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My Take On Princess: The Hopeful

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  • My Take On Princess: The Hopeful

    In this revision, consider that the Dark Mother has an equivalent but nominally opposing entity residing inside the Bright Dream called the Radiant Empress. This entity embodies Hope instead of Fear, and she (as far as such an entity has a gender) can lead mortals into their Blossoming like the Dark Mother leads to the Devouring.

    For the most part, the Nobles use re-fluffed versions of Begotten powers. However, there is a crucial difference: they sustain themselves by inspiring Hope instead of Fear. Therefore, Nobles have a Yearning instead of a Hunger, and use Governance instead of Satiety. The act of regaining Governance is called an Inspiration instead of a Feeding. The Lessons of Nobles are almost always more traditionally constructive than those of the Begotten, but can lead to dangerous and toxic extremes just the same. For example: a Noble who Yearns for Friendship might insist that everyone always get along and talk it out, even when there are legitimate grievances and the conflict has escalated way beyond the point where peaceful resolution is feasible.

    The Yearnings are defined as follows:
    • The Hunger for Prey becomes the Yearning for Friendship, and Predators become Companions. They regain Governance by nurturing lasting bonds and restoring broken ones.
    • The Hunger for Power becomes the Yearning for Freedom, and Tyrants become Liberators. They regain Governance by standing up for those who cannot defend themselves and giving opportunities for others to fulfill their true potential.
    • The Hunger for Hoard becomes the Yearning for Prosperity, and Collectors become Benefactors. They regain Governance by catering to the physical and emotional needs of others.
    • The Hunger for Ruin becomes the Yearning for Safety, and Ravagers become Sentinels. They regain Governance by renewing others' faith in order, law or equivalent ideal.
    • The Hunger for Punishment becomes the Yearning for Forgiveness, and Nemeses become Diplomats. They regain Governance by convincing others to let go of their grievances and understand those who are have done them wrong.
    • The Hunger for Secrets becomes the Yearning for Trust, and Whisperers become Confidants. They regain Governance by protecting secrets that would cause more bad than good if they ever got out, and by helping others cope with the consequences if they do decide to reveal the secrets.
    • The Hunger for Transgression becomes the Yearning for Wisdom, and Enablers become Advisers. They regain Governance by letting others know when there are better options and guiding them toward answers.
    Nobles shine with an Inner Light instead of unleashing a Horror, and Atavisms become Regalia. Replace Satiety with Governance and give them new names and appearances.The Satiety Conditions are renamed as follows: Ravenous becomes Indignant, Starving becomes Watchful, Sated becomes Indecisive, Gorged becomes Stalwart and Slumbering becomes Complacent.

    Your current level of Governance is reflective of the Inner Light's mood. Low Governance means that the Inner Light is dissatisfied with the amount of Hope it has caused, and thus its Regalia grow stronger to better defend the Subjects of the Noble. High Governance means that the Inner Light becomes refined in its approach and its Invocations grow stronger instead. The Governance Potential Chart has the following changes.
    • "Victim died" becomes "victim was saved from certain death or another horrible fate".
    • "Target is a supernatural being and Beast has Family Ties with another being of the same type" becomes "target is a mortal who has actively rejected the Subject Condition for the Noble".
    • "Target is a supernatural being with whom the Beast has Family Ties" becomes "subject is a mortal who has previously lost Integrity because of the Noble".
    • If the target has a Major Supernatural Template, inflict a penalty equal to their [Supernatural Tolerance/2 round up].
    Nightmares become Invocations, which work as follows:

    A Noble has an Invocation as determined by his Radiant Court, just like in the original version of Princess. However, since Charms do not exist under my revision, each Invocation gives dots of Influence over its purview equal to [Palace/2 round up]. These work like regular Influences, but are broader. Every use of an Invocation rolls [highest Power Attribute + Governance], similarly to Nightmares. While inside the Palace, Nobles use the Power rating of their Inner Light instead. Nobles have an "Essence" pool for Invocations equal to [Palace/2 round up] x 10. They refer to these points of Essence as Wisps, and may spend 1 dot of Governance to regain Wisps equal to their rating in Palace. This is inspired by the Legendary Horror Merit from the Beast Player's Guide.

    However, since revised Invocations interact with Governance, they must have their own unique effects at different levels of Governance. They consist of the following:

    Normal Governance: You pay an amount of Wisps to activate your Invocation that is equal to an Influence of the same level (e.g. Control Legno costs 3 Wisps). Their effects on the world are lasting if they could have happened naturally, however. For instance: the wound of a non-sapient animal that is healed by Legno does not reopen after the Invocation ends. You may cancel the effects of any Invocation at will. The Invocation lasts for one day.

    High Governance: The Invocation can now last for a number of days equal to your rating in Palace x 2 by doubling its Wisp cost. Those who gain an Exceptional Success on Breaking Points for Integrity caused by your Invocation gain the Inspired Condition along with +1 Willpower.

    Governance Expenditure: The Invocation is now Charmed. Any Clashes Of Wills involving it gain the Rote Quality. This does not change the duration of the Invocation.

    Exceptional Success: You may mark a number of mortals equal to your rating in Palace who are within your immediate presence and directly perceptible. They are considered to have Inspired Condition on Breaking Points for Integrity that are caused by your Invocation. Such protection only lasts for the same duration of the Invocation itself.

    Influences Of The Invocations:

    Legno (Clubs): Harmony, Flora And Fauna
    Acqua (Diamonds): Water, Knowledge And Wonder
    Terra (Hearts): Earth, Authority And Compassion
    Aria (Spades): Wind, Laughter And Doubt
    Fuoco (Swords): Fire, Love And Sacrifice


    Instead of Families, Nobles have Callings, which work similarly to those from the original version of Princess. However, Champions have been renamed to Knights and Seekers have been renamed to Scholars. These Callings come with the associated +1 Attribute dot, which may not take you beyond 5 dots. Each Calling also has a Favored Regalia. These are added for free. Callings do not have Birthrights. The benefits are transcribed below:
    • Knight: Resolve or Strength. Glorious Weapon (Abominable Armament) or Radiant Armor (Unbreakable). Should you choose Glorious Weapon, the immunity to Down And Dirty Combat imposed by Governance Expenditure refers to Beasts instead of Heroes.
    • Grace: Presence or Manipulation. Royal Splendor (Alien Allure) or Royal Authority (Looming Presence).
    • Mender: Intelligence or Dexterity. Feel Their Pain (Eye Of Heaven) or Tireless Endeavor (Relentless Hunter).
    • Scholar: Intelligence or Wits. Heroic Sagacity (Mimir's Wisdom) or Keen Sight (Needs Must)
    • Troubadour: Presence or Dexterity. Bard's Enchanting Performance (Siren's Treacherous Song) or Battle Cry (Terror's Friend, From The Beast Player's Guide). Should you choose Battle Cry, the Low Governance effect gives a bonus equal to your Palace and the Governance Expenditure effect rolls Presence + Expression instead of Strength + Intimidation. The Insane Tilt is applied instead of Beaten Down to Beasts who refuse to flee, rather than Heroes.
    Instead of Lairs, Nobles have Palaces. The Heart is called a Throne Room, and associated Chambers become Halls. Under The Bed becomes Honored Guest, which requires a roll of Manipulation + Governance. However, Nobles may add Halls to their Palace when they gain an Exceptional Success on an Invocation or when mortals gain a dot of Integrity.

    Nobles cross Radiant Bridges instead of opening Primordial Pathways. They roll Manipulation + Composure instead of Wits + Resolve. They refer to their Broods as Alliances, and Brood Lairs as Castles. Their equivalent to the Apex is the Paragon: the most hope-inspiring mortal in the area. There is no equivalence between Callings and Families for the sake of Regalia costs. For example: Knights are not equivalent to Anakim. Instead, Nobles pay 4 Experiences for each Regalia, or 3 if they successfully defeat a Beast with an equivalent Atavism. You do not have to gain victory in combat for this: you could Teach Lessons in your own way to the Beast instead.

    When a Noble reaches 0 Governance, their Inner Light does not Inflict Nightmares. Instead, it roams the Bright Dream to Inspire Dreams. The victim loses 1 Willpower point as usual. Instead of fear, they are filled with a false hope as they experience a glorious vision of a perfect world, and are devastated to realize it was just a dream upon waking up. An Exceptional Success likewise represents the Inner Light "killing" the target by raising his hopes to the heavens with fantastic adventures and then utterly crushing them when the dream ends. This draws the attention of Heroes as usual, but they will know something is off. If a Hero has encountered Nobles before and been informed on their nature, he can tell the difference between an Indignant Inner Light and a Ravenous Horror without a roll.

    Nobles have Belief in regular mortals instead of Kinship with monsters, since they draw their power from the Bright Dream. This includes most Hunters as well, but not Heroes, since their power comes from the Primordial Dream. Therefore, their abilities that would have fallen under Kinship are redefined as follows.
    • Thicker Than Water becomes Right To Rule. It gives at least at Good Impression against humans, or just Average if they are currently suffering from a Condition that represents Fear or Despair, such as Shaken or Broken.
    • Family Resemblance becomes Know Your People, which works like the Know Soul Dread Power. Spend 1 Willpower point and roll Wits + Empathy + Palace vs Resolve + Composure. You do not need to spend additional Willpower points to learn the circumstances of more Breaking Points: every Success that exceeds those of the target reveals another one. Furthermore, on an Exceptional Success, add your [Palace/2 round up] to all Socials roll involving the target during this scene.
    • Mother's Kiss becomes Royal Speech. Roll Presence + Governance - the mortal's highest Resistance Attribute. Every Success becomes a +1 on their next Breaking Point roll for Integrity (maximum of +5).
    • Passing Resemblance becomes Commoner's Guise. It allows you to register as human instead of a monster. Any mundane attempts at discovering your true nature suffer your current Governance as a penalty, while supernatural attempts trigger a Clash Of Wills.
    • Skeleton Key becomes Sovereign Dominion. Instead of allowing entrance into other realms, it allows you to to impose a Clash Of Wills against any monster who tries to invade a location you've claimed as your land. This covers an an arbitrary area which is only limited by its conceptual bounds. It lasts indefinitely, but you may only apply Sovereign Dominion to a number of locations equal to your rating in Palace. These may be changed at the start of each chapter. An Exceptional Success also applies your rating in Palace as a penalty to all supernatural powers meant to harm you and your subjects within the location if the monsters do invade. Use the same dice pool to activate Sovereign Dominion, but change Lair into Palace. You may only apply Sovereign Dominion to a location that resembles one of your Halls.
    • Family Dinner becomes Outsider Vigil. It gives you 1 Governance if you manage to stop the hunt. You gain 2 Governance if you also manage to inflict a Condition through mundane means on the monster that represents remorse or reconsideration, such as Shaken or Guilty. This only functions if the emotions behind the Condition are genuine. The Noble can tell when this is the case with a reflexive Wits + Empathy + Palace roll. You may only benefit from Outside Vigil once per chapter.
    • Family Ties Condition becomes Subject Condition, and it is applied to humans. It may be used to buy Belief Merits like the Begotten buy Kinship Merits. Those under the Subject Condition do not count for the Kinslayer Gift of Heroes. However, the Nobles themselves are valid targets for other Heroic Gifts, but not Anathema. The Subject Condition allows a Hunter to receive 8 Again for all rolls to defend the Subject from monsters.
    Nobles use Life and Legend. Their Life is much the same, but their Legend always carries a sense of noblesse oblige. They use their highest Power Attribute + Palace for Clashes Of Wills. They are Descended From The Dark Mother, but only through the indirect link of the Radiant Empress. Therefore, the Kinship of the Begotten applies to them. They are immune to Disquiet, just like the Begotten.

    Nobles have Radiant Courts as described in the original version of Princess. Their associated Radiant Queens exist and are modeled as Royal Avatars of the Radiant Empress. However, Nobles cannot visit them of their own accord: the Queens choose when to visit a Palace. Each Court is modeled as a Mystery Cult, and you gain 1 dot in its Initiation for free. They also have Persistent Conditions akin to those of the Unchained. When you Resolve a Court Condition, it returns at the start of the next chapter. These Cults and Conditions are written below:

    Clubs (Persistent)
    Effect: Gain a +2 on any mundane roll to maintain harmony and peaceful coexistence among your Subjects.
    Beat: When your attempts to create a harmonious and peaceful environment backfire.
    Resolution: You may use Governance Expenditure on the Court's Invocation for the aforementioned purposes without spending Governance.

    ● - An Empathy or Persuasion Specialty for Conflict Resolution.
    ●● - Allies 1 for Environmentalists, Survivalists or equivalent.
    ●●● - +1 Empathy or Persuasion.
    ●●●● - 8 Again on mundane uses of Empathy or Persuasion.
    ●●●●● - Your Court's Invocation gains always achieves Exceptional Success with 3 Successes, and relevant Clashes Of Wills involving it gain +5 dice.

    Diamonds (Persistent)
    Effect: Gain a +2 on any mundane roll to bring knowledge and enlightenment to your Subjects.
    Beat: When your attempts to teach and enlighten backfire.
    Resolution: You may use the Governance Expenditure on the Court's Invocation for the aforementioned purposes without spending Governance.

    ● - A Research Specialty in Academics or Occult
    ●● - Allies 1 for Scientists, Teachers or equivalent.
    ●●● - +1 Academics or Occult.
    ●●●● - 8 Again on mundane uses of Academics or Occult.
    ●●●●● - Your Court's Invocation gains always achieves Exceptional Success with 3 Successes, and relevant Clashes Of Wills involving it gain +5 dice.

    Hearts (Persistent)
    Effect: Gain a +2 on any mundane roll to lead and inspire your Subjects into decisive action.
    Beat: When your attempts at leadership and inspiration backfire.
    Resolution: You may use the Governance Expenditure on the Court's Invocation for the aforementioned purposes without spending Governance.

    ● - A Leadership Specialty in Expression, or Community Organization Specialty in Politics.
    ●● - Allies 1 for Lawyers, Politicians or equivalent.
    ●●● - +1 Expression or Politics.
    ●●●● - 8 Again on mundane uses of Expression or Politics.
    ●●●●● - Your Court's Invocation gains always achieves Exceptional Success with 3 Successes, and relevant Clashes Of Wills involving it gain +5 dice.

    Spades (Persistent)
    Effect: Gain a +2 on any mundane roll to convince your Subjects to think twice and take a different course of action.
    Beat: When your attempts at persuading others into acting cautiously backfire.
    Resolution: You may use the Governance Expenditure on the Court's Invocation for the aforementioned purposes without spending Governance.

    ● - A Lateral Thinking Specialty in Persuasion, or Humor in Socialize.
    ●● - Allies 1 for Rebels, Criminals or equivalent.
    ●●● - +1 Persuasion or Socialize.
    ●●●● - 8 Again on mundane uses of Persuasion or Socialize.
    ●●●●● - Your Court's Invocation gains always achieves Exceptional Success with 3 Successes, and relevant Clashes Of Wills involving it gain +5 dice.

    Swords (Persistent)
    Effect: Gain a +2 on any mundane roll to defend your Subjects from violence (this does apply to combat rolls enhanced by a supernatural ability, such as Strength + Weaponry to use Glorious Weapon).
    Beat: When your attempts at keeping others safe from physical harm backfire.
    Resolution: You may use the Governance Expenditure on the Court's Invocation for the aforementioned purposes without spending Governance.

    ● - A Romance Specialty in Persuasion, or Protecting Innocents in Intimidation.
    ●● - Allies 1 for Police, Vigilantes or equivalent.
    ●●● - +1 Persuasion or Intimidation.
    ●●●● - 8 Again on mundane uses of Persuasion or Intimidation.
    ●●●●● - Your Court's Invocation gains always achieves Exceptional Success with 3 Successes, and relevant Clashes Of Wills involving it gain +5 dice.


    Nobles can suffer the Merger, Retreat and Incarnation Inheritances. An Unfettered Noble is called a Forlorn, his Yearning drains hope instead of inspiring it, and he loses Legend instead of Life. A Rampant Noble is called a Zealot, and his Yearning becomes his only drive regardless of the consequences. An Incarnate Noble is called a Monarch, and he attains such Inheritance by becoming a legendary icon for his ideals, even if it causes massive unintended changes to the Astral and thus material reality. They might attain the Monarch Inheritance by Destabilizing the Myth of an Incarnate, or creating a long lasting lineage/brotherhood of Hunters.

    As an optional mechanic, Nobles may receive Radiant Beats. These are equivalent to the Supernatural Beats of other gamelines, but focused on the themes of Princess. They may be used to buy Princess-specific traits (e.g. Regalia, Decrees, Palace, Belief Merits). The following are the main sources of such Beats, though more may exist at ST discretion.
    • Beasts and their Kin meaningfully oppose you, or put you and your Subjects in danger.
    • Your behavior alienates, shocks or leads your Subjects to lose hope.
    • A character accepts your Lesson but takes it to dangerous or toxic extremes.
    • You get a Dramatic Failure or Exceptional Success on a roll to cross a Radiant Bridge. The latter does not count if you spend Governance to cross the Radiant Bridge (see below).
    • Resolving Governance Conditions can give either Mundane or Radiant Beats.
    • Go through significant hardship to add a Hall to your Palace.
    • The Persistent Conditions of the Courts give Radiant Beats. If the Noble is not in a Court for whatever reason, use the No Kingdom Condition instead, which is analogous to the Uncalled Condition of the Unchained.
    What If A Palace And A Lair Are Imposed Upon The Same Location Simultaneously?
    Only one can prevail. Roll for a Clash Of Wills. Furthermore, a number of times each Story equal to their Palace, a Noble can receive the Informed Condition on a roll to cross a Radiant Bridge by spending 1 Governance in addition to 1 Willpower. Nobles almost always reserve this for when one or more of their Subjects are in immediate and lethal danger. In this revision, the Begotten have an equivalent ability which uses Satiety to open Primordial Pathways. If a Noble gains an Exceptional Success by Resolving the Informed Condition and the Begotten wishes to initiate a Clash Of Wills against the Palace with its Lair, the Begotten must either receive 6+ Successes or spend 1 Satiety. In the latter case, roll for the Clash Of Wills normally.

    Do These Nobles Have Sensitivity?
    No. External mechanization for that is unnecessary. A Noble is compelled to do as much good as he can just by being himself. How he chooses to do good and how he copes when he can't help everyone is entirely up to him. In a way, this resembles the struggles of the Begotten but in reverse, which can be material for interesting scenes.

    Can Nobles Only Raise Their Invocation Levels By Increasing Their Rating In Palace?
    By default, yes. However, the ST may allow you to buy the following Merit to mitigate this hypothetical issue.

    Legendary Incandescence (● To ●●●●●)
    For every dot bought in this Merit, treat your effective rating in Palace as one higher for the purposes of what Invocation levels you can use, up to Palace 10. If this brings you beyond 10, leftover dots are cancelled and reimbursed as per Sanctity Of Merits.

    Drawback: Your Inner Light is so incandescent that Darkness in its wake grows ever more corrupting and sinister. Mortals who must roll for an Integrity Breaking Point as a result of your Invocation suffer a penalty equal to your rating in this Merit, and their Failures are downgraded into a Dramatic Failures unless they spend 1 Willpower point after the roll. As for the Noble himself, his Governance Potential suffers a penalty of [dots in this Merit/2 round up] in any scene in which his Invocation triggers Breaking Points for Integrity.

    What About The Darkness And Darkspawn?
    While the Primordial Dream and the Begotten are superficially similar, the former is not a cosmic force of deliberate malevolence and the latter are still ostensibly human in mindset. There is nothing in the universe that Nobles can determine to be the source of all evil and suffering. Even if told about the Exarchs, Nobles realize that such entities come from us. Their greatest struggle is against a metaphorical but very real Darkness, within themselves and their Subjects.
    Last edited by GibberingEloquence; 06-08-2019, 03:55 PM.


    Let Him Speak.

  • #2
    I do not know if I can comment, but I would not want this wonderful fan-game to be reduced to just a mirror of Beast.

    It was more interesting to go back to Changelind Dreaming because Dreaming does not exist in CotD and Lost does not look anything like it. Soon it did not seem to be merely the extension of something pre-existing but something of its own, which functioned both alone and combined with the whole.

    The idea of light being evil in its excess by its nature runs counter to the notion of the actual magical utopia that has been consumed and contaminated. And this struggle is reflected in the characters themselves who are in fact pure at the beginning and this purity is not something that bad at all, but it is not prepared to survive a complex world which makes the princess susceptible to lose innocence, the which can lead to corruption.

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    • #3
      Originally posted by Ben Linus View Post
      I do not know if I can comment, but I would not want this wonderful fan-game to be reduced to just a mirror of Beast.

      It was more interesting to go back to Changelind Dreaming because Dreaming does not exist in CotD and Lost does not look anything like it. Soon it did not seem to be merely the extension of something pre-existing but something of its own, which functioned both alone and combined with the whole.

      The idea of light being evil in its excess by its nature runs counter to the notion of the actual magical utopia that has been consumed and contaminated. And this struggle is reflected in the characters themselves who are in fact pure at the beginning and this purity is not something that bad at all, but it is not prepared to survive a complex world which makes the princess susceptible to lose innocence, the which can lead to corruption.
      Okay, preferences aside, do you have anything on the actual material?


      Sean K.I.W./Kelly R.A. Steele, Freelance Writer(Feel free to call me Sean, Kelly, Arcane, or Arc)
      The world is not beautiful, therefore it is.-Keiichi Sigsawa, Kino's Journey
      Male/neutral pronouns accepted, female pronouns enjoyed.

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      • #4
        Originally posted by Ben Linus View Post
        I do not know if I can comment, but I would not want this wonderful fan-game to be reduced to just a mirror of Beast.
        I disagree. It is only a mechanical reflection. Its themes and moods are very distinct, and have not been changed in any significant way from the original version.


        Let Him Speak.

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        • #5
          I added a very important Sidebar at the end of the original post. I also added Courts and Luminous Beats.


          Let Him Speak.

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          • #6
            Originally posted by GibberingEloquence View Post
            I disagree. It is only a mechanical reflection. Its themes and moods are very distinct, and have not been changed in any significant way from the original version.

            The parallels produced intentionally in their composition by their creators of the new edition still bother me. They exist weaken the uniqueness of the project and aesthetically sacrifice the single theme by forcing a juxtaposition that is either artificial or makes the game sound derivative.

            Although it also bothers me that I'm criticizing a product that I can not pay for it. I do not feel that guessing is legitimate.

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            • #7
              Originally posted by Ben Linus View Post
              The parallels produced intentionally in their composition by their creators of the new edition still bother me. They exist weaken the uniqueness of the project and aesthetically sacrifice the single theme by forcing a juxtaposition that is either artificial or makes the game sound derivative.

              Although it also bothers me that I'm criticizing a product that I can not pay for it. I do not feel that guessing is legitimate.
              Princess was never unique, nothing is. It always drew inspiration from other materials like Sailor Moon, Superman and Wonder Woman. The juxtaposition between Bright Dream and Primordial Dream was there already. I just expanded the juxtaposition, and the game is only derivative if you misuse it. Furthermore, nothing forces Begotten and Nobles to be enemies, just like nothing forces Begotten and Unchained to hate each other.
              Last edited by GibberingEloquence; 06-05-2019, 12:30 AM.


              Let Him Speak.

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              • #8
                Originally posted by GibberingEloquence View Post
                Princess was never unique, nothing is. It always drew inspiration from other materials like Sailor Moon, Superman and Wonder Woman. The juxtaposition between Bright Dream and Primordial Dream was there already. I just expanded the juxtaposition, and the game is only derivative if you misuse it. Furthermore, nothing forces Begotten and Nobles to be enemies, just like nothing forces Begotten and Unchained to hate each other.
                [COLOR=rgba(0, 0, 0, 0.87)]The Dreaming also (I remember beyond all genre of animes of magical princesses you have quoted the old drawing of the spectacular spider man of 2009).[/COLOR][COLOR=rgba(0, 0, 0, 0.87)][/COLOR][COLOR=rgba(0, 0, 0, 0.87)]But they are external content, which will never come into direct contact with it (so it is only inspiration).[/COLOR][COLOR=rgba(0, 0, 0, 0.87)][/COLOR][COLOR=rgba(0, 0, 0, 0.87)]Beast is in the same world as Princess is going to happen and there is a notion of counterpart which generates the literary resource of juxtaposition and irony, I know that the connection is something very subtle and that the dialogue between the lines can generate interesting narratives[/COLOR][COLOR=rgba(0, 0, 0, 0.87)][/COLOR][COLOR=rgba(0, 0, 0, 0.87)], but it is a sacrifice of the flavor you offered in the first edition and not simply an expansion.[/COLOR]

                [COLOR=rgba(0, 0, 0, 0.87)]But I'll stick around.[/COLOR][COLOR=rgba(0, 0, 0, 0.87)][/COLOR][COLOR=rgba(0, 0, 0, 0.87)]I do not want to disturb your job.[/COLOR][COLOR=rgba(0, 0, 0, 0.87)][/COLOR][COLOR=rgba(0, 0, 0, 0.87)]Because what you did orignally was a masterpiece and probably another will come.[/COLOR]
                762/5000


















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                • #9
                  Out of all the possible options, why pick Beast as the basis of a magical girl/superhero game? A ruleset designed for incarnate nightmares that lurk outside the light of civilization, waiting for fools to trespass, can't be expected to work well for magically empowered heroes who fight monsters.

                  For example, you've taken no notice of Beast's most distinctive intrinsic power, the Lair Traits.These grant a Beast the power to transform the world around them, creating an environment that favors them and hinders everyone else. It fits very well for the sort of monster a Beast is - a nightmare that lives by its own dream-logic and carries its context with it, displacing the laws that mortals follow. But how does that fit the magical girl tropes?

                  Similarly, the way Atavisms interact with Satiety makes sense for Beasts - when they get hungry their monstrous aspect comes out. But there aren't any magical girl stories in which losing one's convictions or being plagued by doubts increases one's power; it's normally the other way.

                  The transformation sequence (pretty important in the genre!) is presumably represented by the rules for merging with the Horror ... except that Beasts can do that only when one of their Lair Traits is present. I don't know of any magical girls who can only transform in the right environment and go back to normal when they leave it.

                  I could go on. And I'm sure you could fix all these problems, and any others than came up. But by the time you were done your ruleset wouldn't look much like Beast anymore. You'd be better off starting from some other game, or from scratch. Or, you know, just playing Princess as it stands ...

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                  • #10
                    Well, my main issue with this take is that it does not really feel like "Princess: the Hopeful".

                    Don't take me wrong- I'm not saying that your take is bad, or that it does not work for a Beast game- it is actually a very nice way to introduce a new antagonistic splat to Beast, and it is a nice presentation of the "magic princess" trope. However, when you remove most of the setting material from the original game AND change the mechanics to a different game, it is no longer a new "take" on P:tH. It is a new take on magical princesses in the CofD- but it seems to share little with the original game. Examples are the fact that Nobles gain their powers from the Luminous Emperor (in Hopeful, female entities are the dominant powers in the form of the Queens), the removal of the Y splats (the fact the Beast doesn't have them due to its own themes does not mean Princess shouldn't have them- and it change the attitude of the splat), or the change of the darkspawn into Beasts and their like. Sure, you maintain the concepts and the names, but the presentation change the experience and feeling of the game.

                    In short, it could be good hack to add princess into a Beast game, and works nicely as a Best fan supplement, but calling it "Princess: the Hopeful" only harms it by creating expectations which are not fulfilled. It is better to call it "a new take on magical girls", leaving the baggage of the fan game behind and go full as a Beast supplement. You will gain much more than trying to force P:tH's setting into Beast's paradigm.


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                    • #11
                      Originally posted by Michael Brazier View Post
                      Out of all the possible options, why pick Beast as the basis of a magical girl/superhero game?
                      Because people have been contrasting Beast with Princess since forever and always and for good reason.


                      Sean K.I.W./Kelly R.A. Steele, Freelance Writer(Feel free to call me Sean, Kelly, Arcane, or Arc)
                      The world is not beautiful, therefore it is.-Keiichi Sigsawa, Kino's Journey
                      Male/neutral pronouns accepted, female pronouns enjoyed.

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                      • #12
                        I have made edits to the original post to address some of the observations made in this thread. I mostly just changed Conviction into Governance.

                        Also, Beasts do not need the presence of at least one Lair Trait in order to open a Primordial Pathway. Read the relevant section closely: each Lair Trait that is present gives a cumulative +1. But it's not a prerequisite. The same principle applies to Nobles.

                        As for this specific comment:
                        I don't know of any magical girls who can only transform in the right environment and go back to normal when they leave it.
                        Have you forgotten the lyrics to the Sailor Moon Theme Song?

                        Winning love by daylight, and fighting evil by moonlight.


                        Let Him Speak.

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                        • #13
                          Originally posted by GibberingEloquence View Post
                          Have you forgotten the lyrics to the Sailor Moon Theme Song?

                          Winning love by daylight, and fighting evil by moonlight.
                          Bit of a bad example, since Sailor Moon changed at all times of day pretty clearly in the show. :/


                          Sean K.I.W./Kelly R.A. Steele, Freelance Writer(Feel free to call me Sean, Kelly, Arcane, or Arc)
                          The world is not beautiful, therefore it is.-Keiichi Sigsawa, Kino's Journey
                          Male/neutral pronouns accepted, female pronouns enjoyed.

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                          • #14
                            Originally posted by ArcaneArts View Post
                            Bit of a bad example, since Sailor Moon changed at all times of day pretty clearly in the show. :/
                            I meant that, much like how Sailor Moon can transform in any circumstances, so too can the Nobles. The moonlight is just an example of a Palace Trait that makes the transformation easier.


                            Let Him Speak.

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                            • #15
                              Originally posted by GibberingEloquence View Post
                              Also, Beasts do not need the presence of at least one Lair Trait in order to open a Primordial Pathway. Read the relevant section closely: each Lair Trait that is present gives a cumulative +1. But it's not a prerequisite. The same principle applies to Nobles.
                              You’re probably going to have three dice at most before that bonus though (or one at low Satiety/Governance) and it costs a WP per try.

                              Also when Sailor Moon transforms it lasts a lot longer than Resolve*3 seconds.

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