Also, the Schnees have the semblance as the royal family (or at least a variant of it) so he might just think we're a bastard relative.
1. It's a bastard/weaker version, IIRC. @Redshirt Army's word overrides mine, of course.
2. Indeed. If they find out we're not from Mistral, it'll cause problems, but we can still plead 'we're not like our father' or somesuch.
 
2. Indeed. If they find out we're not from Mistral, it'll cause problems, but we can still plead 'we're not like our father' or somesuch.
It'd be hilarious if he discovered our identity but, after looking at all the things we've done, concludes we're trying to atone for our father.

Highly unlikely, but an amusing thought nonetheless.
 
I made a "Meddling Kids" roll for next turn to see what Ozpin and his merry gang will get up to with regards to you. It was... interesting.

Anyway, have an Achievement.

Achievement Unlocked: Echos of History!
Have a 15 year old first year Beacon student with a speed based semblance work to foil your sinister plots.
 
I made a "Meddling Kids" roll for next turn to see what Ozpin and his merry gang will get up to with regards to you. It was... interesting.

Anyway, have an Achievement.

Achievement Unlocked: Echos of History!
Have a 15 year old first year Beacon student with a speed based semblance work to foil your sinister plots.
... AHAHAHAHAHAHA! I ain't even mad, man, I ain't even mad. :lol:rofl:
 
They were just fine. Honestly, Ozpin seems like a pretty tough guy to accurately capture even as an adult, let alone as a teenager, but you seem to have shown the "arrogant prodigy with a good heart" angle quite well.

On another note, little surprised that he and his team would decide we have a dastardly plot in need of foiling after simply seeing our semblance, especially after we kinda saved all of their lives and everything. o_O
 
Not the best result, not the worst.

But let's get back on our Dark Path next turn. The true superpower in this world are and will always be the Grimm.
 
Turn 4 Web of Intrigue
Turn 4: Web of Intrigue

And Justice For All (Vale)

It's only a first step, of course. Further legislation will be required to keep the ball rolling, and ensure that progress is not lost. And yet... in Vale, Faunus have been given access to Beacon Academy, given access to universal primary education, including access to preparatory combat schools, and Faunus Huntsmen will have the same privileges as any other Huntsman of Vale - which includes a voting citizenship. The policy is not without its detractors, but it is a very clear, very direct step towards true equality.

[Rolled 81 Diplomacy, 90 Learning]

Mired Down (Mistral)
Expansion plans in Mistral hit a setback, as land surveys show that the cleared terrain is not currently suitable for stable construction. Foundation reinforcement through judicious Dust use should suffice to prepare the area, but this will still greatly increase the expense and time of the proposed plans.

[Rolled 5 Stewardship]

Fey Dealings (Vale)
The Fey Crime Ring has performed a near-coup of Vales criminal underworld. With Vales investigative services now directly under their control, they have begun a vicious crackdown on their rivals operations, while themselves operating with near impunity. Ever more bold, their operations in smuggling, extortion, theft, robbery, and drug dealing are a blight upon the kingdom. If not curtailed... the consequences could be dire.

[Rolled 10 Intrigue, 2 Stewardship]

The Hunt Begins (Mantle)
Based upon recovered records from the previous government, Mantles council now believes that Princess Wrachïod Krom survived the War. While her current whereabouts are unknown, records indicate she was in Vacuo at the time of the war's end. Mantle's council appears to be attempting to deal with this as an internal matter - while some investigators have been sent to Vacuo, the other kingdoms have not been informed of the search.

[Rolled 93 Intrigue, 20 Diplomacy]

Road to Recovery (Vacuo)
An interim government consisting of Vacuo's most established remaining Huntsmen has emerged, rebuilding the kingdom from the wreckage. Vacuo's position internationally remains greatly weakened, but they have stabilized, and are no longer in the death-spiral of fear and Grimm that so often afflicts the lesser fiefdoms when struck by calamity. It will take time to recover, but Vacuo has not fallen.

[Rolled 81 Learning, 78 Stewardship, 76 Martial]

Glorious Technicolor (Mantle)
Mantle has presented to the other kingdoms a greatly expanded and improved version of the CCT standard, which will allow for images, sound, and moving pictures to be transmitted upon the existing towers, and shared across the world. Regardless of the tensions that exist around the world, Mantle remains committed to ensuring that the ability to share ideas, at least, is as great as it can be.

[Rolled 90 Learning]

A Return To Form (Vale)
Following the incursion of several Elder Grimm into Forever Fall, plans to send dedicated Huntsman teams to clear the border were quickly drafted by Vale's Council... before being quietly shelved as unnecessary. The Spring Maiden seems to have returned to her homelands - as there is little other explanation in the council's mind for the massive overgrowth of flowers that has covered the region; nor for those Grimm once present there having vanished without a trace.

[Rolled 99 Piety]
 
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Lot's of bad news for us.

Mired Down (Mistral)
Expansion plans in Mistral hit a setback, as land surveys show that the cleared terrain is not currently suitable for stable construction. Foundation reinforcement through judicious Dust use should suffice to prepare the area, but this will still greatly increase the expense and time of the proposed plans.

[Rolled 5 Stewardship]
Is this still reliable after our intrigue fail this round? Or is that place now used for someones secret headquarter?
 
So... Spend more time with the Dark Path and bet ready too flee into the wilderness, leaving only our agents behind, like canon Salem seems to have done?

Not yet, but keeping a bit of camping equipment ready might be a good precaution.
 
My only question is why did Vale hand over a large part of their intel network to known criminals? That seems like a really really bad idea.
But then again, the Vale Intrigue dice seem horrible so maybe they thought it was actually a great idea.

And on top of it all, they know the princess is alive, Vacuo is stabilizing, Faunus rights are progressing, and the Maidens are on the move.

At the very least, we can hopefully pull off a coup of Mantle in a few turns.
 
I will say that Vale's low Stewardship and Intrigue rolls were to your benefit.

The possibilities were:
You (High Roll) + Vale (High Roll): Cheshire Crafts gets an investigative branch, with thorough oversight from Vale's council. Lots of information, but little ability to directly act on that information without drawing suspicion.
You (High Roll) + Vale (Low Roll): Total compromization of Vale's investigative branch. You get to pick Vale's Intrigue action every turn, with all results being filtered for your benefit before passing elsewhere.
You (Low Roll) + Vale (Low Roll): What happened. Vale intelligence is a total shitshow, but someone else filled the vaccuum before you could. Once you take out the trash, you'll be in a very good position to really get control over it.
You (Low Roll) + Vale (High Roll): The major corruption in the council gets revealed, you lose a bunch of influence, and depending on a suspicion roll, might even be compromised in Vale entirely.

My only question is why did Vale hand over a large part of their intel network to known criminals? That seems like a really really bad idea.

I know, right! But Vale's councilors have always been susceptible to various persuasion methods, and Vale has a thriving criminal element you guys pretty much entirely ignored (hence their lack of presence on the Web of Intrigue), and which has been happily expanding as Vale's shit Intrigue fails to curb them.

You went for the soft touch this time, but it looks like the Fey crime ring was a bit more direct - you'd hazard a guess that they threatened a number of councilors families. And the investigative service they hired out to is only "known" as criminal to select individuals - the only reason you know about it is your eyes and ears in the Faunus community.
 
The Hunt Begins (Mantle)
Based upon recovered records from the previous government, Mantles council now believes that Princess Wrachïod Krom survived the War. While her current whereabouts are unknown, records indicate she was in Vacuo at the time of the war's end. Mantle's council appears to be attempting to deal with this as an internal matter - while some investigators have been sent to Vacuo, the other kingdoms have not been informed of the search.

[Rolled 93 Intrigue, 20 Diplomacy]
:lol:rofl:The fools blunder about blindly. Soon we can undercut Mantle, or should I say Atlas, and Mistral shall be deprived potent intelligence.
A Return To Form (Vale)
Following the incursion of several Elder Grimm into Forever Fall, plans to send dedicated Huntsman teams to clear the border were quickly drafted by Vale's Council... before being quietly shelved as unnecessary. The Spring Maiden seems to have returned to her homelands - as there is little other explanation in the council's mind for the massive overgrowth of flowers that has covered the region; nor for those Grimm once present there having vanished without a trace.

[Rolled 99 Piety]
Woohoo! Callooh callay, oh what a fortuitous day! We can either seduce her to our side, or kill her and steal her powers for ourselves!
 
Sorry about the double-post, but since nobody else's pointed out the references with Team HERO...
Aslan Hathorne: Blond Cat Faunus. Least experienced member of the team, but placed as the team's leader. Feels somewhat insecure, defensive of his position as leader, especially against accusations that he's unsuitable because he's a Faunus. Has not yet unlocked his semblance, but still a competent combatant. Partners with Ozwald Ozpin.
Two-point-five things here: One, Aslan of Narnia. Secondly, one of the big dudes behind the Salem Witch Trials. .5 for a hint of the Cowardly Lion.
Alice Everglass: Human orphan, raised in Vale's foster care system from a very young age. Brown hair in a bob cut. Many Faunus friends and "family". Unusually high Aura reserves for her age. Vicious, unorthodox combatant. Spiegellabyrinth: Semi-tangible glass based illusion semblance. Partners with Glade Réal.
Alice in Wonderland, with a bend towards the American McGee version. Also, our key to Neopolitan. She has her Semblance.
Glade Réal: Stunningly beautiful and graceful blonde, haughty and arrogant because of it. Comes from a long-time Huntsman family, eager to surpass the family reputation, and well on the way to doing so. Mainly uses dust casting in combat. Nenya: Water manipulation semblance. Partners with Alice Everglass
Galadriel and her ring.
 
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