Someone can correct me if I'm wrong because it's been a while since I've read the lore, but five of the good ones are dead but still sort of reachable via the Dreamlands, the sixth is about somewhere, and then of the two less-good ones, one is defending the last city in the heart of darkness and the other is busy being an endless storm of destruction in the Dark World, growing in strength each time someone (or just her Hopeful, not 100% on that) dies to the self-inflicted damage caused by using her invocation, hoping to one day grow strong enough to destroy the Darkness.

Pretty much, but the queen of storms can hardly be called "alive", because she became a storm. So, technically speaking, the only queen who can directly interact with the world is the queen of tears, but she need to defend her kingdom 24/7, so she will never come to the human world.
 
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[X] Plan Wandering Path
-[X] Helena Light
-[X] Troubadour #1
-[X] Troubadour
-[X] Courtless; Queen of Choice; Without Invocation

I might give try and provide more detail on the Twilight Queens later. I'm in a Princess PbP game right now and I'm on the Discord, so I know a bit about the various elements.
 
[X] Plan Wandering Path
-[X] Helena Light
-[X] Troubadour #1
-[X] Troubadour
-[X] Courtless; Queen of Choice; Without Invocation
 
[X] Plan Wandering Path
-[X] Helena Light
-[X] Troubadour #1
-[X] Troubadour
-[X] Courtless; Queen of Choice; Without Invocation
 
Actually, for those who are voting for Plan Wandering Path and want to join a Twilight Court, I want to quote the duties of Troubadours in them:
  • Court of Tears: The Court of Tears is somewhat of a loss for what to do with Troubadours. There is only so much art you can create on the subject of Alhambra's glorious past before creativity and artistic integrity demands you experiment. Unwilling to endorse new thoughts and ideas Alhambra actually uses it's Troubadours as Champions, it turns out that Troubadours magic is actually very good at battlefield control and inspiring the troops. Unsurprisingly the Troubadours themselves are not happy about this.
  • Court of Storm: If asked, the Radiant (the princesses) will tell you that the duties of the Seraphim are summed up in a single word: Fight. Troubadours control the battlefield with magic and illusions, and as heralds of Storms' rage leave scenes of battle as a warning to those who would oppose them. (This court will probably bring us a bad ending)
  • Court of Mirrors: One might imagine that the Court of Mirrors duties revolve around becoming the True Heir, maybe fulfilling an ancient prophecy or two. In fact the Queen of Mirrors is quite clear that becoming the True Heir isn't something you accomplish. You just be yourself and it will happen, because the True Heir is destiny. Consequently the Court don't really have formal duties, they are aloud to go at their own pace. Take some time off for dating. Having permission, and a philosophical justification, to get some much needed sleep once in a while is perhaps the most tempting reason to join the Court. (these are the general duties for mirrors)

Personally, I don't see many reason for Troubadours to join one of them.
 
I skimmed a bit of the courts earlier, though I didn't get into any of the... was it invocations or charms in this sub-setting? Anyway I didn't read much more than the summation on the courts, but I still feel like we should start with Courtless.

We're going to have more than a few players here who never touched this setting before, starting off bound to a Court that's going to dictate how we behave is extremely short-sighted if not outright stupid. And sorry if that's insulting but it's true, we have people who need to feel out a new setting with a new character with new powers and, in some cases with people who haven't done any White Wolf at all before, a new system entirely.

This is another reason I chose Troubadour over Mender despite liking both. There's is the path of self-discovery, both finding and inspiring it. It's a good thematic fit for letting people feel out the Courts and the setting. Though by it's nature it makes some roads a bit harder to walk than others, we're not exactly a Champion after all, though we can fight from what's posted right above.
 
[X] Plan I will help you.

After thinking about it, I just have to pull for the white mage. I'm fine with the bard-type character if that wins, too, but we have entirely too few white mage-style quests around here.
 
After thinking about it, I just have to pull for the white mage. I'm fine with the bard-type character if that wins, too, but we have entirely too few white mage-style quests around here.
The Practice Wars is an interesting take on a Mender type character. Not a White Mage quite, but it pulls off the thematics of such very well.

Which is yet another reason I'm voting for the bard. I know of one White Mage and zero Bards right now.
 
Personally, I don't see many reason for Troubadours to join one of them.
Which is partially why I'd prefer Seeker, but I valued Courtless over that and Troubadour is fine. But also, at least for my perspective it's less about 'joining' the other Courts than it is about having the option to interact with them without having our views coloured by the other Courts. I expect that we'll end up joining a Radiant Court eventually, but I'm in agreement with ShadowAngelBeta.
 
Nice to see thoughts being hashed out. I'll say that any Court you pick (or don't pick), you'll still be relatively fresh faced and 'unattuned' as it were to your respective group. The descriptions I always took to be more of a guideline for how they would generally act, rather than how you as an individual should act, and in this particular context it'd just colour the kind of people you'd have as a sort of support structure off the bat.

I'll be closing up voting tomorrow when I get home from work, so lets say 19:00 GMT.
 
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Shop's closed, come back tomorrow. Anne wins by 1 vote. Part 2 coming up, Merit selection and other business. It'll be nothing like selecting Merits for an actual WoD character, because we're not rolling any dice to do stuff.
 
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Spiel & Creation: 2


Anne Josephine. Age sixteen. Gap year. Future uncertain.

You had an older brother once.

Now you don't.

It's a scary world, isn't it?

You Blossomed too late, but that's fine. You have been given a gift to make sure something like that never happens again. You have been given a gift, and you intend to use it to make the world a better place.

Life goes on, although different from before. There is a drive in your chest, pushing you outwards into the world. You recently began volunteering with a cancer research charity, offering a handful of hours every few weeks to help with fundraising and the occasional event, although that is secondary to your volunteering at the Royal London Hospital. A notable partner of many London university medical departments, it is a renown teaching hospital with one of the largest children's wards in the UK.

Although the staff at the hospital hold you to no real responsibility to show up unless you want to, you know they can use the help. You're still a new face, but porter staff and nurses are quick to put you to work. They appreciate how you're not easily fazed by hard work, letting the pressures of a busy day wash over you like water off a duck.

When you can, you try to take the time to talk to more long-term patients. Simple conversation with a light humour is all some people need.

Your volunteering also serves as a convenient cover for other activities of yours -- notably, the work of Nobility. Changing from the white shirt volunteering uniform into something more comfortable, you Transform in the cover of London Royal, garbed and bleeding wonder and awe, breathing magic into the air around you. It did not take long for you to encounter your first enemy, hunted down by a starving facsimile of a humanoid the night after your enlightenment. Your victory was earned but not finalized, the Darkspawn crawling off into the night while you adjusted to your new-found power through the haze of additional memories inherited through your first Transformation. Two weeks on, and it has not been all action.

Menders are supposedly in high demand across the whole of the UK, let alone London, and your hands burn for something else aside from victory.

They burn to help others, and the Knaves were eager to facilitate that. You were introduced to the Knaves by a chance meeting with a fellow Noble called Virtue In-Lens -- "but Specs will do" -- who, through her dry and unflappable humour contrasted against your own light and teasing manner, saw some sort of comedic potential in you. Her ability to lead a conversation in whatever direction she wishes aside, Specs has proven to be a reliable acquaintance if nothing else.

That same night, past the veil of sleep in the Dreamlands, you met with her once more. She lead you to the land known as the Confederacy of Four Winds, home to the Court of Spades. From her kingdom forged from the clouds themselves, above the mountain-side settlements the Queen of Knaves rules from her sky domain.

Or… supposedly. She is not home. Out and about, exploring the kingdom probably. You did not get a chance to meet her. Nonetheless, you were introduced to several senior members of the Queen's court, fellow Nobles with years of experience who made up the 'administration' of the kingdom in the absence of their Queen.

Your first meeting with the Spades felt… right. A collection of severely distinct attitudes, with the only real similarity between them being underlying humour which in and of itself came in many forms.

It's like lunch hour on a non-school uniform day that happens to be in the sky and never ended. Only, y'know, without the weird school stuff.

On reflection, it's not exactly like a non-school uniform day.

With a connection established between you and the Spades, you now have something of a network to keep you up to date on developments around the world, although a fast moving network to say the least. Specs herself is more than willing to tell you where you may be needed on any particular night.

"I assure you, I am not being lazy. It is delegation."

So she says.




Heir's Merits
You are Anne Josephine, Mender of Spades. Your circumstances grant you 1 level in the wind-based, flighty Invocation of Aria and the following Merits:

[X] Contacts 1 (1 / 2)
You honestly don't know how you managed to get a fan in the first fortnight of going out at night like some sort of superhero, but you've got one. And they're not just a fan. In another part of the city, there is a church. Next to that church is a telephone box. Through that telephone box, you can meet your contact.

A boy only a little younger than yourself. Doll-like -- 'perfect' in a sense -- in appearance, pleasant in mannerism, mature in behaviour yet he is at times petulant like a child. An uncanny creature, he is clearly more than just a child, and that is no normal church. He has taken a liking to you and your abilities, finding some sort of artistic value in them. Although it still unnerves you how he managed to find you on social media, he does not seem to have an aggressive bone in his body. Cryptic, well informed ones for sure, but nothing malicious.

Although travelling to where the church is more-or-less amounts to a trip which takes up a not-insignificant part of the day, he is more than willing to share some information with you in exchange for showing him some of your abilities at work. He is clearly hesitant to reveal too much to you, but as it stands… well. He's not an enemy.

The boy in the vacant church. Very strange.


[X] Circle 1 (1 / 2)
A Circle is the group of people who keeps you above water, providing a restoring breath of fresh air when you spend time with them. Although the realities and responsibility of being Nobility may at times be heavy, you can always return to for solace. A particular part of the Circle may only be able to handle a certain level of 'weight' as it were. Be mindful of who you open up to about what.

Your current Circle consists of...

Your father. Former soldier, one-time professional MMA fighter, security manager. Opposites in interests, similar of heart. You inherited his live-and-let-live behaviours and arguably his humour, although his can be embarrassingly bad at times. He has an explosive anger, although it is one he has never directed at you -- it's funnier to you, more than anything, how he can blow at a TV screen at two near-naked men rolling around on the floor. Talking to him makes the world feel better.

Choose a Merit of the mind.
[ ] (Un)Common Sense
A vote is initiated. Once per 'arc'. This vote may be used to ask the Quest Master one question relating to the context of the situation you are in.

[ ] Trained Observer
With a honed eye for details, you can easily notice slight changes or points which would otherwise go unnoticed.

[ ] Fast Reflexes
At the hint of danger or urgency, you body does not hesitate to move. This is not to say that you yourself are fast, but rather your body reacts closely in time with your mind.

Choose a Merit of your body.
[ ] Double Jointed
You can dislodge your joints at will, allowing you to escape from otherwise difficult, yet mundane, holds and bindings.

[ ] Small Framed
Small people are good at hiding, right? That may or may not be true, but try to use it to your advantage.

[ ] Hardy
A strong immune system and a tough stomach. You would be a monster on a wild night out, and probably not have to suffer the cold that comes after. The effects of disease, poison, deprivation, suffocation and unconsciousness are lessened.

Choose a Merit of the self.
[ ] Defender
When protecting you loved ones, you are at your strongest. However, this comes at the cost of proximity. When faced with the loss of these people, you enter a crisis of grief or retribution.

[ ] Peacemaker
You have a knack for talking people down out of anger and potential danger, up to and including the sorts of supernatural rage held by certain beings. However, this comes with the risk of fixation. Should this fail, their anger will be turned on you in full.

[ ] Safe Place 1 (1 / 2)
You have your own little get-away. With time, effort and resources, you can build this in to being a home away from home, seemingly safe from the worries of the world. You may eventually Sanctify this location, saturating it with Noble magic and protecting it from more than just worries.

When you Transform, you transcend. You become more powerful physically, spiritually and magically. Your body, garbed in your Regalia, your mind steeled by resolve and confidence, and your Invocations roaring to be used.

Arm yourself. Choose a Fight Charm to protect yourself and others with.

[ ] Kensai
You have a melee weapon as a part of your Regalia. Swords, spears, baseball bats, your Invocation empowered fists -- you understand. Weapons summoned with your Regalia are equally as fantastic as your Regalia itself, and this goes for the other choices here. Similarly, upgrades are available to each weapon type in exchange for experience, some requiring particular levels in Invocations while others require none. Choose the form it takes.

[ ] Levinbolt
You have a ranged weapon as a part of your Regalia. Bows, crossbows, guns, slingshots and even staves and wands. Choose the form it takes.

[ ] Javelot
You have a thrown weapon as a part of your Regalia. Aerodynamic things, such as playing cards, shuriken, frisbees and the likes make up the Javelot Armament. Choose the form it takes.

Choose a Merit of Nobility.

[ ] Royal Tongue
Upon your Blossoming you gained knowledge of the language spoken by the Queens themselves. The practical use is that the extravagant language is that empowers your Charms when you call them out in Royal Tongue.

The Royal Tongue itself is undeniably the most dense, confusing and near outright pointless languages to possibly exist. Were it not for the ability to empower yourself with it, there would be near no reason to ever use it. The Queens themselves neglect the very tongue named after them, and each has an interesting reaction when asked about it.

Meaning is conveyed not just by words but also tone and the placement of stresses, two different words could be completely identical except for where it's grammatically acceptable to use them. A monosyllabic prefix or suffix can completely change a word within it's conceptual space; the Royal Tongue has over a thousand words for friend, (and just as many for lover or sister or brother) each defines the exact details of the relationship and not only do they all come from the same root word, they all sound like that root word.

The hardest thing to do with the Royal Tongue is speak a straight sentence. Between the grammatical rules and the enormous amount of information in every word a simple sentence like "thank you for helping" would, if translated into English, look like two paragraphs of flowery purple prose about the inherent virtue of teamwork.
To anyone else it sounds like someone singing in an unknown melodic language, the emotional intent comes across clearly but the words are incomprehensible. The Royal Tongue can't be recorded by mundane means either, a Princess who hears a recording of the Royal Tongue catches at best the occasional word, it sounds as though someone has removed 40% of the syllables and all the grammar. This is considerably more confusing than it would be in a normal language.

In essence this language of song, when utilizing it to declare the use of a Charm, becomes an amplifying force. However, to 'declare' something in Royal Tongue does take a moment or three compared to simply not doing that.


[ ] Iaijutsu Kensai
A technique of the Regalia Arm. When you successfully transform reflexively in the face of danger, you attack immediately and suddenly, surprising any your opponent and reducing their ability to defend against it. While simplistic in nature, the execution is more difficult than the otherwise two-step process indicates. Iaijutsu Kensai requires the perfect synchronization of mind, body and magic in order to transform immediately and attack in the same gesture. Those who master it are usually those with an exceptional sense of calm in times of crisis.

While it does not quite work twice against the same opponent, it is nonetheless a technique that is valued among the likes of Champions and beyond. It is the (somewhat) delicate art of making the act of Transforming a weapon. There as possible applications in defence as well as offence.

[ ] Unfinished Business 1 (1 / 3).
As Nobility, you have past lives. Your 'self' has existed as other 'selves' in the past, each most likely an awakened Noble too. Your line of wonder possibly leads as far back as man itself can remember, and one of those lives has Unfinished Business.

Older and more experienced, this other 'you' may at times attempt to take over your Transformed self in order to pursue her Unfinished Business. Your past incarnation is not malicious, and does not manifest completely, often borrowing parts of your own personality to complete her own, but she is single-minded in her task. As an entity out of time, your past self has difficulty relating with the world around her, or even bringing herself to care that much about it; Emotional attachments are difficult and slow to form outside of possibly the present you, and only that which relates to her Unfinished Business can truly form a meaningful connection with her.

Not every Princess agrees with her past self and others simply don't have the time. Some find closure through therapy rather than a quest, and others seek inner peace through meditation or in their Crawlspace -- the metaphysical representation of their mind and soul, their door to the Dreamlands.

It is known, though, that a veteran and fully realized Noble is nothing if not a force to be reckoned with, even in such a partial state and no matter their specialization.

Investing in this Merit makes communication with your past self easier, in turn allowing one to either coordinate with them towards finishing their task, or reconcile with them. Who knows what completing this task will yield. At 1 / 5, communication with your previous incarnation is hazy and almost nightmarish, a headache inducing experience that attempts to drive you towards their end, the clarity improving with each level.

You have a level in the Aria Invocation, the magic of wind and Spades. You may level two more Invocations by 1, or a singular invocation by 2. If you wish to spend two on one invocation, please format your vote as '[X] Invocation x2'


[ ] Aria
Magic of Wind, that which is whimsical, and the lightness of being.

[ ] Legno
Magic of Wood, inner peace and harmony with the world.

[ ] Acqua
Magic of Water, knowledge and absolute reason.

[ ] Terra
Magic of Earth, the great resilient foundation of society.

[ ] Fuoco
Magic of Fire, passionate devotion and burning love.

And most importantly…


Choose a Transformed aesthetic.
[ ] Military Mender
At times, the wearing of military garb can be counter cultural in and of itself. Yet in this instance, it remains similarly true to its original intent. Born from the love and dedication of your father; Army doctors are one thing, but even regular doctors can be considered soldiers, and the War of Hope rages on.

[ ] Shadow Surgeon
The white coat of a doctor is an unmistakable piece of iconography. To the patient, the sheer white is a light of hope amidst dire times. Reassured by the good-natured professionalism you exude, you are the rock for those in need to lean on. Your hands can remove the malignant growth of Darkness. Your actions can heal them.

[ ] Hopeful Hierophant
Wielder of mystic ways. The magus and alchemist, the wise and powerful. Born of your affection towards your sibling, and your memories of him -- strange boy, he was. You have the appearance of a mage of old, or like one of those healer support sorts from video games.


Quite a bit there. Maybe a plan will help?

Adhoc vote count started by Pangolin on Mar 6, 2019 at 3:53 PM, finished with 6 posts and 6 votes.

  • [X] Trained Observer
    [X] Hardy
    [X] Peacemaker
    [X] Kensai
    -[X] Halberd
    [X] Royal Tongue
    [X] Aria
    [X] Fuoco
    [X] Hopeful Hierophant
    [X] Trained Observer
    [X] Hardy
    [X] Safe Place 1 (1 / 2)
    [X] Levinbolt
    -[X] Bow
    [X] Royal Tongue
    [X] Aria
    [X] Fuoco
    [X] Shadow Surgeon
    [x] Fast Reflexes
    [x] Small Framed
    [x] Defender
    [x] Javelot
    -[x] Cards
    [x] Unfinished Business 1 (1 / 3).
    [x] Legno
    [X] Hopeful Hierophant
    [x] Fast Reflexes
    [x] Small Framed
    [X] Safe Place 1 (1 / 2)
    [x] Javelot
    -[X] Chakram
    [X] Iaijutsu Kensai
    [X] Aria
    [x] Legno
    [X] Hopeful Hierophant

Adhoc vote count started by Pangolin on Mar 6, 2019 at 5:00 PM, finished with 17 posts and 11 votes.

  • [x] Plan Warm Hands, White Coat
    -[X] Trained Observer
    -[X] Hardy
    -[X] Peacemaker
    -[X] Levinbolt
    --[X] Bow
    -[X] Royal Tongue
    -[X] Aria
    -[X] Fuoco
    -[X] Shadow Surgeon
    [X] Plan Firebrand Pacification Style
    -[X] Trained Observer
    -[X] Hardy
    -[X] Peacemaker
    -[X] Kensai
    --[X] Halberd
    -[X] Royal Tongue
    -[X] Aria
    -[X] Fuoco
    -[X] Hopeful Hierophant
    [X] Plan: Xena Warrior Mender
    [x] Fast Reflexes
    [x] Small Framed
    [X] Safe Place 1 (1 / 2)
    [x] Javelot
    -[X] Chakram
    [X] Iaijutsu Kensai
    [X] Aria
    [X] Legno
    [x] Hopeful Hierophant
    [X] Trained Observer
    [X] Hardy
    [X] Safe Place 1 (1 / 2)
    [X] Levinbolt
    -[X] Bow
    [X] Royal Tongue
    [X] Aria
    [X] Fuoco
    [X] Shadow Surgeon
    [x] Fast Reflexes
    [x] Small Framed
    [x] Defender
    [x] Javelot
    -[x] Cards
    [x] Unfinished Business 1 (1 / 3).
    [x] Legno x2
    [x] Hopeful Hierophant
    [X] Trained Observer
    [X] Hardy
    [X] Peacemaker
    [X] Kensai
    -[X] Halberd
    [X] Royal Tongue
    [X] Aria
    [X] Fuoco
    [x] Hopeful Hierophant
    [x] Fast Reflexes
    [x] Small Framed
    [x] Defender
    [x] Javelot
    -[x] Cards
    [X] Royal Tongue
    [X] Legno
    [x] Hopeful Hierophant

Adhoc vote count started by Pangolin on Mar 7, 2019 at 12:26 PM, finished with 37 posts and 21 votes.

  • [X] Plan Firebrand Pacification Style
    -[X] Trained Observer
    -[X] Hardy
    -[X] Peacemaker
    -[X] Kensai
    --[X] Halberd
    -[X] Royal Tongue
    -[X] Aria
    -[X] Fuoco
    -[X] Hopeful Hierophant
    [X] Plan: Xena Warrior Mender
    [x] Fast Reflexes
    [x] Small Framed
    [X] Safe Place 1 (1 / 2)
    [x] Javelot
    -[X] Chakram
    [X] Iaijutsu Kensai
    [X] Aria
    [X] Legno
    [x] Hopeful Hierophant
    [x] Plan Warm Hands, White Coat
    -[X] Trained Observer
    -[X] Hardy
    -[X] Peacemaker
    -[X] Levinbolt
    --[X] Crossbow
    -[X] Royal Tongue
    -[X] Aria
    -[X] Fuoco
    -[X] Shadow Surgeon
    [X] Plan: Xena Warrior Mender
    [X] Trained Observer
    [X] Hardy
    [X] Safe Place 1 (1 / 2)
    [X] Levinbolt
    -[X] Bow
    [X] Royal Tongue
    [X] Aria
    [X] Fuoco
    [X] Shadow Surgeon
    [x] Fast Reflexes
    [x] Small Framed
    [x] Defender
    [x] Javelot
    -[x] Cards
    [x] Unfinished Business 1 (1 / 3).
    [x] Legno x2
    [x] Hopeful Hierophant
    [X] Trained Observer
    [X] Hardy
    [X] Peacemaker
    [X] Kensai
    -[X] Halberd
    [X] Royal Tongue
    [X] Aria
    [X] Fuoco
    [x] Hopeful Hierophant
    [x] Fast Reflexes
    [x] Small Framed
    [x] Defender
    [x] Javelot
    -[x] Cards
    [X] Royal Tongue
    [X] Legno
    [x] Hopeful Hierophant
 
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[X] Plan Firebrand Pacification Style
-[X] Trained Observer
-[X] Hardy
-[X] Peacemaker
-[X] Kensai
--[X] Halberd
-[X] Royal Tongue
-[X] Aria
-[X] Fuoco
-[X] Hopeful Hierophant

Traits like Trained Observer are super helpful in quests. Noticing details that would otherwise never get mentioned is worth much more than one GM question per arc which we'd have the vote on and would just be kind of a pain. Fast Reflexes might be just as helpful in an emergency, but Trained Observer is helpful always. Beyond that, Hardy amuses me and just seems much more useful than the other two, given that we'll probably be pulling plenty of all-nighters.

Other decisions were harder. Defender and Peacemaker both fit the general archetype SV will almost certainly go for anyway (so may as well pick up a bonus for it), but Peacemaker gives us more opportunities than Defender (since it works on supernatural rage that would otherwise be impossible to calm normally, while Defender is just the Mama Bear clause). Both would almost certainly be harder to pick up later down the line than a Safe Place, which shouldn't be that hard to arrange in-character if we really need it; the downside is that we won't have it ready if we get in over our heads early on.

For the weapon, I honestly just really like halberds. I could be persuaded away from it if someone has a more thematically or mechanically appropriate idea, though (which is part of why I didn't go for a more detailed description; another being that I don't really have the time to do that right now).

All of the Nobility merits seem interesting and potentially useful, but Royal Tongue is probably the most narratively useful with the fewest drawbacks. Other than that, I chose to upgrade Aria and pick up Fuoco because it seemed like an interesting set of specializations and might also have intriguing implications character-wise.
 
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[X] Trained Observer
[X] Hardy
[X] Safe Place 1 (1 / 2)
[X] Levinbolt
-[X] Bow
[X] Royal Tongue
[X] Aria
[X] Fuoco
[X] Shadow Surgeon
 
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[X] Trained Observer
[X] Hardy
[X] Safe Place 1 (1 / 2)
[X] Levinbolt
-[X] Bow
[X] Royal Tongue
[X] Aria
[X] Fuoco
[X] Shadow Surgeon
 
[x] Fast Reflexes
[x] Small Framed
[x] Defender
[x] Javelot
-[x] Cards
[x] Unfinished Business 1 (1 / 3).
[x] Legno x2
[x] Hopeful Hierophant
 
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[X] Trained Observer
[X] Hardy
[X] Peacemaker
[X] Kensai
-[X] Halberd
[X] Royal Tongue
[X] Aria
[X] Fuoco
[X] Hopeful Hierophant
 
[X] Plan: Xena Warrior Mender
[X] Fast Reflexes
[X] Small Framed
[X] Safe Place 1 (1 / 2)
[X] Javelot
-[X] Chakram
[X] Iaijutsu Kensai
[X] Aria
[X] Legno
[X] Hopeful Hierophant
 
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[x] Fast Reflexes
[x] Small Framed
[x] Defender
[x] Javelot
-[x] Cards
[x] Unfinished Business 1 (1 / 3).
[x] Legno
[x] Hopeful Hierophant

Oh, I like the cards idea a lot, actually. Not sure if I like it as much as finally halberds in a quest at last, but do you mind if I potentially steal that? Also, you're missing a second invocation level.

Also also, this just occurred to me: @Pangolin, are we meant to do this by plan or is it a free-for-all?
 
[x] Fast Reflexes
[x] Small Framed
[x] Defender
[x] Javelot
-[x] Cards
[x] Royal Tongue
[x] Legno
[x] Hopeful Hierophant
 
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