a​ ​penalty​ ​equal​ ​to​ ​the​ ​Princess’s​ ​successes​ ​to​ ​rolls​ ​involving​ ​his​ ​senses.
Exceptional​ ​Success:​ ​Extra​ ​successes​ ​are​ ​their​ ​own​ ​reward.

Goccia​ ​Astrale​ ​(Appear​ ​3)


This​ ​charm​ ​faces​ ​no​ ​changes,​ ​but​ ​gives​ ​examples​ ​upon​ ​what​ ​the​ ​Princess​ ​may​ ​use​ ​involving​ ​the
Invocations​ ​element.
Fulmine:​ ​Electricity​ ​or​ ​electric​ ​charge
Metallo:​ ​Any​ ​type​ ​of​ ​metal
Vuoto:​ ​Starlight

Bless 
We​ ​Rely​ ​On​ ​You​ ​(Bless​ ​1)
This​ ​charm​ ​remains​ ​the​ ​same​ ​as​ ​it​ ​was​ ​in​ ​the​ ​books,​ ​but​ ​given​ ​this​ ​book​ ​adds​ ​in​ ​three​ ​further
Invocations,​ ​they​ ​can​ ​color​ ​the​ ​charm​ ​with​ ​their​ ​own​ ​upgrade​ ​(​Dream​ ​Version)​ ​or​ ​that​ ​can​ ​apply
for​ ​the​ ​Queen’s​ ​Commission​ ​Upgrade​ ​(​Vocation​ ​Version).

For​ ​the​ ​Dream​ ​Version,​ ​the​ ​upgrades​ ​strengthen​ ​the​ ​Blessing​ ​to​ ​dice​ ​per​ ​success,​ ​but​ ​also​ ​limits
the​ ​blessing​ ​to​ ​a​ ​narrower​ ​set​ ​of​ ​rolls.​ ​These​ ​upgrades​ ​are​ ​as​ ​follows:
● Path​ ​of​ ​Lightning​ ​(Fulmine​ ​1):​ ​Rolls​ ​that​ ​untrained​ ​skill​ ​penalties​ ​apply​ ​to,​ ​or​ ​that​ ​the
target​ ​lacks​ ​a​ ​skill​ ​specialty/
● Tough​ ​As​ ​Nails​ ​(Metallo​ ​1):​ ​Rolls​ ​using​ ​Physical​ ​Attributes​ ​or​ ​Skills.
● Ex​ ​Nihilo​ ​Nihil​ ​Fit​ ​(Vuoto​ ​1):​ ​Rolls​ ​that​ ​involve​ ​fulfilling​ ​a​ ​Dream​ ​or​ ​an​ ​Aspiration.
Upgrade:​ ​Beginner’s​ ​Luck
Prerequisite:​ ​Tough​ ​as​ ​Nails​ ​Upgrade
When​ ​using​ ​Tough​ ​as​ ​Nails​ ​on​ ​any​ ​roll​ ​where​ ​a​ ​dice​ ​are​ ​added​ ​to​ ​a​ ​Skill​ ​ignores​ ​the​ ​Unskilled
Penalty.

Tough​ ​As​ ​Nails​ ​(Bless​ ​1,​ ​Metallo​ ​1)


Action:​ ​Instant,​ ​Dexterity​ ​+​ ​Athletics
Cost:​ ​1​ ​Wisp
Duration:​ ​One​ ​Scene
Version:​ ​Vocation
The​ ​Princess​ ​blesses​ ​those​ ​with​ ​the​ ​strength​ ​and​ ​durability​ ​of​ ​metal.​ ​Success​ ​grants​ ​the​ ​target​ ​the
Floating​ ​Blessing​ ​condition:​ ​The​ ​affected​ ​traits​ ​are​ ​Physical​ ​Skills​ ​and​ ​the​ ​pool​ ​starts​ ​with​ ​two
dice​ ​per​ ​success.
Upgrade:​ ​Polished
The​ ​affected​ ​traits​ ​are​ ​now​ ​Physical​ ​Attributes​ ​and​ ​Skills.

Flash​ ​of​ ​Lightning​ ​(Bless​ ​2,​ ​Fulmine​ ​1)


Action:​ ​Instant,​ ​Presence​ ​+​ ​Empathy
Cost:​ ​1​ ​Wisp
Duration:​ ​One​ ​Scene

The​ ​target​ ​gains​ ​a​ ​brilliant​ ​flash​ ​from​ ​the​ ​Noble,​ ​something​ ​he​ ​knows​ ​for​ ​an​ ​instant​ ​before
forgetting.​ ​Success​ ​grants​ ​the​ ​Floating​ ​Blessing​ ​Condition​ ​with​ ​the​ ​Transferred​ ​Modifier:​ ​the
affected​ ​traits​ ​are​ ​any​ ​Skills​ ​that​ ​the​ ​Princess​ ​has​ ​higher​ ​than​ ​the​ ​Target.​ ​The​ ​successes​ ​that​ ​can
be​ ​transferred​ ​by​ ​the​ ​Princess​ ​can​ ​apply​ ​to​ ​any​ ​skills​ ​she​ ​has​ ​higher​ ​than​ ​the​ ​target,​ ​but​ ​the
amount​ ​the​ ​target​ ​can​ ​benefit​ ​from​ ​are​ ​capped​ ​by​ ​how​ ​much​ ​higher​ ​she​ ​has​ ​than​ ​him.​ ​It​ ​is
possible​ ​to​ ​choose​ ​Transformed​ ​Skills​ ​instead.
Upgrade:​ ​Enlightening
The​ ​affected​ ​traits​ ​are​ ​now​ ​Attributes​ ​and​ ​Skills​ ​the​ ​Princess​ ​has​ ​higher​ ​than​ ​the​ ​target.

Herald​ ​to​ ​the​ ​Future​ ​(Bless​ ​2,​ ​Vuoto​ ​1)


Action:​ ​Instant,​ ​Composure​ ​+​ ​Occult
Cost:​ ​1​ ​Wisp
Duration:​ ​One​ ​Scene

With​ ​a​ ​wave​ ​of​ ​the​ ​Princess’s​ ​hand,​ ​she​ ​finds​ ​the​ ​future​ ​smiling​ ​upon​ ​the​ ​target.​ ​Success​ ​grants
the​ ​target​ ​the​ ​Floating​ ​Blessing​ ​condition​ ​with​ ​Negated​ ​Penalty​ ​Modifier:​ ​affected​ ​traits​ ​are​ ​any
traits​ ​suffering​ ​penalties​ ​to​ ​their​ ​roll​ ​and​ ​the​ ​pool​ ​starts​ ​with​ ​two​ ​dice​ ​per​ ​success.​ ​The​ ​charm
only​ ​has​ ​the​ ​power​ ​to​ ​negate​ ​penalties​ ​rather​ ​than​ ​add​ ​to​ ​rolls.

Alternating​ ​Current​ ​(Bless​ ​3,​ ​Fulmine​ ​1)


Action:​ ​Instant,​ ​Dexterity​ ​+​ ​Occult
Cost:​ ​1​ ​Wisp
Duration:​ ​One​ ​Scene
The​ ​Princess​ ​picks​ ​at​ ​the​ ​limitation​ ​of​ ​Bless​ ​charms,​ ​enabling​ ​the​ ​charms​ ​to​ ​go​ ​past​ ​their​ ​limits.
When​ ​the​ ​Princess​ ​herself​ ​is​ ​the​ ​target​ ​of​ ​a​ ​Bless​ ​charm​ ​and​ ​has​ ​the​ ​Blessing​ ​or​ ​Floating
Blessing​ ​Condition​ ​from​ ​it,​ ​the​ ​condition​ ​is​ ​now​ ​Charmed,​ ​added​ ​dots​ ​may​ ​apply​ ​to​ ​Charm​ ​rolls
or​ ​rolls​ ​to​ ​activate​ ​a​ ​supernatural​ ​power.
Charms​ ​of​ ​Enhancement​ ​(Bless​ ​3,​ ​Invocation​ ​2)
The​ ​Charms​ ​of​ ​Enhancement​ ​work​ ​as​ ​intended​ ​in​ ​both​ ​corebooks,​ ​with​ ​new​ ​upgrades​ ​added​ ​for
the​ ​Pre-Twilight​ ​Invocations.​ ​Each​ ​has​ ​their​ ​own​ ​dicepool,​ ​and​ ​no​ ​one​ ​target​ ​may​ ​be​ ​under​ ​more
than​ ​one​ ​Charm​ ​of​ ​Enhancement​ ​at​ ​a​ ​time.
● Sensitive​ ​Insight​ ​(Fulmine​ ​2):​ ​Roll​ ​Presence​ ​+​ ​Empathy​ ​to​ ​enhance​ ​a​ ​chosen​ ​attribute
on​ ​a​ ​target,​ ​up​ ​to​ ​a​ ​limit​ ​of​ ​the​ ​Princess’s​ ​own​ ​Attribute.​ ​The​ ​Princess​ ​may​ ​do​ ​this​ ​vice
versa​ ​to​ ​enhance​ ​her​ ​own​ ​attributes​ ​by​ ​a​ ​consenting​ ​target’s.
● Refined​ ​Steel​ ​(Metallo​ ​2):​ ​Roll​ ​Strength​ ​+​ ​Athletics​ ​to​ ​enhance​ ​a​ ​Physical​ ​Attribute.
● Perfect​ ​Timing​ ​(Vuoto​ ​2):​ ​Roll​ ​Composure​ ​+​ ​Empathy​ ​to​ ​enhance​ ​any​ ​attribute​ ​chosen
at​ ​random​ ​that​ ​would​ ​help​ ​a​ ​cause​ ​the​ ​Princess​ ​states.​ ​These​ ​bonuses​ ​only​ ​function​ ​while
helping​ ​the​ ​cause​ ​stated.
Upgrade:​ ​Grand/Flexible​ ​(Invocation​ ​3)
Version:​ ​Vocation​ ​(Grand),​ ​Dream​ ​(Flexible)
The​ ​Noble​ ​may​ ​add​ ​dots​ ​to​ ​all​ ​three​ ​of​ ​the​ ​Attributes​ ​that​ ​the​ ​Charm​ ​can​ ​enhance​ ​in​ ​a​ ​single
activation.​ ​She​ ​distributes​ ​her​ ​successes​ ​across​ ​the​ ​Attributes;​ ​she​ ​still​ ​cannot​ ​add​ ​more​ ​than​ ​her
dots​ ​in​ ​the​ ​prerequisite​ ​Invocation​ ​to​ ​any​ ​one​ ​Attribute.​ ​For​ ​the​ ​Dream​ ​version,​ ​the​ ​Princess​ ​must
buy​ ​this​ ​upgrade​ ​separately​ ​for​ ​each​ ​invocation.

For​ ​Fulmine,​ ​the​ ​Princess​ ​may​ ​decide​ ​up​ ​to​ ​her​ ​Fulmine​ ​in​ ​terms​ ​of​ ​attributes,​ ​meaning​ ​a
maximum​ ​of​ ​five​ ​attributes​ ​may​ ​be​ ​affected.​ ​For​ ​Vuoto,​ ​the​ ​attributes​ ​are​ ​chosen​ ​at​ ​random​ ​as
per​ ​normal.

Blessings​ ​Be​ ​Upon​ ​This​ ​House​ ​(Bless​ ​4)​ ​-​ ​Upgrade:​ ​Intervention​ ​(Fulmine​ ​3)
Version:​ ​Vocation
The​ ​Princess​ ​prepares​ ​the​ ​place​ ​for​ ​tolerance​ ​and​ ​acceptance.​ ​She​ ​sets​ ​up​ ​chairs​ ​for​ ​groups,
prepares​ ​vouchers​ ​and​ ​sets​ ​an​ ​atmosphere​ ​for​ ​the​ ​start​ ​of​ ​self-discovery.​ ​By​ ​applying​ ​Fulmine​ ​to
the​ ​charm,​ ​the​ ​Princess​ ​may​ ​create​ ​a​ ​Blessing​ ​that​ ​enhances​ ​any​ ​Attribute​ ​or​ ​a​ ​two​ ​attribute​ ​roll
in​ ​which​ ​one​ ​of​ ​the​ ​attributes​ ​is​ ​one​ ​selected​ ​beyond​ ​her​ ​own​ ​knowledge.
Upgrade:​ ​Workshop​ ​(Metallo​ ​3)
Version:​ ​Vocation
The​ ​Princess​ ​prepares​ ​the​ ​place​ ​for​ ​work.​ ​She​ ​gets​ ​tools,​ ​materials,​ ​and​ ​able​ ​hands​ ​and
workspaces​ ​to​ ​get​ ​the​ ​ball​ ​rolling.​ ​ ​By​ ​applying​ ​Metallo​ ​to​ ​the​ ​Charm,​ ​she​ ​may​ ​create​ ​a​ ​Blessing
that​ ​enhances​ ​a​ ​Physical​ ​Attribute,​ ​a​ ​Physical​ ​Skill​ ​and​ ​Crafts​ ​beyond​ ​her​ ​own​ ​knowledge,​ ​or​ ​a
two-Attribute​ ​roll​ ​in​ ​which​ ​one​ ​of​ ​the​ ​Attributes​ ​is​ ​Physical.​ ​She​ ​may​ ​also​ ​help​ ​the​ ​group​ ​make
grand​ ​feats​ ​by​ ​weaving​ ​in​ ​the​ ​Specialities​ ​Blessing​ ​beyond​ ​her​ ​own​ ​knowledge.
Upgrade:​ ​Rectory​ ​(Vuoto​ ​3)
Version:​ ​Vocation
The​ ​Princess​ ​sets​ ​up​ ​a​ ​place​ ​for​ ​spiritual​ ​occasions​ ​or​ ​philosophical​ ​disputes.​ ​She​ ​sets​ ​the​ ​place
apart​ ​from​ ​the​ ​rest​ ​of​ ​the​ ​world​ ​to​ ​speak​ ​of​ ​higher​ ​concerns.​ ​By​ ​applying​ ​Vuoto​ ​to​ ​the​ ​charm,​ ​a
Princess​ ​may​ ​create​ ​a​ ​Blessing​ ​that​ ​negates​ ​Penalties​ ​upon​ ​rolls​ ​using​ ​Attributes​ ​she​ ​selects​ ​or
enhance​ ​the​ ​skills​ ​Academics,​ ​Investigation,​ ​Occult,​ ​Science,​ ​Expression,​ ​or​ ​Socialize​ ​(beyond
her​ ​own​ ​knowledge).​ ​She​ ​may​ ​also​ ​encourage​ ​people​ ​to​ ​work​ ​upon​ ​the​ ​better​ ​half​ ​of​ ​themselves
by​ ​setting​ ​in​ ​the​ ​Virtue​ ​Blessing​ ​which​ ​is​ ​considered​ ​to​ ​work​ ​for​ ​Virtues​ ​not​ ​of​ ​the​ ​Princess’s
own.

Blessing​ ​of​ ​12​ ​Signs​ ​(Bless​ ​4,​ ​Vuoto​ ​2)


Action:​ ​Intelligence​ ​+​ ​Academics
Cost:​ ​2​ ​Wisps
Duration:​ ​1​ ​Scene
The​ ​vast​ ​night​ ​sky​ ​sheds​ ​some​ ​of​ ​its​ ​blessings​ ​to​ ​all​ ​under​ ​it.​ ​The​ ​Princess​ ​applies​ ​the​ ​Blessing
Condition​ ​to​ ​the​ ​Target​ ​with​ ​Negated​ ​Penalty​ ​Modifier.​ ​The​ ​affected​ ​trait​ ​is​ ​any​ ​Attribute​ ​the
Princess​ ​chooses​ ​and​ ​the​ ​amount​ ​of​ ​penalties​ ​that​ ​can​ ​be​ ​negated​ ​are​ ​equal​ ​to​ ​the​ ​Princess’s
successes,​ ​up​ ​to​ ​her​ ​Vuoto.
Upgrade:​ ​Grand​ ​(Vuoto​ ​3)
The​ ​Princess​ ​may​ ​split​ ​her​ ​activation​ ​successes,​ ​creating​ ​multiple​ ​Blessing​ ​Conditions​ ​each
affecting​ ​one​ ​Attribute​ ​of​ ​the​ ​Princess’s​ ​choice.​ ​She​ ​still​ ​cannot​ ​add​ ​more​ ​than​ ​her​ ​Vuoto​ ​to​ ​any
one​ ​Attribute’s​ ​penalty​ ​negation.

The​ ​Trail​ ​We​ ​Blaze​ ​(Bless​ ​5,​ ​Fulmine​ ​4)


Action:​ ​Instant,​ ​Presence​ ​+​ ​Empathy,​ ​modified​ ​by​ ​Intimacy
Cost:​ ​3​ ​Wisps,​ ​1​ ​Willpower
Duration:​ ​1​ ​Scene

The​ ​Queen​ ​of​ ​Cups​ ​was​ ​the​ ​first​ ​person​ ​to​ ​enter​ ​the​ ​journey​ ​of​ ​Self-Discovery,​ ​and​ ​ended​ ​it​ ​upon
discovering​ ​who​ ​she​ ​wanted​ ​to​ ​be.​ ​One​ ​of​ ​the​ ​first​ ​disciples​ ​of​ ​her​ ​philosophy​ ​was​ ​with​ ​her​ ​when
she​ ​reached​ ​it,​ ​and,​ ​in​ ​honor​ ​of​ ​her​ ​reaching​ ​that​ ​exalted​ ​height,​ ​her​ ​story​ ​was​ ​forever​ ​sealed​ ​and
taught​ ​it​ ​in​ ​the​ ​form​ ​of​ ​Cup’s​ ​Avatar​ ​Charm.​ ​When​ ​using​ ​this​ ​charm,​ ​the​ ​Princess​ ​must​ ​target​ ​a
mortal​ ​with​ ​no​ ​amount​ ​of​ ​a​ ​supernatural​ ​template​ ​to​ ​him,​ ​and​ ​he​ ​must’ve​ ​given​ ​his​ ​full​ ​consent
to​ ​be​ ​targeted​ ​with​ ​this​ ​charm.

Dramatic​ ​Failure:​ ​The​ ​Princess​ ​cannot​ ​help​ ​someone​ ​on​ ​the​ ​path​ ​of​ ​self-discovery​ ​as​ ​he
becomes​ ​lost​ ​on​ ​the​ ​path.​ ​The​ ​Princess​ ​is​ ​unable​ ​to​ ​Transform​ ​for​ ​the​ ​rest​ ​of​ ​the​ ​scene.
Failure:​ ​The​ ​Princess​ ​cannot​ ​lead​ ​someone​ ​else.​ ​The​ ​charm​ ​fails.
Success:​ ​The​ ​Princess​ ​doesn’t​ ​undergo​ ​a​ ​second​ ​transformation,​ ​as​ ​she​ ​remains​ ​herself,​ ​gaining
the​ ​Mentor​ ​Condition:​ ​She​ ​may​ ​trade​ ​dots​ ​of​ ​Attributes,​ ​Skills,​ ​Specialties,​ ​Merits​ ​(as​ ​long​ ​as​ ​it
pertains​ ​to​ ​the​ ​person​ ​rather​ ​than​ ​outside​ ​forces.​ ​most​ ​Mental​ ​and​ ​Physical​ ​Merits​ ​apply,​ ​while
most​ ​Social​ ​ones​ ​do​ ​not),​ ​Charm,​ ​Invocation​ ​and​ ​Inner​ ​Light​ ​Dots​ ​between​ ​herself​ ​and​ ​the​ ​target.
The​ ​Target,​ ​however,​ ​receives​ ​the​ ​Your​ ​Truest​ ​Self​ ​Condition:​ ​He​ ​gains​ ​the​ ​innate​ ​powers​ ​of​ ​the
Noble​ ​Template,​ ​one​ ​dot​ ​of​ ​Inner​ ​Light​ ​and​ ​he​ ​gains​ ​a​ ​number​ ​of​ ​wisps​ ​equal​ ​to​ ​Integrity​ ​for​ ​the
duration​ ​of​ ​the​ ​charm.​ ​His​ ​calling​ ​and​ ​court​ ​are​ ​the​ ​same​ ​as​ ​the​ ​Noble’s.​ ​They​ ​also​ ​always​ ​know
where​ ​the​ ​other​ ​is​ ​at,​ ​gaining​ ​a​ ​Fulmine​ ​bonus​ ​to​ ​sense​ ​each​ ​other.
Exceptional​ ​Success:​ ​The​ ​Light​ ​bloomed​ ​within​ ​the​ ​target​ ​shines​ ​deeply.​ ​He​ ​gets​ ​the​ ​Floating
Blessing​ ​Condition:​ ​On​ ​his​ ​next​ ​Breaking​ ​Point​ ​Roll,​ ​he​ ​gets​ ​a​ ​+3​ ​Bonus​ ​to​ ​it,​ ​as​ ​the​ ​magic​ ​of
Fulmine​ ​helps​ ​him​ ​keep​ ​his​ ​sense​ ​of​ ​self.

Becoming​ ​a​ ​Noble​ ​for​ ​a​ ​short​ ​while​ ​is​ ​certainly​ ​an​ ​enlightening​ ​experience,​ ​as​ ​the​ ​target
becomes​ ​the​ ​ideal​ ​form​ ​he’s​ ​always​ ​held.​ ​As​ ​an​ ​instant​ ​action,​ ​the​ ​Noble​ ​and​ ​Target​ ​may​ ​trade
dots​ ​as​ ​mentioned​ ​in​ ​the​ ​Mentor​ ​Condition​ ​(the​ ​Noble​ ​always​ ​initiates​ ​the​ ​trade)​ ​and​ ​dots​ ​traded
cannot​ ​exceed​ ​Inner​ ​Light​ ​Limits​ ​nor​ ​can​ ​a​ ​Noble​ ​give​ ​someone​ ​dots​ ​in​ ​something​ ​that​ ​the​ ​target
has​ ​higher​ ​dots​ ​in,​ ​nor​ ​can​ ​they​ ​reach​ ​zero​ ​dots​ ​in​ ​an​ ​Attribute​ ​either.​ ​Charm​ ​and​ ​Invocation​ ​dots
are​ ​limited​ ​by​ ​the​ ​Noble’s​ ​own​ ​knowledge.​ ​Any​ ​dots​ ​given​ ​are​ ​Transformed​ ​Dots​ ​upon​ ​the
Target,​ ​and​ ​all​ ​dots​ ​traded​ ​between​ ​the​ ​target​ ​and​ ​Noble​ ​are​ ​returned​ ​upon​ ​the​ ​charm​ ​ending.

This​ ​charm​ ​gives​ ​an​ ​enlightening​ ​experience​ ​to​ ​both​ ​the​ ​Noble​ ​and​ ​the​ ​Target.​ ​Usually​ ​the​ ​Noble
wants​ ​to​ ​understand​ ​the​ ​target’s​ ​life​ ​or​ ​their​ ​abilities,​ ​and​ ​the​ ​Target​ ​perhaps​ ​gets​ ​a​ ​taste​ ​of​ ​what
it’s​ ​like​ ​to​ ​become​ ​a​ ​Noble.​ ​Does​ ​this​ ​mean​ ​the​ ​Target​ ​becomes​ ​a​ ​noble​ ​though​ ​in​ ​soul?​ ​The
answer​ ​is​ ​no,​ ​but​ ​it​ ​may​ ​inspire​ ​the​ ​target​ ​to​ ​take​ ​the​ ​journey​ ​of​ ​self-discovery​ ​after​ ​seeing​ ​how
their​ ​“true​ ​form”​ ​appears​ ​and​ ​how​ ​it’s​ ​like​ ​with​ ​heightened​ ​abilities.​ ​Perhaps​ ​one​ ​or​ ​two​ ​people
today​ ​have​ ​became​ ​Nobles​ ​thanks​ ​to​ ​this​ ​charm​ ​inspiring​ ​them.

Drawback:​ ​Use​ ​of​ ​this​ ​charm​ ​puts​ ​many​ ​responsibilities​ ​onto​ ​the​ ​using​ ​Princess​ ​in​ ​a​ ​way​ ​that​ ​she
truly​ ​becomes​ ​a​ ​Mentor.​ ​ ​She​ ​gains​ ​the​ ​Mentor’s​ ​Fatigue​ ​Condition​ ​as​ ​well.​ ​She​ ​doesn’t​ ​halve​ ​or
double​ ​her​ ​modifier​ ​if​ ​she​ ​takes​ ​a​ ​Belief​ ​Compromise​ ​by​ ​the​ ​Setting​ ​a​ ​Bad​ ​Example​ ​when​ ​the
perpetrator​ ​is​ ​the​ ​target.​ ​She​ ​also​ ​takes​ ​9​ ​Again​ ​on​ ​Sensitivity​ ​rolls​ ​if​ ​the​ ​target​ ​is​ ​a​ ​perpetrator​ ​or
victim​ ​of​ ​such.​ ​Having​ ​less​ ​dots​ ​in​ ​skills​ ​from​ ​trading​ ​them​ ​is​ ​its​ ​own​ ​drawback,​ ​as​ ​well​ ​as​ ​the
factor​ ​of​ ​the​ ​Target​ ​facing​ ​Sensitivity​ ​as​ ​well.​ ​Finally,​ ​if​ ​the​ ​Target​ ​has​ ​any​ ​Shadows,​ ​the​ ​Noble
takes​ ​them​ ​into​ ​herself​ ​when​ ​the​ ​charm​ ​ends.​ ​For​ ​these​ ​huge​ ​drawbacks,​ ​the​ ​charm​ ​is​ ​usually
enacted​ ​upon​ ​someone​ ​the​ ​Noble​ ​trusts​ ​and​ ​cares​ ​about.
She​ ​also​ ​gains​ ​the​ ​Invocation​ ​Lock​ ​Condition​ ​keyed​ ​toward​ ​Fulmine.

Connect 
The​ ​Naked​ ​City​ ​(Connect​ ​1)​ ​–​ ​Upgrade:​ ​On​ ​Your​ ​Side​ ​(Fulmine​ ​2)
No​ ​matter​ ​where​ ​the​ ​Princess​ ​goes,​ ​she​ ​will​ ​always​ ​fit​ ​in​ ​with​ ​the​ ​locals​ ​of​ ​any​ ​city.​ ​When​ ​using
Streetwise​ ​to​ ​deal​ ​with​ ​urban​ ​dangers​ ​or​ ​gangs,​ ​she​ ​may​ ​spend​ ​a​ ​Wisp​ ​and​ ​treat​ ​the​ ​threshold​ ​as
if​ ​it’s​ ​Fulmine​ ​dots​ ​lower.​ ​If​ ​this​ ​lowers​ ​the​ ​threshold​ ​to​ ​zero,​ ​the​ ​Princess​ ​is​ ​able​ ​to​ ​hit​ ​off
sparks​ ​and​ ​connect​ ​instantly.
Helping​ ​Hand​ ​(Connect​ ​1)​ ​-​ ​Upgrade:​ ​Determined​ ​(Metallo​ ​2)
Version:​ ​Dream
Modified​ ​by​ ​Commonality
The​ ​Princess​ ​helps​ ​not​ ​just​ ​the​ ​primary​ ​actor,​ ​but​ ​the​ ​secondary​ ​actors​ ​as​ ​well.​ ​When​ ​activating
the​ ​charm,​ ​the​ ​Princess​ ​may​ ​add​ ​her​ ​Metallo​ ​rating​ ​to​ ​all​ ​the​ ​other​ ​secondary​ ​actor's​ ​dicepools.

Royal​ ​Witness​ ​(Connect​ ​1)​ ​-​ ​Upgrade:​ ​Destined​ ​(Vuoto​ ​2)


Version:​ ​Dream
The​ ​Princess's​ ​magic​ ​makes​ ​the​ ​contract​ ​more​ ​magically​ ​binding​ ​to​ ​the​ ​signatory.​ ​Along​ ​with​ ​the
normal​ ​effects​ ​of​ ​the​ ​charm,​ ​the​ ​signatory​ ​also​ ​gains​ ​the​ ​Destiny​ ​Condition​ ​in​ ​terms​ ​to​ ​fulfilling
the​ ​contract.​ ​They​ ​gain​ ​bonuses​ ​equal​ ​to​ ​the​ ​Princess's​ ​Vuoto​ ​Invocation​ ​when​ ​they're​ ​attempting
to​ ​fulfill​ ​it​ ​as​ ​signed,​ ​but​ ​take​ ​penalties​ ​if​ ​they​ ​try​ ​to​ ​fulfill​ ​it​ ​differently​ ​or​ ​go​ ​against​ ​the
contract.

Hope​ ​Dies​ ​Very​ ​Hard​ ​(Connect​ ​2,​ ​Fulmine​ ​3)


Action:​ ​Reflexive,​ ​Unrolled
Cost:​ ​1​ ​Wisp,​ ​1​ ​Willpower
Duration:​ ​One​ ​Scene

The​ ​Queen​ ​of​ ​Cups​ ​stands​ ​for​ ​all​ ​those​ ​who​ ​would​ ​find​ ​themselves​ ​and​ ​stands​ ​firm​ ​against​ ​those
who​ ​would​ ​challenge​ ​that​ ​integrity.​ ​Whenever​ ​a​ ​Princess​ ​is​ ​a​ ​target​ ​of​ ​someone​ ​attempting​ ​to​ ​use
the​ ​“Mean​ ​Girls”​ ​sidebar​ ​in​ ​the​ ​core​ ​books​ ​and​ ​set​ ​for​ ​causing​ ​a​ ​Belief​ ​Compromise​ ​in​ ​the
Princess,​ ​the​ ​Princess​ ​may​ ​add​ ​her​ ​dots​ ​in​ ​Fulmine​ ​to​ ​the​ ​number​ ​of​ ​Doors​ ​required​ ​to​ ​open​ ​in
paying​ ​the​ ​cost​ ​of​ ​this​ ​charm.

If​ ​the​ ​scene​ ​should​ ​end​ ​and​ ​the​ ​perpetrator​ ​has​ ​opened​ ​all​ ​of​ ​the​ ​normal​ ​doors​ ​but​ ​not​ ​the​ ​ones
added​ ​through​ ​this​ ​charm,​ ​then​ ​the​ ​Princess​ ​is​ ​counted​ ​as​ ​having​ ​at​ ​least​ ​one​ ​door​ ​left​ ​unless​ ​she
reactivates​ ​the​ ​charm,​ ​in​ ​which​ ​they​ ​return​ ​to​ ​how​ ​many​ ​doors​ ​were​ ​left​ ​from​ ​when​ ​the​ ​charm
was​ ​still​ ​active.​ ​If​ ​any​ ​of​ ​the​ ​ones​ ​that​ ​were​ ​opened​ ​and​ ​were​ ​the​ ​doors​ ​added​ ​by​ ​Fulmine,​ ​then
the​ ​doors​ ​remain​ ​open​ ​until​ ​either​ ​all​ ​of​ ​the​ ​Princess’s​ ​doors​ ​are​ ​opened​ ​or​ ​the​ ​Princess​ ​reaches​ ​a
Hostile​ ​Impression​ ​of​ ​the​ ​perpetrator.

Invocations​ ​do​ ​rely​ ​on​ ​the​ ​emotions​ ​used​ ​to​ ​invoke​ ​them​ ​though.​ ​Should​ ​the​ ​Princess​ ​decide​ ​to
Go​ ​With​ ​the​ ​Flow,​ ​she​ ​forfeits​ ​the​ ​use​ ​of​ ​this​ ​charm​ ​for​ ​the​ ​rest​ ​of​ ​the​ ​Scene.

An​ ​Introduction​ ​(Connect​ ​3)​ ​–​ ​Guided​ ​By​ ​The​ ​Stars​ ​(Vuoto​ ​2)
Version:​ ​Dream
Cost:​ ​1​ ​Willpower
The​ ​tie​ ​between​ ​the​ ​Princess​ ​and​ ​her​ ​target​ ​is​ ​exact​ ​and​ ​nearly​ ​bound​ ​by​ ​fate.​ ​When​ ​activating
the​ ​charm,​ ​the​ ​Princess​ ​doesn’t​ ​add​ ​penalties​ ​if​ ​the​ ​traits​ ​she​ ​decides​ ​on​ ​are​ ​equal​ ​to​ ​or​ ​lower
than​ ​her​ ​Vuoto.​ ​She​ ​may​ ​only​ ​negate​ ​the​ ​penalty​ ​a​ ​number​ ​of​ ​Traits​ ​introduces​ ​for​ ​as​ ​many​ ​dots
as​ ​she​ ​has​ ​in​ ​Vuoto.​ ​For​ ​example,​ ​at​ ​Vuoto​ ​3​ ​a​ ​Princess​ ​could​ ​negate​ ​any​ ​Traits​ ​so​ ​long​ ​as​ ​said
Traits​ ​had​ ​introduced​ ​-3​ ​or​ ​lower​ ​penalties​ ​to​ ​the​ ​roll,​ ​and​ ​given​ ​Vuoto​ ​3​ ​the​ ​Princess​ ​could​ ​only
affect​ ​three​ ​traits​ ​in​ ​this​ ​fashion.

Silver​ ​String​ ​of​ ​Friendship​ ​(Connect​ ​4,​ ​Metallo​ ​4)


Action:​ ​Instant,​ ​Presence​ ​+​ ​Empathy,​ ​modified​ ​by​ ​Commonality
Cost:​ ​1​ ​Wisp​ ​+​ ​1​ ​Wisp​ ​per​ ​additional​ ​participant
Duration:​ ​1​ ​Scene

A​ ​Grace​ ​of​ ​Wands​ ​is​ ​both​ ​leader​ ​of​ ​their​ ​forces​ ​and​ ​worker​ ​at​ ​the​ ​front.​ ​Their​ ​duty​ ​binds​ ​a
group’s​ ​dedication​ ​to​ ​their​ ​task​ ​and​ ​to​ ​each​ ​other​ ​with​ ​a​ ​thread​ ​of​ ​pure​ ​silver.​ ​When​ ​the​ ​Princess
and​ ​a​ ​group​ ​make​ ​a​ ​teamwork​ ​action​ ​roll​ ​on​ ​a​ ​task​ ​that​ ​is​ ​non-combative,​ ​all​ ​actors​ ​within​ ​gain
the​ ​Rote​ ​Quality​ ​to​ ​their​ ​Dice​ ​Pools​ ​for​ ​the​ ​duration​ ​of​ ​the​ ​scene.

Freaky​ ​Friday​ ​(Connect​ ​4,​ ​Fulmine​ ​2)


Action:​ ​Extended​ ​and​ ​Resisted,​ ​Manipulation​ ​+​ ​Persuasion​ ​(5​ ​Mins/Roll,​ ​Threshold​ ​=​ ​Both
Target’s​ ​Willpower)
Cost:​ ​2​ ​Wisps,​ ​1​ ​Willpower
Duration:​ ​Successes​ ​in​ ​Days

“You​ ​couldn’t​ ​last​ ​one​ ​day​ ​in​ ​my​ ​life”​ ​is​ ​a​ ​very​ ​common​ ​phrase​ ​when​ ​two​ ​people​ ​are​ ​fed​ ​up​ ​with
each​ ​others’​ ​antics.​ ​Wouldn’t​ ​it​ ​be​ ​simple​ ​to​ ​actually​ ​see​ ​if​ ​that’s​ ​the​ ​case?​ ​The​ ​Queen​ ​of​ ​Cups
thinks​ ​so.​ ​In​ ​using​ ​this​ ​charm,​ ​the​ ​Princess​ ​may​ ​select​ ​two​ ​targets​ ​in​ ​which​ ​both​ ​must​ ​have​ ​given
their​ ​consent.​ ​If​ ​one​ ​or​ ​both​ ​targets​ ​hasn’t​ ​given​ ​their​ ​consent,​ ​then​ ​the​ ​charm​ ​acts​ ​as​ ​if​ ​it
suffered​ ​a​ ​Dramatic​ ​Failure.

Dramatic​ ​Failure:​ ​The​ ​Princess​ ​may​ ​not​ ​use​ ​this​ ​charm​ ​on​ ​her​ ​targets​ ​for​ ​a​ ​number​ ​of​ ​weeks
equal​ ​to​ ​her​ ​Fulmine.
Failure:​ ​The​ ​charm​ ​fails.
Success:​ ​The​ ​Charm​ ​succeeds.​ ​When​ ​the​ ​targets​ ​both​ ​next​ ​sleep,​ ​they​ ​find​ ​themselves​ ​waking​ ​up
in​ ​the​ ​other’s​ ​body.​ ​For​ ​all​ ​intents,​ ​the​ ​two​ ​targets​ ​are​ ​in​ ​each​ ​other’s​ ​body​ ​with​ ​the​ ​sensory
information​ ​fed​ ​to​ ​their​ ​original​ ​body’s​ ​brain.​ ​Apply​ ​the​ ​Freaky​ ​Friday​ ​Condition.​ ​Each​ ​target
retains​ ​their​ ​Mental​ ​and​ ​Social​ ​Attributes,​ ​Skills​ ​and​ ​merits​ ​and​ ​in​ ​the​ ​case​ ​of​ ​Physical​ ​they
retain​ ​their​ ​Skills,​ ​but​ ​their​ ​Physical​ ​Attributes​ ​and​ ​Merits​ ​are​ ​replaced​ ​with​ ​the​ ​others​ ​for​ ​the
duration​ ​of​ ​the​ ​Switch.​ ​When​ ​in​ ​the​ ​other's​ ​body,​ ​the​ ​person​ ​will​ ​feel​ ​echoes​ ​of​ ​mannerisms,
beliefs​ ​and​ ​the​ ​perspective​ ​of​ ​the​ ​other.​ ​The​ ​Princess​ ​can​ ​target​ ​herself​ ​or​ ​other​ ​Princesses​ ​and
she​ ​keeps​ ​her​ ​powers​ ​even​ ​in​ ​a​ ​different​ ​body,​ ​but​ ​she​ ​cannot​ ​swap​ ​anyone​ ​or​ ​herself​ ​with
another​ ​supernatural.
Exceptional​ ​Success:​ ​Extra​ ​successes​ ​are​ ​their​ ​own​ ​reward.

If​ ​the​ ​charm​ ​is​ ​ended​ ​early​ ​(the​ ​using​ ​Princess​ ​can​ ​force​ ​it​ ​to​ ​end​ ​prematurely​ ​with​ ​the​ ​consent​ ​of
one​ ​of​ ​the​ ​affected),​ ​the​ ​two​ ​affected​ ​simply​ ​go​ ​back​ ​to​ ​their​ ​original​ ​bodies.​ ​If​ ​a​ ​target​ ​with​ ​the
Freaky​ ​Friday​ ​Condition​ ​is​ ​targeted​ ​by​ ​a​ ​power​ ​that​ ​conflicts​ ​with​ ​it,​ ​such​ ​as​ ​some​ ​form​ ​of
possession​ ​or​ ​something​ ​that​ ​cancels​ ​control​ ​on​ ​a​ ​body,​ ​such​ ​as​ ​gaining​ ​the​ ​Doll​ ​Template​ ​from
the​ ​“Crafted​ ​with​ ​Love​ ​and​ ​Care”​ ​Caligo,​ ​a​ ​clash​ ​of​ ​wills​ ​is​ ​initiated.​ ​The​ ​target​ ​with​ ​the​ ​Freaky
Friday​ ​Conditions​ ​gains​ ​a​ ​bonus​ ​to​ ​their​ ​roll​ ​equal​ ​to​ ​the​ ​Charm’s​ ​activation​ ​successes​ ​or​ ​the
using​ ​Princess’s​ ​Fulmine,​ ​whichever​ ​is​ ​higher.​ ​If​ ​the​ ​invading​ ​effect​ ​wins,​ ​the​ ​Freaky​ ​Friday
Condition​ ​ends​ ​immediately​ ​and​ ​the​ ​new​ ​effect​ ​takes​ ​hold.

If​ ​one​ ​of​ ​the​ ​affected​ ​dies​ ​(Princesses​ ​who​ ​use​ ​this​ ​charm​ ​often​ ​stick​ ​around​ ​or​ ​keep​ ​tabs​ ​to​ ​make
sure​ ​this​ ​doesn’t​ ​happen,​ ​especially​ ​if​ ​they​ ​gave​ ​their​ ​body​ ​to​ ​someone​ ​else),​ ​the​ ​Freaky​ ​Friday
condition​ ​ends​ ​immediately.​ ​The​ ​person​ ​whose​ ​body​ ​had​ ​died​ ​dies​ ​while​ ​the​ ​one​ ​whose​ ​body
remains​ ​alive​ ​still​ ​lives.

Astral​ ​Chart​ ​(Connect​ ​4,​ ​Vuoto​ ​2)


Action:​ ​Instant,​ ​Dexterity​ ​+​ ​Athletics,​ ​modified​ ​by​ ​Intimacy
Cost:​ ​3​ ​Wisps
Duration:​ ​Instant

The​ ​powers​ ​of​ ​Vuoto​ ​allows​ ​for​ ​travel​ ​beyond​ ​the​ ​capacity​ ​of​ ​vehicles​ ​and​ ​transportation,​ ​guided
by​ ​the​ ​stars​ ​above​ ​to​ ​her​ ​destination.​ ​The​ ​charm​ ​is​ ​simple:​ ​the​ ​Princess​ ​disappears​ ​from​ ​one
place​ ​and​ ​reappears​ ​somewhere​ ​else​ ​wherever​ ​she​ ​chooses.​ ​Intimacy​ ​is​ ​measured​ ​to​ ​the​ ​place
where​ ​the​ ​Princess​ ​arrives.​ ​The​ ​charm​ ​is​ ​kind​ ​enough​ ​to​ ​usually​ ​drop​ ​her​ ​off​ ​where​ ​nobody​ ​is
looking​ ​or​ ​noticing​ ​within​ ​the​ ​defined​ ​place.​ ​If​ ​there​ ​is​ ​no​ ​such​ ​place,​ ​the​ ​charm​ ​fails​ ​and​ ​the
princess​ ​knows​ ​why.

This​ ​charm​ ​doesn't​ ​bear​ ​the​ ​power​ ​to​ ​cross​ ​into​ ​other​ ​realms.​ ​The​ ​Shadow,​ ​The​ ​Hedge,​ ​the
Underworld,​ ​The​ ​Dark​ ​World​ ​and​ ​whatever​ ​other​ ​worlds​ ​that​ ​parallel​ ​the​ ​World​ ​of​ ​Darkness
cannot​ ​be​ ​entered.​ ​Should​ ​the​ ​Princess​ ​be​ ​in​ ​those​ ​realms​ ​however,​ ​then​ ​she​ ​can​ ​use​ ​this​ ​charm
to​ ​travel​ ​across​ ​them.

Dramatic​ ​Failure:​ ​The​ ​Princess​ ​is​ ​caught​ ​in​ ​the​ ​gaps​ ​or​ ​the​ ​boundary​ ​between​ ​“here”​ ​and
“there”.​ ​The​ ​Princess​ ​suffers​ ​her​ ​Vuoto​ ​dots​ ​in​ ​Lethal​ ​damage.
Failure:​ ​Nothing​ ​Happens.
Success:​ ​The​ ​Princess​ ​transports​ ​to​ ​the​ ​target​ ​area​ ​and​ ​suffers​ ​a​ ​-2​ ​penalty​ ​on​ ​all​ ​actions​ ​on​ ​the
turn​ ​she​ ​reappears.
Exceptional​ ​Success:​ ​Upon​ ​appearing,​ ​the​ ​Princess​ ​may​ ​immediately​ ​move​ ​up​ ​to​ ​her​ ​speed.

Sidebar:​ ​Magic​ ​Mirror,​ ​wherever​ ​you're​ ​lent,​ ​where​ ​are​ ​you​ ​in​ ​this​ ​supplement?
A​ ​peculiar​ ​thing,​ ​the​ ​change​ ​that​ ​a​ ​Twilight​ ​Court​ ​has​ ​on​ ​their​ ​invocation.​ ​Specchio​ ​and​ ​Vuoto
have​ ​some​ ​effect​ ​over​ ​the​ ​same​ ​elements,​ ​yet​ ​they're​ ​fundamentally​ ​different​ ​by​ ​their​ ​nature.
Why​ ​is​ ​this​ ​how​ ​it​ ​is?​ ​Is​ ​Mirrors​ ​too​ ​reliant​ ​on​ ​glass​ ​for​ ​her​ ​charms?​ ​Is​ ​it​ ​because​ ​an​ ​invocation
with​ ​an​ ​element​ ​of​ ​Void​ ​cannot​ ​simply​ ​be​ ​contained​ ​in​ ​a​ ​mirror?

Perhaps​ ​it's​ ​simply​ ​just​ ​this​ ​very​ ​simple​ ​truth:​ ​Pre-Twilight​ ​Invocations​ ​are​ ​completely​ ​and
fundamentally​ ​different​ ​from​ ​their​ ​Twilight​ ​Invocations,​ ​even​ ​if​ ​there​ ​remains​ ​similarities​ ​in
charms.​ ​For​ ​the​ ​same​ ​reason,​ ​Fulmine​ ​will​ ​not​ ​be​ ​able​ ​to​ ​transform​ ​oneself​ ​into​ ​a​ ​Creature​ ​of
Darkness​ ​nor​ ​be​ ​able​ ​to​ ​have​ ​any​ ​powers​ ​dealing​ ​with​ ​the​ ​Dark,​ ​nor​ ​will​ ​Vuoto​ ​seem​ ​to​ ​rely​ ​on
reflections​ ​or​ ​glass​ ​of​ ​Mirrors​ ​nor​ ​their​ ​vain​ ​self​ ​buffing​ ​and​ ​Metallo​ ​physical​ ​use​ ​of​ ​labor​ ​shares
extremely​ ​few​ ​similarities​ ​to​ ​Tempesta’s​ ​fanatical​ ​killing​ ​of​ ​the​ ​Darkness.

Upgrade:​ ​Descendant
Cost:​ ​+1​ ​Wisp​ ​per​ ​additional​ ​person
With​ ​this​ ​upgrade,​ ​the​ ​Princess​ ​may​ ​lead​ ​others​ ​with​ ​her​ ​power.​ ​Each​ ​extra​ ​person​ ​or​ ​5​ ​Size
points​ ​of​ ​equipment​ ​beyond​ ​what​ ​she​ ​can​ ​carry​ ​costs​ ​an​ ​additional​ ​wisp.​ ​With​ ​this​ ​upgrade,​ ​the
charm​ ​manifests​ ​in​ ​an​ ​entryway​ ​that​ ​looks​ ​akin​ ​to​ ​the​ ​using​ ​Princess’s​ ​crawlspace​ ​and​ ​that​ ​can
be​ ​travelled​ ​through​ ​to​ ​the​ ​destination.
Upgrade:​ ​Seeking​ ​(Vuoto​ ​3)
With​ ​this​ ​upgrade,​ ​the​ ​Princess​ ​can​ ​use​ ​her​ ​intimacy​ ​modifier​ ​to​ ​a​ ​person​ ​rather​ ​than​ ​a​ ​place.​ ​The
Princess​ ​shall​ ​appear​ ​to​ ​the​ ​closest​ ​location​ ​where​ ​she​ ​can​ ​be​ ​dropped​ ​off​ ​to​ ​by​ ​the​ ​charm.
Upgrade:​ ​Writ​ ​of​ ​Passage
Version:​ ​Dream
The​ ​Princess​ ​learns​ ​how​ ​to​ ​combine​ ​her​ ​teleporting​ ​powers​ ​with​ ​that​ ​of​ ​magic​ ​to​ ​travel​ ​beyond
the​ ​fields​ ​of​ ​which​ ​we​ ​know.​ ​If​ ​the​ ​Princess​ ​knows​ ​of​ ​a​ ​Charm,​ ​Privilege​ ​or​ ​Edict​ ​that​ ​allows
access​ ​of​ ​another​ ​world​ ​or​ ​she​ ​works​ ​with​ ​someone​ ​who​ ​does,​ ​she​ ​may​ ​use​ ​Astral​ ​Chart​ ​to
appear​ ​somewhere​ ​in​ ​that​ ​world​ ​permitted​ ​by​ ​Intimacy.​ ​Doing​ ​so​ ​requires​ ​paying​ ​the​ ​cost​ ​of​ ​the
power​ ​in​ ​full.​ ​She​ ​may​ ​use​ ​this​ ​power​ ​to​ ​escape,​ ​but​ ​most​ ​Pentacles​ ​may​ ​realize​ ​that​ ​some
worlds​ ​are​ ​easier​ ​to​ ​escape​ ​than​ ​others.​ ​Realms​ ​without​ ​Physical​ ​Substance,​ ​such​ ​as​ ​the
Dreamlands,​ ​are​ ​never​ ​acceptable​ ​destinations.

It​ ​is​ ​possible​ ​for​ ​the​ ​Princess​ ​to​ ​use​ ​“Crown​ ​of​ ​Another​ ​Kingdom”​ ​to​ ​become​ ​another
Supernatural​ ​type​ ​and​ ​then​ ​use​ ​this​ ​charm​ ​along​ ​with​ ​any​ ​power​ ​the​ ​type​ ​uses​ ​for​ ​entering​ ​an
alternate​ ​plane​ ​to​ ​enter​ ​that​ ​world.
Upgrade:​ ​Umbral​ ​(Vuoto​ ​4)
Version:​ ​Vocation
Even​ ​the​ ​Dark​ ​World​ ​isn’t​ ​safe​ ​from​ ​being​ ​peered​ ​into​ ​by​ ​the​ ​Gazer​ ​of​ ​the​ ​Beyond.​ ​But​ ​you
know​ ​what​ ​they​ ​say,​ ​“peer​ ​into​ ​the​ ​abyss​ ​and​ ​it​ ​peers​ ​back​ ​into​ ​you”.​ ​If​ ​the​ ​Princess​ ​desires​ ​to
enter​ ​the​ ​Dark​ ​World,​ ​she​ ​may​ ​do​ ​so​ ​by​ ​standing​ ​in​ ​the​ ​area​ ​she​ ​has​ ​intimacy​ ​to.​ ​The​ ​area​ ​must
be​ ​Tainted​ ​for​ ​this​ ​charm​ ​to​ ​work.​ ​The​ ​Princess​ ​will​ ​appear​ ​in​ ​the​ ​Dark​ ​World’s​ ​reflection​ ​of​ ​the
area.
Upgrade:​ ​Ascendant​ ​(Vuoto​ ​4)
Cost:​ ​1​ ​Willpower
Sometimes​ ​a​ ​vision​ ​occurs​ ​sooner​ ​than​ ​expected,​ ​or​ ​an​ ​opportunity​ ​arises​ ​and​ ​the​ ​Princess​ ​can
grasp​ ​it​ ​at​ ​the​ ​exact​ ​moment​ ​it​ ​occurs.​ ​To​ ​use​ ​this​ ​upgrade,​ ​it​ ​requires​ ​some​ ​form​ ​of​ ​foresight,
knowledge​ ​that​ ​an​ ​event​ ​is​ ​occurring​ ​that​ ​the​ ​Princess​ ​could​ ​help​ ​in​ ​that​ ​instant,​ ​or​ ​something
which​ ​can​ ​help​ ​a​ ​Princess’s​ ​Aspiration​ ​or​ ​Dream/Vocation.​ ​As​ ​long​ ​as​ ​any​ ​of​ ​those​ ​criteria​ ​are
met,​ ​the​ ​Princess​ ​may​ ​waive​ ​the​ ​Intimacy​ ​modifier​ ​in​ ​using​ ​this​ ​charm.

Drawback:​ ​The​ ​benefits​ ​are​ ​obvious,​ ​but​ ​the​ ​drawback​ ​is​ ​that​ ​in​ ​using​ ​this​ ​upgrade​ ​the​ ​Princess
can​ ​only​ ​go​ ​to​ ​that​ ​spot​ ​without​ ​any​ ​detours.​ ​If​ ​she​ ​tries​ ​mental​ ​gymnastics​ ​to​ ​go​ ​to​ ​some
destination,​ ​such​ ​as​ ​using​ ​this​ ​to​ ​go​ ​to​ ​a​ ​funeral​ ​when​ ​her​ ​friends​ ​need​ ​help​ ​fighting​ ​darkspawn,
not​ ​only​ ​does​ ​she​ ​apply​ ​the​ ​Intimacy​ ​modifier,​ ​but​ ​she​ ​cannot​ ​apply​ ​Vuoto​ ​to​ ​the​ ​Charm’s​ ​dice
pool​ ​and​ ​instead​ ​the​ ​Princess’s​ ​dots​ ​in​ ​Vuoto​ ​are​ ​added​ ​as​ ​a​ ​penalty​ ​to​ ​the​ ​roll.​ ​On​ ​a​ ​Dramatic
Failure​ ​with​ ​this​ ​upgrade​ ​attached​ ​and​ ​this​ ​drawback​ ​tripped,​ ​assume​ ​the​ ​charm​ ​throws​ ​the
Princess​ ​directly​ ​where​ ​she​ ​needs​ ​to​ ​be​ ​and​ ​that​ ​she​ ​cannot​ ​use​ ​it​ ​for​ ​the​ ​rest​ ​of​ ​the​ ​scene.​ ​This
drawback​ ​can​ ​be​ ​waived​ ​if​ ​the​ ​Princess​ ​does​ ​have​ ​a​ ​legitimate​ ​reason​ ​for​ ​a​ ​detour,​ ​such​ ​as​ ​if​ ​she
was​ ​making​ ​a​ ​stop​ ​at​ ​home​ ​and​ ​bringing​ ​her​ ​jade​ ​sword​ ​to​ ​fight​ ​off​ ​Darkspawn​ ​before​ ​popping
over​ ​to​ ​help​ ​her​ ​friends.

Charms​ ​of​ ​Entwined​ ​Destiny​ ​(Connect​ ​4,​ ​Invocation​ ​3)


Action:​ ​Extended,​ ​Manipulation​ ​+​ ​Empathy​ ​(30​ ​minutes/roll,​ ​threshold​ ​=​ ​Princess’​ ​Willpower),
modified​ ​by​ ​Intimacy
Cost:​ ​2​ ​Wisps,​ ​1​ ​Willpower
Duration:​ ​1​ ​month

In​ ​a​ ​lengthy​ ​ceremony,​ ​invoking​ ​all​ ​she​ ​knows​ ​of​ ​him,​ ​the​ ​Princess​ ​weaves​ ​the​ ​thread​ ​of​ ​her​ ​fate
into​ ​another’s,​ ​becoming​ ​an​ ​exemplar​ ​in​ ​his​ ​life​ ​of​ ​one​ ​of​ ​the​ ​Queens.​ ​Each​ ​Queen​ ​teaches​ ​a
different​ ​version​ ​of​ ​this​ ​Charm,​ ​with​ ​her​ ​favored​ ​Invocation​ ​as​ ​a​ ​prerequisite;​ ​these​ ​versions
must​ ​be​ ​learned​ ​as​ ​separate​ ​Charms.
Unlike​ ​natural​ ​Entwined​ ​Destinies​ ​there​ ​is​ ​no​ ​guarantee​ ​that​ ​the​ ​people​ ​involved​ ​are​ ​suited​ ​for
new​ ​connection​ ​with​ ​each​ ​other.​ ​Even​ ​if​ ​the​ ​target​ ​actively​ ​resists​ ​the​ ​destiny​ ​selfish​ ​or
incompetent​ ​uses​ ​of​ ​this​ ​Charm​ ​can​ ​be​ ​seriously​ ​unethical,​ ​harmful​ ​and​ ​just​ ​all​ ​round​ ​messy.

Dramatic​ ​Failure:​ ​The​ ​Princess​ ​cannot​ ​use​ ​the​ ​Charm​ ​on​ ​the​ ​target​ ​for​ ​1​ ​month,​ ​and​ ​suffers​ ​a​ ​-2
penalty​ ​to​ ​all​ ​Social​ ​rolls​ ​involving​ ​him​ ​during​ ​that​ ​period.
Failure:​ ​The​ ​Princess​ ​makes​ ​no​ ​progress.​ ​If​ ​she​ ​does​ ​not​ ​reach​ ​the​ ​threshold,​ ​she​ ​cannot​ ​use​ ​the
Charm​ ​on​ ​the​ ​target​ ​again​ ​for​ ​1​ ​week.
Success:​ ​The​ ​Princess​ ​makes​ ​progress.​ ​When​ ​she​ ​reaches​ ​the​ ​threshold,​ ​the​ ​target​ ​gains​ ​the
Blessing​ ​Condition.​ ​The​ ​Blessing​ ​creates​ ​the​ ​Entwined​ ​Destiny​ ​Merit,​ ​with​ ​the​ ​appropraite
relationship​ ​and​ ​the​ ​target​ ​of​ ​the​ ​Princess’​ ​choice.
Exceptional​ ​Success:​ ​The​ ​Princess​ ​makes​ ​great​ ​progress​ ​tying​ ​her​ ​destiny​ ​to​ ​the​ ​target’s.
● It's​ ​The​ ​Journey​ ​Rather​ ​Than​ ​Destination​ ​(Fulmine)​ ​-​ ​Guide.​ ​The​ ​Princess​ ​gains
willpower​ ​if​ ​she's​ ​helped​ ​her​ ​target​ ​find​ ​out​ ​something​ ​about​ ​himself,​ ​and​ ​takes​ ​penalties
when​ ​she​ ​passes​ ​up​ ​on​ ​doing​ ​so.
● Training​ ​Montage​ ​(Metallo)​ ​-​ ​Trainer.​​ ​The​ ​Princess​ ​gains​ ​willpower​ ​if​ ​she​ ​helps​ ​her
target​ ​on​ ​the​ ​way​ ​to​ ​or​ ​achieving​ ​something​ ​that​ ​takes​ ​hard​ ​work,​ ​and​ ​takes​ ​penalties
when​ ​she​ ​passes​ ​up​ ​on​ ​opportunities​ ​to​ ​do​ ​so​ ​or​ ​if​ ​steps​ ​go​ ​backwards.
● No​ ​Fate​ ​But​ ​What​ ​We​ ​Make​ ​(Vuoto)​ ​-​ ​Judge.​ ​The​ ​Princess​ ​gains​ ​willpower​ ​if​ ​she
helps​ ​the​ ​target​ ​make​ ​important​ ​decisions​ ​in​ ​their​ ​life,​ ​and​ ​takes​ ​penalties​ ​when​ ​she
doesn't​ ​help​ ​on​ ​doing​ ​so.

Fight 
Empty​ ​Hands​ ​(Fight​ ​1)​ ​–​ ​Upgrade:​ ​Down​ ​and​ ​Out​ ​(Fulmine​ ​2)
The​ ​Princess’s​ ​grapple​ ​shocks​ ​the​ ​nerves​ ​of​ ​her​ ​target​ ​in​ ​her​ ​arms.​ ​During​ ​the​ ​grapple,​ ​the
Princess​ ​may​ ​spend​ ​a​ ​wisp.​ ​If​ ​her​ ​Fulmine​ ​is​ ​equal​ ​to​ ​or​ ​greater​ ​than​ ​the​ ​grappled​ ​opponent’s
Stamina,​ ​then​ ​the​ ​opponent​ ​immediately​ ​suffers​ ​the​ ​Beaten​ ​Down​ ​Tilt​ ​for​ ​Fulmine​ ​turns.
Upgrade:​ ​Restraining​ ​(Metallo​ ​2)
During​ ​a​ ​grapple,​ ​the​ ​Princess’s​ ​hold​ ​feels​ ​like​ ​a​ ​cage​ ​designed​ ​to​ ​hold​ ​the​ ​target.​ ​During​ ​a
grapple,​ ​if​ ​the​ ​Princess​ ​attempts​ ​a​ ​Hold​ ​move​ ​and​ ​applies​ ​Metallo,​ ​if​ ​they​ ​get​ ​even​ ​one​ ​Success
over​ ​the​ ​opponent,​ ​they​ ​can​ ​automatically​ ​move​ ​into​ ​Restraining​ ​the​ ​opponent​ ​as​ ​a​ ​reflexive
action​ ​and​ ​inflict​ ​the​ ​Immobilized​ ​Tilt​ ​as​ ​long​ ​as​ ​they​ ​hold​ ​onto​ ​the​ ​opponent.
Upgrade:​ ​Enchained​ ​(Vuoto​ ​2)
The​ ​Princess’s​ ​opponent​ ​fails​ ​to​ ​move,​ ​time​ ​freezing​ ​their​ ​feet​ ​and​ ​space​ ​constricting​ ​their​ ​body.
The​ ​Princess​ ​may​ ​attempt​ ​a​ ​grapple​ ​move​ ​if​ ​she​ ​spends​ ​a​ ​Wisp​ ​and​ ​her​ ​target​ ​is​ ​within​ ​Vuoto
yards.​ ​On​ ​a​ ​successful​ ​attempt,​ ​the​ ​Princess​ ​can​ ​hold​ ​her​ ​opponent​ ​in​ ​place​ ​as​ ​a​ ​Hold​ ​move.​ ​She
cannot​ ​do​ ​any​ ​other​ ​moves​ ​to​ ​him​ ​unless​ ​if​ ​she​ ​moves​ ​to​ ​physically​ ​grapple​ ​him.​ ​The​ ​target​ ​faces
a​ ​Vuoto​ ​penalty​ ​to​ ​escaping​ ​and​ ​the​ ​Princess​ ​can​ ​hold​ ​up​ ​the​ ​grapple​ ​as​ ​long​ ​as​ ​she​ ​concentrates
wholly​ ​on​ ​it.​ ​If​ ​she​ ​stops​ ​concentrating​ ​(doing​ ​something​ ​that​ ​would​ ​require​ ​a​ ​dice​ ​roll),​ ​moves
outside​ ​of​ ​Vuoto​ ​yards​ ​of​ ​her​ ​target​ ​or​ ​she​ ​physically​ ​grapples​ ​him,​ ​the​ ​charm​ ​ends.

Kensai​ ​(Fight​ ​1)​ ​–​ ​Upgrade:​ ​Paralyzing​ ​(Fulmine​ ​2)


The​ ​Princess’s​ ​blows​ ​overcharge​ ​the​ ​foe’s​ ​extremities,​ ​making​ ​them​ ​unable​ ​to​ ​function​ ​correctly.
When​ ​making​ ​a​ ​targeted​ ​attack​ ​on​ ​someone’s​ ​arms,​ ​legs,​ ​even​ ​eyes​ ​or​ ​ears,​ ​if​ ​the​ ​Princess’s
Fulmine​ ​is​ ​equal​ ​to​ ​or​ ​greater​ ​than​ ​the​ ​Target’s​ ​Stamina,​ ​the​ ​target​ ​immediately​ ​suffers​ ​Arm
Wrack,​ ​Leg​ ​Wrack,​ ​Blinded​ ​or​ ​Deafened​ ​Tilts​ ​(GMC​ ​206,​ ​207,​ ​211).​ ​The​ ​conditions​ ​caused​ ​by
this​ ​upgrade​ ​is​ ​considered​ ​to​ ​last​ ​for​ ​Fulmine​ ​turns.
Upgrade:​ ​Fortifying​ ​(Metallo​ ​2)
The​ ​Princess’s​ ​weapon​ ​is​ ​hard​ ​as​ ​metal​ ​and​ ​just​ ​as​ ​deadly​ ​in​ ​the​ ​Princess’s​ ​hands.​ ​The​ ​Princess
can​ ​apply​ ​Metallo​ ​to​ ​both​ ​the​ ​weapon’s​ ​Damage​ ​rating​ ​and​ ​to​ ​its​ ​Accuracy.
Upgrade:​ ​Ranged​ ​(Vuoto​ ​2)
The​ ​Princess’s​ ​sword​ ​cuts​ ​through​ ​space,​ ​finding​ ​her​ ​opponent’s​ ​flesh​ ​even​ ​from​ ​far​ ​away.​ ​When
applying​ ​this​ ​upgrade,​ ​the​ ​Princess​ ​can​ ​attack​ ​using​ ​her​ ​Kensai​ ​as​ ​a​ ​ranged​ ​attack.​ ​Her​ ​weapon
with​ ​this​ ​upgrade​ ​has​ ​a​ ​range​ ​of​ ​(5/10/20)​ ​*​ ​Vuoto​ ​dots,​ ​but​ ​otherwise​ ​follows​ ​the​ ​same​ ​rules​ ​as
Melee​ ​weapons​ ​save​ ​perhaps​ ​applying​ ​bonuses​ ​or​ ​penalties​ ​that​ ​can​ ​apply​ ​to​ ​ranged​ ​attacks
except​ ​those​ ​pertaining​ ​to​ ​clips.

Levinbolt​ ​(Kensai​ ​1)​ ​–​ ​Upgrade:​ ​Shocking​ ​(Fulmine​ ​2)


The​ ​Princess’s​ ​attack​ ​is​ ​akin​ ​to​ ​a​ ​tazer.​ ​If​ ​the​ ​Princess​ ​connects​ ​with​ ​this​ ​upgrade,​ ​the​ ​target​ ​is
penalized​ ​for​ ​all​ ​actions​ ​next​ ​turn​ ​by​ ​the​ ​Princess’s​ ​Fulmine
Upgrade:​ ​Projecting​ ​(Metallo​ ​2)
The​ ​Princess’s​ ​shots​ ​both​ ​find​ ​and​ ​hit​ ​their​ ​target​ ​equally​ ​hard.​ ​When​ ​applying​ ​Metallo​ ​on​ ​an
attack,​ ​the​ ​Princess​ ​may​ ​apply​ ​it​ ​to​ ​both​ ​Accuracy​ ​and​ ​Damage.
Upgrade:​ ​Homing​ ​(Vuoto​ ​2)
Trying​ ​to​ ​dodge​ ​won’t​ ​let​ ​you​ ​escape​ ​the​ ​Princess’s​ ​shot.​ ​When​ ​applying​ ​Vuoto​ ​to​ ​an​ ​attack,​ ​the
Princess​ ​may​ ​negate​ ​penalties​ ​so​ ​long​ ​as​ ​she​ ​was​ ​aiming​ ​at​ ​a​ ​specific​ ​body​ ​part.

Weapon​ ​Retrieval​ ​(Fight​ ​1,​ ​Vuoto​ ​1)


Requires​ ​Any​ ​Weapon
Action:​ ​Instant,​ ​Dexterity​ ​+​ ​Weaponry​ ​or​ ​Firearms,​ ​modified​ ​by​ ​Intimacy
Cost:​ ​1​ ​Wisp
Duration:​ ​Instant
Even​ ​if​ ​disarmed,​ ​the​ ​Princess’s​ ​weapon​ ​will​ ​always​ ​return​ ​to​ ​her​ ​at​ ​her​ ​command.​ ​If​ ​the
Princess​ ​is​ ​disarmed,​ ​as​ ​an​ ​instant​ ​action​ ​she​ ​may​ ​roll​ ​Dexterity​ ​+​ ​Firearms​ ​or​ ​Weaponry
(depending​ ​on​ ​the​ ​nature​ ​of​ ​the​ ​weapon)​ ​modified​ ​by​ ​Intimacy.​ ​So​ ​long​ ​as​ ​she​ ​gains​ ​a​ ​single
success,​ ​she​ ​calls​ ​her​ ​weapon​ ​to​ ​her​ ​hands​ ​as​ ​long​ ​as​ ​it’s​ ​within​ ​Vuoto​ ​dots​ ​x​ ​5​ ​yards​ ​of​ ​herself.
Upgrade:​ ​A​ ​Part​ ​of​ ​Me
Requires​ ​Kensai​ ​or​ ​Levinbolt
Disarming​ ​a​ ​Princess​ ​from​ ​a​ ​part​ ​of​ ​herself​ ​is​ ​a​ ​hard​ ​task,​ ​especially​ ​when​ ​she​ ​can​ ​reform​ ​it​ ​like
her​ ​broken​ ​clothes.​ ​If​ ​the​ ​Princess​ ​is​ ​disarmed​ ​and​ ​the​ ​weapon​ ​was​ ​her​ ​Kensai​ ​or​ ​Levinbolt
charms,​ ​she​ ​can​ ​summon​ ​them​ ​back​ ​as​ ​a​ ​Reflexive​ ​action​ ​instead.

A​ ​Thousand​ ​Whispers​ ​Style​ ​(Fight​ ​2,​ ​Fulmine​ ​1)


Requires​ ​Kensai​ ​or​ ​Levinbolt
Action:​ ​Permanent

An​ ​annoyance​ ​for​ ​a​ ​Princess's​ ​weapons​ ​is​ ​how​ ​a​ ​certain​ ​type​ ​of​ ​style​ ​or​ ​combat​ ​can​ ​apply​ ​to​ ​it
while​ ​cutting​ ​off​ ​all​ ​the​ ​rest.​ ​Not​ ​anymore.​ ​This​ ​charm​ ​allows​ ​the​ ​Princess​ ​to​ ​have​ ​one​ ​extra
form​ ​of​ ​Kensai​ ​or​ ​Levinbolt​ ​(she​ ​chooses​ ​when​ ​she​ ​learns​ ​the​ ​charm).​ ​The​ ​Princess's​ ​"second"
Kensai​ ​or​ ​Levinbolt​ ​is​ ​the​ ​same​ ​in​ ​all​ ​respects​ ​to​ ​the​ ​first​ ​in​ ​having​ ​all​ ​of​ ​the​ ​same​ ​upgrades,
save​ ​that​ ​she​ ​can​ ​choose​ ​a​ ​different​ ​form​ ​for​ ​her​ ​second​ ​version​ ​for​ ​the​ ​purpose​ ​of​ ​having
multiple​ ​Fighting​ ​Styles.​ ​The​ ​other​ ​versions​ ​can​ ​be​ ​switched​ ​out​ ​with​ ​a​ ​transformation​ ​action.
Upgrade:​ ​Why​ ​Not​ ​Both?
Requires​ ​Kensai​ ​and​ ​Levinbolt
Action:​ ​Permanent
If​ ​the​ ​Princess​ ​owns​ ​both​ ​Kensai​ ​or​ ​Levinbolt,​ ​but​ ​she​ ​already​ ​has​ ​this​ ​charm​ ​and​ ​chose​ ​one​ ​of
the​ ​Fight​ ​charms,​ ​upon​ ​purchasing​ ​this​ ​upgrade​ ​the​ ​Princess​ ​may​ ​have​ ​a​ ​second​ ​version​ ​of​ ​the
Fight​ ​Charm​ ​she​ ​didn't​ ​choose​ ​at​ ​first.
Upgrade:​ ​Armory​ ​(Fulmine​ ​2-5)
Stacks:​ ​Up​ ​to​ ​4​ ​Times
Each​ ​time​ ​the​ ​Princess​ ​purchases​ ​this​ ​upgrade,​ ​she​ ​may​ ​gain​ ​another​ ​version​ ​of​ ​Kensai​ ​or
Levinbolt​ ​for​ ​the​ ​purpose​ ​of​ ​Fighting​ ​Styles.​ ​If​ ​she​ ​has​ ​the​ ​"Why​ ​Not​ ​Both"​ ​Upgrade,​ ​or
purchases​ ​it​ ​after​ ​purchasing​ ​this,​ ​the​ ​Princess​ ​also​ ​automatically​ ​gains​ ​a​ ​weapon​ ​for​ ​both​ ​Fight
charms​ ​for​ ​the​ ​purpose​ ​of​ ​Fighting​ ​Styles.

Pythia​ ​Prediction​ ​(Fight​ ​2,​ ​Vuoto​ ​3)


Action:​ ​Reflexive,​ ​Unrolled
Cost:​ ​1​ ​Wisp
Duration:​ ​Instant

Like​ ​the​ ​prophecies​ ​of​ ​the​ ​Oracles​ ​of​ ​Delphi,​ ​no​ ​amount​ ​of​ ​hiding​ ​will​ ​protect​ ​you​ ​from​ ​destiny,
and​ ​the​ ​Judge​ ​makes​ ​her​ ​blow​ ​fated​ ​to​ ​hit​ ​her​ ​enemy​ ​even​ ​if​ ​they’re​ ​behind​ ​cover.​ ​When
attacking​ ​a​ ​target​ ​behind​ ​Cover,​ ​the​ ​Princess​ ​may​ ​use​ ​this​ ​charm.​ ​She​ ​may​ ​reduce​ ​the​ ​Cover's
Durability​ ​by​ ​her​ ​Vuoto​ ​for​ ​the​ ​purposes​ ​of​ ​hitting​ ​the​ ​target.
Upgrade:​ ​Unharmed
Cost:​ ​1​ ​Willpower
Some​ ​denizens​ ​of​ ​the​ ​World​ ​of​ ​Darkness​ ​are​ ​cruel​ ​enough​ ​to​ ​use​ ​people​ ​as​ ​their​ ​shield.​ ​No
matter,​ ​for​ ​the​ ​Princess's​ ​attack​ ​will​ ​find​ ​the​ ​true​ ​perpetrator​ ​without​ ​harming​ ​those​ ​they're
hiding​ ​behind.​ ​If​ ​the​ ​Princess​ ​is​ ​attacking​ ​a​ ​target​ ​and​ ​he's​ ​using​ ​someone​ ​else​ ​as​ ​a​ ​Human
Shield,​ ​the​ ​target​ ​will​ ​not​ ​gain​ ​the​ ​benefit​ ​of​ ​reducing​ ​the​ ​damage​ ​by​ ​his​ ​"shields"​ ​Stamina​ ​nor
will​ ​the​ ​"shield"​ ​be​ ​harmed.​ ​All​ ​Damage​ ​goes​ ​directly​ ​toward​ ​the​ ​target​ ​using​ ​someone​ ​as​ ​a
Human​ ​Shield.

Lightning​ ​Bolt​ ​(Fight​ ​3,​ ​Fulmine​ ​2)


Requires​ ​Levinbolt
Instant:​ ​Instant,​ ​Dexterity​ ​+​ ​Firearms
Cost:​ ​2​ ​Wisps
Duration:​ ​One​ ​Scene

The​ ​Princess​ ​creates​ ​an​ ​electrical​ ​arc​ ​that​ ​destroys​ ​a​ ​Target's​ ​ability​ ​to​ ​function.​ ​When​ ​she​ ​next
attacks​ ​with​ ​her​ ​Levinbolt,​ ​which​ ​cannot​ ​have​ ​any​ ​Invoked​ ​upgrades​ ​(including​ ​Fulmine)​ ​the
Princess​ ​inflicts​ ​the​ ​Sensory​ ​Deprivation​ ​Tilt​ ​for​ ​a​ ​Fulmine​ ​turns.
Upgrade:​ ​Chain​ ​Lightning
Cost:​ ​1​ ​Willpower
The​ ​shot​ ​bounces​ ​around​ ​a​ ​group​ ​of​ ​the​ ​Princess's​ ​enemies.​ ​If​ ​a​ ​target​ ​is​ ​in​ ​Fulmine​ ​Yards​ ​of​ ​one
of​ ​the​ ​Princess's​ ​enemies,​ ​they​ ​suffer​ ​the​ ​damage​ ​and​ ​effects​ ​as​ ​when​ ​it​ ​was​ ​first​ ​shot.​ ​The​ ​target
may​ ​not​ ​dodge​ ​or​ ​defend​ ​against​ ​the​ ​rebounding​ ​bolt,​ ​but​ ​general​ ​Armor​ ​can​ ​apply​ ​against​ ​it.

Lag​ ​(Fight​ ​4,​ ​Vuoto​ ​4)


Action:​ ​Instant​ ​and​ ​Resisted,​ ​Dexterity​ ​+​ ​Occult​ ​-​ ​Target’s​ ​Stamina
Cost:​ ​1​ ​Wisp,​ ​1​ ​Willpower
Duration:​ ​Vuoto​ ​Turns

The​ ​battlefield​ ​is​ ​where​ ​you​ ​must​ ​stay​ ​in​ ​the​ ​moment​ ​if​ ​you​ ​merely​ ​wish​ ​to​ ​survive,​ ​only​ ​woe
follows​ ​those​ ​who​ ​can’t​ ​keep​ ​up.​ ​Upon​ ​success​ ​with​ ​this​ ​charm,​ ​the​ ​target​ ​suffers​ ​the​ ​Lost​ ​in
Time​ ​Tilt.​ ​ ​For​ ​each​ ​success,​ ​the​ ​target​ ​loses​ ​a​ ​point​ ​of​ ​Defense​ ​as​ ​well​ ​as​ ​halving​ ​their​ ​speed.​ ​If
the​ ​target​ ​is​ ​attacking​ ​with​ ​a​ ​ranged​ ​weapon,​ ​other​ ​people​ ​in​ ​the​ ​scene​ ​may​ ​apply​ ​their​ ​defense
against​ ​it,​ ​as​ ​the​ ​target​ ​is​ ​moving​ ​slow​ ​enough​ ​to​ ​get​ ​ready​ ​for​ ​it.

Govern 
Forgotten​ ​Lore​ ​(Govern​ ​1)​ ​-​ ​Upgrade:​ ​Supernatural​ ​(Fulmine​ ​2)
Version:​ ​Vocation
Requires​ ​an​ ​enhanced​ ​specialty​ ​for​ ​a​ ​specific​ ​supernatural​ ​type.​ ​Only​ ​one​ ​at​ ​a​ ​time​ ​can​ ​be
targeted​ ​for​ ​the​ ​purposes​ ​of​ ​this​ ​upgrade.

The​ ​Princess​ ​has​ ​wondrous​ ​knowledge​ ​of​ ​the​ ​workings​ ​of​ ​other​ ​supernaturals.​ ​During​ ​any
research​ ​action​ ​of​ ​studying​ ​supernaturals​ ​covered​ ​by​ ​the​ ​enhanced​ ​specialty,​ ​the​ ​Princess​ ​may
spend​ ​one​ ​wisp​ ​to​ ​reduce​ ​the​ ​successes​ ​she​ ​needs​ ​by​ ​her​ ​Fulmine.

Consecrate​ ​(Govern​ ​1)​ ​–​ ​Upgrade:​ ​Fruits​ ​of​ ​Labor​ ​(Metallo​ ​1)
Consecrations​ ​take​ ​time​ ​and​ ​energy,​ ​something​ ​most​ ​Princesses​ ​find​ ​hard​ ​to​ ​take​ ​of​ ​both.​ ​When
the​ ​Princess​ ​is​ ​consecrating​ ​an​ ​area,​ ​she​ ​may​ ​treat​ ​her​ ​Stamina​ ​as​ ​Metallo​ ​dots​ ​higher.​ ​This
cannot​ ​go​ ​above​ ​Inner​ ​Light​ ​Maximum​ ​when​ ​it​ ​comes​ ​to​ ​stats​ ​however.

Supernatural​ ​Sight​ ​(Govern​ ​1,​ ​Fulmine​ ​1)


Action:​ ​Reflexive,​ ​Wits​ ​+​ ​Composure​ ​-​ ​Supernatural​ ​Advantage
Cost:​ ​1​ ​Wisp
Duration:​ ​1​ ​Scene

By​ ​spending​ ​one​ ​wisp,​ ​a​ ​Princess​ ​of​ ​Cups​ ​can​ ​view​ ​past​ ​any​ ​mortal​ ​facades​ ​and​ ​see​ ​what
someone​ ​really​ ​is.​ ​For​ ​the​ ​remainder​ ​of​ ​the​ ​scene​ ​after​ ​use​ ​of​ ​this​ ​charm,​ ​whenever​ ​the​ ​Princess
comes​ ​across​ ​any​ ​supernaturals,​ ​she​ ​may​ ​reflexively​ ​roll​ ​Wits​ ​+​ ​Composure​ ​-​ ​the​ ​Supernatural
Advantage​ ​of​ ​the​ ​Supernatural​ ​in​ ​question.

Dramatic​ ​Failure:​ ​The​ ​Princess​ ​is​ ​convinced​ ​the​ ​supernatural​ ​is​ ​human​ ​unless​ ​if​ ​there’s
undeniable​ ​proof​ ​of​ ​otherwise.
Failure:​ ​Nothing​ ​happens.
Success:​ ​The​ ​Princess​ ​sees​ ​the​ ​person’s​ ​true​ ​form.​ ​She​ ​can​ ​see​ ​the​ ​true​ ​form​ ​of​ ​a​ ​supernatural​ ​for
successes​ ​turns.​ ​If​ ​she’s​ ​come​ ​across​ ​any​ ​supernaturals​ ​before,​ ​she​ ​can​ ​differentiate​ ​between
them​ ​if​ ​she​ ​was​ ​able​ ​to​ ​identify​ ​one​ ​of​ ​them​ ​before.​ ​This​ ​charm​ ​is​ ​limited​ ​to​ ​sensing
supernaturals​ ​or​ ​possessing​ ​beings​ ​within​ ​mortal​ ​bodies,​ ​she​ ​cannot​ ​view​ ​within​ ​Twilight​ ​or
view​ ​into​ ​the​ ​Shadow.
Exceptional​ ​Success:​ ​Extra​ ​Successes​ ​are​ ​their​ ​own​ ​reward.

Charge​ ​(Govern​ ​2)​ ​–​ ​Upgrade:​ ​Otherworldly​ ​(Fulmine​ ​2)


Stacks:​ ​Up​ ​to​ ​?​ ​Times​ ​(Minimum​ ​of​ ​2)
The​ ​Princess​ ​may​ ​trade​ ​and/or​ ​transform​ ​wisps​ ​into​ ​fuel​ ​for​ ​other​ ​types​ ​of​ ​supernatural​ ​creatures.
Each​ ​time​ ​the​ ​Princess​ ​buys​ ​this​ ​upgrade,​ ​she​ ​may​ ​choose​ ​a​ ​supernatural​ ​creature​ ​which​ ​must
still​ ​have​ ​some​ ​connection​ ​to​ ​humanity.​ ​All​ ​playable​ ​game​ ​lines​ ​qualify,​ ​while​ ​most​ ​spirits​ ​and
all​ ​fundamentally​ ​inhuman​ ​beings​ ​cannot​ ​benefit.​ ​The​ ​Princess​ ​can​ ​give​ ​and​ ​convert​ ​wisps​ ​to
another​ ​supernatural​ ​being​ ​on​ ​a​ ​1:1​ ​ratio.​ ​She​ ​may​ ​apply​ ​Distant​ ​and​ ​Accepted​ ​if​ ​she​ ​has​ ​those
upgrades.

Trading​ ​wisps​ ​in​ ​this​ ​method​ ​does​ ​not​ ​endanger​ ​a​ ​supernatural​ ​to​ ​negative​ ​effects​ ​of​ ​regaining
that​ ​fuel.

This​ ​upgrade’s​ ​stack​ ​potential​ ​is​ ​up​ ​for​ ​question​ ​however.​ ​After​ ​all,​ ​how​ ​many​ ​things​ ​go​ ​bump​ ​in
the​ ​night​ ​in​ ​your​ ​World​ ​of​ ​Darkness?​ ​This​ ​upgrade​ ​with​ ​PtH​ ​alone​ ​can​ ​only​ ​empower​ ​Spirits​ ​that
represent​ ​an​ ​emotion​ ​or​ ​identity​ ​and​ ​Ghosts.​ ​Either​ ​way,​ ​this​ ​power’s​ ​maximum​ ​stacking
potential​ ​relies​ ​on​ ​what​ ​the​ ​Storyteller​ ​decides​ ​to​ ​incorporate​ ​into​ ​the​ ​game​ ​as​ ​well​ ​as​ ​what​ ​fits
its​ ​criteria​ ​for​ ​exchange.​ ​In​ ​the​ ​most​ ​definite​ ​words​ ​from​ ​this​ ​book,​ ​splats​ ​that​ ​deal​ ​with​ ​emotions
or​ ​identities​ ​to​ ​some​ ​degree​ ​from​ ​World​ ​of​ ​Darkness​ ​gamelines​ ​(Official​ ​and​ ​Fanmade)​ ​can
benefit​ ​from​ ​this​ ​upgrade.​ ​This​ ​includes​ ​Changelings,​ ​Mummies,​ ​and​ ​Geniuses.

Upgrade:​ ​A​ ​Feast​ ​for​ ​a​ ​Beast​ ​(Fulmine​ ​3)


Action:​ ​Clash​ ​of​ ​Wills
Cost:​ ​1+​ ​Willpower​ ​per​ ​Wisp

The​ ​Hopeful​ ​are​ ​beings​ ​of​ ​light​ ​and​ ​hope.​ ​And​ ​yet​ ​there​ ​are​ ​those​ ​out​ ​there​ ​that​ ​would​ ​feast​ ​upon
primal​ ​emotions​ ​of​ ​fear​ ​and​ ​cause​ ​them​ ​to​ ​feed​ ​from​ ​it.​ ​An​ ​Actor​ ​may​ ​instead​ ​give​ ​a​ ​Beast​ ​faux
feelings​ ​of​ ​fear,​ ​with​ ​the​ ​hope​ ​of​ ​sating​ ​them.​ ​The​ ​Princess​ ​merely​ ​spends​ ​a​ ​point​ ​of​ ​Willpower
alongside​ ​each​ ​wisp​ ​she​ ​spends,​ ​and​ ​it​ ​causes​ ​a​ ​clash​ ​of​ ​wills.

The​ ​Princess​ ​Dramatically​ ​Fails​ ​or​ ​the​ ​Beast​ ​Exceptionally​ ​Succeeds:​ ​The​ ​hunger​ ​within​ ​will
not​ ​be​ ​sated​ ​by​ ​mere​ ​offerings​ ​of​ ​hope​ ​and​ ​light,​ ​and​ ​instead​ ​becomes​ ​ravenous.​ ​The​ ​Beast
instead​ ​loses​ ​a​ ​point​ ​of​ ​Satiety.
The​ ​Princess​ ​Fails​ ​or​ ​the​ ​Beast​ ​Succeeds:​ ​The​ ​offering​ ​simply​ ​fails,​ ​or​ ​the​ ​Beast​ ​asserts​ ​himself.
Either​ ​way,​ ​nothing​ ​happens.
The​ ​Princess​ ​Succeeds​ ​or​ ​the​ ​Beast​ ​Fails:​ ​The​ ​offering​ ​goes​ ​as​ ​intended.​ ​The​ ​Beast​ ​gains​ ​a​ ​point
of​ ​Satiety​ ​per​ ​Wisp​ ​and​ ​Willpower​ ​spent.
The​ ​Princess​ ​Exceptionally​ ​Succeeds​ ​or​ ​the​ ​Beast​ ​Dramatically​ ​Fails:​ ​The​ ​Princess​ ​asserts​ ​the
authority​ ​of​ ​the​ ​light​ ​over​ ​fear​ ​itself.​ ​She​ ​gains​ ​a​ ​Luminous​ ​Experience.

Sympathetic​ ​Agony​ ​(Govern​ ​2,​ ​Fulime​ ​2)


Action:​ ​Reflexive,​ ​Clash​ ​of​ ​Wills.
Cost:​ ​1​ ​Wisp,​ ​1​ ​Willpower
Duration:​ ​Instant

There​ ​are​ ​some​ ​monsters​ ​in​ ​this​ ​world​ ​who​ ​are​ ​nothing​ ​but​ ​pure​ ​darkness.​ ​Who​ ​cause​ ​pain​ ​and
suffering​ ​and​ ​nourish​ ​themselves​ ​with​ ​it​ ​by​ ​breaking​ ​down​ ​the​ ​innocent.​ ​Many​ ​forget​ ​what​ ​it
means​ ​to​ ​suffer​ ​from​ ​an​ ​evil​ ​act,​ ​but​ ​a​ ​Mask​ ​knows​ ​how​ ​to​ ​make​ ​them​ ​into​ ​a​ ​lightning​ ​rod​ ​for
that​ ​pain​ ​and​ ​remember​ ​what​ ​it​ ​was​ ​like​ ​being​ ​the​ ​prey.​ ​Whenever​ ​a​ ​Beast​ ​attempts​ ​to​ ​gain
Satiety​ ​through​ ​hurting​ ​someone​ ​else,​ ​the​ ​Princess​ ​may​ ​force​ ​a​ ​Clash​ ​of​ ​Wills​ ​onto​ ​the​ ​Beast
with​ ​the​ ​Princess​ ​working​ ​against​ ​the​ ​Beast.

The​ ​Princess​ ​Dramatically​ ​Fails​ ​or​ ​the​ ​Beast​ ​Exceptionally​ ​Succeeds:​ ​The​ ​Beast​ ​proves​ ​itself
too​ ​monstrous,​ ​too​ ​righteous​ ​of​ ​the​ ​hunt​ ​and​ ​the​ ​Princess​ ​is​ ​shaken​ ​from​ ​the​ ​thought​ ​of​ ​evil
winning.​ ​The​ ​Princess​ ​automatically​ ​rolls​ ​for​ ​Sensitivity.
The​ ​Princess​ ​Fails​ ​and​ ​the​ ​Beast​ ​Succeeds:​ ​The​ ​Beast​ ​gains​ ​Satiety​ ​as​ ​normal.
The​ ​Princess​ ​Succeeds​ ​and​ ​the​ ​Beast​ ​Fails:​ ​Instead​ ​of​ ​feasting​ ​on​ ​pain,​ ​the​ ​Beast​ ​suffers​ ​it
instead.​ ​The​ ​Beast​ ​gains​ ​no​ ​Satiety,​ ​and​ ​gains​ ​1​ ​Point​ ​of​ ​Aggravated​ ​Damage​ ​as​ ​the​ ​electric
suffering​ ​of​ ​their​ ​victim​ ​courses​ ​through​ ​the​ ​aggressor​ ​as​ ​well.
The​ ​Princess​ ​Exceptionally​ ​Succeeds​ ​or​ ​the​ ​Beast​ ​Dramatically​ ​Fails:​ ​The​ ​Light​ ​shoves​ ​the
monster​ ​back​ ​under​ ​the​ ​bed,​ ​tail​ ​between​ ​it's​ ​legs​ ​and​ ​(hopefully)​ ​never​ ​to​ ​harm​ ​an​ ​innocent
again.​ ​The​ ​Beast​ ​suffers​ ​1​ ​Aggravated​ ​Damage​ ​PER​ ​point​ ​of​ ​Satiety​ ​he​ ​would've​ ​gained.

Reconfiguration​ ​(Govern​ ​2,​ ​Fulmine​ ​3)


Action:​ ​Instant,​ ​Manipulation​ ​+​ ​Empathy
Cost:​ ​2​ ​Wisps
Duration:​ ​1​ ​Scene

The​ ​Princess’s​ ​energy​ ​taps​ ​into​ ​the​ ​blessing​ ​another​ ​person​ ​has,​ ​and​ ​can​ ​reconfigure​ ​it​ ​to​ ​that
person's​ ​desires.​ ​This​ ​charm​ ​can​ ​be​ ​used​ ​on​ ​someone​ ​under​ ​the​ ​effects​ ​of​ ​the​ ​Blessing​ ​or
Floating​ ​Blessing​ ​Condition.​ ​Successes​ ​equate​ ​to​ ​the​ ​number​ ​of​ ​dots​ ​the​ ​Princess​ ​can​ ​reconfigure
within​ ​the​ ​blessing.​ ​For​ ​example,​ ​she​ ​can​ ​move​ ​around​ ​an​ ​increase​ ​to​ ​Social​ ​Attributes​ ​thanks​ ​to
Crown​ ​Jewels,​ ​such​ ​as​ ​changing​ ​a​ ​+3​ ​increase​ ​to​ ​Manipulation​ ​to​ ​+1​ ​in​ ​Manipulation,​ ​+1​ ​in
Presence​ ​and​ ​+1​ ​in​ ​Composure.

The​ ​amount​ ​is​ ​still​ ​bound​ ​by​ ​the​ ​original​ ​Charm's​ ​parameters.​ ​Using​ ​Crown​ ​Jewels​ ​as​ ​an
example,​ ​the​ ​Princess​ ​cannot​ ​add​ ​more​ ​to​ ​one​ ​attribute​ ​than​ ​the​ ​original​ ​princess’s​ ​Terra,​ ​nor
would​ ​she​ ​be​ ​able​ ​to​ ​make​ ​the​ ​Blessing​ ​apply​ ​to​ ​Attributes​ ​that​ ​are​ ​not​ ​Social​ ​Attributes.
Upgrade:​ ​Otherworldly
The​ ​Princess​ ​can​ ​tap​ ​into​ ​the​ ​effects​ ​that​ ​Supernatural​ ​Creatures​ ​can​ ​bestow.​ ​As​ ​known​ ​before,​ ​it
cannot​ ​change​ ​what​ ​the​ ​original​ ​parameters​ ​allow​ ​for​ ​bestowing​ ​buffs.

Unweaving​ ​(Govern​ ​4)​ ​-​ ​Upgrade:​ ​Not​ ​In​ ​Kansas​ ​Anymore​ ​(Fulmine​ ​3)
Cost:​ ​1​ ​Willpower
Normally,​ ​Princesses'​ ​magic​ ​is​ ​incompatible​ ​with​ ​other​ ​magic​ ​save​ ​through​ ​the​ ​help​ ​of
Embassies.​ ​However,​ ​Fulmine​ ​connects​ ​to​ ​other​ ​powers,​ ​and​ ​can​ ​dispel​ ​them​ ​just​ ​as​ ​easily.​ ​The
Princess​ ​may​ ​now​ ​target​ ​powers​ ​outside​ ​of​ ​Charms​ ​and​ ​powers​ ​of​ ​the​ ​Darkness,​ ​cast​ ​by​ ​other
supernaturals.

Inspire 
Fire​ ​On​ ​The​ ​Mountain​ ​(Inspire​ ​1)​ ​–​ ​Upgrade:​ ​Communal​ ​(Metallo​ ​2)
The​ ​Princess’s​ ​performance​ ​brings​ ​people​ ​together​ ​and​ ​fosters​ ​relationships.​ ​When​ ​holding​ ​a
performance​ ​using​ ​Expression​ ​as​ ​an​ ​extended​ ​action​ ​before​ ​a​ ​crowd,​ ​her​ ​threshold​ ​is​ ​equal​ ​to​ ​the
highest​ ​Resolve​ ​rating​ ​in​ ​the​ ​crowd​ ​and​ ​she​ ​makes​ ​a​ ​roll​ ​once​ ​per​ ​dot​ ​of​ ​Resolve​ ​she​ ​possesses.
If​ ​she​ ​reaches​ ​the​ ​threshold,​ ​the​ ​crowd​ ​gains​ ​a​ ​Commonality​ ​Modifier,​ ​with​ ​one​ ​step​ ​added​ ​per
dot​ ​of​ ​Metallo​ ​the​ ​Princess​ ​has.​ ​One​ ​dot​ ​is​ ​Casual,​ ​two​ ​is​ ​Interested,​ ​three​ ​is​ ​Interested​ ​and​ ​four
dots​ ​makes​ ​the​ ​crowd​ ​dedicated.​ ​This​ ​typically​ ​only​ ​lasts​ ​one​ ​scene.

Livin’​ ​On​ ​a​ ​Prayer​ ​(Inspire​ ​2,​ ​Metallo​ ​1)


Action:​ ​Instant,​ ​Presence​ ​+​ ​Expression.​ ​Requires​ ​one​ ​minute​ ​of​ ​performing.
Cost:​ ​1​ ​Wisp
Duration:​ ​One​ ​Extended​ ​Roll
We’re​ ​halfway​ ​there,​ ​we’re​ ​living​ ​on​ ​a​ ​prayer.

Working​ ​on​ ​an​ ​event​ ​for​ ​a​ ​long​ ​time​ ​ ​can​ ​come​ ​to​ ​a​ ​crashing​ ​halt​ ​no​ ​matter​ ​how​ ​close​ ​you​ ​were.
If​ ​the​ ​Princess​ ​uses​ ​this​ ​charm​ ​and​ ​the​ ​Extended​ ​Roll​ ​she​ ​used​ ​this​ ​charm​ ​for​ ​comes​ ​up​ ​as​ ​a​ ​Near
Miss​ ​[GMC​ ​188],​ ​if​ ​the​ ​remaining​ ​successes​ ​required​ ​is​ ​less​ ​than​ ​or​ ​equal​ ​to​ ​the​ ​Princess’s
Metallo​ ​dots,​ ​she​ ​may​ ​succeed​ ​on​ ​the​ ​attempt​ ​as​ ​if​ ​she​ ​were​ ​able​ ​to​ ​reach​ ​the​ ​threshold.​ ​She​ ​may
use​ ​this​ ​on​ ​another​ ​target​ ​if​ ​desired.

Let​ ​It​ ​Be​ ​(Inspire​ ​2,​ ​Vuoto​ ​2)


Action:​ ​Instant,​ ​Composure​ ​+​ ​Expression
Cost:​ ​1​ ​Wisp
Duration:​ ​One​ ​Scene
When​ ​I​ ​find​ ​myself​ ​in​ ​trouble,​ ​Mother​ ​Mary​ ​comes​ ​to​ ​me.​ ​Speaking​ ​words​ ​of​ ​wisdom,​ ​let​ ​it​ ​be.

The​ ​Princess​ ​ensures​ ​for​ ​her​ ​target​ ​that​ ​every​ ​storm​ ​shall​ ​pass,​ ​and​ ​afterwards​ ​it​ ​shall​ ​be​ ​clear​ ​as
day.​ ​When​ ​using​ ​this​ ​charm,​ ​the​ ​target​ ​must​ ​be​ ​under​ ​the​ ​effects​ ​of​ ​any​ ​temporary​ ​condition​ ​that
clouds​ ​a​ ​character’s​ ​mind.​ ​This​ ​charm​ ​seeks​ ​to​ ​remove​ ​or​ ​alleviate​ ​the​ ​condition.​ ​If​ ​a
Condition’s​ ​resolution​ ​is​ ​based​ ​on​ ​the​ ​passage​ ​of​ ​time,​ ​then​ ​the​ ​time​ ​can​ ​be​ ​cut​ ​in​ ​half.​ ​If​ ​a
character​ ​is​ ​addicted​ ​to​ ​something​ ​and​ ​deprived​ ​of​ ​said​ ​addictive​ ​object,​ ​then​ ​the​ ​charm​ ​might
lead​ ​to​ ​the​ ​nearest​ ​fix​ ​for​ ​the​ ​target.​ ​The​ ​biggest​ ​prerequisite​ ​for​ ​this​ ​charm​ ​is​ ​that​ ​the​ ​Princess
must​ ​know​ ​what​ ​the​ ​condition​ ​entails,​ ​and​ ​persistent​ ​conditions​ ​may​ ​not​ ​be​ ​targeted.
Don’t​ ​Cry​ ​(Inspire​ ​3,​ ​Fulmine​ ​4)
Action:​ ​Instant,​ ​Resolve​ ​+​ ​Persuasion
Cost:​ ​2​ ​Wisps
Duration:​ ​1​ ​Scene

Don’t​ ​you​ ​cry​ ​tonight.​ ​There’s​ ​a​ ​heaven​ ​above​ ​you​ ​baby.
The​ ​Princess’s​ ​performance​ ​inspires​ ​resilience​ ​to​ ​traumas​ ​that​ ​would​ ​fracture​ ​a​ ​human’s​ ​mind.
The​ ​Princess​ ​rolls​ ​Composure​ ​+​ ​Persuasion.​ ​On​ ​a​ ​success,​ ​she​ ​gives​ ​the​ ​Floating​ ​Blessing
Condition.​ ​The​ ​bonus​ ​is​ ​equal​ ​to​ ​the​ ​successes​ ​on​ ​the​ ​roll​ ​and​ ​it​ ​applies​ ​only​ ​upon​ ​Breaking
Points​ ​where​ ​the​ ​target​ ​is​ ​witness​ ​to​ ​a​ ​supernatural​ ​event.

Learn 
Keen​ ​Observation​ ​(Learn​ ​1)​ ​-​ ​Upgrade:​ ​Piercing​ ​(Metallo​ ​2)
Version:​ ​Vocation
Investigating​ ​the​ ​World​ ​of​ ​Darkness​ ​lead​ ​to​ ​obstacles​ ​more​ ​often​ ​than​ ​not,​ ​but​ ​a​ ​Laborer’s​ ​razor
sharp​ ​eyes​ ​see​ ​her​ ​through​ ​them​ ​all.​ ​If​ ​the​ ​Princess​ ​makes​ ​a​ ​Wits​ ​+​ ​Investigation​ ​or​ ​Wits​ ​+
Composure​ ​roll,​ ​she​ ​may​ ​choose​ ​to​ ​spend​ ​a​ ​wisp​ ​to​ ​reroll​ ​the​ ​pool.​ ​She​ ​must​ ​keep​ ​the​ ​second
result,​ ​even​ ​if​ ​it’s​ ​worse.​ ​She​ ​also​ ​may​ ​add​ ​her​ ​Metallo​ ​to​ ​any​ ​dice​ ​pools​ ​when​ ​it​ ​comes​ ​to
reacting​ ​to​ ​surprise.

Know​ ​Name​ ​(Learn​ ​1)​ ​-​ ​Upgrade:​ ​Unauthorized​ ​Biography​ ​(Vuoto​ ​2)
The​ ​Princess​ ​may​ ​take​ ​photographs,​ ​recordings,​ ​and​ ​even​ ​drawings​ ​of​ ​people​ ​to​ ​learn​ ​what​ ​their
name​ ​is.​ ​Using​ ​this​ ​upgrade​ ​makes​ ​Know​ ​Name​ ​require​ ​using​ ​Wits​ ​+​ ​Empathy​ ​as​ ​well​ ​as​ ​adding
the​ ​Temporal​ ​Flux​ ​Modifier,​ ​set​ ​for​ ​how​ ​old​ ​the​ ​visage​ ​of​ ​the​ ​person​ ​has​ ​lasted.​ ​Using​ ​an​ ​old
photograph​ ​of​ ​an​ ​elderly​ ​man​ ​may​ ​set​ ​loads​ ​of​ ​penalties​ ​the​ ​Princess’s​ ​way,​ ​while​ ​a​ ​freshly​ ​made
drawing​ ​doesn’t​ ​suffer​ ​as​ ​much.

Using​ ​Know​ ​Name​ ​this​ ​way​ ​sidesteps​ ​most​ ​supernatural​ ​veils,​ ​but​ ​it​ ​also​ ​limits​ ​the​ ​Princess’s
awareness​ ​of​ ​the​ ​person’s​ ​name.​ ​The​ ​name​ ​shown​ ​on​ ​the​ ​image​ ​of​ ​the​ ​person​ ​is​ ​the​ ​name​ ​they
went​ ​by​ ​at​ ​that​ ​time,​ ​and​ ​in​ ​the​ ​case​ ​of​ ​drawings​ ​the​ ​name​ ​of​ ​the​ ​person​ ​is​ ​what​ ​the​ ​artist​ ​thinks
the​ ​name​ ​of​ ​the​ ​person​ ​is.

Scent​ ​Falsehood​ ​(Learn​ ​1)​ ​-​ ​Upgrade:​ ​Whydunnit​ ​(Vuoto​ ​2)


A​ ​Noble​ ​of​ ​Pentacles​ ​requires​ ​clarity​ ​for​ ​judgement.​ ​As​ ​such​ ​she​ ​has​ ​to​ ​know​ ​anything
pertaining​ ​to​ ​the​ ​truth,​ ​and​ ​pierce​ ​ ​that​ ​which​ ​could​ ​hide​ ​it.​ ​She​ ​may​ ​detect​ ​omissions​ ​of
information,​ ​evasions,​ ​equivocations​ ​and​ ​honest​ ​opinions​ ​with​ ​the​ ​charm.
Xray​ ​Vision​ ​(Learn​ ​1)​ ​-​ ​Upgrade:​ ​Omniscient​ ​(Vuoto​ ​2)
The​ ​Princess’s​ ​eyes​ ​see​ ​through​ ​things​ ​clearer​ ​than​ ​most.​ ​The​ ​Princess​ ​may​ ​ignore​ ​durability​ ​of
objects​ ​up​ ​to​ ​her​ ​Vuoto​ ​rating.

The​ ​Maiden’s​ ​Intuition​ ​(Learn​ ​1,​ ​Vuoto​ ​1)


Action:​ ​Instant,​ ​Wits​ ​+​ ​Composure
Cost:​ ​1​ ​Wisp
Duration:​ ​Instant

Many​ ​people​ ​simply​ ​desire​ ​to​ ​know​ ​what​ ​the​ ​future​ ​holds,​ ​what​ ​may​ ​be​ ​at​ ​stake​ ​or​ ​the​ ​simple
outcome​ ​of​ ​a​ ​decision.​ ​While​ ​a​ ​Princess​ ​of​ ​Pentacles​ ​is​ ​definitely​ ​unable​ ​to​ ​scry​ ​at​ ​this​ ​level​ ​of
Learn,​ ​she​ ​may​ ​still​ ​read​ ​a​ ​tiny​ ​portion​ ​of​ ​what​ ​can​ ​be.​ ​This​ ​Charm​ ​is​ ​like​ ​the​ ​Common​ ​Sense
Merit​ ​(GMC​ ​161).​ ​The​ ​Princess​ ​can​ ​benefit​ ​from​ ​both​ ​the​ ​merit​ ​and​ ​this​ ​charm​ ​within​ ​a​ ​scene.

Second​ ​Glance​ ​Wrongness​ ​(Learn​ ​2)​ ​-​ ​Unchained​ ​(Fulmine​ ​4)


The​ ​Unchained​ ​Madame’s​ ​philosophy​ ​is​ ​clear.​ ​A​ ​princess​ ​is​ ​her​ ​own​ ​person​ ​and​ ​nobody​ ​else’s.
When​ ​the​ ​Princess​ ​comes​ ​under​ ​the​ ​influence​ ​of​ ​another​ ​supernatural​ ​power,​ ​she​ ​can​ ​spend​ ​a
willpower​ ​point​ ​instead​ ​to​ ​force​ ​a​ ​reroll,​ ​the​ ​power’s​ ​user​ ​rolling​ ​with​ ​a​ ​Fulmine​ ​Penalty​ ​this
time.​ ​The​ ​second​ ​result​ ​is​ ​the​ ​one​ ​that’s​ ​kept.

Who​ ​Are​ ​You​ ​(Learn​ ​2,​ ​Fulmine​ ​1)


Action:​ ​Instant​ ​and​ ​Resisted,​ ​Manipulation​ ​+​ ​Empathy​ ​-​ ​Target’s​ ​Composure
Cost:​ ​1​ ​Wisp
Duration:​ ​Instant

The​ ​Princess​ ​asks​ ​a​ ​question,​ ​looking​ ​through​ ​a​ ​target’s​ ​eyes​ ​and​ ​straight​ ​into​ ​their​ ​soul.​ ​The
Princess​ ​must​ ​at​ ​least​ ​touch​ ​the​ ​target’s​ ​skin​ ​for​ ​this​ ​charm​ ​to​ ​have​ ​an​ ​effect.​ ​She​ ​may​ ​use​ ​this
charm​ ​on​ ​the​ ​same​ ​target​ ​again,​ ​but​ ​later​ ​activations​ ​during​ ​the​ ​scene​ ​take​ ​a​ ​cumulative​ ​-1
penalty.

Dramatic​ ​Failure:​ ​The​ ​Charm​ ​misleads​ ​the​ ​Princess.​ ​The​ ​storyteller​ ​describes​ ​a​ ​vision​ ​that​ ​is​ ​the
opposite​ ​of​ ​who​ ​the​ ​target​ ​truly​ ​is.​ ​The​ ​Princess​ ​will​ ​believe​ ​in​ ​the​ ​vision​ ​unless​ ​confronted​ ​with
clear​ ​evidence​ ​contradicting​ ​it.​ ​Further​ ​uses​ ​of​ ​the​ ​Charm​ ​on​ ​the​ ​target​ ​won’t​ ​reveal​ ​anything
that​ ​refutes​ ​the​ ​vision​ ​-​ ​the​ ​Princess​ ​must​ ​discover​ ​her​ ​mistake​ ​by​ ​other​ ​methods.​ ​She​ ​may​ ​not
use​ ​the​ ​Charm​ ​on​ ​this​ ​target​ ​for​ ​the​ ​rest​ ​of​ ​the​ ​scene.
Failure:​ ​The​ ​Princess​ ​learns​ ​nothing​ ​of​ ​her​ ​target.​ ​She​ ​may​ ​not​ ​use​ ​the​ ​Charm​ ​on​ ​this​ ​target​ ​for
the​ ​rest​ ​of​ ​the​ ​scene.
Success​:​ ​The​ ​Princess​ ​gains​ ​flashes​ ​of​ ​insight​ ​into​ ​her​ ​target’s​ ​identity.​ ​The​ ​Storyteller
must​ ​answer​ ​one​ ​question​ ​from​ ​the​ ​following​ ​list​ ​truthfully​ ​for​ ​each​ ​activation​ ​success:
● The​ ​target’s​ ​Vice(s).
● How​ t​ he​ ​target​ ​sees​ ​himself.
● The​ ​people​ ​or​ ​organizations​ ​or​ ​events​ ​that​ ​have​ ​had​ ​considerable​ ​influence​ ​on​ ​the​ ​target’s
identity.
Exceptional​ ​Success:​ ​The​ ​Princess​ ​gets​ ​considerable​ ​insight​ ​to​ ​her​ ​target’s​ ​identity.
Upgrade:​ ​Personal​ ​(Fulmine​ ​2)
The​ ​Fulmine​ ​Invocation​​ ​flashes​ ​brightly​ ​with​ ​someone’s​ ​self​ ​enlightenment.​ ​The​ ​Princess​ ​may
look​ ​for​ ​insight​ ​into​ ​the​ ​target’s​ ​character​ ​and​ ​abilities,​ ​so​ ​far​ ​as​ ​these​ ​resonate​ ​with​ ​the​ ​Fulmine
Invocation​ ​or​ ​the​ ​credo​ ​of​ ​the​ ​Queen​ ​of​ ​Cups.​ ​Add​ ​the​ ​following​ ​to​ ​the​ ​list​ ​of​ ​questions​ ​the
Princess​ ​may​ ​ask.
● The​ ​target’s​ ​Virtue(s).
● Any​ ​of​ ​the​ ​target’s​ ​skills​ ​or​ ​any​ ​specialty​ ​to​ ​a​ ​skill.
● A​ ​merit​ ​dealing​ ​with​ ​someone​ ​that​ ​makes​ ​up​ ​the​ ​target’s​ ​identity​ ​(Allies,​ ​Contacts,
Mentor,​ ​Alternative​ ​Identity​ ​or​ ​True​ ​Friend​ ​Merits).
● The​ ​events​ ​that​ ​constitute​ ​breaking​ ​points​ ​for​ ​the​ ​target.

Strength​ ​of​ ​Iron​ ​(Learn​ ​2,​ ​Metallo​ ​1)


Action:​ ​Instant​ ​and​ ​Resisted,​ ​Presence​ ​+​ ​Empathy​ ​-​ ​Target’s​ ​Composure
Cost:​ ​1​ ​Wisp
Duration:​ ​Instant

With​ ​nothing​ ​more​ ​than​ ​a​ ​pat​ ​of​ ​encouragement​ ​can​ ​the​ ​Princess​ ​learn​ ​how​ ​refined​ ​the​ ​target​ ​is.
She​ ​may​ ​use​ ​this​ ​charm​ ​on​ ​the​ ​same​ ​target​ ​again,​ ​but​ ​later​ ​activations​ ​during​ ​the​ ​scene​ ​take​ ​a
cumulative​ ​-1​ ​penalty.
Dramatic​ ​Failure:​ ​The​ ​Charm​ ​misleads​ ​the​ ​Princess.​ ​The​ ​storyteller​ ​describes​ ​a​ ​vision​ ​of​ ​the
target​ ​that​ ​gives​ ​the​ ​wrong​ ​impression​ ​of​ ​his​ ​physical​ ​feats.​ ​The​ ​Princess​ ​will​ ​believe​ ​in​ ​the
vision​ ​unless​ ​confronted​ ​with​ ​clear​ ​evidence​ ​contradicting​ ​it.​ ​Further​ ​uses​ ​of​ ​the​ ​Charm​ ​on​ ​the
target​ ​won’t​ ​reveal​ ​anything​ ​that​ ​refutes​ ​the​ ​vision​ ​-​ ​the​ ​Princess​ ​must​ ​discover​ ​her​ ​mistake​ ​by
other​ ​methods.​ ​She​ ​may​ ​not​ ​use​ ​the​ ​Charm​ ​on​ ​this​ ​target​ ​for​ ​the​ ​rest​ ​of​ ​the​ ​scene.
Failure:​ ​The​ ​Princess​ ​learns​ ​nothing​ ​of​ ​her​ ​target.​ ​She​ ​may​ ​not​ ​use​ ​the​ ​Charm​ ​on​ ​this​ ​target​ ​for
the​ ​rest​ ​of​ ​the​ ​scene.
Success​:​ ​The​ ​Princess​ ​gains​ ​flashes​ ​of​ ​insight​ ​to​ ​the​ ​target’s​ ​prowess.​ ​The​ ​Storyteller
must​ ​answer​ ​one​ ​question​ ​from​ ​the​ ​following​ ​list​ ​truthfully​ ​for​ ​each​ ​activation​ ​success:
● Someone​ ​or​ ​something​ ​the​ ​target​ ​has​ ​worked​ ​hard​ ​for.
● Someone​ ​or​ ​something​ ​the​ ​target​ ​is​ ​willing​ ​to​ ​work​ ​hard​ ​for
● What​ ​motivation​ ​the​ ​target​ ​has​ ​for​ ​their​ ​actions.
Exceptional​ ​Success:​ ​The​ ​Princess​ ​gets​ ​considerable​ ​insight​ ​to​ ​her​ ​target’s​ ​will.
Upgrade:​ ​Personal​ ​(Metallo​ ​2)
The​​ ​Metallo​ ​Invocation​ ​favors​ ​those​ ​who​ ​work​ ​hard​ ​and​ ​maintain​ ​modesty.​ ​ ​The​ ​Princess​ ​may
look​ ​for​ ​insight​ ​into​ ​the​ ​target’s​ ​character​ ​and​ ​abilities,​ ​so​ ​far​ ​as​ ​these​ ​resonate​ ​with​ ​the​ ​Metallo
Invocation​ ​or​ ​the​ ​credo​ ​of​ ​the​ ​Queen​ ​of​ ​Wands.​ ​Add​ ​the​ ​following​ ​to​ ​the​ ​list​ ​of​ ​questions​ ​the
Princess​ ​may​ ​ask.
● The​ ​target’s​ ​current​ ​Willpower.
● The​ ​target’s​ ​Strength,​ ​Dexterity​ ​or​ ​Stamina.
● One​ ​of​ ​the​ ​target’s​ ​Physical​ ​Skills​ ​or​ ​Specialties.
● Any​ ​of​ ​the​ ​Target’s​ ​Physical​ ​Merits.

Read​ ​The​ ​Spacial​ ​Boundaries​ ​(Learn​ ​2,​ ​Vuoto​ ​2)


Action:​ ​Instant,​ ​Inner​ ​Light​ ​+​ ​Investigation,​ ​Modified​ ​by​ ​Intimacy
Cost:​ ​1​ ​or​ ​2​ ​Wisps
Duration:​ ​Concentration

The​ ​distance​ ​of​ ​vision​ ​between​ ​a​ ​Noble​ ​of​ ​Pentacles​ ​and​ ​those​ ​who​ ​have​ ​caught​ ​her​ ​eye​ ​becomes
irrelevant.​ ​With​ ​a​ ​simple​ ​thought​ ​she​ ​gets​ ​a​ ​vision​ ​of​ ​the​ ​target​ ​from​ ​any​ ​viewpoint​ ​she​ ​desires​ ​as
long​ ​as​ ​the​ ​viewpoint​ ​remains​ ​within​ ​Sensory​ ​range​ ​of​ ​the​ ​Target.​ ​Prophecies​ ​and​ ​portents​ ​are
not​ ​instant​ ​insight​ ​but​ ​like​ ​a​ ​book​ ​that​ ​must​ ​be​ ​read​ ​through,​ ​therefore​ ​this​ ​charm​ ​requires
concentration.​ ​If​ ​she​ ​breaks​ ​her​ ​concentration​ ​(anything​ ​requiring​ ​a​ ​dice​ ​pool​ ​to​ ​do​ ​qualifies),
then​ ​she​ ​returns​ ​to​ ​her​ ​present​ ​state​ ​and​ ​must​ ​use​ ​the​ ​charm​ ​again​ ​if​ ​she​ ​desires​ ​to​ ​spy​ ​upon
someone.​ ​She​ ​automatically​ ​loses​ ​it​ ​if​ ​she’s​ ​attacked​ ​as​ ​she​ ​forgoes​ ​defense​ ​while​ ​viewing​ ​on​ ​the
target.​ ​If​ ​she​ ​spends​ ​two​ ​wisps,​ ​then​ ​she​ ​may​ ​choose​ ​an​ ​avenue​ ​of​ ​calling​ ​(any​ ​reflective​ ​surface
no​ ​matter​ ​the​ ​quality​ ​works)​ ​the​ ​person​ ​through​ ​that,​ ​whereas​ ​the​ ​charm​ ​connects​ ​to​ ​the​ ​closest
viewpoint​ ​(and​ ​the​ ​most​ ​private)​ ​of​ ​the​ ​target​ ​and​ ​makes​ ​it​ ​two​ ​way​ ​as​ ​well.
Should​ ​a​ ​Princess​ ​use​ ​the​ ​2​ ​Wisps​ ​option,​ ​then​ ​the​ ​reflective​ ​surface​ ​decides​ ​what​ ​quality​ ​the
vision​ ​or​ ​sound​ ​is.​ ​A​ ​bad​ ​reflection​ ​gives​ ​bad​ ​quality​ ​for​ ​example.
Upgrade:​ ​I​ ​Can​ ​Hear​ ​You
The​ ​Princess​ ​can​ ​hear​ ​as​ ​clear​ ​as​ ​she​ ​can​ ​see.
Upgrade:​ ​Scrying​ ​Tools
The​ ​Princess​ ​doesn’t​ ​need​ ​to​ ​experience​ ​this​ ​as​ ​a​ ​vision.​ ​She​ ​may​ ​instead​ ​throw​ ​her​ ​vision​ ​onto​ ​a
surface​ ​capable​ ​of​ ​showing​ ​it​ ​to​ ​her,​ ​such​ ​as​ ​a​ ​crystal​ ​ball,​ ​a​ ​pool​ ​of​ ​unbroken​ ​water,​ ​or​ ​even
onto​ ​a​ ​polished​ ​mirror.​ ​It​ ​will​ ​play​ ​out​ ​the​ ​vision​ ​as​ ​normal​ ​and​ ​the​ ​Princess​ ​doesn’t​ ​need​ ​to
concentrate.
Upgrade:​ ​Intimate​ ​Spy​ ​(Vuoto​ ​3)
The​ ​Princess​ ​doesn’t​ ​need​ ​to​ ​choose​ ​a​ ​person​ ​with​ ​this​ ​charm.​ ​She​ ​may​ ​instead​ ​choose​ ​to​ ​target
objects​ ​or​ ​places​ ​where​ ​she​ ​has​ ​an​ ​Intimacy​ ​with.​ ​The​ ​modifier​ ​targets​ ​the​ ​object​ ​or​ ​place​ ​with
the​ ​lower​ ​intimacy​ ​if​ ​both​ ​can​ ​apply.
Upgrade:​ ​Whodunnit?​ ​(Vuoto​ ​4)
Cost:​ ​+1​ ​Wisp
The​ ​Princess​ ​may​ ​decide​ ​upon​ ​criteria​ ​for​ ​whom​ ​she​ ​searches​ ​for​ ​that​ ​may​ ​not​ ​require
precognition​ ​and​ ​the​ ​answer​ ​must​ ​be​ ​a​ ​person.​ ​“Who​ ​killed​ ​those​ ​ten​ ​people?”​ ​and​ ​“Who​ ​is​ ​a
follower​ ​of​ ​the​ ​Dark​ ​Cult”​ ​are​ ​fine.​ ​“How​ ​do​ ​I​ ​find​ ​the​ ​Lost​ ​Kingdoms”​ ​and​ ​“Who​ ​will​ ​win
Mrs.Universe”​ ​are​ ​not.​ ​The​ ​Charm​ ​uses​ ​the​ ​intimacy​ ​modifier​ ​with​ ​the​ ​lowest​ ​penalty​ ​if​ ​multiple
people​ ​apply​ ​and​ ​the​ ​Storyteller​ ​may​ ​roll​ ​in​ ​secret​ ​to​ ​avoid​ ​revealing​ ​the​ ​Intimacy.
Success​ ​shows​ ​a​ ​vision​ ​the​ ​person​ ​who​ ​best​ ​fits​ ​the​ ​Princess’s​ ​criteria​ ​and​ ​descriptions​ ​must​ ​be
given​ ​in​ ​good​ ​faith,​ ​whereas​ ​Dramatic​ ​Failures​ ​may​ ​allow​ ​for​ ​low​ ​tricks​ ​and​ ​creative
interpretation​ ​of​ ​the​ ​question.

Cassandra’s​ ​Truth​ ​(Learn​ ​3,​ ​Vuoto​ ​3)


Action:​ ​Instant,​ ​Composure​ ​+​ ​Investigation
Cost:​ ​1​ ​Wisp,​ ​1​ ​Willpower
Duration:​ ​Instant​ ​or​ ​Concentration

One​ ​of​ ​the​ ​most​ ​prominent​ ​powers​ ​of​ ​Specchio​ ​is​ ​perhaps​ ​the​ ​signature​ ​power​ ​and​ ​theme​ ​of​ ​its
precursor​ ​Vuoto,​ ​the​ ​power​ ​to​ ​behold​ ​the​ ​future​ ​and​ ​walk​ ​down​ ​the​ ​right​ ​path,​ ​never​ ​making​ ​a
wrong​ ​choice​ ​in​ ​ignorance.
To​ ​prophecy,​ ​the​ ​Princess​ ​must​ ​decide​ ​which​ ​question​ ​she​ ​wishes​ ​to​ ​know​ ​an​ ​answer​ ​to​ ​that
deals​ ​with​ ​a​ ​single​ ​person.​ ​Anything​ ​within​ ​her​ ​own​ ​personal​ ​timeline​ ​can​ ​count​ ​as​ ​criteria​ ​for
this​ ​charm,​ ​even​ ​things​ ​that​ ​have​ ​happened​ ​within​ ​her​ ​past.​ ​The​ ​Temporal​ ​Flux​ ​chart​ ​for​ ​Vuoto
can​ ​tell​ ​a​ ​Princess​ ​much.

Dramatic​ ​Failure:​ ​Time​ ​distorts​ ​the​ ​vision​ ​toward​ ​an​ ​unwelcome​ ​portent,​ ​be​ ​it​ ​a​ ​fate​ ​the
Princess​ ​fears​ ​or​ ​a​ ​horrible​ ​memory​ ​of​ ​the​ ​past.​ ​Though​ ​it​ ​must​ ​be​ ​noted​ ​that​ ​Prophecies​ ​are
what​ ​can​ ​be​ ​rather​ ​than​ ​what​ ​shall​ ​be,​ ​the​ ​vision​ ​hits​ ​the​ ​Princess​ ​personally​ ​and​ ​she​ ​must​ ​make
a​ ​sensitivity​ ​roll.
Failure:​ ​Future​ ​is​ ​foggy,​ ​please​ ​ask​ ​again​ ​later.​ ​The​ ​Princess​ ​may​ ​also​ ​get​ ​a​ ​random​ ​vision​ ​of​ ​a
clear​ ​blue​ ​sky,​ ​the​ ​night​ ​sky,​ ​the​ ​depths​ ​of​ ​space,​ ​or​ ​tv​ ​static.
Success:​ ​The​ ​Princess​ ​receives​ ​a​ ​vision​ ​of​ ​the​ ​future.​ ​For​ ​each​ ​success,​ ​the​ ​Princess​ ​may​ ​ask​ ​a
question​ ​that​ ​the​ ​vision​ ​will​ ​answer.​ ​The​ ​visions​ ​shown​ ​are​ ​true​ ​and​ ​accurate,​ ​but​ ​may​ ​change​ ​as
time​ ​remains​ ​in​ ​motion.​ ​Not​ ​to​ ​mention​ ​the​ ​strange​ ​beings​ ​in​ ​the​ ​World​ ​of​ ​Darkness​ ​that​ ​can
enter​ ​time​ ​and​ ​change​ ​history​ ​by​ ​it.​ ​Perhaps​ ​even​ ​the​ ​Princess​ ​seeing​ ​the​ ​vision​ ​changes​ ​the
future​ ​as​ ​well.
Exceptional​ ​Success:​ ​Extra​ ​successes​ ​are​ ​their​ ​own​ ​reward.

A​ ​Princess​ ​may​ ​only​ ​use​ ​this​ ​charm​ ​once​ ​per​ ​day,​ ​On​ ​a​ ​question​ ​about​ ​the​ ​present​ ​(as​ ​defined​ ​by
the​ ​scene),​ ​roll​ ​as​ ​normal​ ​and​ ​on​ ​a​ ​success​ ​reveal​ ​that​ ​it’s​ ​happened​ ​with​ ​no​ ​further​ ​details.​ ​For​ ​a
question​ ​with​ ​multiple​ ​answers​ ​or​ ​multiple​ ​events​ ​in​ ​the​ ​criteria,​ ​the​ ​charm​ ​tends​ ​to​ ​favor​ ​the
most​ ​likely​ ​outcome​ ​or​ ​event.​ ​The​ ​vision​ ​tends​ ​to​ ​take​ ​as​ ​long​ ​as​ ​she​ ​wishes​ ​to​ ​view​ ​the​ ​future,
to​ ​which​ ​she​ ​is​ ​barely​ ​aware​ ​of​ ​her​ ​surroundings​ ​and​ ​foregoes​ ​Defense.​ ​If​ ​the​ ​princess​ ​is
attacked​ ​or​ ​must​ ​react,​ ​the​ ​charm​ ​ends​ ​instantly​ ​or​ ​she​ ​must​ ​roll​ ​Wits​ ​+​ ​Composure​ ​-​ ​Activation
Successes​ ​to​ ​end​ ​the​ ​charm​ ​early.

Upgrade:​ ​Crossroads​ ​of​ ​Fate


Cost:​ ​1+​ ​Wisps
When​ ​looking​ ​into​ ​the​ ​future,​ ​it’s​ ​perhaps​ ​best​ ​to​ ​know​ ​every​ ​circumstance​ ​or​ ​any​ ​event​ ​that​ ​can
happen.​ ​When​ ​using​ ​this​ ​charm,​ ​the​ ​Princess​ ​may​ ​spend​ ​more​ ​wisps​ ​with​ ​the​ ​limit​ ​being​ ​her
Wisps/Turn​ ​Expenditure.​ ​For​ ​each​ ​wisp,​ ​she​ ​may​ ​look​ ​into​ ​other​ ​circumstances​ ​or​ ​events​ ​to​ ​her
choosing.
Upgrade:​ ​Scrying​ ​Tools
The​ ​Princess​ ​may​ ​instead​ ​throw​ ​the​ ​vision​ ​into​ ​a​ ​surface​ ​capable​ ​of​ ​presenting​ ​it.​ ​As​ ​with​ ​Read
the​ ​Spacial​ ​Boundaries,​ ​the​ ​princess​ ​may​ ​use​ ​reflective​ ​surfaces​ ​to​ ​project​ ​the​ ​vision​ ​onto.
Upgrade:​ ​Read​ ​Another’s​ ​Life​ ​(Vuoto​ ​4)
The​ ​Princess​ ​may​ ​read​ ​the​ ​future​ ​of​ ​another.​ ​She​ ​must​ ​add​ ​intimacy​ ​to​ ​the​ ​roll.
Upgrade:​ ​Whatdunnit?​ ​(Vuoto​ ​5)
Requires:​ ​Read​ ​Another’s​ ​Life
The​ ​Noble​ ​may​ ​instead​ ​ask​ ​any​ ​question​ ​she​ ​desires​ ​for​ ​a​ ​vision​ ​and​ ​she​ ​may​ ​receive​ ​an​ ​answer
for​ ​it.​ ​When​ ​it​ ​comes​ ​to​ ​having​ ​multiple​ ​people,​ ​places​ ​or​ ​things​ ​fitting​ ​the​ ​criteria​ ​for​ ​a​ ​question,
or​ ​multiple​ ​events​ ​for​ ​the​ ​same​ ​course​ ​of​ ​action,​ ​the​ ​charm​ ​favours​ ​the​ ​most​ ​likely​ ​occurrence.

Soul​ ​Searching​ ​(Learn​ ​3,​ ​Fulmine​ ​2)


Action:​ ​Instant,​ ​Composure​ ​+​ ​Investigation,​ ​modified​ ​by​ ​Intimacy
Cost:​ ​1​ ​Wisp
Duration:​ ​One​ ​Scene

There​ ​is​ ​a​ ​glimmering​ ​light​ ​behind​ ​all​ ​beings,​ ​both​ ​Mortal​ ​and​ ​Supernatural​ ​that​ ​illuminates​ ​their
actions​ ​and​ ​is​ ​the​ ​center​ ​of​ ​their​ ​identities.​ ​This​ ​is​ ​of​ ​course​ ​the​ ​Soul.​ ​And​ ​there​ ​are​ ​many​ ​things
in​ ​the​ ​World​ ​of​ ​Darkness​ ​that​ ​can​ ​take​ ​them​ ​from​ ​people.​ ​She​ ​may​ ​use​ ​this​ ​upon​ ​someone​ ​should
she​ ​find​ ​that​ ​they’re​ ​afflicted​ ​with​ ​Soul​ ​Loss​ ​(GMC​ ​186).

Dramatic​ ​Failure:​ ​The​ ​Princess​ ​loses​ ​the​ ​connection​ ​between​ ​the​ ​soul​ ​and​ ​it’s​ ​body.​ ​For​ ​the​ ​rest
of​ ​the​ ​scene,​ ​she​ ​suffers​ ​from​ ​the​ ​Lost​ ​Condition​ ​(GMC​ ​182)​ ​in​ ​terms​ ​of​ ​finding​ ​that​ ​soul.
Failure:​ ​The​ ​Princess​ ​is​ ​simply​ ​unable​ ​to​ ​establish​ ​a​ ​connection​ ​with​ ​the​ ​Soul.
Success:​ ​The​ ​Princess​ ​gains​ ​an​ ​innate​ ​sense​ ​of​ ​where​ ​the​ ​soul​ ​is​ ​at.​ ​It’s​ ​less​ ​of​ ​direct​ ​coordinates,
but​ ​rather​ ​a​ ​sense​ ​for​ ​the​ ​general​ ​area​ ​of​ ​where​ ​it​ ​might​ ​be.​ ​As​ ​well,​ ​there​ ​might​ ​be​ ​wards​ ​or
various​ ​other​ ​powers​ ​that​ ​keep​ ​a​ ​soul​ ​from​ ​being​ ​discovered​ ​that​ ​Govern​ ​charms​ ​might​ ​help
with.
Exceptional​ ​Success:​ ​The​ ​Princess​ ​gains​ ​the​ ​Informed​ ​Condition​ ​(GMC​ ​182)​ ​in​ ​terms​ ​of​ ​finding
the​ ​soul.
Perfect 
Barrier​ ​Jacket​ ​(Perfect​ ​1)​ ​-​ ​Upgrade:​ ​Insulated​ ​(Fulmine​ ​2)
Version:​ ​Vocation
The​ ​Princess’s​ ​Fulmine​ ​based​ ​armor​ ​is​ ​lightning​ ​proof.​ ​For​ ​the​ ​purposes​ ​of​ ​protecting​ ​against
Electricity​ ​(nWoD​ ​core​ ​book​ ​178),​ ​treat​ ​the​ ​Princess’s​ ​Fulmine​ ​dots​ ​as​ ​if​ ​it​ ​were​ ​double​ ​for​ ​the
purpose​ ​of​ ​protecting​ ​from​ ​mundane​ ​sources.​ ​For​ ​magical​ ​lightning​ ​or​ ​mundane​ ​but​ ​not
continuous​ ​source​ ​(such​ ​as​ ​getting​ ​hit​ ​by​ ​a​ ​natural​ ​thunderbolt),​ ​subtract​ ​the​ ​Princess’s​ ​normal
Fulmine+1​ ​from​ ​the​ ​attack.
Upgrade:​ ​Polished​ ​(Metallo​ ​2)
Version:​ ​Vocation
The​ ​Princess’s​ ​armor​ ​is​ ​unyielding​ ​to​ ​lesser​ ​blows.​ ​When​ ​adding​ ​Metallo​ ​to​ ​her​ ​armor,​ ​the
Princess​ ​doesn’t​ ​suffer​ ​from​ ​Bashing​ ​Damage.​ ​The​ ​damage​ ​inflicted​ ​must​ ​be​ ​Lethal​ ​damage​ ​or
greater​ ​to​ ​hurt​ ​her.

Celestial​ ​Dance​ ​(Perfect​ ​1)​ ​-​ ​Upgrade:​ ​Steel​ ​Body​ ​(Metallo​ ​2)
The​ ​Princess’s​ ​body​ ​sharpens​ ​itself​ ​against​ ​blows​ ​to​ ​defend​ ​another.​ ​The​ ​Princess​ ​may​ ​forgo
defense​ ​and​ ​act​ ​as​ ​a​ ​Human​ ​Shield​ ​[GMC​ ​201]​ ​for​ ​someone​ ​else.​ ​The​ ​Princess​ ​can​ ​downgrade
any​ ​number​ ​of​ ​damage​ ​taken​ ​in​ ​a​ ​turn​ ​by​ ​her​ ​Metallo.

Speed​ ​Racer​ ​(Perfect​ ​1)​ ​-​ ​Fueled​ ​(Fulmine​ ​2)


Version:​ ​Vocation
The​ ​Princess​ ​can​ ​go​ ​for​ ​miles​ ​without​ ​requiring​ ​to​ ​stop​ ​for​ ​fuel.​ ​The​ ​Princess​ ​can​ ​spend​ ​a​ ​wisp​ ​to
completely​ ​fuel​ ​the​ ​mode​ ​of​ ​transportation​ ​for​ ​a​ ​scene​ ​or​ ​an​ ​hour,​ ​whichever​ ​is​ ​lower.

Valiant​ ​Mind​ ​(Perfect​ ​1)​ ​-​ ​Upgrade:​ ​Spiritual​ ​Shield​ ​(Fulmine​ ​2)
Version:​ ​Dream
The​ ​Princess’s​ ​powers​ ​protects​ ​her​ ​soul​ ​as​ ​much​ ​as​ ​it​ ​protects​ ​from​ ​mental​ ​influence.​ ​The
Princess​ ​may​ ​penalize​ ​attempts​ ​of​ ​any​ ​power​ ​targeting​ ​her​ ​soul​ ​by​ ​her​ ​Fulmine.

Metal​ ​Detector​ ​(Perfect​ ​1,​ ​Metallo​ ​1)


Action:​ ​Instant,​ ​Wits​ ​+​ ​Composure
Cost:​ ​1​ ​Wisp
Duration:​ ​One​ ​Scene

This​ ​charm​ ​is​ ​greatly​ ​mundane​ ​and​ ​simple,​ ​yet​ ​useful​ ​as​ ​well.​ ​The​ ​Princess​ ​may​ ​detect​ ​the
presence​ ​of​ ​metals​ ​within​ ​5x​ ​her​ ​successes​ ​in​ ​yards.​ ​This​ ​applies​ ​360​ ​degrees​ ​around​ ​her,​ ​and​ ​is
not​ ​sight​ ​but​ ​rather​ ​an​ ​additional​ ​sense​ ​akin​ ​to​ ​Read​ ​the​ ​Waves​ ​or​ ​Read​ ​the​ ​Wind.​ ​She​ ​may
discern​ ​shape,​ ​size,​ ​texture​ ​and​ ​positions​ ​of​ ​metals​ ​within​ ​her​ ​radius​ ​of​ ​sensing,​ ​but​ ​cannot​ ​tell
their​ ​color​ ​or​ ​if​ ​anything​ ​was​ ​written​ ​onto​ ​them.

Going​ ​Native​ ​(Perfect​ ​2,​ ​Fulmine​ ​4)


Action:​ ​Instant,​ ​Stamina​ ​+​ ​Occult
Cost:​ ​2​ ​Wisps
Duration:​ ​1​ ​Scene

The​ ​Princess​ ​transforms​ ​herself​ ​into​ ​another​ ​type​ ​of​ ​supernatural,​ ​near​ ​human​ ​but​ ​with​ ​a​ ​touch​ ​of
another​ ​world​ ​upon​ ​them.​ ​Her​ ​form​ ​varies​ ​with​ ​the​ ​supernatural​ ​type​ ​chosen,​ ​but​ ​in​ ​all​ ​forms​ ​she
looks​ ​undeniably​ ​human.​ ​She​ ​has​ ​benefits​ ​and​ ​drawbacks​ ​appropriate​ ​to​ ​each​ ​template,​ ​which​ ​is
a​ ​minor​ ​splat​ ​of​ ​a​ ​chosen​ ​one.​ ​She​ ​may​ ​only​ ​ever​ ​have​ ​one​ ​Template​ ​active​ ​at​ ​once,​ ​and​ ​she​ ​may
not​ ​have​ ​both​ ​this​ ​charm​ ​and​ ​Empty​ ​Heart​ ​or​ ​Shadowmask​ ​active​ ​at​ ​the​ ​same​ ​time.

Each​ ​version​ ​of​ ​this​ ​charm​ ​are​ ​considered​ ​to​ ​be​ ​separate​ ​charms​ ​due​ ​to​ ​interacting​ ​with​ ​separate
Supernaturals.​ ​As​ ​such,​ ​if​ ​the​ ​Princess​ ​knows​ ​“Going​ ​Native​ ​-​ ​Blood​ ​of​ ​Wolves”,​ ​then​ ​she​ ​needs
to​ ​buy​ ​“I​ ​See​ ​Dead​ ​People”​ ​or​ ​“Wonders​ ​of​ ​Science”​ ​if​ ​she​ ​wants​ ​to​ ​take​ ​those​ ​forms
respectively.

● Blood​ ​of​ ​Wolves:​ ​The​ ​Princess​ ​gains​ ​features​ ​of​ ​the​ ​Wolf-Blooded,​ ​whose​ ​Savage​ ​Fury
literally​ ​runs​ ​in​ ​the​ ​blood.​ ​Her​ ​eyes​ ​gain​ ​a​ ​wild​ ​gleam​ ​in​ ​them​ ​and​ ​her​ ​hair​ ​looks​ ​wild​ ​no
matter​ ​how​ ​well​ ​combed​ ​it​ ​is.​ ​For​ ​the​ ​purposes​ ​of​ ​various​ ​Werewolf​ ​Rites​ ​or​ ​Gifts​ ​or​ ​the
like​ ​that​ ​call​ ​for​ ​it,​ ​the​ ​Princess​ ​may​ ​act​ ​as​ ​and​ ​counts​ ​as​ ​a​ ​Wolf​ ​Blooded.
● I​ ​See​ ​Dead​ ​People:​ ​The​ ​Princess​ ​becomes​ ​akin​ ​to​ ​the​ ​Sin-Eaters,​ ​those​ ​irrevocably
connected​ ​to​ ​death​ ​and​ ​Second​ ​Chances,​ ​Her​ ​skin​ ​may​ ​pale​ ​and​ ​feel​ ​dry​ ​as​ ​she​ ​appears
“old”,​ ​no​ ​matter​ ​how​ ​young​ ​she​ ​is.​ ​ ​The​ ​Princess​ ​gains​ ​the​ ​ability​ ​to​ ​look​ ​through
Twilight​ ​and​ ​see​ ​Ghosts.
● Wonders​ ​of​ ​Science:​ ​The​ ​Princess​ ​learns​ ​how​ ​to​ ​think​ ​like​ ​a​ ​Mad​ ​Scientist,​ ​practitioners
of​ ​Forbidden​ ​Science.​ ​When​ ​interacting​ ​with​ ​or​ ​using​ ​wonders,​ ​if​ ​the​ ​Princess’s​ ​Inner
Light​ ​is​ ​equal​ ​to​ ​or​ ​greater​ ​than​ ​the​ ​Inspiration​ ​of​ ​the​ ​Genius​ ​who​ ​created​ ​the​ ​Wonder,
the​ ​Princess​ ​never​ ​suffers​ ​penalties​ ​for​ ​using​ ​them.​ ​As​ ​well,​ ​the​ ​Princess​ ​may​ ​use​ ​Wisps
to​ ​power​ ​wonders.​ ​Drawback:​ ​The​ ​Light​ ​of​ ​Inspiration​ ​also​ ​shocks​ ​the​ ​Princess’s​ ​mind,
to​ ​which​ ​she​ ​suffers​ ​in​ ​a​ ​similar​ ​way​ ​the​ ​Geniuses​ ​do.​ ​While​ ​she​ ​is​ ​under​ ​the​ ​effects​ ​of
Wonders​ ​of​ ​Science,​ ​the​ ​Princess​ ​suffers​ ​from​ ​the​ ​Madness​ ​Condition​ ​for​ ​the​ ​duration​ ​of
the​ ​transformation​ ​[GMC​ ​182].

Upgrade:​ ​Magical
The​ ​Princess​ ​also​ ​gains​ ​powers​ ​appropriate​ ​to​ ​the​ ​Template​ ​she​ ​has​ ​chosen,​ ​should​ ​they​ ​have
any.​ ​She​ ​may​ ​choose​ ​what​ ​powers​ ​she​ ​gains​ ​and​ ​may​ ​only​ ​use​ ​them​ ​in​ ​the​ ​template​ ​they​ ​apply
to.​ ​Like​ ​the​ ​charm,​ ​she​ ​needs​ ​to​ ​buy​ ​each​ ​upgrade​ ​separately​ ​like​ ​they’re​ ​different​ ​upgrades.
● Tells:​ ​(Stacks​ ​up​ ​to​ ​Belief​ ​times)​ ​The​ ​Princess​ ​may​ ​choose​ ​Tells​ ​of​ ​the​ ​Wolf​ ​Blooded.
For​ ​each​ ​dot​ ​of​ ​Belief,​ ​the​ ​Princess​ ​may​ ​choose​ ​one​ ​Tell​ ​as​ ​described​ ​in​ ​the​ ​Werewolf
The​ ​Forsaken​ ​2E​ ​Corebook​ ​[300-304].​ ​She​ ​gains​ ​the​ ​benefits​ ​and​ ​drawbacks​ ​of​ ​it.
● Medium:​​ ​The​ ​Princess’s​ ​ghostly​ ​powers​ ​extend,​ ​allowing​ ​her​ ​to​ ​enchain​ ​ghosts​ ​on​ ​earth.
By​ ​spending​ ​a​ ​wisp,​ ​a​ ​Princess​ ​can​ ​bind​ ​a​ ​ghost​ ​to​ ​an​ ​artificial​ ​Anchor​ ​for​ ​Inner​ ​Light
Days.​ ​She​ ​may​ ​also​ ​convert​ ​any​ ​anchor​ ​to​ ​have​ ​the​ ​Open​ ​Condition​ ​[GMC​ ​225-6].
● For​ ​Science!:​ ​Along​ ​with​ ​being​ ​able​ ​to​ ​interact​ ​with​ ​Wonders,​ ​the​ ​Princess​ ​may​ ​aid​ ​in
their​ ​creation​ ​as​ ​well.​ ​She​ ​may​ ​help​ ​a​ ​Mad​ ​Scientist​ ​in​ ​creating​ ​the​ ​wonder​ ​as​ ​if​ ​it​ ​were​ ​a
Teamwork​ ​Action,​ ​and​ ​if​ ​Mania​ ​is​ ​required,​ ​the​ ​Princess​ ​can​ ​substitute​ ​Wisps​ ​for​ ​them.
She​ ​rolls​ ​Intelligence​ ​+​ ​appropriate​ ​Skill​ ​in​ ​helping​ ​of​ ​creating​ ​the​ ​Wonder.​ ​She​ ​still
suffers​ ​the​ ​Drawback​ ​of​ ​“Wonders​ ​of​ ​Science”​ ​however.​ ​(Madness​ ​never​ ​penalizes
creating​ ​wonders.)

Perfect​ ​Machine​ ​(Perfect​ ​2,​ ​Metallo​ ​1)


Action:​ ​Permanent

Appearance​ ​doesn’t​ ​matter,​ ​it’s​ ​how​ ​you​ ​act​ ​that​ ​truly​ ​counts,​ ​and​ ​the​ ​Princess​ ​knows​ ​how​ ​to
keep​ ​herself​ ​running​ ​when​ ​she​ ​should​ ​be​ ​shutting​ ​down.​ ​If​ ​the​ ​Princess​ ​is​ ​suffering​ ​from​ ​Fatigue
[nWoD​ ​core​ ​179-180]​ ​and​ ​is​ ​taking​ ​penalties​ ​from​ ​it,​ ​she​ ​may​ ​reduce​ ​the​ ​penalties​ ​by​ ​her
Stamina.​ ​A​ ​Princess​ ​who​ ​has​ ​gone​ ​one​ ​day​ ​and​ ​18​ ​Hours​ ​without​ ​sleep​ ​(-3​ ​Penalty)​ ​but​ ​has
Stamina​ ​3​ ​will​ ​fully​ ​negate​ ​the​ ​penalty.

Drawback:​ ​The​ ​Princess​ ​still​ ​can​ ​take​ ​penalties​ ​if​ ​they​ ​exceed​ ​her​ ​Stamina,​ ​and​ ​she​ ​still
automatically​ ​passes​ ​out​ ​after​ ​staying​ ​awake​ ​for​ ​a​ ​number​ ​of​ ​days​ ​equal​ ​to​ ​the​ ​lower​ ​of​ ​Stamina
or​ ​Resolve.

Best​ ​Offense​ ​(Perfect​ ​2,​ ​Metallo​ ​2)


Action:​ ​Permanent

The​ ​best​ ​offense​ ​is​ ​a​ ​good​ ​defense.​ ​When​ ​the​ ​Princess​ ​transforms,​ ​she​ ​may​ ​apply​ ​greater
reaction​ ​time​ ​to​ ​her​ ​reflexes​ ​and​ ​move​ ​as​ ​fast​ ​as​ ​an​ ​Olympian​ ​athlete.​ ​She​ ​adds​ ​her​ ​Metallo​ ​to
her​ ​dots​ ​in​ ​Dexterity​ ​and​ ​recalculates​ ​all​ ​traits​ ​using​ ​it.​ ​For​ ​the​ ​purposes​ ​of​ ​Defense,​ ​treat​ ​it​ ​as​ ​if
the​ ​Princess​ ​uses​ ​the​ ​higher​ ​of​ ​Wits​ ​or​ ​Dexterity​ ​for​ ​recalculating​ ​it.​ ​Best​ ​Offense​ ​isn’t
compatible​ ​with​ ​Kensai,​ ​Empty​ ​Hands​ ​or​ ​Levinbolt​ ​Upgrades​ ​that​ ​increase​ ​base​ ​damage,​ ​any
supernatural​ ​effects​ ​that​ ​would​ ​increase​ ​her​ ​Dexterity​ ​or​ ​the​ ​Best​ ​Defense​ ​charm.​ ​If​ ​she​ ​desires
to​ ​change​ ​between​ ​this​ ​charm​ ​and​ ​her​ ​enchanted​ ​weaponry,​ ​she​ ​may​ ​do​ ​so​ ​as​ ​a​ ​transformation
action.
Faster​ ​Than​ ​A​ ​Speeding​ ​Bullet​ ​(Perfect​ ​2,​ ​Metallo​ ​2)
Prerequisite:​ ​Celestial​ ​Dance​ ​with​ ​Steeled​ ​Body
Action:​ ​Instant,​ ​Unrolled
Cost:​ ​1​ ​Wisp

The​ ​Princesses​ ​of​ ​Wands​ ​are​ ​men​ ​and​ ​women​ ​of​ ​steel,​ ​and​ ​are​ ​expected​ ​to​ ​move​ ​in​ ​their​ ​allies
defense​ ​when​ ​harm​ ​comes​ ​to​ ​pass.​ ​The​ ​Princess​ ​may​ ​move​ ​their​ ​full​ ​speed​ ​as​ ​a​ ​reflexive​ ​action.
The​ ​Princess​ ​may​ ​only​ ​use​ ​this​ ​charm​ ​a​ ​number​ ​of​ ​times​ ​in​ ​a​ ​scene​ ​equal​ ​to​ ​her​ ​Metallo.

The​ ​Crone’s​ ​Contemplation​ ​(Perfect​ ​2,​ ​Vuoto​ ​2)


Action:​ ​Instant,​ ​Wits​ ​+​ ​Composure
Cost:​ ​1​ ​Wisp
Duration:​ ​Instant

The​ ​Princess​ ​is​ ​able​ ​to​ ​slow​ ​her​ ​perception​ ​of​ ​time​ ​to​ ​a​ ​crawl,​ ​allowing​ ​her​ ​to​ ​mull​ ​over​ ​a​ ​topic
to​ ​herself​ ​or​ ​think​ ​of​ ​a​ ​good​ ​comeback​ ​to​ ​someone’s​ ​snarky​ ​remark.​ ​Success​ ​allows​ ​a​ ​Princess’s
mind​ ​to​ ​step​ ​outside​ ​of​ ​time​ ​for​ ​minutes​ ​or​ ​even​ ​hours​ ​as​ ​she​ ​thinks,​ ​and​ ​may​ ​only​ ​think,​ ​about
things.​ ​She​ ​may​ ​not​ ​use​ ​any​ ​powers​ ​or​ ​even​ ​react​ ​lest​ ​she​ ​ends​ ​this​ ​charm.​ ​She​ ​is​ ​considered​ ​to
have​ ​the​ ​Blessing​ ​Condition​ ​with​ ​the​ ​Negated​ ​Penalty​ ​Modifier,​ ​the​ ​bonus​ ​equal​ ​to​ ​each​ ​success
rolled​ ​and​ ​it​ ​may​ ​only​ ​be​ ​used​ ​on​ ​whatever​ ​circumstances​ ​the​ ​Princess​ ​is​ ​able​ ​to​ ​conceptualize
on​ ​during​ ​that​ ​period​ ​that​ ​have​ ​a​ ​reasonable​ ​chance​ ​of​ ​occurring​ ​in​ ​the​ ​first​ ​place.

As​ ​a​ ​note,​ ​it​ ​is​ ​possible​ ​to​ ​apply​ ​the​ ​Temporal​ ​Flux​ ​modifier​ ​for​ ​Vuoto​ ​onto​ ​this​ ​charm​ ​as​ ​it​ ​does
use​ ​“Within​ ​a​ ​Day”​ ​for​ ​its​ ​use,​ ​but​ ​doing​ ​so​ ​for​ ​any​ ​longer​ ​than​ ​that​ ​is​ ​a​ ​notoriously​ ​bad​ ​idea.
There​ ​are​ ​stories​ ​of​ ​those​ ​who​ ​after​ ​using​ ​this​ ​charm​ ​and​ ​setting​ ​the​ ​charm​ ​for​ ​a​ ​long​ ​time​ ​to
come​ ​out​ ​raving​ ​mad​ ​from​ ​the​ ​experience​ ​of​ ​being​ ​completely​ ​and​ ​utterly​ ​isolated​ ​in​ ​time​ ​for
days​ ​or​ ​even​ ​decades.

Two​ ​Faced​ ​Lover​ ​(Perfect​ ​3,​ ​Fulmine​ ​1)


Action:​ ​Instant,​ ​Resolve​ ​+​ ​Composure
Cost:​ ​1​ ​Wisp,​ ​1​ ​Willpower
Duration:​ ​One​ ​Scene

Of​ ​all​ ​courts,​ ​it​ ​is​ ​the​ ​Masks​ ​who​ ​change​ ​their​ ​forms​ ​the​ ​most​ ​with​ ​each​ ​step​ ​of​ ​enlightenment.
The​ ​Princess​ ​can​ ​change​ ​her​ ​Transformed​ ​State’s​ ​appearance,​ ​up​ ​to​ ​and​ ​including​ ​hair,​ ​voice,
clothes,​ ​appearance,​ ​height,​ ​weight,​ ​ethnicity,​ ​and​ ​even​ ​gender.​ ​Each​ ​success​ ​on​ ​the​ ​roll​ ​allows
the​ ​Princess​ ​to​ ​change​ ​one​ ​of​ ​the​ ​selected​ ​traits​ ​to​ ​anything​ ​of​ ​her​ ​own​ ​choosing​ ​while​ ​she
remains​ ​transformed.
Upgrade:​ ​Many​ ​Masked​ ​(Fulmine​ ​2-5)
Stacks​ ​up​ ​to​ ​Fulmine​ ​-​ ​1​ ​Times.
Each​ ​time​ ​the​ ​Princess​ ​takes​ ​this​ ​upgrade,​ ​she​ ​may​ ​specify​ ​one​ ​trait​ ​listed​ ​above.​ ​When​ ​she​ ​rolls
to​ ​activate​ ​the​ ​charm,​ ​she​ ​may​ ​treat​ ​it​ ​as​ ​if​ ​she’s​ ​gained​ ​automatic​ ​successes​ ​equal​ ​to​ ​the​ ​number
of​ ​times​ ​she’s​ ​bought​ ​this​ ​upgrade.​ ​However,​ ​she​ ​may​ ​only​ ​ever​ ​use​ ​these​ ​automatic​ ​successes
for​ ​the​ ​trait​ ​she’s​ ​chosen.

Into​ ​Twilight​ ​(Perfect​ ​3,​ ​Vuoto​ ​3)


Action:​ ​Instant,​ ​Wits​ ​+​ ​Occult
Cost:​ ​1​ ​Wisp
Duration:​ ​One​ ​Scene

The​ ​Princess​ ​gains​ ​the​ ​ability​ ​to​ ​shift​ ​into​ ​Twilight,​ ​becoming​ ​a​ ​fly​ ​on​ ​the​ ​wall​ ​and​ ​unreachable
by​ ​normal​ ​means.

Dramatic​ ​Failure:​ ​The​ ​Princess​ ​shifts​ ​into​ ​Twilight,​ ​but​ ​she’s​ ​unable​ ​to​ ​leave​ ​it​ ​for​ ​24​ ​hours.
Failure:​ ​The​ ​Princess​ ​is​ ​unable​ ​to​ ​shift​ ​into​ ​Twilight​ ​for​ ​now.
Success:​ ​As​ ​long​ ​as​ ​the​ ​charm​ ​lasts,​ ​the​ ​Princess​ ​now​ ​walks​ ​within​ ​Twilight.​ ​She​ ​is​ ​capable​ ​of
viewing​ ​into​ ​reality​ ​without​ ​being​ ​seen​ ​by​ ​any​ ​means​ ​other​ ​than​ ​supernatural​ ​ones​ ​and​ ​may​ ​even
use​ ​charms​ ​on​ ​people​ ​in​ ​her​ ​Twilight​ ​state.​ ​She​ ​is​ ​also​ ​fully​ ​tangible​ ​to​ ​Spirits​ ​and​ ​Ghosts​ ​who
are​ ​in​ ​Twilight​ ​as​ ​well,​ ​which​ ​may​ ​or​ ​may​ ​not​ ​be​ ​a​ ​welcome​ ​experience.
Exceptional​ ​Success:​ ​The​ ​Princess​ ​may​ ​choose​ ​to​ ​shift​ ​into​ ​and​ ​out​ ​of​ ​Twilight​ ​at​ ​her​ ​whims​ ​as
an​ ​instant​ ​action​ ​for​ ​the​ ​rest​ ​of​ ​the​ ​Scene.

Crown​ ​of​ ​Another​ ​Kingdom​ ​(Perfect​ ​4,​ ​Fulmine​ ​3)


Action:​ ​Instant,​ ​Presence​ ​+​ ​Occult
Cost:​ ​2​ ​Wisps,​ ​1​ ​Willpower
Duration:​ ​One​ ​Scene

Pangea,​ ​Atlantis,​ ​Irem,​ ​there​ ​are​ ​various​ ​capitals​ ​and​ ​cities​ ​that​ ​each​ ​Supernatural​ ​seems​ ​to​ ​claim
descent​ ​from,​ ​but​ ​none​ ​of​ ​them​ ​exist​ ​to​ ​this​ ​day.​ ​Who​ ​better​ ​to​ ​connect​ ​to​ ​another​ ​Kingdom​ ​than
the​ ​Nobles​ ​who​ ​are​ ​centered​ ​around​ ​them?​ ​When​ ​the​ ​Princess​ ​uses​ ​this​ ​charm,​ ​she​ ​gains​ ​the
Crown​ ​of​ ​Another​ ​Kingdom​ ​Condition.​ ​She​ ​may​ ​choose​ ​one​ ​of​ ​these​ ​effects​ ​for​ ​it.

● Thorned​ ​Crown:​ ​The​ ​Princess​ ​takes​ ​a​ ​crown​ ​from​ ​Arcadia,​ ​realm​ ​of​ ​beautiful​ ​madness.
She​ ​shrinks​ ​down​ ​to​ ​two​ ​feet​ ​high,​ ​gaining​ ​dragonfly​ ​wings​ ​and​ ​Striking​ ​Looks​ ​2​ ​if​ ​she
hasn’t​ ​had​ ​it​ ​already.​ ​If​ ​a​ ​Prince​ ​uses​ ​the​ ​charm,​ ​then​ ​he​ ​becomes​ ​a​ ​female​ ​for​ ​the
duration​ ​of​ ​it.​ ​The​ ​Noble​ ​can​ ​fly​ ​up​ ​to​ ​a​ ​speed​ ​equal​ ​to​ ​her​ ​5​ ​+​ ​Strength​ ​+​ ​Dexterity​ ​+
(Fulmine​ ​*​ ​2)​ ​and​ ​she​ ​may​ ​see​ ​through​ ​the​ ​Mask.
● Feral​ ​Crown:​ ​The​ ​Princess’s​ ​crown​ ​is​ ​taken​ ​from​ ​the​ ​Shadow,​ ​a​ ​realm​ ​of​ ​primal​ ​fury.
She​ ​takes​ ​the​ ​form​ ​of​ ​a​ ​wolf​ ​in​ ​Urhan​ ​Form.​ ​If​ ​she​ ​has​ ​Kensai​ ​her​ ​teeth​ ​become​ ​her
Kensai​ ​weapon;​ ​but​ ​may​ ​only​ ​be​ ​used​ ​with​ ​fighting​ ​styles​ ​appropriate​ ​for​ ​a​ ​lupine​ ​form.
If​ ​she​ ​does​ ​not​ ​then​ ​her​ ​teeth​ ​become​ ​+1​ ​Lethal​ ​Damage​ ​weapons​ ​that​ ​do​ ​not​ ​require​ ​a
grapple​ ​in​ ​order​ ​to​ ​bite.​ ​She​ ​gains​ ​a​ ​+4​ ​bonus​ ​to​ ​all​ ​Perception​ ​rolls​ ​based​ ​on​ ​wolf​ ​senses
and​ ​her​ ​traits​ ​are​ ​affected.​ ​Dexterity​ ​and​ ​Initiative​ ​+2,​ ​Stamina​ ​+1,​ ​Manipulation​ ​and​ ​Size
-1,​ ​Speed​ ​+5.​ ​She​ ​may​ ​also​ ​throw​ ​her​ ​senses​ ​across​ ​the​ ​Gauntlet​ ​and​ ​peer​ ​into​ ​the
Shadow​ ​as​ ​a​ ​reflexive​ ​action,​ ​and​ ​she​ ​may​ ​treat​ ​her​ ​Inner​ ​Light​ ​as​ ​Primal​ ​Urge​ ​when​ ​it
comes​ ​to​ ​factoring​ ​Regeneration​ ​(Werewolf​ ​the​ ​Forsaken​ ​2E​ ​93-94).​ ​If​ ​she​ ​has​ ​the​ ​Going
Native​ ​upgrade​ ​“Tells”,​ ​she​ ​retains​ ​whatever​ ​powers​ ​she​ ​had​ ​in​ ​that​ ​form.
● Pallid​ ​Crown:​ ​The​ ​Princess’s​ ​crown​ ​comes​ ​from​ ​the​ ​Underworld,​ ​home​ ​of​ ​the​ ​dearly
departed.​ ​She​ ​becomes​ ​immaterial,​ ​her​ ​form​ ​being​ ​pure​ ​essence​ ​that​ ​becomes​ ​a​ ​light​ ​in
the​ ​bleak​ ​world​ ​of​ ​Twilight.​ ​For​ ​the​ ​purposes​ ​of​ ​this​ ​charm,​ ​the​ ​Princess​ ​is​ ​considered​ ​to
be​ ​a​ ​Ghost​ ​Princess​ ​and​ ​can​ ​be​ ​affected​ ​by​ ​powers​ ​that​ ​target​ ​ghosts​ ​for​ ​the​ ​duration​ ​of
the​ ​scene.​ ​She​ ​shifts​ ​automatically​ ​into​ ​Twilight​ ​and​ ​is​ ​considered​ ​to​ ​have​ ​the​ ​Anchor
Condition​ ​for​ ​all​ ​Ghosts.​ ​The​ ​light​ ​of​ ​hope​ ​within​ ​also​ ​rouses​ ​old​ ​emotions​ ​of​ ​life,​ ​any
ghost​ ​that​ ​sees​ ​her​ ​automatically​ ​gains​ ​one​ ​point​ ​of​ ​essence,​ ​which​ ​may​ ​only​ ​be​ ​done
once​ ​per​ ​day.​ ​The​ ​Princess​ ​is​ ​only​ ​stated​ ​to​ ​be​ ​“considered”​ ​as​ ​being​ ​a​ ​Ghost​ ​Princess​ ​to
simplify​ ​explaining​ ​the​ ​Charm.​ ​She​ ​does​ ​not​ ​pass​ ​on​ ​to​ ​a​ ​next​ ​life​ ​due​ ​to​ ​her​ ​being​ ​most
likely​ ​alive​ ​in​ ​using​ ​this​ ​charm​ ​(Alhambra​ ​does​ ​still​ ​carry​ ​Bequests​ ​from​ ​the​ ​time​ ​of​ ​the
Kingdom​ ​which​ ​Ghost​ ​Princesses​ ​can​ ​use),​ ​nor​ ​does​ ​she​ ​Dethrone​ ​if​ ​her​ ​Shadows​ ​equal
her​ ​Belief.
Upgrade:​ ​Numinous​ ​(Fulmine​ ​4)
Requires:​ ​Crown​ ​of​ ​Another​ ​Kingdom​ ​-​ ​Pallid​ ​Crown.
Stacks​ ​up​ ​to​ ​Belief​ ​Times.
The​ ​Princess​ ​who​ ​takes​ ​up​ ​the​ ​Pallid​ ​Crown​ ​of​ ​Ghosts​ ​ ​also​ ​gains​ ​powers​ ​acquainted​ ​to​ ​them.
For​ ​each​ ​dot​ ​of​ ​Belief​ ​the​ ​Princess​ ​has,​ ​she​ ​may​ ​take​ ​up​ ​Numina​ ​that​ ​ghosts​ ​have​ ​access​ ​to​ ​and
she​ ​may​ ​use​ ​Wisps​ ​to​ ​power​ ​them​ ​in​ ​place​ ​of​ ​Essence.

Restore 
Jumper​ ​Cables​ ​(Restore​ ​2,​ ​Fulmine​ ​1)
Action:​ ​Instant,​ ​Intelligence​ ​+​ ​Crafts​ ​-​ ​Size
Cost:​ ​1​ ​Wisp​ ​per​ ​Size
Duration:​ ​Permanent

Technology​ ​is​ ​everywhere,​ ​and​ ​the​ ​Princess​ ​knows​ ​how​ ​to​ ​tap​ ​into​ ​any​ ​without​ ​energy​ ​and
resupply​ ​it.​ ​When​ ​the​ ​Princess​ ​uses​ ​this​ ​charm,​ ​she​ ​spends​ ​a​ ​wisp​ ​per​ ​point​ ​of​ ​size​ ​of​ ​the​ ​object.
Success​ ​automatically​ ​refills​ ​the​ ​energy​ ​it​ ​once​ ​had​ ​(and​ ​it​ ​must​ ​work​ ​on​ ​electricity)​ ​to​ ​100%​ ​and
from​ ​there​ ​it​ ​will​ ​steadily​ ​deplete.

Logic​ ​ensues​ ​however.​ ​A​ ​Princess​ ​cannot​ ​Recharge​ ​a​ ​drill​ ​if​ ​it​ ​needs​ ​to​ ​be​ ​plugged​ ​into​ ​an​ ​outlet
for​ ​it​ ​to​ ​function,​ ​nor​ ​can​ ​she​ ​make​ ​a​ ​car​ ​with​ ​an​ ​empty​ ​gas​ ​tank​ ​run.​ ​She​ ​also​ ​cannot​ ​recharge​ ​a
dead​ ​battery​ ​in​ ​a​ ​cell​ ​phone​ ​if​ ​the​ ​battery​ ​is​ ​completely​ ​fried​ ​and​ ​unable​ ​to​ ​store​ ​energy​ ​or
without​ ​one​ ​in​ ​the​ ​first​ ​place.
Upgrade:​ ​Generator​ ​(Fulmine​ ​2)
The​ ​Princess​ ​may​ ​power​ ​any​ ​electrical​ ​piece​ ​of​ ​technology,​ ​even​ ​if​ ​they​ ​do​ ​not​ ​have​ ​any​ ​power
sources.​ ​The​ ​object​ ​functions​ ​as​ ​if​ ​it​ ​was​ ​full​ ​of​ ​energy​ ​for​ ​one​ ​scene,​ ​in​ ​which​ ​at​ ​it’s​ ​end​ ​it​ ​shall
go​ ​back​ ​to​ ​its​ ​original​ ​state.

No​ ​Sleep,​ ​No​ ​Problem​ ​(Restore​ ​2,​ ​Metallo​ ​2)


Action:​ ​Instant​ ​and​ ​Resisted,​ ​Stamina​ ​+​ ​Medicine​ ​-​ ​Target’s​ ​Fatigue​ ​Penalties
Cost:​ ​1​ ​Wisp
Duration:​ ​Permanent

With​ ​nothing​ ​more​ ​than​ ​a​ ​zap,​ ​the​ ​Princess​ ​keeps​ ​someone​ ​else​ ​awake.​ ​When​ ​using​ ​this​ ​charm,
the​ ​Princess​ ​rolls​ ​Stamina​ ​+​ ​Medicine​ ​-​ ​the​ ​Fatigue​ ​penalties​ ​the​ ​target​ ​(which​ ​may​ ​be​ ​the
princess​ ​herself)​ ​faces​ ​(nWoD​ ​core​ ​179).

Dramatic​ ​Failure:​ ​The​ ​target​ ​immediately​ ​falls​ ​asleep,​ ​unable​ ​to​ ​be​ ​awakened​ ​until​ ​they’ve​ ​slept
for​ ​8​ ​hours​ ​of​ ​sleep​ ​plus​ ​an​ ​hour​ ​for​ ​each​ ​6​ ​hour​ ​period​ ​they​ ​went​ ​without​ ​sleep.
Failure:​ ​The​ ​Charm​ ​fails.
Success:​ ​For​ ​each​ ​success,​ ​the​ ​target​ ​loses​ ​a​ ​-1​ ​penalty​ ​per​ ​success​ ​from​ ​fatigue​ ​and​ ​more​ ​awake
in​ ​general.​ ​This​ ​charm​ ​may​ ​not​ ​be​ ​used​ ​more​ ​times​ ​in​ ​a​ ​week​ ​than​ ​the​ ​Princess’s​ ​Metallo​ ​dots.
Exceptional​ ​Success:​ ​The​ ​target’s​ ​fatigue​ ​is​ ​wiped​ ​clean.​ ​They​ ​feel​ ​like​ ​they’ve​ ​been​ ​asleep​ ​for​ ​8
hours​ ​and​ ​freshly​ ​woke​ ​up​ ​for​ ​a​ ​new​ ​day.​ ​They​ ​also​ ​receive​ ​a​ ​Willpower​ ​point​ ​as​ ​if​ ​they’ve​ ​slept.
The​ ​willpower​ ​point​ ​can​ ​only​ ​be​ ​received​ ​if​ ​the​ ​target​ ​was​ ​subject​ ​to​ ​penalties​ ​from​ ​fatigue.

Reflection​ ​of​ ​the​ ​Past​ ​(Restore​ ​2,​ ​Vuoto​ ​2)


Action:​ ​Extended,​ ​Intelligence​ ​+​ ​Composure,​ ​modified​ ​by​ ​Temporal​ ​Flux​ ​(1​ ​min/roll,​ ​Threshold
=​ ​Storyteller's​ ​Discretion)
Cost:​ ​1​ ​Wisp
Duration:​ ​Permanent

One​ ​problem​ ​with​ ​memories​ ​is​ ​how​ ​they​ ​twist​ ​and​ ​distort​ ​with​ ​time.​ ​Nothing​ ​a​ ​quick​ ​charm
can’t​ ​fix.​ ​The​ ​Princess​ ​chooses​ ​a​ ​memory​ ​of​ ​hers​ ​or​ ​another's,​ ​in​ ​which​ ​an​ ​appropriate​ ​penalty​ ​of
Temporal​ ​Flux​ ​is​ ​applied​ ​from​ ​how​ ​far​ ​in​ ​the​ ​past​ ​it​ ​was.
Dramatic​ ​Failure:​ ​The​ ​Princess​ ​simply​ ​can’t​ ​call​ ​up​ ​the​ ​memory​ ​and​ ​it​ ​remains​ ​lost.​ ​She​ ​may
not​ ​use​ ​the​ ​charm​ ​for​ ​the​ ​rest​ ​of​ ​the​ ​scene​ ​and​ ​suffers​ ​a​ ​cumulative​ ​-1​ ​penalty​ ​to​ ​using​ ​this​ ​charm
to​ ​recall​ ​the​ ​memory.
Failure:​ ​The​ ​Princess​ ​is​ ​unable​ ​to​ ​recall​ ​anything​ ​for​ ​the​ ​time​ ​being,​ ​but​ ​is​ ​free​ ​to​ ​try​ ​again.
Success:​ ​The​ ​Princess​ ​makes​ ​progress.​ ​If​ ​she​ ​reaches​ ​the​ ​Threshold,​ ​the​ ​target​ ​recalls​ ​the
memory​ ​as​ ​if​ ​it​ ​happened​ ​yesterday.
Exceptional​ ​Success:​ ​The​ ​princess​ ​makes​ ​great​ ​progress.

The​ ​reason​ ​for​ ​the​ ​threshold​ ​remaining​ ​under​ ​the​ ​Storyteller's​ ​discretion​ ​is​ ​due​ ​to​ ​the​ ​nature​ ​of
memories,​ ​which​ ​can​ ​be​ ​called​ ​forth​ ​easier​ ​and​ ​which​ ​are​ ​buried​ ​deep.​ ​If​ ​there's​ ​some​ ​form​ ​of
supernatural​ ​power​ ​preventing​ ​a​ ​memory​ ​to​ ​be​ ​recalled​ ​at​ ​all​ ​or​ ​as​ ​it​ ​truly​ ​was,​ ​then​ ​it's
activation​ ​successes​ ​may​ ​serve​ ​as​ ​a​ ​threshold​ ​for​ ​this​ ​charm.​ ​It​ ​might​ ​be​ ​possible​ ​to​ ​use​ ​this
charm​ ​to​ ​help​ ​recall​ ​the​ ​time​ ​of​ ​the​ ​Kingdom...but​ ​given​ ​that​ ​it’s​ ​been​ ​before​ ​human​ ​history​ ​and
most​ ​Princesses​ ​were​ ​warped​ ​by​ ​the​ ​Gales​ ​in​ ​the​ ​Long​ ​Night,​ ​you​ ​might​ ​be​ ​better​ ​off​ ​reading
about​ ​it​ ​from​ ​Alhambra’s​ ​Archives.

Soul​ ​Reattachment​ ​(Restore​ ​3,​ ​Fulmine​ ​2)


Action:​ ​Extended,​ ​Manipulation​ ​+​ ​Empathy​ ​(10​ ​Mins/Roll,​ ​Threshold​ ​=​ ​Target’s​ ​Willpower)
Cost:​ ​1​ ​Wisp,​ ​1​ ​Willpower
Duration:​ ​Permanent

The​ ​Princess’s​ ​hands​ ​spark​ ​with​ ​light,​ ​reattaching​ ​a​ ​soul​ ​back​ ​to​ ​its​ ​mortal​ ​shell.​ ​If​ ​a​ ​target​ ​is
under​ ​the​ ​effects​ ​of​ ​Soul​ ​Loss​ ​(GMC​ ​186)​ ​and​ ​the​ ​target​ ​is​ ​suffering​ ​from​ ​the​ ​Soulless,
Enervated​ ​or​ ​Thralled​ ​Conditions,​ ​and​ ​the​ ​Princess​ ​has​ ​the​ ​target’s​ ​soul​ ​by​ ​some​ ​means,​ ​she​ ​may
use​ ​this​ ​charm.​ ​Success​ ​upon​ ​reaching​ ​the​ ​threshold​ ​binds​ ​the​ ​soul​ ​back​ ​to​ ​the​ ​body,

If​ ​the​ ​target​ ​is​ ​suffering​ ​from​ ​the​ ​above​ ​conditions​ ​but​ ​he’s​ ​controlled​ ​by​ ​a​ ​possessing​ ​entity,​ ​it’s
certainly​ ​required​ ​to​ ​remove​ ​that​ ​thing​ ​first,​ ​as​ ​well​ ​as​ ​perhaps​ ​any​ ​wards​ ​or​ ​beings​ ​protecting
the​ ​soul​ ​from​ ​being​ ​taken​ ​back.​ ​At​ ​the​ ​very​ ​least,​ ​the​ ​Target​ ​and​ ​Soul​ ​must​ ​be​ ​within​ ​the​ ​same
vicinity​ ​to​ ​begin​ ​the​ ​process​ ​of​ ​reattaching​ ​the​ ​soul.

Tabula​ ​Rasa​ ​(Restore​ ​3,​ ​Vuoto​ ​3)


Action:​ ​Instant,​ ​Intelligence​ ​+​ ​Composure​ ​-​ ​Shadows,​ ​Equivalent​ ​Penalty​ ​and/or​ ​Temporal​ ​Flux
Cost:​ ​2​ ​Wisps
Duration:​ ​Instant

The​ ​Gazer​ ​of​ ​the​ ​Beyond​ ​speaks​ ​that​ ​if​ ​you​ ​look​ ​into​ ​the​ ​abyss,​ ​the​ ​abyss​ ​looks​ ​back​ ​into​ ​you.
Beyond​ ​safe​ ​boundaries​ ​of​ ​the​ ​world​ ​can​ ​lie​ ​horrors​ ​unbidden,​ ​although​ ​a​ ​Princess​ ​often​ ​faces
them​ ​in​ ​her​ ​life.​ ​For​ ​this​ ​purpose,​ ​this​ ​charm​ ​was​ ​created​ ​to​ ​keep​ ​their​ ​mind​ ​clear​ ​and​ ​sane.

The​ ​charm​ ​can​ ​affect​ ​specific​ ​memories​ ​the​ ​princess​ ​chooses​ ​upon​ ​using​ ​the​ ​charm.​ ​They
must’ve​ ​been​ ​formed​ ​during​ ​the​ ​last​ ​scene​ ​in​ ​order​ ​to​ ​be​ ​able​ ​to​ ​be​ ​targeted​ ​by​ ​this​ ​charm.​ ​The
Temporal​ ​Flux​ ​modifier​ ​may​ ​be​ ​attached​ ​to​ ​target​ ​memories​ ​further​ ​back.​ ​ ​Overall,​ ​this​ ​charm
can​ ​erase​ ​Hauntings​ ​caused​ ​by​ ​Sensitivity.​ ​It​ ​also​ ​erases​ ​negative​ ​mental​ ​conditions​ ​and​ ​lasting
magical​ ​effects​ ​that​ ​affect​ ​the​ ​mind​ ​such​ ​as​ ​facing​ ​a​ ​Promethean’s​ ​Disquiet.​ ​For​ ​the​ ​latter​ ​case,
the​ ​penalty​ ​incurred​ ​is​ ​equal​ ​to​ ​the​ ​powers​ ​activation​ ​successes​ ​(if​ ​it’s​ ​magic​ ​affecting​ ​the​ ​mind)
or​ ​the​ ​Supernatural​ ​Advantage​ ​in​ ​question​ ​(if​ ​it’s​ ​something​ ​along​ ​the​ ​lines​ ​of​ ​a​ ​Prometheans
Disquiet).

Dramatic​ ​Failure:​ ​The​ ​Princess​ ​accidentally​ ​deleted​ ​something​ ​from​ ​her​ ​mind​ ​for​ ​a​ ​scene.​ ​Pick
a​ ​wide​ ​ranging​ ​topic​ ​in​ ​the​ ​Princess’s​ ​memories.​ ​For​ ​the​ ​duration​ ​of​ ​the​ ​scene,​ ​she​ ​gains​ ​the
Amnesia​ ​Condition​ ​[GMC​ ​181]​ ​when​ ​it​ ​comes​ ​to​ ​recalling​ ​the​ ​topic​ ​in​ ​question.
Failure:​ ​Nothing​ ​happens.
Success:​ ​The​ ​Princess​ ​is​ ​able​ ​to​ ​delete​ ​the​ ​memory​ ​she’s​ ​chosen​ ​from​ ​herself​ ​as​ ​described​ ​above.
Nothing​ ​remains​ ​of​ ​the​ ​memory,​ ​and​ ​no​ ​amount​ ​of​ ​magic​ ​or​ ​psychological​ ​technique​ ​will
retrieve​ ​it.​ ​She​ ​does​ ​however​ ​know​ ​her​ ​reasoning​ ​of​ ​why​ ​she’s​ ​deleted​ ​the​ ​memory.
Exceptional​ ​Success:​ ​Extra​ ​successes​ ​are​ ​their​ ​own​ ​reward.

Life​ ​Support​ ​(Restore​ ​4,​ ​Vuoto​ ​3)


Action:​ ​Instant,​ ​Intelligence​ ​+​ ​Medicine
Cost:​ ​3​ ​Wisps
Duration:​ ​One​ ​Scene

The​ ​Princess’s​ ​power​ ​is​ ​strong​ ​enough​ ​to​ ​halt​ ​the​ ​coming​ ​of​ ​the​ ​reaper​ ​by​ ​placing​ ​his​ ​next​ ​victim
outside​ ​of​ ​his​ ​reach.​ ​When​ ​a​ ​target​ ​is​ ​bleeding​ ​out​ ​or​ ​suffering​ ​from​ ​wounds​ ​that​ ​would​ ​surely
kill​ ​him,​ ​the​ ​magic​ ​will​ ​stop​ ​the​ ​process​ ​of​ ​bleeding​ ​out,​ ​making​ ​medical​ ​attention​ ​possible​ ​to​ ​be
given​ ​to​ ​the​ ​patient,​ ​be​ ​it​ ​mundane​ ​or​ ​through​ ​other​ ​Restore​ ​Charms.​ ​Even​ ​if​ ​he’s​ ​missing​ ​or​ ​has
damaged​ ​vital​ ​organs,​ ​he’ll​ ​still​ ​be​ ​alive,​ ​although​ ​if​ ​the​ ​organ​ ​in​ ​question​ ​is​ ​the​ ​brain​ ​the​ ​target
will​ ​be​ ​a​ ​vegetable.​ ​This​ ​charm​ ​lasts​ ​for​ ​a​ ​scene​ ​however​ ​so​ ​it​ ​would​ ​require​ ​maintenance​ ​to
keep​ ​someone​ ​alive​ ​for​ ​longer.

It​ ​doesn’t​ ​work​ ​on​ ​someone​ ​whose​ ​health​ ​boxes​ ​are​ ​completely​ ​filled​ ​with​ ​Aggravated​ ​or​ ​who​ ​is
suffering​ ​from​ ​Decapitation.​ ​The​ ​target​ ​is​ ​also​ ​still​ ​susceptible​ ​to​ ​being​ ​damaged.
Upgrade:​ ​Snow​ ​White’s​ ​Slumber​ ​(Vuoto​ ​5)
Cost:​ ​+1​ ​Willpower
The​ ​Princess​ ​can​ ​keep​ ​her​ ​target​ ​alive​ ​for​ ​even​ ​longer.​ ​She​ ​may​ ​add​ ​the​ ​Temporal​ ​Flux​ ​modifier
to​ ​the​ ​roll.​ ​If​ ​the​ ​target​ ​was​ ​bleeding​ ​out,​ ​it’s​ ​completely​ ​possible​ ​for​ ​him​ ​to​ ​begin​ ​healing​ ​from
the​ ​wounds​ ​without​ ​any​ ​medical​ ​attention.

Adjusting​ ​the​ ​Wheel​ ​(Restore​ ​5,​ ​Vuoto​ ​4)


Action:​ ​Instant,​ ​Resolve​ ​+​ ​Composure
Cost:​ ​3​ ​Wisps,​ ​1​ ​Willpower
Duration:​ ​One​ ​scene

A​ ​prophet​ ​is​ ​not​ ​just​ ​someone​ ​who​ ​clears​ ​their​ ​mind​ ​and​ ​vision​ ​to​ ​see​ ​the​ ​future,​ ​they​ ​experience
it​ ​in​ ​it’s​ ​entirety​ ​as​ ​well.​ ​And​ ​those​ ​who​ ​would​ ​imitate​ ​the​ ​Hierophant​ ​Queen​ ​can​ ​experience​ ​it
too.​ ​She​ ​gains​ ​the​ ​Right​ ​Time​ ​Condition.​ ​When​ ​she​ ​activates​ ​the​ ​charm,​ ​the​ ​Princess​ ​may​ ​go
forwards​ ​or​ ​backwards​ ​in​ ​time​ ​up​ ​to​ ​one​ ​scene.​ ​If​ ​she​ ​goes​ ​backwards,​ ​she​ ​returns​ ​to​ ​the
beginning​ ​of​ ​the​ ​last​ ​scene​ ​from​ ​when​ ​this​ ​charm​ ​was​ ​used​ ​and​ ​she​ ​may​ ​change​ ​events​ ​that​ ​have
happened​ ​in​ ​the​ ​past​ ​by​ ​knowledge​ ​of​ ​the​ ​future.​ ​If​ ​she​ ​goes​ ​forwards,​ ​she​ ​instead​ ​experiences
time​ ​as​ ​normal,​ ​what​ ​would​ ​happen​ ​in​ ​the​ ​scene​ ​and​ ​snapping​ ​back​ ​at​ ​the​ ​scene’s​ ​end.

However,​ ​time​ ​travel​ ​isn’t​ ​something​ ​that​ ​can​ ​be​ ​easily​ ​toyed​ ​with.​ ​If​ ​the​ ​Princess​ ​goes
backwards​ ​and​ ​she​ ​makes​ ​changes,​ ​second​ ​uses​ ​of​ ​the​ ​charm​ ​cannot​ ​undo​ ​what​ ​the​ ​Princess​ ​has
changed​ ​in​ ​using​ ​this​ ​charm.​ ​She​ ​may​ ​not​ ​change​ ​the​ ​actions​ ​she’s​ ​taken​ ​if​ ​she’s​ ​experienced​ ​the
future.
As​ ​well,​ ​this​ ​charm​ ​being​ ​potentially​ ​game​ ​breaking​ ​and​ ​the​ ​like,​ ​should​ ​there​ ​be​ ​a​ ​group​ ​playing
and​ ​this​ ​charm​ ​is​ ​allowed,​ ​the​ ​consent​ ​of​ ​the​ ​group​ ​might​ ​be​ ​required​ ​to​ ​use​ ​this​ ​charm.​ ​If​ ​a
player​ ​attempts​ ​to​ ​do​ ​so​ ​anyway​ ​though,​ ​it​ ​can​ ​be​ ​accepted​ ​to​ ​simply​ ​say​ ​the​ ​charm
automatically​ ​failed​ ​and​ ​could​ ​be​ ​explained​ ​as​ ​“The​ ​stars​ ​are​ ​not​ ​in​ ​position​ ​for​ ​this​ ​tribute”.

While​ ​wearing​ ​the​ ​mantle​ ​of​ ​Pentacles,​ ​the​ ​Princess’s​ ​eyes​ ​seem​ ​to​ ​appear​ ​like​ ​pure​ ​and
gleaming​ ​silver​ ​while​ ​her​ ​presence​ ​gives​ ​a​ ​serene​ ​feeling​ ​to​ ​all​ ​about​ ​her.​ ​She​ ​also​ ​gains​ ​the
Invocation​ ​Lock​ ​Condition​ ​keyed​ ​to​ ​Vuoto.

Shape 
Barricade​ ​(Shape​ ​1)​ ​-​ ​Upgrade:​ ​Craftsman’s​ ​Eye​ ​(Metallo​ ​1)
When​ ​using​ ​her​ ​magic​ ​upon​ ​the​ ​object,​ ​alongside​ ​reinforcing​ ​it,​ ​it​ ​also​ ​affects​ ​any​ ​other
interlocking​ ​parts.​ ​As​ ​well,​ ​the​ ​Princess​ ​may​ ​will​ ​the​ ​object​ ​to​ ​open,​ ​shut,​ ​or​ ​do​ ​anything​ ​as​ ​she
commands​ ​it.
Conductor​ ​(Shape​ ​1,​ ​Fulmine​ ​1)
Action:​ ​Instant,​ ​Intelligence​ ​+​ ​Science
Cost:​ ​1​ ​Wisp
Duration:​ ​1​ ​Scene

The​ ​Princess’s​ ​hands​ ​can​ ​sap​ ​electricity​ ​from​ ​whatever​ ​she​ ​touches.​ ​When​ ​the​ ​Princess​ ​touches
something​ ​that​ ​utilizes​ ​electricity,​ ​she​ ​may​ ​make​ ​it​ ​non-conductive​ ​for​ ​a​ ​scene,​ ​making​ ​it​ ​useless
machinery.

Shape​ ​Metal​ ​(Shape​ ​1,​ ​Metallo​ ​2)


Action:​ ​Strength​ ​+​ ​Crafts
Cost:​ ​1​ ​Wisp
Duration:​ ​1​ ​Scene

Metal​ ​is​ ​rigid​ ​and​ ​unmoving,​ ​but​ ​even​ ​it​ ​needs​ ​to​ ​be​ ​tempered​ ​to​ ​become​ ​yet​ ​stronger.​ ​The
princess​ ​may​ ​manipulate​ ​metal​ ​as​ ​if​ ​it​ ​had​ ​the​ ​same​ ​consistency​ ​as​ ​clay.​ ​As​ ​soon​ ​as​ ​she​ ​lets​ ​go​ ​of
it,​ ​it​ ​regains​ ​its​ ​normal​ ​consistency.​ ​To​ ​sculpt​ ​complex​ ​shapes​ ​requires​ ​a​ ​Dexterity​ ​+​ ​Crafts​ ​roll.
If​ ​she​ ​gains​ ​an​ ​Exceptional​ ​Success​ ​in​ ​making​ ​this​ ​charm,​ ​the​ ​Princess​ ​may​ ​add​ ​her​ ​Metallo​ ​to
rolls​ ​where​ ​she​ ​reshapes​ ​metal.

Ages​ ​Gone​ ​By​ ​(Shape​ ​1,​ ​Vuoto​ ​1)


Action:​ ​Instant,​ ​Wits​ ​+​ ​Investigation​ ​-​ ​Durability
Cost:​ ​1​ ​Wisp​ ​per​ ​5​ ​Size​ ​of​ ​Target
Duration:​ ​Permanent

The​ ​powers​ ​of​ ​Vuoto​ ​can​ ​age​ ​objects​ ​past​ ​their​ ​prime,​ ​decaying​ ​them​ ​into​ ​uselessness.​ ​The
Princess​ ​must​ ​touch​ ​an​ ​object​ ​and​ ​choose​ ​how​ ​much​ ​she​ ​wishes​ ​to​ ​age​ ​the​ ​object​ ​by,​ ​giving​ ​a
penalty​ ​as​ ​per​ ​Temporal​ ​Flux​ ​chart.​ ​Durability​ ​resists​ ​against​ ​time​ ​however,​ ​and​ ​instead​ ​of
requiring​ ​more​ ​successes,​ ​the​ ​Princess​ ​needs​ ​to​ ​subtract​ ​it​ ​from​ ​the​ ​roll​ ​as​ ​well.

Dramatic​ ​Failure:​ ​The​ ​Princess​ ​instead​ ​suffers​ ​Lethal​ ​damage​ ​equal​ ​to​ ​the​ ​number​ ​of​ ​1s​ ​rolled.
Failure:​ ​The​ ​charm​ ​fails​ ​and​ ​nothing​ ​happens.
Success:​ ​The​ ​object​ ​suffers​ ​a​ ​level​ ​of​ ​Aggravated​ ​Damage​ ​equal​ ​to​ ​the​ ​number​ ​of​ ​successes
rolled,​ ​in​ ​which​ ​the​ ​damage​ ​looks​ ​naturally​ ​done​ ​by​ ​wear​ ​and​ ​tear​ ​through​ ​time.
Exceptional​ ​Success:​ ​Extra​ ​successes​ ​are​ ​their​ ​own​ ​reward.
Upgrade:​ ​Inevitable​ ​(Vuoto​ ​2)
Cost:​ ​+1​ ​Wisp
Everything​ ​breaks​ ​down​ ​with​ ​time,​ ​and​ ​nothing​ ​is​ ​exempt​ ​from​ ​this.​ ​By​ ​spending​ ​a​ ​wisp,​ ​if​ ​the
object’s​ ​durability​ ​is​ ​equal​ ​to​ ​or​ ​lower​ ​than​ ​the​ ​Princess’s​ ​Vuoto​ ​dots,​ ​she​ ​may​ ​ignore​ ​it.
Song​ ​of​ ​the​ ​Metal​ ​Siren​ ​(Shape​ ​2,​ ​Metallo​ ​2)
Action:​ ​Instant,​ ​Presence​ ​+​ ​Crafts
Cost:​ ​1​ ​Wisp
Duration:​ ​1​ ​Use

The​ ​Princess​ ​can​ ​sweetly​ ​sing​ ​to​ ​the​ ​tools​ ​she​ ​works​ ​with,​ ​forging​ ​them​ ​into​ ​greater​ ​than​ ​what
they​ ​are.​ ​The​ ​Princess​ ​may​ ​add​ ​an​ ​equipment​ ​bonus​ ​to​ ​the​ ​item​ ​in​ ​question​ ​equal​ ​to​ ​her
successes​ ​for​ ​a​ ​single​ ​use​ ​of​ ​the​ ​item.

Mrs.​ ​Poppins​ ​Bottomless​ ​Bag​ ​(Shape​ ​2)​ ​-​ ​Upgrade:​ ​Time​ ​Capsule​ ​(Vuoto​ ​2)
The​ ​items​ ​the​ ​Princess​ ​places​ ​inside​ ​the​ ​ ​bag​ ​is​ ​no​ ​longer​ ​subject​ ​to​ ​the​ ​rules​ ​of​ ​time​ ​as​ ​long​ ​as​ ​it
remains​ ​closed.​ ​When​ ​the​ ​Princess​ ​uses​ ​Mrs.​ ​Poppins’​ ​Bottomless​ ​Bag​ ​and​ ​applies​ ​Vuoto,​ ​she
may​ ​choose​ ​a​ ​number​ ​of​ ​objects​ ​equal​ ​to​ ​her​ ​Vuoto.​ ​As​ ​long​ ​as​ ​the​ ​bag​ ​remains​ ​sealed,​ ​the
objects​ ​are​ ​frozen​ ​in​ ​time.​ ​Food​ ​doesn’t​ ​spoil,​ ​plants​ ​don’t​ ​wither,​ ​and​ ​objects​ ​don’t​ ​deteriorate.
Upgrade:​ ​Hammerspace​ ​(Vuoto​ ​3)
The​ ​insides​ ​of​ ​the​ ​Princess’s​ ​bag​ ​are​ ​so​ ​huge​ ​that​ ​she​ ​may​ ​hold​ ​even​ ​improbably​ ​large​ ​things​ ​in
her​ ​bag​ ​without​ ​it​ ​looking​ ​distended.​ ​The​ ​Princess​ ​may​ ​add​ ​her​ ​Vuoto​ ​to​ ​the​ ​Size​ ​of​ ​objects
being​ ​capable​ ​of​ ​being​ ​placed​ ​within​ ​her​ ​bag.

Tool​ ​Whispering​ ​(Shape​ ​2)​ ​-​ ​Upgrade:​ ​Tireless​ ​(Metallo​ ​2)


Version:​ ​Dream
Requires:​ ​Dancing
A​ ​benefit​ ​of​ ​using​ ​tools​ ​is​ ​that​ ​they​ ​never​ ​face​ ​exhaustion​ ​like​ ​humans​ ​do.​ ​When​ ​the​ ​Princess
releases​ ​her​ ​concentration,​ ​the​ ​object​ ​may​ ​continue​ ​its​ ​appointed​ ​task​ ​for​ ​up​ ​to​ ​Metallo​ ​days.​ ​The
Princess​ ​may​ ​cancel​ ​the​ ​task​ ​earlier​ ​by​ ​taking​ ​hold​ ​of​ ​the​ ​object.

Made​ ​to​ ​Order​ ​(Shape​ ​3)​ ​-​ ​Upgrade:​ ​Metalworking​ ​(Metallo​ ​2)
Version:​ ​Dream
A​ ​chunk​ ​of​ ​ore​ ​twists​ ​and​ ​bends​ ​in​ ​the​ ​princess’s​ ​hands,​ ​becoming​ ​her​ ​ideal​ ​tool​ ​for​ ​the​ ​job​ ​and
hard​ ​to​ ​break.​ ​Under​ ​this​ ​upgrade,​ ​the​ ​tool​ ​is​ ​considered​ ​to​ ​have​ ​a​ ​Durability​ ​equal​ ​to​ ​the
Princess’s​ ​Metallo​ ​rating.

Crucible​ ​(Shape​ ​3)​ ​-​ ​Welding​ ​(Metallo​ ​2)


Version:​ ​Vocation
The​ ​object​ ​becomes​ ​easier​ ​to​ ​work​ ​with​ ​and​ ​tough​ ​as​ ​fine​ ​steel.​ ​The​ ​Princess​ ​may​ ​reduce​ ​the
durability​ ​penalty​ ​by​ ​her​ ​Metallo.​ ​She​ ​cannot​ ​reduce​ ​the​ ​penalty​ ​to​ ​be​ ​lower​ ​than​ ​0.
Static​ ​Charge​ ​(Shape​ ​3,​ ​Fulmine​ ​3)
Action:​ ​Instant,​ ​Manipulation​ ​+​ ​Science
Cost:​ ​1​ ​Wisp​ ​per​ ​charge
Duration:​ ​1​ ​Scene

The​ ​Princess​ ​may​ ​take​ ​electricity​ ​in​ ​an​ ​object​ ​and​ ​store​ ​it​ ​in​ ​herself​ ​for​ ​later​ ​use.​ ​When​ ​using​ ​this
on​ ​an​ ​object,​ ​it​ ​is​ ​considered​ ​to​ ​have​ ​a​ ​number​ ​of​ ​Charges​ ​equal​ ​to​ ​its​ ​Size.​ ​A​ ​Princess​ ​may​ ​take
these​ ​charges​ ​onto​ ​herself,​ ​but​ ​she​ ​can​ ​only​ ​safely​ ​hold​ ​a​ ​number​ ​of​ ​charges​ ​equal​ ​to​ ​her
Fulmine.​ ​Any​ ​excess​ ​is​ ​immediately​ ​suffered​ ​as​ ​Bashing​ ​damage.​ ​She​ ​may​ ​use​ ​these​ ​charges​ ​to
overload​ ​a​ ​technological​ ​object​ ​or​ ​to​ ​shock​ ​a​ ​human​ ​being.​ ​Using​ ​the​ ​charges​ ​on​ ​an​ ​object​ ​deals
automatic​ ​loss​ ​of​ ​structure​ ​while​ ​using​ ​it​ ​on​ ​a​ ​human​ ​being​ ​requires​ ​an​ ​established​ ​grapple,​ ​to
which​ ​the​ ​charges​ ​can​ ​be​ ​reflexively​ ​released​ ​to​ ​cause​ ​one​ ​bashing​ ​per​ ​charge.​ ​If​ ​the​ ​scene​ ​ends
and​ ​the​ ​Princess​ ​has​ ​unused​ ​charges,​ ​they​ ​disperse​ ​automatically.

Master​ ​of​ ​Arms​ ​(Shape​ ​3,​ ​Metallo​ ​2)


Action:​ ​Extended,​ ​Dexterity​ ​+​ ​Crafts​ ​(10min/roll,​ ​Threshold​ ​=​ ​10​ ​-​ ​Metallo​ ​Rating)
Cost:​ ​1​ ​Wisp,​ ​1​ ​Willpower
Duration:​ ​Metallo​ ​Scenes

The​ ​Princess​ ​is​ ​able​ ​to​ ​charm​ ​the​ ​materials​ ​she​ ​works​ ​with,​ ​making​ ​a​ ​weapon​ ​superior​ ​to​ ​those
made​ ​by​ ​mundane​ ​hands.​ ​When​ ​holding​ ​either​ ​a​ ​mundane​ ​weapons​ ​or​ ​a​ ​weapon​ ​the​ ​Princess​ ​is
crafting​ ​and​ ​working​ ​on,​ ​the​ ​Princess​ ​may​ ​work​ ​this​ ​charm​ ​into​ ​the​ ​weapon​ ​creation.​ ​Upon
reaching​ ​the​ ​threshold,​ ​the​ ​weapon​ ​immediately​ ​gains​ ​the​ ​Illuminated​ ​Condition.​ ​Blessed​ ​by​ ​the
Light,​ ​it​ ​deals​ ​magic​ ​damage​ ​as​ ​well​ ​as​ ​physical.​ ​Along​ ​with​ ​gaining​ ​this​ ​condition,​ ​the​ ​Princess
may​ ​work​ ​more​ ​functions​ ​unto​ ​the​ ​weapon​ ​adding​ ​further​ ​traits.​ ​She​ ​may​ ​not​ ​add​ ​more​ ​traits​ ​to
the​ ​weapon​ ​than​ ​how​ ​many​ ​dots​ ​she​ ​has​ ​in​ ​Metallo.​ ​Dealing​ ​magic​ ​damage​ ​does​ ​not​ ​count
toward​ ​this​ ​limit​ ​for​ ​the​ ​purpose​ ​of​ ​this​ ​charm.
● Lower​ ​the​ ​Strength​ ​requirement​ ​for​ ​wielding​ ​the​ ​weapon​ ​(Minimum​ ​of​ ​1)
● Negate​ ​the​ ​Initiative​ ​Penalty​ ​for​ ​wielding​ ​the​ ​weapon​ ​(Minimum​ ​of​ ​0)
● Add​ ​a​ ​point​ ​of​ ​Armor​ ​Piercing​ ​to​ ​the​ ​weapon​ ​(Maximum​ ​=​ ​Metallo​ ​rating)
● Add​ ​the​ ​9-Again​ ​Quality​ ​to​ ​the​ ​weapon​ ​in​ ​attacking.
● Make​ ​the​ ​Illuminated​ ​Condition​ ​indefinite​ ​until​ ​the​ ​weapon​ ​is​ ​broken.

If​ ​the​ ​Princess​ ​gains​ ​an​ ​exceptional​ ​success​ ​in​ ​the​ ​initial​ ​roll​ ​to​ ​Illuminate​ ​the​ ​weapon,​ ​she​ ​may
add​ ​one​ ​another​ ​quality​ ​per​ ​success​ ​over​ ​five​ ​that​ ​does​ ​not​ ​count​ ​toward​ ​the​ ​Metallo​ ​rating​ ​limit.

All​ ​That​ ​Glitters​ ​(Shape​ ​3,​ ​Metallo​ ​2)


Action:​ ​Instant,​ ​Intelligence​ ​+​ ​Crafts​ ​-​ ​Availability
Cost:​ ​2​ ​Wisps
Duration:​ ​Permanent

...Is​ ​not​ ​gold,​ ​but​ ​for​ ​a​ ​Princess​ ​with​ ​this​ ​charm,​ ​things​ ​might​ ​as​ ​well​ ​be​ ​such​ ​anyways.​ ​The
Princess​ ​is​ ​capable​ ​of​ ​transmuting​ ​a​ ​type​ ​of​ ​metal​ ​into​ ​another​ ​type​ ​of​ ​metal,​ ​and​ ​she​ ​may​ ​only
do​ ​so​ ​with​ ​size​ ​1​ ​objects​ ​of​ ​a​ ​homogenous​ ​nature.​ ​The​ ​Princess​ ​may​ ​affect​ ​anything​ ​the
Invocation​ ​of​ ​Metallo​ ​can​ ​affect​ ​(Metals​ ​of​ ​all​ ​kinds),​ ​but​ ​it​ ​must​ ​be​ ​solid​ ​at​ ​room​ ​temperature.

Subjective​ ​Time​ ​(Shape​ ​3,​ ​Vuoto​ ​2)


Action:​ ​Instant,​ ​Manipulation​ ​+​ ​Occult
Cost:​ ​2​ ​Wisps
Duration:​ ​Successes​ ​in​ ​minutes

The​ ​Princess​ ​may​ ​freeze​ ​an​ ​object​ ​in​ ​time.​ ​She​ ​can​ ​keep​ ​valuable​ ​documents​ ​from​ ​facing​ ​decay
or​ ​keep​ ​a​ ​bomb​ ​from​ ​going​ ​off​ ​while​ ​she​ ​evacuates​ ​people.​ ​Each​ ​success​ ​she​ ​gets​ ​is​ ​how​ ​many
minutes​ ​it​ ​remains​ ​frozen.​ ​Any​ ​physical​ ​contact​ ​more​ ​significant​ ​than​ ​a​ ​raindrop​ ​however​ ​puts​ ​it
back​ ​into​ ​the​ ​flow​ ​of​ ​time​ ​from​ ​where​ ​it​ ​left​ ​off.
Upgrade:​ ​Temporal​ ​Flux​ ​(Vuoto​ ​4)
Cost:​ ​1​ ​Willpower
The​ ​Princess​ ​can​ ​make​ ​the​ ​object​ ​remain​ ​frozen​ ​for​ ​longer.​ ​She​ ​may​ ​apply​ ​the​ ​Temporal​ ​Flux
modifier​ ​to​ ​the​ ​object,​ ​deciding​ ​for​ ​how​ ​long​ ​it​ ​remains​ ​frozen​ ​and​ ​how​ ​much​ ​of​ ​a​ ​penalty​ ​is
applied​ ​to​ ​the​ ​charm​ ​roll.

Shelter​ ​Sweet​ ​Shelter​ ​(Shape​ ​4)


Version:​ ​Dream
The​ ​style​ ​of​ ​the​ ​Pre-Twilight​ ​Queens​ ​also​ ​leaves​ ​a​ ​mark​ ​upon​ ​the​ ​shelter​ ​created​ ​by​ ​the​ ​Princess.
● Fulmine:​ ​Open​ ​aired​ ​pagoda​ ​with​ ​seaside​ ​motif.
● Metallo:​ ​Persian​ ​architecture​ ​on​ ​a​ ​metal​ ​frame.
● Vuoto:​ ​Miniature​ ​palace​ ​with​ ​a​ ​crystal​ ​tower​ ​on​ ​top.
Upgrade:​ ​Humble​ ​Abode​ ​(Metallo​ ​2)
The​ ​Labourers​ ​homes​ ​are​ ​simple​ ​and​ ​humble,​ ​requiring​ ​no​ ​adornments​ ​and​ ​blending​ ​right​ ​in.
When​ ​making​ ​the​ ​shelter​ ​to​ ​appear​ ​more​ ​humble,​ ​the​ ​Princess​ ​may​ ​negate​ ​the​ ​-3​ ​penalty​ ​to​ ​the
charm​ ​roll​ ​in​ ​order​ ​to​ ​do​ ​so.

Call​ ​Down​ ​the​ ​Thunder​ ​(Shape​ ​4,​ ​Fulmine​ ​3)


Action:​ ​Extended,​ ​Dexterity​ ​+​ ​Science​ ​(threshold​ ​=​ ​5,​ ​1​ ​min/roll)
Cost:​ ​3​ ​Wisps
Duration:​ ​One​ ​Scene

The​ ​Princess​ ​calls​ ​electricity​ ​to​ ​rampage​ ​across​ ​the​ ​sky,​ ​to​ ​dance​ ​at​ ​her​ ​fingertips.​ ​Once​ ​she
reaches​ ​the​ ​threshold,​ ​the​ ​sky​ ​grows​ ​dark​ ​and​ ​lightning​ ​begins​ ​rolling​ ​through​ ​the​ ​sky.​ ​As​ ​an
instant​ ​action,​ ​the​ ​Princess​ ​may​ ​call​ ​down​ ​Lightning.​ ​She​ ​uses​ ​a​ ​dicepool​ ​of​ ​her​ ​activation
successes​ ​of​ ​this​ ​charm​ ​and​ ​may​ ​target​ ​anyone​ ​in​ ​sight,​ ​dealing​ ​one​ ​lethal​ ​damage​ ​per​ ​success.
Furthermore,​ ​for​ ​every​ ​3​ ​successes​ ​the​ ​Princess​ ​accumulates​ ​over​ ​the​ ​threshold,​ ​she​ ​can​ ​apply
one​ ​of​ ​the​ ​following​ ​effects.​ ​She​ ​may​ ​wait​ ​to​ ​choose​ ​which​ ​effects​ ​to​ ​apply​ ​until​ ​the​ ​turn​ ​she
needs​ ​one.
● Heavy​ ​Rain:​ ​The​ ​storm​ ​pounds​ ​on​ ​those​ ​caught​ ​in​ ​it,​ ​making​ ​being​ ​outside​ ​near
intolerable.​ ​Until​ ​the​ ​charm​ ​ends,​ ​the​ ​area​ ​has​ ​the​ ​effects​ ​of​ ​the​ ​Heavy​ ​Rain​ ​tilt​ ​[GMC
209].​ ​Cold​ ​weather​ ​does​ ​not​ ​change​ ​this​ ​to​ ​the​ ​Blizzard​ ​tilt.
● Thundering:​ ​The​ ​storm​ ​above​ ​heaves​ ​an​ ​aural​ ​assault​ ​at​ ​the​ ​Princess’s​ ​command.​ ​With
the​ ​same​ ​dicepool​ ​and​ ​targeting​ ​parameters​ ​as​ ​using​ ​Lightning,​ ​the​ ​Princess​ ​may​ ​inflict
the​ ​Deafened​ ​tilt​ ​[GMC​ ​207]​ ​upon​ ​the​ ​target.​ ​He​ ​is​ ​considered​ ​to​ ​be​ ​deaf​ ​in​ ​both​ ​ears.
● Duration:​ ​This​ ​charm​ ​and​ ​the​ ​tilts​ ​it​ ​creates​ ​last​ ​for​ ​another​ ​scene.
Current​ ​weather​ ​conditions​ ​modify​ ​the​ ​activation​ ​roll:​ ​Already​ ​raining​ ​(+3),​ ​thick​ ​clouds​ ​(+1),
clear​ ​sky​ ​(-1),​ ​or​ ​drought​ ​(-3).​ ​This​ ​charm​ ​cannot​ ​be​ ​used​ ​more​ ​than​ ​once​ ​per​ ​day​ ​on​ ​a​ ​single
area.
Upgrade:​ ​Sheltering​ ​(Fulmine​ ​4)
The​ ​Princess’s​ ​mien​ ​shelters​ ​all​ ​the​ ​people​ ​who​ ​search​ ​for​ ​themselves​ ​in​ ​the​ ​midst​ ​of​ ​a​ ​storm.
The​ ​Princess​ ​herself​ ​suffers​ ​from​ ​none​ ​of​ ​the​ ​tilts​ ​she​ ​has​ ​created​​ ​and​ ​may​ ​name​ ​a​ ​number​ ​of
people​ ​up​ ​to​ ​her​ ​Inner​ ​Light​ ​+​ ​Fulmine​ ​that​ ​won’t​ ​be​ ​harmed​ ​by​ ​the​ ​storm.

Faster​ ​On​ ​The​ ​Inside​ ​(Shape​ ​4,​ ​Vuoto​ ​4)


Action:​ ​Instant,​ ​Wits​ ​+​ ​Composure
Cost:​ ​2​ ​Wisps,​ ​1​ ​Willpower
Duration:​ ​One​ ​Scene
It’s​ ​a​ ​well​ ​known​ ​fact​ ​of​ ​how​ ​the​ ​Pentacles​ ​debates​ ​seem​ ​to​ ​last​ ​late​ ​into​ ​the​ ​night,​ ​and​ ​yet​ ​when
people​ ​walk​ ​out​ ​of​ ​the​ ​rooms,​ ​they​ ​find​ ​that​ ​only​ ​half​ ​an​ ​hour​ ​has​ ​passed.​ ​All​ ​the​ ​Princess
requires​ ​is​ ​for​ ​an​ ​enclosed​ ​space.​ ​All​ ​doors​ ​and​ ​windows​ ​shut​ ​with​ ​curtains​ ​closed​ ​and​ ​preferably
no​ ​people​ ​around​ ​except​ ​for​ ​people​ ​inside​ ​the​ ​room.​ ​For​ ​each​ ​success​ ​she​ ​earns,​ ​the​ ​Princess
may​ ​allow​ ​time​ ​in​ ​that​ ​room​ ​to​ ​proceed​ ​at​ ​Successes​ ​+​ ​1​ ​times​ ​as​ ​fast​ ​or​ ​slow​ ​as​ ​she​ ​desires.​ ​For
example,​ ​a​ ​Princess​ ​invoking​ ​this​ ​charm​ ​can​ ​spend​ ​two​ ​hours​ ​in​ ​a​ ​room​ ​with​ ​this​ ​charm​ ​active
and​ ​got​ ​2​ ​Successes.​ ​Depending​ ​on​ ​whether​ ​she​ ​wanted​ ​time​ ​to​ ​go​ ​slow​ ​or​ ​fast,​ ​she​ ​could​ ​find
that​ ​40​ ​minutes​ ​or​ ​6​ ​Hours​ ​have​ ​passed​ ​in​ ​reality.​ ​Along​ ​with​ ​being​ ​useful​ ​for​ ​meetings​ ​and
parties,​ ​it​ ​also​ ​greatly​ ​helps​ ​for​ ​last​ ​minute​ ​studying​ ​for​ ​exams​ ​or​ ​ensuring​ ​more​ ​than​ ​enough
sleep​ ​is​ ​gained.
Upgrade:​ ​Sanctuary
This​ ​charm​ ​can​ ​be​ ​attached​ ​to​ ​consecrated​ ​ground,​ ​active​ ​whenever​ ​the​ ​Princess​ ​desires​ ​it​ ​to​ ​be
active​ ​instead​ ​of​ ​constantly​ ​on.
The​ ​Princess’s​ ​Apprentice​ ​(Shape​ ​5,​ ​Metallo​ ​4)
Action:​ ​Instant,​ ​Dexterity​ ​+​ ​Crafts
Cost:​ ​3​ ​Wisps,​ ​1​ ​Willpower
Duration:​ ​One​ ​Scene

The​ ​land​ ​that​ ​would​ ​be​ ​Gonel​ ​was​ ​once​ ​wild,​ ​untamable​ ​and​ ​uninhabitable.​ ​However,​ ​the​ ​Queen
of​ ​Wands​ ​has​ ​claimed​ ​this​ ​land​ ​as​ ​her​ ​own,​ ​doing​ ​the​ ​impossible​ ​through​ ​hard​ ​work​ ​and​ ​a​ ​touch
of​ ​magic​ ​to​ ​turn​ ​it​ ​into​ ​a​ ​thriving​ ​Kingdom.​ ​A​ ​Princess​ ​who​ ​touches​ ​upon​ ​the​ ​Queen​ ​of​ ​Wands
fortitude​ ​may​ ​also​ ​do​ ​great​ ​feats​ ​even​ ​if​ ​she’s​ ​alone.
When​ ​a​ ​Princess​ ​uses​ ​this​ ​charm,​ ​she​ ​gains​ ​the​ ​Unlimited​ ​House​ ​Works​ ​Condition.​ ​She​ ​may​ ​give
inanimate​ ​objects​ ​orders​ ​as​ ​if​ ​she​ ​used​ ​Tool​ ​Whispering​ ​with​ ​the​ ​Dancing​ ​Upgrade,​ ​and​ ​may
change​ ​their​ ​orders​ ​or​ ​drop​ ​them​ ​as​ ​an​ ​instant​ ​action,​ ​or​ ​even​ ​take​ ​control​ ​of​ ​the​ ​objects
employing​ ​a​ ​dicepool​ ​of​ ​Metallo​ ​+​ ​Appropriate​ ​Skill​ ​and​ ​move​ ​them​ ​as​ ​she​ ​pleases.​ ​Unlike​ ​Tool
Whispering,​ ​inanimate​ ​objects​ ​without​ ​any​ ​ability​ ​to​ ​move​ ​under​ ​their​ ​own​ ​power​ ​are​ ​now​ ​able
to,​ ​having​ ​an​ ​effective​ ​speed​ ​equal​ ​to​ ​the​ ​Princess’s​ ​Dexterity​ ​+​ ​Metallo.​ ​All​ ​objects​ ​affected
must​ ​be​ ​in​ ​sensory​ ​range,​ ​and​ ​the​ ​Princess​ ​may​ ​only​ ​affect​ ​a​ ​maximum​ ​number​ ​of​ ​objects​ ​equal
to​ ​her​ ​Metallo.

While​ ​the​ ​Princess​ ​wears​ ​the​ ​mantle​ ​of​ ​Wands,​ ​she​ ​and​ ​her​ ​regalia​ ​becomes​ ​more​ ​detailed,​ ​each
line​ ​or​ ​scar​ ​of​ ​motif​ ​telling​ ​a​ ​story​ ​of​ ​what​ ​she’s​ ​done.​ ​Silver​ ​threads​ ​also​ ​spool​ ​from​ ​her​ ​hands
and​ ​connect​ ​to​ ​the​ ​objects​ ​she’s​ ​controlling,​ ​though​ ​nothing​ ​is​ ​able​ ​to​ ​cut​ ​through​ ​them.​ ​The
Princess​ ​also​ ​gains​ ​the​ ​Invocation​ ​Lock​ ​keyed​ ​to​ ​Metallo.
Chapter​ ​3:​ ​Kingdoms 
The​ ​Kingdoms
Calat,​ ​Gonel,​ ​and​ ​Crystal​ ​Heril​ ​-​ ​The​ ​three​ ​missing​ ​Kingdoms​ ​that​ ​have​ ​vanished​ ​completely​ ​in
the​ ​Fall,​ ​save​ ​perhaps​ ​Calat​ ​in​ ​the​ ​form​ ​of​ ​its​ ​capital​ ​Alhambra.​ ​Nowhere​ ​do​ ​they​ ​exist​ ​in​ ​the
Dreamlands​ ​nor​ ​do​ ​the​ ​Twilight​ ​Queens​ ​speak​ ​of​ ​them.​ ​Nobles​ ​have​ ​few​ ​memories,​ ​but​ ​even
they​ ​have​ ​twisted​ ​far​ ​by​ ​the​ ​Gales​ ​and​ ​do​ ​not​ ​recall​ ​what​ ​those​ ​Kingdoms​ ​were​ ​exactly​ ​like.
The​ ​notions​ ​of​ ​these​ ​Kingdoms​ ​follow​ ​the​ ​same​ ​format​ ​as​ ​the​ ​descriptions​ ​of​ ​the​ ​Radiant
Kingdoms​ ​in​ ​the​ ​Corebook​ ​of​ ​Princess:​ ​the​ ​Hopeful.​ ​This​ ​is​ ​intentionally​ ​written​ ​to​ ​be​ ​like​ ​they
were​ ​in​ ​the​ ​Dreamlands​ ​should​ ​they​ ​be​ ​desired​ ​to​ ​be​ ​included​ ​in​ ​a​ ​modern​ ​setting.​ ​It​ ​also​ ​gives
info​ ​on​ ​what​ ​the​ ​Kingdom’s​ ​styles​ ​were​ ​like​ ​without​ ​divulging​ ​into​ ​what​ ​the​ ​Pre-Fall​ ​world​ ​once
was.

The​ ​Shores​ ​of​ ​Calat,​ ​Domain​ ​of​ ​the​ ​Queen​ ​of​ ​Cups
Along​ ​the​ ​shorelines​ ​of​ ​continents​ ​and​ ​islands,​ ​one​ ​may​ ​run​ ​into​ ​the​ ​settlements​ ​of​ ​Calat,​ ​the
Kingdom​ ​of​ ​the​ ​Queen​ ​of​ ​Cups.​ ​Being​ ​the​ ​most​ ​vast​ ​of​ ​the​ ​Queen’s​ ​Kingdoms,​ ​Calat​ ​is​ ​based​ ​at
where​ ​warm​ ​sands,​ ​tropical​ ​weather​ ​and​ ​the​ ​endless​ ​blue​ ​of​ ​the​ ​sky​ ​and​ ​ocean​ ​are​ ​at.​ ​The​ ​waves
are​ ​always​ ​soft​ ​and​ ​welcoming​ ​and​ ​the​ ​sand​ ​comforts​ ​the​ ​feet​ ​of​ ​those​ ​who’ve​ ​travelled​ ​long.
This​ ​is​ ​helpful​ ​as​ ​most​ ​of​ ​the​ ​people​ ​of​ ​the​ ​kingdom​ ​know​ ​how​ ​to​ ​handle​ ​sea​ ​transportation​ ​and
handling.​ ​The​ ​cities,​ ​walls,​ ​and​ ​roads​ ​were​ ​made​ ​through​ ​either​ ​using​ ​the​ ​architecture​ ​practiced
by​ ​Calat​ ​or​ ​by​ ​using​ ​the​ ​way​ ​of​ ​another​ ​Kingdom,​ ​often​ ​forming​ ​a​ ​mixture​ ​of​ ​the​ ​kingdom’s
styles.

From​ ​here​ ​it​ ​can​ ​be​ ​said​ ​that​ ​Calat​ ​could​ ​simply​ ​be​ ​a​ ​mix-match​ ​of​ ​what​ ​the​ ​rest​ ​of​ ​the
Kingdoms​ ​have,​ ​and​ ​to​ ​an​ ​extent​ ​that​ ​is​ ​true.​ ​There​ ​are​ ​many​ ​citizens​ ​from​ ​other​ ​Kingdoms​ ​and
places​ ​who​ ​live​ ​within​ ​Calat,​ ​but​ ​there​ ​is​ ​no​ ​demands​ ​for​ ​them​ ​to​ ​change​ ​to​ ​exist​ ​in​ ​the​ ​society.
No,​ ​often​ ​people​ ​are​ ​able​ ​to​ ​put​ ​so​ ​many​ ​cultures​ ​together​ ​without​ ​any​ ​of​ ​them​ ​being​ ​subsumed
into​ ​a​ ​whole.​ ​That’s​ ​not​ ​to​ ​say​ ​that​ ​Calat​ ​doesn’t​ ​have​ ​its​ ​own​ ​style.​ ​The​ ​pagodas,​ ​open
courtyards​ ​and​ ​buildings​ ​are​ ​perhaps​ ​the​ ​hallmarks​ ​of​ ​Alhambra,​ ​Calatian​ ​capital​ ​and​ ​where​ ​the
Queen​ ​has​ ​put​ ​her​ ​most​ ​personal​ ​touches​ ​on.

Though​ ​not​ ​as​ ​good​ ​at​ ​manufacturing​ ​nor​ ​as​ ​good​ ​at​ ​merchandising,​ ​Calat​ ​makes​ ​up​ ​for​ ​it
through​ ​variety​ ​and​ ​has​ ​a​ ​healthy​ ​economy​ ​based​ ​on​ ​handling​ ​imports​ ​and​ ​exports​ ​as​ ​well​ ​as
transportation​ ​and​ ​food.​ ​ ​Few​ ​language​ ​barriers​ ​exist,​ ​but​ ​it​ ​also​ ​helps​ ​that​ ​the​ ​most​ ​of​ ​the
citizens​ ​can​ ​speak​ ​more​ ​than​ ​one​ ​language,​ ​and​ ​the​ ​most​ ​seasoned​ ​of​ ​sailors​ ​and​ ​merchants​ ​know
at​ ​least​ ​five​ ​languages​ ​and​ ​can​ ​flip​ ​between​ ​them​ ​on​ ​a​ ​moment’s​ ​notice.

Organizations​ ​and​ ​government​ ​between​ ​the​ ​towns​ ​and​ ​Alhambra​ ​tend​ ​to​ ​mold​ ​into​ ​a​ ​democratic
form,​ ​where​ ​the​ ​leaders​ ​are​ ​chosen​ ​from​ ​the​ ​people​ ​and​ ​by​ ​the​ ​people.​ ​And​ ​should​ ​the​ ​form​ ​of
government​ ​or​ ​leadership​ ​not​ ​work​ ​for​ ​the​ ​people,​ ​then​ ​they​ ​have​ ​the​ ​complete​ ​right​ ​to​ ​change
out​ ​the​ ​leaders​ ​with​ ​new​ ​ones.​ ​The​ ​Queen​ ​of​ ​course​ ​is​ ​fit​ ​for​ ​almost​ ​all​ ​stations​ ​in​ ​her​ ​city​ ​and
nowhere​ ​on​ ​any​ ​part​ ​of​ ​her​ ​Kingdom​ ​does​ ​she​ ​face​ ​fear​ ​of​ ​dethronement.

The​ ​Gonel​ ​Union,​ ​Domain​ ​of​ ​the​ ​Queen​ ​of​ ​Wands


Gonel​ ​is​ ​a​ ​land​ ​of​ ​dry​ ​plants,​ ​cracked​ ​earth​ ​and​ ​sparse​ ​wildlife.​ ​Of​ ​course,​ ​this​ ​is​ ​anywhere
within​ ​the​ ​kingdom​ ​that​ ​isn’t​ ​inhabited​ ​by​ ​settlements,​ ​as​ ​they​ ​are​ ​teeming​ ​with​ ​life,​ ​Crops​ ​and
good​ ​willed​ ​folk​ ​are​ ​what​ ​makes​ ​up​ ​the​ ​Queen​ ​of​ ​Wands’​ ​Kingdom.​ ​ ​The​ ​people​ ​have​ ​managed
to​ ​tame​ ​the​ ​harsh​ ​lands​ ​they​ ​call​ ​home​ ​as​ ​much​ ​as​ ​the​ ​lands​ ​have​ ​honed​ ​them​ ​to​ ​work.

Upon​ ​finding​ ​these​ ​settlements,​ ​the​ ​Princess​ ​can​ ​see​ ​that​ ​they’re​ ​tightly​ ​knit​ ​communities​ ​that
can​ ​make​ ​do​ ​with,​ ​or​ ​without​ ​one​ ​or​ ​more​ ​people​ ​in​ ​them.​ ​Newcomers​ ​or​ ​returning​ ​peoples​ ​are
welcomed​ ​warmly​ ​into​ ​the​ ​fold.​ ​They​ ​easily​ ​work​ ​best​ ​in​ ​teams,​ ​and​ ​they​ ​have​ ​had​ ​many
accomplishments​ ​under​ ​their​ ​belts.​ ​They’ve​ ​been​ ​able​ ​to​ ​move​ ​rivers​ ​off​ ​their​ ​course,​ ​grow
plants​ ​where​ ​none​ ​could​ ​thrive​ ​and​ ​herd​ ​livestock​ ​amongst​ ​it​ ​all.

The​ ​People​ ​of​ ​Gonel​ ​tend​ ​to​ ​work​ ​as​ ​a​ ​community​ ​when​ ​it​ ​comes​ ​to​ ​any​ ​arising​ ​problems​ ​and
major​ ​positions​ ​in​ ​assignments​ ​come​ ​to​ ​those​ ​who​ ​have​ ​the​ ​best​ ​skills​ ​in​ ​the​ ​department​ ​of​ ​work.
Gonel​ ​as​ ​such​ ​follows​ ​a​ ​meritocracy​ ​style​ ​of​ ​ruling​ ​with​ ​a​ ​community​ ​that​ ​can​ ​rely​ ​on​ ​each​ ​other
for​ ​support.

Gonel​ ​is​ ​finally​ ​an​ ​extroverted​ ​nation,​ ​if​ ​not​ ​due​ ​to​ ​imports​ ​when​ ​there’s​ ​the​ ​rare​ ​shortages,​ ​then
due​ ​to​ ​the​ ​factor​ ​that​ ​Gonel​ ​can​ ​provide​ ​some​ ​of​ ​the​ ​largest​ ​labor​ ​forces​ ​willing​ ​to​ ​work​ ​for​ ​their
keep.​ ​Also​ ​given​ ​the​ ​factor​ ​that​ ​underneath​ ​the​ ​Kingdom’s​ ​lands​ ​lie​ ​rich​ ​metal​ ​ore​ ​deposits,​ ​this
has​ ​also​ ​lead​ ​to​ ​a​ ​healthy​ ​relationship​ ​to​ ​the​ ​Dannan​ ​Archipelago​ ​in​ ​their​ ​use​ ​of​ ​raw​ ​materials.

The​ ​Ecclesia​ ​Crystal​ ​Heril,​ ​Domain​ ​of​ ​the​ ​Queen​ ​of​ ​Pentacles
The​ ​Kingdom​ ​of​ ​Crystal​ ​Heril​ ​is​ ​a​ ​mix​ ​of​ ​deciduous​ ​forests​ ​that​ ​holds​ ​the​ ​palace​ ​of​ ​spyglass​ ​and
crystal​ ​towers​ ​that​ ​is​ ​the​ ​Queen’s​ ​castle.​ ​The​ ​cities​ ​often​ ​pile​ ​atop​ ​of​ ​each​ ​other,​ ​steadily
reaching​ ​outward​ ​from​ ​the​ ​center.​ ​Beyond​ ​these​ ​cities​ ​lies​ ​the​ ​plains​ ​that​ ​constitutes​ ​the
farmlands.​ ​It’s​ ​a​ ​true​ ​fact​ ​that​ ​the​ ​Court​ ​of​ ​Pentacles​ ​makes​ ​wise​ ​use​ ​of​ ​their​ ​charms,​ ​and​ ​their
lands​ ​reflect​ ​this​ ​by​ ​being​ ​one​ ​of​ ​the​ ​Kingdoms​ ​least​ ​beset​ ​by​ ​any​ ​troubles​ ​from​ ​events,​ ​natural
or​ ​otherwise,​ ​and​ ​thus​ ​needing​ ​few​ ​emergency​ ​resources​ ​for​ ​living​ ​in​ ​their​ ​conditions.

There​ ​is​ ​an​ ​even​ ​mixture​ ​of​ ​farming​ ​villages​ ​and​ ​the​ ​minor​ ​aristocracies​ ​that​ ​make​ ​up​ ​the​ ​bigger
communities.​ ​Those​ ​in​ ​power​ ​are​ ​often​ ​chosen​ ​by​ ​the​ ​Queen​ ​of​ ​Pentacles​ ​or​ ​one​ ​of​ ​her​ ​highest
Priestesses​ ​and​ ​are​ ​graded​ ​not​ ​by​ ​their​ ​power​ ​or​ ​influence,​ ​but​ ​by​ ​what​ ​they​ ​can​ ​or​ ​will​ ​do​ ​with​ ​it
by​ ​judging​ ​on​ ​their​ ​character​ ​as​ ​well.​ ​People​ ​within​ ​the​ ​domain​ ​have​ ​a​ ​good​ ​discerning​ ​eye​ ​for
quality,​ ​and​ ​don’t​ ​often​ ​fret​ ​when​ ​it​ ​comes​ ​to​ ​minor​ ​problems​ ​that​ ​were​ ​simply​ ​unavoidable,
such​ ​as​ ​a​ ​storm​ ​that​ ​cuts​ ​off​ ​the​ ​power​ ​and​ ​the​ ​like.

Ultimately,​ ​despite​ ​the​ ​foremost​ ​duties​ ​of​ ​Pentacles​ ​Kingdom​ ​matching​ ​that​ ​of​ ​inquisitors,
judges​ ​and​ ​investigators,​ ​there​ ​is​ ​no​ ​paranoia​ ​of​ ​“Big​ ​Sister​ ​Pentacles”​ ​watching.​ ​The​ ​farthest
that​ ​anyone​ ​in​ ​the​ ​service​ ​of​ ​the​ ​Kingdom​ ​would​ ​look​ ​is​ ​only​ ​for​ ​the​ ​biggest​ ​events​ ​towards​ ​the
Kingdom​ ​as​ ​a​ ​whole.​ ​If​ ​a​ ​plague​ ​is​ ​killing​ ​off​ ​the​ ​crops​ ​for​ ​example,​ ​they​ ​will​ ​stockpile
beforehand​ ​or​ ​import​ ​if​ ​worst​ ​comes​ ​to​ ​worst.​ ​Invasion​ ​of​ ​privacy​ ​is​ ​only​ ​tolerated​ ​when​ ​it
comes​ ​to​ ​major​ ​disputes.

The​ ​Court​ ​of​ ​Pentacles​ ​is​ ​an​ ​oddity​ ​when​ ​it​ ​comes​ ​to​ ​its​ ​introversion.​ ​They​ ​are​ ​known​ ​to​ ​try​ ​to
grasp​ ​the​ ​uncertainty​ ​that​ ​is​ ​the​ ​Light,​ ​and​ ​debate​ ​on​ ​what​ ​is​ ​good​ ​or​ ​just.​ ​These​ ​nightly​ ​sessions
often​ ​attract​ ​a​ ​great​ ​audience​ ​from​ ​across​ ​the​ ​kingdoms​ ​when​ ​it​ ​comes​ ​to​ ​these​ ​discussions,​ ​and
sometimes​ ​they​ ​are​ ​part​ ​of​ ​a​ ​case​ ​the​ ​Kingdom​ ​has​ ​been​ ​dealing​ ​with.​ ​Sometimes​ ​these​ ​disputes
carry​ ​out​ ​amongst​ ​the​ ​kingdoms​ ​on​ ​the​ ​bands​ ​of​ ​knights,​ ​who​ ​are​ ​as​ ​much​ ​evangelists​ ​as​ ​they​ ​are
crusaders.​ ​They​ ​carry​ ​them​ ​to​ ​the​ ​ears​ ​of​ ​those​ ​unable​ ​to​ ​attend​ ​but​ ​desiring​ ​to​ ​be​ ​a​ ​part​ ​of.

The​ ​Foundation​ ​-​ ​Some​ ​More​ ​Examples


The​ ​Foundation​ ​looks​ ​different​ ​even​ ​to​ ​the​ ​Radiant​ ​Queens​ ​before​ ​Twilight.

To​ ​the​ ​Queen​ ​of​ ​Cups,​ ​the​ ​Foundation​ ​appears​ ​like​ ​the​ ​first​ ​winding​ ​road​ ​she​ ​took​ ​when​ ​she
began​ ​her​ ​trip​ ​to​ ​Enlightenment,​ ​each​ ​step​ ​of​ ​hers,​ ​and​ ​all​ ​those​ ​before​ ​her​ ​who​ ​attempted​ ​being
outlined​ ​in​ ​great​ ​detail.​ ​The​ ​Beyond​ ​appears​ ​as​ ​a​ ​storm​ ​upon​ ​the​ ​horizon​ ​of​ ​the​ ​road,​ ​although
the​ ​Queen​ ​has​ ​been​ ​said​ ​that​ ​there​ ​has​ ​been​ ​a​ ​gleaming​ ​light​ ​behind​ ​the​ ​storm.

The​ ​Queen​ ​of​ ​Wands​ ​sees​ ​the​ ​Foundation​ ​as​ ​the​ ​lands​ ​her​ ​Kingdom​ ​was​ ​before​ ​she​ ​settled​ ​upon
it,​ ​badlands​ ​with​ ​dried​ ​up​ ​grasses​ ​and​ ​few​ ​living​ ​things​ ​under​ ​the​ ​sun.​ ​The​ ​Beyond​ ​appears​ ​as​ ​a
great​ ​crevice​ ​at​ ​the​ ​edge​ ​of​ ​the​ ​Foundation,​ ​where​ ​it​ ​leads​ ​quite​ ​easily​ ​into​ ​pitch​ ​blackness.​ ​The
sight​ ​unnerves​ ​the​ ​Queen,​ ​if​ ​nothing​ ​else.

The​ ​Queen​ ​of​ ​Pentacles​ ​views​ ​the​ ​Foundation​ ​as​ ​a​ ​crystal​ ​spire​ ​jutting​ ​up​ ​into​ ​the​ ​night​ ​sky,
where​ ​it’s​ ​decorated​ ​by​ ​constellations​ ​upon​ ​constellations​ ​of​ ​stars.​ ​The​ ​Beyond​ ​appears​ ​as​ ​the
full​ ​moon​ ​in​ ​the​ ​sky,​ ​shining​ ​eternally​ ​without​ ​the​ ​radiance​ ​of​ ​a​ ​Sun​ ​to​ ​draw​ ​upon.
Chapter​ ​4:​ ​The​ ​Road​ ​to​ ​Twilight​ ​and​ ​Dawn 

“I​ ​can’t​ ​go​ ​back​ ​to​ ​yesterday​ ​-​ ​because​ ​I​ ​was​ ​a​ ​different​ ​person​ ​then.”
Alice

Even​ ​though​ ​the​ ​Queens​ ​have​ ​certainly​ ​changed,​ ​one​ ​thing​ ​remains​ ​certain​ ​about​ ​the​ ​Light.​ ​Even
if​ ​something​ ​is​ ​touched​ ​by​ ​Darkness​ ​and​ ​corrupted,​ ​if​ ​it​ ​is​ ​cared​ ​for,​ ​then​ ​it​ ​can​ ​be​ ​redeemed
back​ ​to​ ​what​ ​it​ ​once​ ​was.​ ​It​ ​is​ ​very​ ​possible​ ​for​ ​a​ ​Princess​ ​to​ ​take​ ​these​ ​Philosophies​ ​into​ ​herself
and​ ​recreate​ ​the​ ​courts​ ​of​ ​old​ ​from​ ​them,​ ​although​ ​the​ ​Queen​ ​of​ ​Tears​ ​would​ ​understandably​ ​be
pissed​​ ​at​ ​the​ ​notion​ ​of​ ​someone​ ​taking​ ​the​ ​Mantle​ ​of​ ​Cups,​ ​her​ ​rightful​ ​mantle,​ ​away​ ​from​ ​her.

Although​ ​despite​ ​all​ ​of​ ​this​ ​information​ ​on​ ​the​ ​Twilight​ ​Courts’​ ​Precursors,​ ​it​ ​still​ ​doesn’t
explain​ ​one​ ​crucial​ ​detail​ ​amongst​ ​all​ ​of​ ​them​ ​that​ ​any​ ​Princess​ ​in​ ​the​ ​know​ ​would​ ​desire​ ​the
answer​ ​to.​ ​Perhaps​ ​the​ ​one​ ​detail​ ​that​ ​perverts​ ​the​ ​Light​ ​and​ ​fractures​ ​it​ ​with​ ​Darkness.​ ​“How​ ​did
these​ ​courts​ ​turn​ ​into​ ​what​ ​they​ ​are​ ​today?”

Indeed.​ ​How​ ​does​ ​a​ ​Radiant​ ​Court​ ​turn​ ​to​ ​Twilight?​ ​And​ ​inversely,​ ​can​ ​a​ ​Twilight​ ​Court​ ​be
turned​ ​back​ ​to​ ​Radiant?​ ​Like​ ​so​ ​many​ ​disputes​ ​amongst​ ​the​ ​Hopeful,​ ​there’s​ ​many​ ​theories​ ​and
ideas,​ ​but​ ​not​ ​one​ ​definite​ ​answer​ ​as​ ​of​ ​yet.

Invocation
One​ ​thing​ ​for​ ​certain​ ​is​ ​that​ ​in​ ​all​ ​respects,​ ​a​ ​Twilight​ ​Court​ ​seems​ ​to​ ​be​ ​created​ ​and​ ​function
almost​ ​exactly​ ​the​ ​same​ ​as​ ​a​ ​Radiant​ ​Court​ ​does.​ ​No​ ​matter​ ​whether​ ​it​ ​follows​ ​the​ ​vague
processes​ ​that​ ​follows​ ​Queens​ ​within​ ​the​ ​Vocation​ ​Version,​ ​or​ ​the​ ​outline​ ​that​ ​the​ ​Dream​ ​version
provides.​ ​One​ ​thing​ ​though​ ​that​ ​is​ ​definite​ ​within​ ​both​ ​versions​ ​is​ ​that​ ​an​ ​Invocation​ ​is
influenced​ ​by​ ​its​ ​Queen’s​ ​beliefs.​ ​And​ ​of​ ​course,​ ​the​ ​more​ ​one​ ​lives,​ ​the​ ​greater​ ​possibility​ ​there
is​ ​for​ ​the​ ​beliefs​ ​of​ ​a​ ​Queen​ ​to​ ​shift.​ ​If​ ​an​ ​Invocation​ ​changes,​ ​then​ ​it​ ​could​ ​mean​ ​that​ ​it​ ​was
influenced​ ​by​ ​a​ ​change​ ​in​ ​behavior​ ​by​ ​the​ ​Queen​ ​herself.

Invocation​ ​Drawback
Perhaps​ ​a​ ​peculiar​ ​sentiment​ ​of​ ​the​ ​Twilight​ ​Courts​ ​is​ ​that​ ​their​ ​powers​ ​demand​ ​something​ ​extra
to​ ​be​ ​paid​ ​in​ ​accordance​ ​of​ ​their​ ​powers.​ ​Something​ ​that​ ​hurts​ ​the​ ​user.​ ​These​ ​take​ ​the​ ​form​ ​of
the​ ​Twilight​ ​Invocations​ ​Drawbacks.​ ​Respectively,​ ​Lacrima​ ​holds​ ​Belief​ ​Compromises​ ​or
Sensitivity​ ​rolls,​ ​Tempesta​ ​holds​ ​Resistant​ ​Damage,​ ​and​ ​Specchio​ ​calls​ ​madness.​ ​The​ ​peculiarity
of​ ​these​ ​is​ ​that​ ​none​ ​of​ ​the​ ​Radiant​ ​Invocations​ ​hold​ ​these​ ​drawbacks,​ ​they​ ​are​ ​Twilight
Invocation​ ​only.​ ​How​ ​exactly​ ​is​ ​such​ ​a​ ​thing​ ​possible?
Fall​ ​and​ ​Redemption
If​ ​you​ ​can​ ​be​ ​tormented​ ​by​ ​the​ ​Darkness,​ ​then​ ​you​ ​can​ ​fall.​ ​But​ ​if​ ​someone​ ​else​ ​cares​ ​for​ ​you,
then​ ​you​ ​can​ ​be​ ​redeemed.​ ​This​ ​is​ ​a​ ​simple​ ​part​ ​of​ ​the​ ​cycle​ ​of​ ​Light​ ​and​ ​Darkness.​ ​Does​ ​the
same​ ​go​ ​for​ ​a​ ​Twilight​ ​Court?​ ​It​ ​sure​ ​can,​ ​but​ ​it​ ​depends​ ​on​ ​how​ ​it​ ​fell​ ​in​ ​the​ ​first​ ​place​ ​to​ ​see
how​ ​it​ ​redeems.

You​ ​Cannot​ ​Spell​ ​“Twilight”​ ​Without​ ​“Light”


In​ ​truth,​ ​these​ ​three​ ​theories​ ​are​ ​simply​ ​that​ ​amongst​ ​the​ ​Radiant​ ​-​ ​theories.​ ​What​ ​is​ ​known​ ​is
that​ ​the​ ​Queen​ ​of​ ​Tears​ ​and​ ​the​ ​Queen​ ​of​ ​Mirrors​ ​have​ ​shown​ ​interest​ ​in​ ​recreating​ ​the
Kingdom,​ ​and​ ​the​ ​Queen​ ​of​ ​Storms​ ​directs​ ​her​ ​attentions​ ​against​ ​the​ ​Darkness​ ​and​ ​cleansing​ ​it
from​ ​everything.​ ​Even​ ​if​ ​the​ ​Queens’​ ​methods​ ​are​ ​divided​ ​from​ ​the​ ​Light,​ ​they​ ​still​ ​follow​ ​its
ways,​ ​never​ ​falling​ ​completely​ ​to​ ​the​ ​Darkness.​ ​As​ ​such,​ ​if​ ​your​ ​game​ ​focuses​ ​on​ ​the​ ​redemption
of​ ​a​ ​Twilight​ ​Queen,​ ​these​ ​theories​ ​are​ ​simply​ ​just​ ​that​ ​-​ ​theories.​ ​Which​ ​one​ ​is​ ​true​ ​is​ ​up​ ​to​ ​the
ST​ ​to​ ​devise.

Belief​ ​Theory
Perhaps​ ​in​ ​another​ ​fitting​ ​fashion,​ ​the​ ​Invocation​ ​can​ ​also​ ​hold​ ​on​ ​to​ ​some​ ​aspects​ ​it​ ​once​ ​had​ ​if
it​ ​has​ ​changed.​ ​One​ ​known​ ​fact​ ​among​ ​princesses​ ​is​ ​that​ ​an​ ​invocation​ ​exists​ ​because​ ​of​ ​a
Queen,​ ​not​ ​the​ ​other​ ​way​ ​around.​ ​If​ ​it​ ​changes,​ ​then​ ​the​ ​Queen​ ​the​ ​invocation​ ​belongs​ ​to​ ​changes
too,​ ​right?​ ​If​ ​a​ ​Princess​ ​today​ ​had​ ​picked​ ​up​ ​the​ ​philosophies​ ​of​ ​Cups,​ ​lived​ ​by​ ​them​ ​and
cultivated​ ​a​ ​new​ ​Kingdom​ ​and​ ​she​ ​became​ ​the​ ​new​ ​Queen​ ​of​ ​Cups,​ ​the​ ​Fulmine​ ​Invocation
presented​ ​in​ ​this​ ​book​ ​wouldn’t​ ​be​ ​exactly​ ​the​ ​same​ ​as​ ​the​ ​Fulmine​ ​the​ ​Princess-now-Queen​ ​has
made​ ​since​ ​it​ ​bears​ ​her​ ​personal​ ​touch​ ​and​ ​not​ ​the​ ​Queen​ ​of​ ​Tears’.

This​ ​is​ ​perhaps​ ​the​ ​most​ ​understandable​ ​theory,​ ​as​ ​the​ ​Twilight​ ​Invocations​ ​do​ ​have​ ​some​ ​piece
of​ ​their​ ​Precursors​ ​in​ ​them​ ​as​ ​explained​ ​in​ ​Chapter​ ​One.​ ​Vuoto’s​ ​free​ ​manipulation​ ​of​ ​Time​ ​and
Space​ ​would​ ​explain​ ​how​ ​Specchio​ ​bears​ ​control​ ​of​ ​the​ ​same,​ ​but​ ​not​ ​in​ ​the​ ​exact​ ​same​ ​fashion
as​ ​it​ ​once​ ​held.​ ​Through​ ​this​ ​example,​ ​it​ ​also​ ​holds​ ​that​ ​something​ ​of​ ​the​ ​old​ ​remained​ ​with​ ​the
new​ ​as​ ​well,​ ​and​ ​therefore​ ​falling​ ​to​ ​Twilight​ ​is​ ​plausible​ ​by​ ​the​ ​unnatural​ ​circumstance​ ​that​ ​was
the​ ​Fall.

For​ ​example,​ ​the​ ​Queen​ ​of​ ​Cups​ ​was​ ​about​ ​Self-Discovery​ ​and​ ​Enlightenment.​ ​When​ ​the​ ​Fall
occurred,​ ​it’s​ ​plausible​ ​that​ ​in​ ​order​ ​to​ ​survive,​ ​she​ ​desired​ ​to​ ​become​ ​the​ ​person​ ​who​ ​could
withstand​ ​the​ ​compromises​ ​required​ ​to​ ​keep​ ​the​ ​last​ ​remnant​ ​of​ ​the​ ​Kingdom​ ​alive.​ ​Only​ ​now
though​ ​through​ ​her​ ​twisted​ ​enlightenment​ ​she​ ​now​ ​cannot​ ​break​ ​free​ ​and​ ​her​ ​eyes,​ ​which​ ​could
once​ ​see​ ​the​ ​light​ ​ahead,​ ​are​ ​now​ ​clouded​ ​by​ ​endless​ ​tears.

As​ ​for​ ​the​ ​Invocations’​ ​Drawbacks,​ ​they’re​ ​explained​ ​away​ ​as​ ​the​ ​Princesses’​ ​beliefs​ ​being
magic.​ ​In​ ​turn,​ ​the​ ​Twilight​ ​Queen’s​ ​beliefs,​ ​which​ ​are​ ​twisted​ ​in​ ​their​ ​showing​ ​of​ ​the​ ​light,​ ​have
taken​ ​the​ ​shape​ ​of​ ​these​ ​drawbacks​ ​to​ ​compensate​ ​their​ ​shift​ ​in​ ​power​ ​and​ ​philosophy.​ ​The
Queen​ ​of​ ​Cups,​ ​again​ ​in​ ​example,​ ​has​ ​wanted​ ​to​ ​become​ ​a​ ​person​ ​able​ ​to​ ​take​ ​compromises​ ​and
be​ ​able​ ​to​ ​deal​ ​with​ ​them.​ ​The​ ​shifting​ ​of​ ​Fulmine​ ​into​ ​Lacrima​ ​has​ ​produced​ ​it​ ​to​ ​demand​ ​Belief
Compromises​ ​or​ ​bearing​ ​more​ ​Sensitivity​ ​in​ ​turn,​ ​requiring​ ​those​ ​who​ ​would​ ​wield​ ​Lacrima​ ​to
be​ ​able​ ​to​ ​take​ ​the​ ​same​ ​compromises​ ​the​ ​Queen-Who-Was-Cups​ ​had.

To​ ​rise​ ​back​ ​to​ ​what​ ​they​ ​once​ ​were,​ ​as​ ​Radiant​ ​Courts,​ ​it​ ​would​ ​require​ ​the​ ​Queen​ ​to​ ​be​ ​able​ ​to
shift​ ​her​ ​Beliefs​ ​back​ ​to​ ​what​ ​they​ ​once​ ​were,​ ​perhaps​ ​fixing​ ​the​ ​damage​ ​they​ ​have​ ​once​ ​done.
This​ ​is​ ​where​ ​the​ ​theory’s​ ​fault​ ​comes​ ​in,​ ​as​ ​each​ ​queen​ ​is​ ​directly​ ​different.​ ​The​ ​Queen​ ​of​ ​Tears
is​ ​most​ ​definitely​ ​at​ ​Belief​ ​1,​ ​and​ ​an​ ​attempt​ ​at​ ​changing​ ​beliefs​ ​would​ ​only​ ​cause​ ​a​ ​Compromise
on​ ​her​ ​own​ ​part.​ ​The​ ​same​ ​goes​ ​to​ ​Storms,​ ​except​ ​that​ ​whatever​ ​her​ ​circumstances​ ​for​ ​falling
had​ ​tied​ ​into​ ​her​ ​power​ ​surge​ ​upon​ ​the​ ​Fall.​ ​In​ ​these​ ​two​ ​cases,​ ​the​ ​best​ ​way​ ​to​ ​reassume​ ​their
duties​ ​as​ ​Radiant​ ​would​ ​probably​ ​require​ ​Reincarnation​ ​first​ ​to​ ​build​ ​a​ ​clean​ ​slate​ ​upon,​ ​both
belief-wise​ ​and​ ​Kingdom-wise.​ ​Afterall,​ ​they​ ​do​ ​recall​ ​their​ ​times​ ​as​ ​Queens​ ​during​ ​the
Kingdoms​ ​without​ ​the​ ​trouble​ ​of​ ​Galewarped​ ​memories,​ ​so​ ​they​ ​can​ ​recall​ ​how​ ​to​ ​do​ ​it​ ​much
better​ ​than​ ​any​ ​other.​ ​The​ ​only​ ​problem​ ​is​ ​persuading​ ​them​ ​to​ ​let​ ​go.​ ​As​ ​she​ ​is,​ ​the​ ​Queen​ ​of
Tears​ ​would​ ​not​ ​leave​ ​Alhambra​ ​unattended​ ​and​ ​especially​ ​Queenless,​ ​and​ ​Storms​ ​must
eliminate​ ​the​ ​darkness​ ​before​ ​she​ ​can​ ​rest.

Perhaps​ ​the​ ​Queen​ ​of​ ​Mirrors​ ​is​ ​a​ ​bit​ ​more​ ​fortunate.​ ​Her​ ​ambiguity​ ​to​ ​whether​ ​she’s​ ​Radiant​ ​or
Twilight,​ ​the​ ​factor​ ​that​ ​she​ ​could​ ​be​ ​a​ ​living​ ​Queen​ ​and​ ​that​ ​her​ ​invocation​ ​has​ ​relatively​ ​a​ ​few
changes​ ​from​ ​her​ ​time​ ​as​ ​Pentacles​ ​(in​ ​both​ ​element​ ​and​ ​Belief)​ ​means​ ​that​ ​she​ ​could​ ​potentially
return​ ​to​ ​being​ ​Radiant.​ ​Now​ ​if​ ​only​ ​someone​ ​could​ ​actually​ ​find​ ​out​ ​where​ ​she’s​ ​at​ ​and​ ​go​ ​to
her….

The​ ​Grieving​ ​Process​ ​Theory


Perhaps​ ​less​ ​common​ ​as​ ​a​ ​theory​ ​is​ ​the​ ​Grieving​ ​Process​ ​theory.​ ​It​ ​is​ ​true​ ​that​ ​the​ ​Fall​ ​has
changed​ ​the​ ​Queens​ ​and​ ​that​ ​the​ ​Invocations​ ​are​ ​a​ ​product​ ​of​ ​them.​ ​However,​ ​it​ ​claims​ ​that​ ​the
change​ ​didn’t​ ​happen​ ​because​ ​the​ ​Queens​ ​themselves​ ​had​ ​changed.​ ​No,​ ​it’s​ ​believed​ ​that​ ​the​ ​Fall
killing​ ​off​ ​the​ ​Kingdoms​ ​afflicted​ ​them​ ​with​ ​being​ ​unable​ ​to​ ​move​ ​past​ ​its​ ​death.​ ​This​ ​is​ ​most
obvious​ ​with​ ​Tears,​ ​however​ ​the​ ​Queen​ ​of​ ​Mirrors​ ​looks​ ​for​ ​those​ ​who​ ​would​ ​bring​ ​it​ ​back
while​ ​proclaiming​ ​her​ ​standards​ ​of​ ​the​ ​True​ ​Heir​ ​and​ ​the​ ​Queen​ ​of​ ​Storms​ ​has​ ​raged​ ​for
millennia​ ​past​ ​the​ ​Fall’s​ ​end,​ ​screaming​ ​for​ ​vengeance​ ​against​ ​the​ ​Darkness​ ​all​ ​the​ ​while.

For​ ​those​ ​who​ ​ascribe​ ​to​ ​this​ ​theory,​ ​the​ ​Queens​ ​are​ ​simply​ ​stuck​ ​at​ ​different​ ​standpoints​ ​of​ ​the
grieving​ ​process,​ ​making​ ​the​ ​problem​ ​purely​ ​psychological​ ​and​ ​thus​ ​able​ ​to​ ​deal​ ​with.​ ​The
Queen​ ​of​ ​Tears​ ​seems​ ​to​ ​be​ ​stuck​ ​within​ ​Depression,​ ​unable​ ​to​ ​create​ ​a​ ​future​ ​past​ ​her​ ​glorious
Kingdom​ ​and​ ​seeing​ ​others​ ​suffering​ ​as​ ​less​ ​than​ ​her​ ​own.​ ​The​ ​Queen​ ​of​ ​Storms​ ​is​ ​stuck​ ​within
Anger,​ ​raging​ ​past​ ​the​ ​end​ ​of​ ​the​ ​world​ ​and​ ​into​ ​the​ ​new​ ​one,​ ​striking​ ​against​ ​everything​ ​that​ ​is
amongst​ ​her​ ​enemies​ ​that​ ​took​ ​everything​ ​away​ ​before.​ ​The​ ​Queen​ ​of​ ​Mirrors​ ​could​ ​be​ ​seen​ ​as
some​ ​odd​ ​mix​ ​of​ ​Bargaining​ ​and​ ​Denial.​ ​She​ ​calls​ ​out​ ​to​ ​others​ ​to​ ​reign​ ​as​ ​the​ ​True​ ​Heir,​ ​when
by​ ​all​ ​means​ ​she​ ​could​ ​do​ ​so​ ​herself​ ​and​ ​yet​ ​she​ ​never​ ​does.

Their​ ​grief​ ​then​ ​could​ ​strike​ ​out​ ​as​ ​their​ ​Invocations​ ​Drawbacks.​ ​Tear’s​ ​Depression​ ​drowns​ ​those
who​ ​would​ ​use​ ​her​ ​invocation​ ​in​ ​sorrow​ ​and​ ​misery​ ​(regardless​ ​of​ ​the​ ​Corebook​ ​being​ ​used​ ​with
the​ ​Compromises/Sensitivity​ ​divide).​ ​Storm’s​ ​Anger​ ​rages​ ​against​ ​everything:​ ​friend,​ ​foe,​ ​ally,
enemy,​ ​the​ ​world,​ ​the​ ​Darkness​ ​and​ ​even​ ​the​ ​Light.​ ​Mirror’s​ ​Denial​ ​coalesces​ ​into​ ​Madness,
denying​ ​loss​ ​of​ ​Belief​ ​with​ ​Madness​ ​and​ ​the​ ​True​ ​Heirs​ ​failures.

Therefore,​ ​the​ ​problem​ ​here​ ​is​ ​simply​ ​psychological​ ​and​ ​could​ ​be​ ​solved​ ​as​ ​such.​ ​Queens,
despite​ ​being​ ​demigods​ ​and​ ​rulers​ ​of​ ​nations,​ ​are​ ​still​ ​human​ ​in​ ​the​ ​end,​ ​and​ ​as​ ​such​ ​need​ ​the
same​ ​comforts​ ​and​ ​needs​ ​for​ ​respite​ ​as​ ​people​ ​do.​ ​Helping​ ​the​ ​Queen​ ​of​ ​Tears​ ​move​ ​past​ ​her
Depression,​ ​getting​ ​the​ ​Queen​ ​of​ ​Storms​ ​to​ ​take​ ​a​ ​breather,​ ​making​ ​the​ ​Queen​ ​of​ ​Mirrors​ ​look
upon​ ​what​ ​she’s​ ​doing​ ​and​ ​acknowledge​ ​that​ ​she’s​ ​not​ ​helping​ ​anything​ ​could​ ​potentially​ ​help
them​ ​move​ ​back​ ​to​ ​Radiance.

The​ ​Darkness/Dark​ ​Avatar​ ​Theory


While​ ​nothing​ ​more​ ​than​ ​conjecture,​ ​this​ ​theory​ ​is​ ​perhaps​ ​the​ ​most​ ​unpopular​ ​theory​ ​present
and​ ​is​ ​mostly​ ​kept​ ​in​ ​the​ ​privacy​ ​of​ ​Radiant​ ​individuals.​ ​The​ ​reason​ ​for​ ​its​ ​unpopularity​ ​isn’t
because​ ​of​ ​its​ ​possible​ ​relevance,​ ​but​ ​more​ ​due​ ​to​ ​that​ ​any​ ​belief​ ​in​ ​it​ ​would​ ​undoubtedly​ ​sever
connections​ ​with,​ ​or​ ​even​ ​outright​ ​create​ ​loads​ ​of​ ​hostility​ ​between​ ​the​ ​Radiant​ ​and​ ​Twilight.

Even​ ​those​ ​who​ ​haven’t​ ​laid​ ​eyes​ ​upon​ ​Alhambra’s​ ​archives,​ ​or​ ​even​ ​Alhambra​ ​itself,​ ​do​ ​know
of​ ​the​ ​Memorial​ ​in​ ​the​ ​Queen’s​ ​Palace​ ​that​ ​speaks​ ​of​ ​the​ ​Fall​ ​in​ ​minor​ ​detail.

“In​ ​the​ ​nal​ ​days​ ​of​ ​the​ ​Kingdom,​ ​the​ ​minor​ ​courts​ ​turned​ ​from​ ​the​ ​Light​ ​to​ ​contend​ ​with​ ​one
another,​ ​and​ ​to​ ​resist​ ​the​ ​efforts​ ​of​ ​Her​ ​Majesty​ ​the​ ​Ever-Flowing​ ​to​ ​impose​ ​order​ ​and​ ​peace
upon​ ​them.​ ​None​ ​now​ ​can​ ​say​ ​who​ ​was​ ​the​ ​rst​ ​to​ ​use​ ​monsters​ ​of​ ​the​ ​Darkness​ ​as​ ​weapons​ ​in
these​ ​battles;​ ​but​ ​those​ ​who​ ​did​ ​were​ ​inevitably​ ​betrayed,​ ​as​ ​are​ ​all​ ​who​ ​think​ ​to​ ​master
Darkness.

Their​ ​lands​ ​became​ ​the​ ​monsters’​ ​bastions,​ ​their​ ​peoples​ ​(if​ ​they​ ​were​ ​fortunate)​ ​were​ ​killed​ ​or
(if​ ​less​ ​blessed)​ ​changed​ ​into​ ​abominations​ ​and​ ​sent​ ​to​ ​conquer​ ​other​ ​courts​ ​in​ ​turn.​ ​Some​ ​few
Queens,​ ​realizing​ ​the​ ​world’s​ ​peril​ ​at​ ​last,​ ​came​ ​at​ ​the​ ​invitation​ ​of​ ​Her​ ​Majesty​ ​the
Ever-Flowing,​ ​with​ ​their​ ​subjects​ ​and​ ​armies​ ​to​ ​this,​ ​the​ ​eternal​ ​city​ ​Alhambra.

Here​ ​they​ ​prepared​ ​to​ ​carry​ ​war​ ​into​ ​the​ ​lands​ ​taken​ ​by​ ​Darkness,​ ​under​ ​the​ ​command​ ​of​ ​the
Seraphic​ ​General,​ ​the​ ​rst​ ​of​ ​all​ ​Queens​ ​after​ ​Her​ ​Majesty​ ​the​ ​Ever-Flowing.​ ​From​ ​the​ ​gates​ ​of
the​ ​eternal​ ​city​ ​the​ ​armies​ ​set​ ​forth,​ ​and​ ​within​ ​a​ ​day’s​ ​march​ ​the​ ​swollen​ ​horde​ ​of​ ​abominations
fell​ ​upon​ ​them​ ​and​ ​broke​ ​them.​ ​Her​ ​Majesty​ ​the​ ​Ever-Flowing,​ ​with​ ​her​ ​loyal​ ​knight
commanders,​ ​looked​ ​out​ ​from​ ​this​ ​place​ ​and​ ​saw​ ​the​ ​Seraphic​ ​General​ ​rise​ ​from​ ​the​ ​eld​ ​of
battle,​ ​transmuted​ ​into​ ​a​ ​living​ ​storm;​ ​they​ ​knew​ ​in​ ​that​ ​moment​ ​that​ ​all​ ​the​ ​world​ ​save
Alhambra​ ​was​ ​lost​ ​forever.​ ​In​ ​this​ ​place​ ​Her​ ​Majesty​ ​the​ ​Ever-Flowing​ ​and​ ​her​ ​knight
commanders​ ​performed​ ​the​ ​Grand​ ​Sacrice​ ​of​ ​Inversion,​ ​enveloping​ ​the​ ​eternal​ ​city​ ​within​ ​a
perpetual​ ​ward​ ​and​ ​shield,​ ​so​ ​that​ ​the​ ​last​ ​refuge​ ​of​ ​the​ ​Light​ ​would​ ​be​ ​preserved​ ​undimmed.

The​ ​wisdom​ ​of​ ​Her​ ​Majesty​ ​the​ ​Ever-Flowing​ ​shall​ ​illuminate​ ​the​ ​cosmos​ ​forever.”​ ​(From​ ​both
Princess​ ​the​ ​Hopeful​ ​Corebooks)

Although​ ​Tears​ ​tends​ ​to​ ​tell​ ​things​ ​in​ ​her​ ​point​ ​of​ ​view​ ​(and​ ​thus​ ​it’s​ ​at​ ​least​ ​a​ ​little​ ​bit
unreliable),​ ​some​ ​do​ ​contend​ ​that​ ​there’s​ ​still​ ​a​ ​glimmer​ ​of​ ​truth​ ​in​ ​the​ ​morsels​ ​leftover​ ​from​ ​the
Fall.​ ​From​ ​this​ ​text​ ​it​ ​would​ ​seem​ ​that​ ​in​ ​the​ ​days​ ​of​ ​the​ ​Fall,​ ​many​ ​Kings​ ​and​ ​Queens​ ​were
tempted​ ​by​ ​the​ ​Darkness​ ​and​ ​consequently​ ​used​ ​it​ ​or​ ​even​ ​controlled​ ​it,​ ​if​ ​to​ ​only​ ​ultimately
become​ ​corrupted​ ​by​ ​it.​ ​One​ ​thing​ ​though​ ​is​ ​still​ ​to​ ​note,​ ​that​ ​out​ ​of​ ​the​ ​many​ ​Kings​ ​and​ ​Queens
who​ ​might’ve​ ​once​ ​existed,​ ​they​ ​do​ ​not​ ​now.​ ​Even​ ​the​ ​ones​ ​that​ ​were​ ​supposedly​ ​welcomed​ ​to
Alhambra.

The​ ​belief​ ​behind​ ​this​ ​theory​ ​is​ ​that​ ​the​ ​Twilight​ ​Queens​ ​had​ ​struck​ ​some​ ​sort​ ​of​ ​Pact​ ​with​ ​the
Darkness​ ​itself​ ​somehow.​ ​Based​ ​on​ ​how​ ​normal​ ​mortals​ ​pact​ ​with​ ​the​ ​Darkness,​ ​for​ ​a​ ​Queen​ ​to
do​ ​so​ ​is​ ​perhaps​ ​so​ ​great​ ​a​ ​deal​ ​that​ ​something​ ​great​ ​had​ ​to​ ​be​ ​offered​ ​in​ ​return​ ​to​ ​the​ ​Darkness.
The​ ​most​ ​common​ ​story​ ​is​ ​that​ ​in​ ​exchange​ ​for​ ​Alhambra’s​ ​protection​ ​from​ ​the​ ​Darkness,​ ​the
Queen​ ​of​ ​Tears​ ​would​ ​offer​ ​the​ ​world’s​ ​hope,​ ​and​ ​the​ ​lives​ ​of​ ​the​ ​Kings​ ​and​ ​Queens​ ​who​ ​had
once​ ​come​ ​for​ ​her​ ​aid.​ ​For​ ​the​ ​Queen​ ​of​ ​Storms,​ ​if​ ​it​ ​is​ ​believed​ ​that​ ​when​ ​she​ ​was​ ​surrounded
by​ ​Darkness​ ​as​ ​the​ ​story​ ​goes,​ ​she​ ​made​ ​her​ ​deal​ ​in​ ​the​ ​midst​ ​of​ ​it​ ​to​ ​perhaps​ ​be​ ​able​ ​to​ ​rage
forever​ ​without​ ​losing​ ​herself​ ​to​ ​the​ ​darkness.​ ​The​ ​Queen​ ​of​ ​Mirrors​ ​is​ ​unknown​ ​as​ ​all​ ​things​ ​go.
Maybe​ ​she​ ​bargained​ ​for​ ​safety,​ ​and​ ​the​ ​catch​ ​was​ ​that​ ​all​ ​those​ ​who​ ​she​ ​would​ ​seek​ ​out​ ​to
succeed​ ​for​ ​her​ ​would​ ​eventually​ ​fail.

Quite​ ​honestly,​ ​this​ ​theory​ ​is​ ​known​ ​as​ ​both​ ​“The​ ​Darkness​ ​Theory”​ ​and​ ​“The​ ​Dark​ ​Avatar
Theory”,​ ​as​ ​the​ ​Darkness​ ​could​ ​carry​ ​out​ ​on​ ​it’s​ ​own.​ ​However,​ ​Alhambra’s​ ​records​ ​speak​ ​of
three​ ​other​ ​beings,​ ​masterminds​ ​behind​ ​the​ ​Fall​ ​and​ ​the​ ​Trap​ ​that​ ​were​ ​gods​ ​amongst​ ​the
Darkness.​ ​The​ ​Black​ ​Queen​ ​of​ ​Despair,​ ​the​ ​Red​ ​Queen​ ​of​ ​Violence,​ ​and​ ​the​ ​White​ ​Queen​ ​of​ ​Self
Loathing.​ ​The​ ​existence​ ​of​ ​the​ ​Dark​ ​Avatars​ ​are​ ​simply​ ​too​ ​suspicious​ ​to​ ​be​ ​avoided​ ​when​ ​it
comes​ ​to​ ​the​ ​three​ ​Twilight​ ​Queens​ ​and​ ​that​ ​their​ ​invocations​ ​do​ ​bear​ ​the​ ​flaw​ ​presented​ ​by​ ​the
Dark​ ​Avatar.​ ​Indeed,​ ​if​ ​the​ ​Avatars​ ​did​ ​ever​ ​exist,​ ​there​ ​isn’t​ ​any​ ​information​ ​that​ ​they​ ​exist
today.
Through​ ​this,​ ​it’s​ ​believed​ ​that​ ​the​ ​Invocation​ ​Drawbacks​ ​are​ ​caused​ ​from​ ​a​ ​clause​ ​in​ ​the​ ​pact
made,​ ​or​ ​perhaps​ ​an​ ​additional​ ​term​ ​in​ ​exchange​ ​for​ ​what​ ​the​ ​Queens​ ​bargained​ ​for.​ ​Lacrima
does​ ​spread​ ​about​ ​Despair​ ​and​ ​forces​ ​it​ ​upon​ ​its​ ​users.​ ​Tempesta​ ​creates​ ​violence​ ​upon
everything.​ ​And​ ​Specchio​ ​demands​ ​perfection​ ​and​ ​chides​ ​flaws.

As​ ​for​ ​changing​ ​the​ ​Queens​ ​back​ ​to​ ​Radiant,​ ​it​ ​then​ ​becomes​ ​a​ ​form​ ​of​ ​wordplay​ ​or​ ​seeking​ ​for
the​ ​terms​ ​of​ ​the​ ​Pacts​ ​made​ ​and​ ​trying​ ​to​ ​void​ ​them.​ ​How​ ​to​ ​void​ ​them​ ​may​ ​vary.​ ​It​ ​may​ ​require
trying​ ​to​ ​find​ ​a​ ​loophole​ ​in​ ​the​ ​pact​ ​that​ ​the​ ​Queen​ ​can​ ​use​ ​to​ ​get​ ​out​ ​of​ ​it.​ ​It​ ​may​ ​require​ ​the
death​ ​of​ ​the​ ​Darkness​ ​(or​ ​the​ ​respective​ ​Avatar​ ​if​ ​they’re​ ​used).​ ​Or​ ​perhaps​ ​it​ ​can​ ​simply​ ​be
voided​ ​by​ ​the​ ​Queen’s​ ​death.​ ​All​ ​of​ ​these​ ​are​ ​bound​ ​to​ ​be​ ​extremely​ ​hard,​ ​and​ ​with​ ​what​ ​this
theory​ ​supports,​ ​it​ ​is​ ​both​ ​the​ ​most​ ​shunned​ ​and​ ​least​ ​talked​ ​about,​ ​for​ ​it​ ​describes​ ​the​ ​possibility
of​ ​betraying​ ​the​ ​Light​ ​to​ ​the​ ​Darkness.

Conditions 
Crown​ ​of​ ​Another​ ​Kingdom
The​ ​Princess​ ​has​ ​taken​ ​the​ ​crown​ ​of​ ​another​ ​kingdom,​ ​and​ ​as​ ​such​ ​she​ ​claims​ ​a​ ​part​ ​of​ ​another
supernatural​ ​template​ ​into​ ​herself.​ ​She​ ​gains​ ​powers​ ​appropriate​ ​to​ ​the​ ​crown​ ​taken​ ​as​ ​explained
in​ ​the​ ​Crown​ ​of​ ​Another​ ​Kingdom​ ​Charm.
Crown​ ​Taken​ ​and​ ​Powers:
Beat:​ ​Gain​ ​a​ ​beat​ ​whenever​ ​interacting​ ​with​ ​a​ ​supernatural​ ​type​ ​while​ ​under​ ​the​ ​effects​ ​of​ ​the
charm.
Causing​ ​the​ ​Condition:​ ​Using​ ​the​ ​Crown​ ​of​ ​Another​ ​Kingdom
Ending​ ​the​ ​Condition:​ ​The​ ​Charm​ ​Ends.

Destiny​ ​Condition
The​ ​Character​ ​is​ ​set​ ​to​ ​walk​ ​upon​ ​a​ ​path,​ ​and​ ​they​ ​may​ ​not​ ​leave​ ​it​ ​until​ ​she​ ​finishes​ ​it​ ​or​ ​the
time​ ​simply​ ​runs​ ​out​ ​to​ ​fulfill​ ​it.​ ​The​ ​Character​ ​has​ ​one​ ​Aspiration,​ ​Dream​ ​or​ ​Vocation​ ​selected
as​ ​the​ ​Destiny.​ ​Whenever​ ​the​ ​Character​ ​would​ ​take​ ​up​ ​actions​ ​that​ ​would​ ​further​ ​the​ ​cause,​ ​they
receive​ ​bonuses​ ​to​ ​any​ ​roll​ ​that​ ​applies.​ ​Completion​ ​of​ ​the​ ​Destiny​ ​Condition​ ​grants​ ​the​ ​Princess
her​ ​choice​ ​of​ ​Luminous​ ​or​ ​Regular​ ​Beats.
Drawback:​ ​The​ ​chosen​ ​Destiny​ ​bears​ ​only​ ​one​ ​path,​ ​and​ ​doesn't​ ​favor​ ​any​ ​deviations.​ ​The
Character​ ​takes​ ​an​ ​equivalent​ ​penalty​ ​to​ ​trying​ ​to​ ​get​ ​the​ ​same​ ​end​ ​from​ ​different​ ​ways.
Chosen​ ​Destiny:
Roll​ ​Modifier:

Illuminated​ ​(Object​ ​Condition)


An​ ​object​ ​has​ ​become​ ​Illuminated,​ ​touched​ ​by​ ​the​ ​Light​ ​and​ ​blessed​ ​with​ ​power.
Effect:​ ​The​ ​blessed​ ​object​ ​is​ ​capable​ ​of​ ​dealing​ ​magic​ ​damage​ ​as​ ​well​ ​as​ ​physical​ ​damage.
Depending​ ​on​ ​the​ ​craftsmanship​ ​of​ ​the​ ​Noble​ ​using​ ​the​ ​charm,​ ​it​ ​also​ ​may​ ​have​ ​other​ ​effects
imbued​ ​into​ ​it.
● Lower​ ​the​ ​Strength​ ​requirement​ ​for​ ​wielding​ ​the​ ​weapon​ ​(Minimum​ ​of​ ​1)​ ​=​ ​____
● Negate​ ​the​ ​Initiative​ ​Penalty​ ​for​ ​wielding​ ​the​ ​weapon​ ​(Minimum​ ​of​ ​0)​ ​=​ ​___
● Add​ ​a​ ​point​ ​of​ ​Armor​ ​Piercing​ ​to​ ​the​ ​weapon​ ​(Maximum​ ​=​ ​Metallo​ ​rating)​ ​=​ ​___
● Add​ ​the​ ​9-Again​ ​Quality​ ​to​ ​the​ ​weapon​ ​in​ ​attacking.​Y/N
● Make​ ​the​ ​Illuminated​ ​Condition​ ​indefinite​ ​until​ ​the​ ​weapon​ ​is​ ​broken.​ ​Y/N
Causing​ ​the​ ​Condition:​ ​Using​ ​the​ ​Master​ ​of​ ​Arms​ ​Charm
Ending​ ​the​ ​Condition:​​ ​The​ ​Scene​ ​ends.
Ending​ ​the​ ​Condition:​ ​The​ ​weapon​ ​breaks​ ​if​ ​it​ ​was​ ​made​ ​indefinite.
(Inanimate​ ​Objects​ ​cannot​ ​gain​ ​beats.)

Mentor​ ​(Boon​ ​Condition)


The​ ​Princess​ ​has​ ​taken​ ​the​ ​mantle​ ​of​ ​Cups,​ ​and​ ​serves​ ​as​ ​a​ ​Mentor​ ​to​ ​someone​ ​whom​ ​she​ ​is
showing​ ​the​ ​way​ ​of​ ​self-discovery​ ​and​ ​the​ ​Light​ ​to.​ ​She​ ​may​ ​initiate​ ​a​ ​trade​ ​of​ ​Attributes,​ ​Skills,
Specialties,​ ​Most​ ​Merits,​ ​Charms,​ ​Invocations,​ ​Inner​ ​Light​ ​and​ ​Wisps​ ​between​ ​herself​ ​and​ ​the
person​ ​she​ ​serves​ ​as​ ​mentor​ ​to​ ​who​ ​has​ ​the​ ​Your​ ​Truest​ ​Self​ ​Condition.
Understudy​ ​Name:
Dots​ ​Given:
Dots​ ​Received:
(Boon​ ​Conditions​ ​do​ ​not​ ​grant​ ​Beats)

Mentor’s​ ​Fatigue
Becoming​ ​a​ ​Mentor​ ​under​ ​the​ ​banner​ ​of​ ​Cups​ ​has​ ​it’s​ ​own​ ​problems,​ ​as​ ​she​ ​is​ ​responsible​ ​for
someone​ ​else’s​ ​failings​ ​and​ ​mistakes.​ ​The​ ​Princess​ ​gets​ ​9​ ​Again​ ​on​ ​Sensitivity​ ​Rolls​ ​if​ ​the​ ​target
of​ ​“The​ ​Trail​ ​We​ ​Blaze”​ ​charm​ ​is​ ​a​ ​perpetrator.​ ​If​ ​the​ ​Princess​ ​faces​ ​a​ ​Belief​ ​Compromise
through​ ​Bad​ ​Example​ ​rules​ ​due​ ​to​ ​the​ ​target,​ ​she​ ​doesn’t​ ​half​ ​or​ ​double​ ​her​ ​modifier​ ​with​ ​her
own​ ​Compromise​ ​Roll.
Beat:​ ​The​ ​Princess​ ​suffers​ ​a​ ​haunting​ ​or​ ​loses​ ​a​ ​dot​ ​of​ ​Belief.
Ending​ ​the​ ​Condition:​​ ​This​ ​condition​ ​fades​ ​at​ ​the​ ​end​ ​of​ ​the​ ​scene,​ ​this​ ​does​ ​not​ ​grant​ ​any
beats.

Right​ ​Time​ ​(Boon​ ​Condition)


Time​ ​is​ ​a​ ​flowing​ ​river,​ ​and​ ​those​ ​wearing​ ​the​ ​Mantle​ ​of​ ​Pentacles​ ​can​ ​swim​ ​through​ ​it​ ​to​ ​a
degree.​ ​Upon​ ​use​ ​of​ ​the​ ​Charm,​ ​the​ ​Princess​ ​may​ ​move​ ​a​ ​scene​ ​into​ ​the​ ​future​ ​and​ ​return​ ​to​ ​the
Present,​ ​or​ ​she​ ​may​ ​move​ ​to​ ​the​ ​past​ ​and​ ​change​ ​events​ ​for​ ​the​ ​present.​ ​This​ ​charm​ ​has​ ​many
benefits,​ ​but​ ​if​ ​the​ ​Princess​ ​changes​ ​events​ ​in​ ​the​ ​past,​ ​or​ ​changes​ ​her​ ​actions​ ​in​ ​the​ ​present​ ​due
to​ ​experiencing​ ​the​ ​future,​ ​she​ ​cannot​ ​change​ ​events​ ​again​ ​as​ ​she​ ​has​ ​penned​ ​the​ ​future​ ​by​ ​her
own​ ​hand.
Changed​ ​Event:
(Boon​ ​Conditions​ ​do​ ​not​ ​grant​ ​beats)

Your​ ​Truest​ ​Self​ ​(Boon​ ​Condition)


Your​ ​character​ ​has​ ​been​ ​enchanted​ ​by​ ​someone​ ​who​ ​took​ ​the​ ​Mantle​ ​of​ ​Cups​ ​and​ ​serves​ ​as
mentor​ ​to​ ​your​ ​character,​ ​and​ ​learns​ ​a​ ​great​ ​deal​ ​about​ ​himself​ ​as​ ​a​ ​Noble.​ ​Your​ ​character​ ​can
benefit​ ​from​ ​trading​ ​dots​ ​with​ ​his​ ​mentor​ ​as​ ​well​ ​as​ ​gaining​ ​the​ ​innate​ ​powers​ ​of​ ​the​ ​Noble
Template​ ​and​ ​benefitting​ ​from​ ​them,​ ​gaining​ ​Courtless​ ​Practical​ ​Magic​ ​and​ ​whatever​ ​dots​ ​the
Mentor​ ​gives​ ​or​ ​takes.​ ​This​ ​however​ ​includes​ ​the​ ​bad​ ​parts​ ​of​ ​sensitivity​ ​and​ ​Shadows​ ​however.
Mentor:
Dots​ ​Given:
Dots​ ​Received:
(Boon​ ​conditions​ ​do​ ​not​ ​grant​ ​beats)

Unlimited​ ​House​ ​Works​ ​(Boon​ ​Condition)


The​ ​Princess​ ​has​ ​taken​ ​the​ ​mantle​ ​of​ ​Wands,​ ​who​ ​is​ ​capable​ ​of​ ​completing​ ​time​ ​consuming​ ​tasks
in​ ​mere​ ​minutes​ ​alone.​ ​She​ ​may​ ​remotely​ ​control​ ​objects​ ​within​ ​her​ ​sensory​ ​range​ ​no​ ​matter​ ​how
complicated​ ​or​ ​simple​ ​they​ ​are.​ ​She​ ​may​ ​only​ ​affect​ ​a​ ​number​ ​of​ ​objects​ ​equal​ ​to​ ​her​ ​Metallo
rating.​ ​They​ ​also​ ​can​ ​move​ ​through​ ​the​ ​magic​ ​controlling​ ​them,​ ​bearing​ ​an​ ​effective​ ​speed​ ​of​ ​the
Princess’s​ ​Metallo​ ​+​ ​Dexterity.​ ​Finally,​ ​a​ ​Princess​ ​may​ ​change​ ​the​ ​object’s​ ​task​ ​as​ ​an​ ​instant
action​ ​or​ ​take​ ​control​ ​of​ ​an​ ​object​ ​herself​ ​using​ ​a​ ​dicepool​ ​of​ ​Metallo​ ​+​ ​Appropriate​ ​Skill​ ​for​ ​the
object.
Maximum​ ​Effected​ ​Objects:​ ​_____
Object’s​ ​Effective​ ​Speed:​ ​______
(Boon​ ​Conditions​ ​do​ ​not​ ​grant​ ​beats.)

Tilts
Lost​ ​In​ ​Time​ ​Tilt
Your​ ​character​ ​was​ ​in​ ​a​ ​fight,​ ​but​ ​now​ ​he​ ​can​ ​barely​ ​keep​ ​up​ ​with​ ​anyone​ ​else.​ ​As​ ​long​ ​as​ ​he’s
under​ ​the​ ​effects​ ​of​ ​this​ ​tilt,​ ​his​ ​defense​ ​is​ ​penalized​ ​by​ ​however​ ​many​ ​successes​ ​were​ ​gained​ ​on
the​ ​time​ ​warping​ ​magic​ ​that​ ​slows​ ​him​ ​down.​ ​He​ ​also​ ​may​ ​only​ ​move​ ​half​ ​his​ ​speed​ ​(to​ ​a
minimum​ ​of​ ​1,​ ​round​ ​up)​ ​and​ ​others​ ​may​ ​apply​ ​their​ ​defense​ ​against​ ​his​ ​ranged​ ​attacks.
Causing​ ​the​ ​Tilt:​ ​The​ ​“Lag”​ ​Fight​ ​Charm​ ​or​ ​magic​ ​that​ ​uses​ ​some​ ​aspect​ ​of​ ​time​ ​to​ ​slow​ ​down
the​ ​target.
Ending​ ​the​ ​Tilt:​ ​The​ ​power​ ​expires​ ​or​ ​other​ ​magic​ ​forces​ ​it​ ​to​ ​expire.

Sensory​ ​Deprivation​ ​Tilt


Your​ ​character​ ​is​ ​disconnected​ ​from​ ​reality,​ ​only​ ​able​ ​to​ ​feel​ ​his​ ​mind​ ​going​ ​insane.
Effect:​ ​Your​ ​character​ ​is​ ​disconnected​ ​from​ ​reality​ ​from​ ​the​ ​senses​ ​that​ ​govern​ ​his​ ​ability​ ​to​ ​do
so,​ ​rendering​ ​him​ ​helpless.​ ​He​ ​cannot​ ​make​ ​any​ ​rolls​ ​whatsoever,​ ​assume​ ​they​ ​all​ ​end​ ​on
failures.​ ​Effects​ ​may​ ​be​ ​temporary,​ ​but​ ​staying​ ​too​ ​disconnected​ ​from​ ​reality​ ​isn't​ ​healthy​ ​for
one's​ ​mind.​ ​Roll​ ​Resolve​ ​+​ ​Composure​ ​for​ ​every​ ​30​ ​minutes.​ ​On​ ​a​ ​failure,​ ​the​ ​character​ ​may
suffer​ ​from​ ​Madness​ ​or​ ​any​ ​sort​ ​of​ ​derangement​ ​related​ ​conditions​ ​until​ ​he​ ​is​ ​reconnected​ ​to​ ​the
world.​ ​The​ ​acquired​ ​conditions​ ​fade​ ​quickly,​ ​one​ ​for​ ​every​ ​30​ ​minutes,​ ​so​ ​long​ ​as​ ​the​ ​victim​ ​has
had​ ​human​ ​contact​ ​to​ ​reconfirm​ ​himself.
Causing​ ​the​ ​Tilt:​​ ​The​ ​target​ ​is​ ​hit​ ​by​ ​the​ ​Lightning​ ​Bolt​ ​charm​ ​or​ ​he's​ ​trapped​ ​in​ ​a​ ​mirror
through​ ​the​ ​"Through​ ​the​ ​Looking​ ​Glass"​ ​charm​ ​and​ ​a​ ​blanket​ ​was​ ​thrown​ ​over​ ​it.
Causing​ ​the​ ​Tilt:​​ ​The​ ​target​ ​is​ ​blindfolded​ ​and​ ​deafened​ ​in​ ​some​ ​manner.
Ending​ ​the​ ​Tilt:​​ ​The​ ​Scene​ ​Ends​ ​or​ ​your​ ​character​ ​is​ ​released​ ​from​ ​whatever​ ​was​ ​caused​ ​for
this​ ​tilt​ ​to​ ​happen.

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