Emma Barnes, Princess (Worm/Princess the Hopeful Quest)

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You are Emma Barnes, and you are broken.

Two weeks ago, you were attacked in your Dad's car...
Intro, Step 1 of Character Creation

Lord Ultimus

Beautiful...
Location
Undisclosed Warehouse
You are Emma Barnes, and you are broken.

Two weeks ago, you were attacked in your Dad's car, and gang members forced you two out of the car, and threatened to mutilate you. The only reason you are alive and free from dismemberment is thanks to a grey cloaked cape, who murdered half the gang members in front of you. For the first time in your life, you felt what it was like to truly fear for your life, to see someone die right before you, and you haven't been able to stop thinking about it since.

Now there is only one week left before your best friend Taylor comes back from camp, whom you've avoided talking on the phone because she bounced back from tragedy and you're just too weak to move on from your attack. You even visited the alleyway where it all happened, as if someone would come and and tell you that what happened wasn't so bad, but all that happened was your overwhelmed by emotions all over again, and you leave sobbing.

You've barely spoken to your mother and sister about it, and you can't bring yourself to speak to your father about it, as it just makes it more real, as if the gang member who held a knife to your neck will suddenly appear right before you again, only to once more be shot through the eye with a disappearing crossbow bolt. All that you could do about it was let it fester in you more and more.

Suddenly, as you lie half-asleep in bed, you feel something you haven't felt in a long time. You feel like the darkness that threatens to take over your life, that you have come to realize has started to take over your city, can be beaten back. You feel that there is a way to reach the happy ending that you decided couldn't possibly be real, that the world was too full of darkness to happen.

You feel hope.

The hope spreads through you, through your body, mind and soul, and threatens to erupt. Then, as it reaches its apex, a word spreads through you, a word that you realize describes what you have become:

[X] Champion (Choose Strength or Resolve for one Transformed Attribute dot)

[X] Grace (Choose Presence or Composure for one Transformed Attribute dot)

[X] Mender (Choose Intelligence or Dexterity for one Transformed Attribute dot)

[X] Seeker (Choose Intelligence or Wits for one Transformed Attribute dot)

[X] Troubadour (Choose Presence or Dexterity for one Transformed Attribute dot)

This dreamlike revelation comes with a feeling of belonging, a feeling of loyalty and affinity to a Royal Court beyond your dreams - literally. This court is ruled by a Queen, the Queen of:

[X] Clubs

[X] Diamonds

[X] Hearts

[X] Spades

[X] Swords

[X] Tears

[X] Storms

[X] Mirrors

[X] Nothing - you choose to be Courtless

Now as you finish your trigg- no, your Blossoming- you are aware of three things.

You are Emma Barnes, and you are a Princess.

And nothing will ever be the same again.



Hello, and welcome to this quest! If you've been on SV for a while, you probably know what Worm is, but you might not be aware of what Princess: The Hopeful is. Princess The Hopeful is a fan-made supplement for New World of Darkness, a horror tabletop RPG, that tries to picture fighting in a world for hope and friendship where evil has basically already won. You can find more information than I could ever give accurately here or here. Or you could download the whole thing for free over here.

Now we are playing by the Dream Version, which follows NWoD's God-Machine Chronicles Rules update. However, since Worm is full enough of darkness already, this will only be including things from Hopeful, which means that all other aspects of NWoD are non canon as far as this quest is concerned.

Write-Ins and the like are encouraged, and would help me out greatly as I am very new to all of this. I am by no means infallible, so if I make a mistake, be sure to let me know.

Thanks, and have fun!
 
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Name: Emma Barnes
Concept: Broken Teen
Age: 13
Calling: Troubadour
Court: Courtless
Virtues: Ambitious/Righteous
Vice: Self-Loathing
First Oath: I will use my talents to awaken, not tranquilize. My art must always carry the sting of truth and the spark of life. It must never be used to make people afraid of their own identities or trick them into silence.

Second Oath: My art will ever be for my audience. I must not become so wrapped up in my own ego that I forget the people around me. Without the mortals who need it, my art is merely a selfish exercise in solipsism.

Third Oath: My art will be. As long as I draw breath, I shall not cease creating and sharing my art to improve the world.

XP: 0

Appearance: Red haired young teenager with a great figure for your age
Transformed Appearance:


Stats-
Strength 2, Dexterity 2, Stamina 2
Presence 3, Manipulation 3, Composure 2
Intelligence 3, Wits 2, Resolve 2
Health: 7
Belief: 7

Willpower: 4/4
Size: 5
Speed: 9
Initiative: 4
Defense: 2
- Dream: Make people care about the rot in Brockton Bay.
- Dream: Mess with one or more gangs in an embarrassingly public manner. Send a message.
- Aspiration: Gain your independence.
- Aspiration: Get recognized.
- Aspiration: Payback - track down those who hurt you.
Inner Light: 1
-Ability Max: 5/5
-Wisps/Turn: 10/1
-Charm Max: 3
-Sensitivity: 1 die
- Aria 2
- Tempesta 1
Presence 1

Wisps: 5/10
Levinbolt •
Celestial Dance •
Twenty Faces •
Always Prepared •
Open Heart •
Social
Empathy (Emotion): 2
Persuasion: 3
Socialize (School): 4
Subterfuge: 2

Mental
Crafts (Fashion): 4
Investigation: 2
Politics: 1

Physical
Athletics: 1
Brawl: 1
Stealth: 2
Striking Looks 2
Royal Tongue 1
Tomoyos Touch 1
Taste 2
True Friend 3
Circle 1
Depression (Persistent):Your character is suffering from depression. Whenever your character fails a roll which is important to achieving an Aspiration (including variants such as Dreams) roll Resolve + Composure, on a failure loose a point of Willpower and you can neither spend nor regain Willpower
Beat: Your character succumbs to a bout of depression.
Beat: Your voluntary declare your character has a bout of depression. This only grants beats when the hardship is addition Breaking Point and Compromise rolls gain a +1 significant. The hardship includes more than the lost Willpower, such as declaring your character does not to peruse an opportunity because of her depression.
Resolution: Gain a dot of Integrity (or equivalent)
Resolution: Roll an Exceptional Success on a Breaking Point (or equivalent)
Resolution: Therapy, medication or a significant lifestyle change overcomes the fog of depression.

Adult Supervision (Persistent) Your character is expected to follow rules set by an older authority figure, who probably does not realize she is a Princess and would most likely be horrified to learn about dangerous activities such as fighting Darkspawn. The strictness of the rules placed upon a Princess depends on her age, cultural norms and the individual personality of her supervisor. An exceptionally young Princess may be forbidden to leave the house alone, but a slightly older Noble may be given a free reign providing she is back by dinner and remains reachable by phone.
Beat: The character suffers a significant hardship because of the rules set down by her guardian.
Beat: The character breaks the rules and faces a punishment. storyteller must decide.
Resolution: The character acquires independence.
Resolution: The guardian learns of her activities and is convinced to be supportive (consider buying a dot in Mentor).
 
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Two weeks ago, you were attacked in your Dad's car, and gang members forced you two out of the car, and threatened to mutilate you. The only reason you are alive and free from dismemberment is thanks to a grey cloaked cape, who murdered half the gang members in front of you. For the first time in your life, you felt what it was like to truly fear for your life, to see someone die right before you, and you haven't been able to stop thinking about it since.

i wonder who the grey cloaked cape is i mean as far a i'm aware(maybe due to crap memory) shadow stalker has never worn grey not to mention at 3-6 dead gangers to a cape shows that this is most likely not the first time they've done so which might mean they have a birdcage order on them
 
OOC: The splats
So I thought I'd be nice and put up some quotes about the splats your choosing from tvtropes here for those too lazy who don't want to click the link.

Note that "affinity" simply means that the charms cost less, you don't have to pick Champion to get combat charms, they can all do that.

The inborn splats of the game are refereed to as Callings, the ways in which a Princess is called to serve the cause of The Light.

  • Champions: Champions are those who stand up and defend those who are weaker than themselves. They are the heroes, the dragon slayers. As such, they have a natural affinity for charms involved combat, as well as those that strengthen themselves and others and grant abilities.
  • Graces: Graces are the messengers of Hope. They seek to guide others to confront their own fears and doubts so that they may better serve the light. They have a natural affinity for charms which grant special abilities, as well as those which affect personal relationships and allow the princess to recognize counter supernatural influences. More often than not, they tend to be leaders among any group of Nobility.
  • Menders: Menders seek to aide others who are suffering physically or spiritually. They possess affinity for charms that can mend and heal living and non-living things, as well as those that can grant abilities and shape materials.
  • Seekers: Detectives, scientists and scholars, seekers are those driven to discover truth and knowledge. They are skilled in charms that allow them to gain knowledge, recognize and counter supernatural influences, and craft illusions.
  • Troubadours: Troubadours are artists and performers, seeking to bring joy and enlightenment through their works. They have an affinity for charms of illusion as well as those that arouse emotions and shape materials.

The chosen splats of Princess are the eight Queens. When a Princess reaches the apex of her power she becomes a source of magic, like a colored mirror who not only reflects more of The Light onto the world but impresses her ideals onto it. If a Princess' beliefs align with a Queen she may draw on that source of magic in addition to calling on The Light directly, both to make her magic stronger or to move it in new directions. The Queen's themselves are teachers, mentors, and moral exemplars who help define the ideals Princesses live up to. The five Radiant Queens were killed when the kingdoms fell. Their souls were trapped in the Dreamlands, and they have chosen to remain there after the release as they feel they can do more good as dead Queens than living Princesses. Though most Princesses swear to a Queen it is nearly universal to show some affinity for many Queens.

  • Clubs: The Queen of Clubs is loosely based on Taoism, with hints of environmentalism. Her Princesses tend to blend the best of modern life with spiritualism. Fittingly the Queen's philosophies emphasise finding a way to express your true self in harmony with the world, accepting and adapting to change, and to avoid committing violence. Club's signature emotion is Harmony and tranquillity.
  • Diamonds: The Queen of Diamonds embodies Enlightenment values. Her courtiers aren't exclusively scientists, engineers or academics, but every member believes in the power of reason to improve the world. Her chief philosophies are to think through a problem before attempting a solution, to educate others, and to focus on big picture structural changes. Diamond's signature emotions are curiosity and wonder.
  • Hearts: The Queen of Hearts believes in politeness, responsibility trust and duty. Her Princesses believe that building and leading social institutions is key to making a better world. Heart's chief philosophies are to bring people together in community, to honour traditions and that authority must be earned. Heart's signature emotions are trust and duty.
  • Spades: The Queen of Spades favours good humour and lateral thinking. Her Princesses are jesters, rogues and scoundrels who do their best thinking unfettered by social orthodoxy. Spades' philosophies are to think outside the box, to spread laughter, and to think and run quickly so you don't get caught. Spades signature emotion is Laughter.
  • Swords: The Queen of Swords believes that you should always follow your heart and your passions. Her Princesses try to become heroes who's example will light the world. Sword's philosophies teach that at heart morality is about not hurting people, the importance of broadening your horizons and of course to embrace your passions. Sword's signature emotion is Love.

The three Twilight Queens survived The Fall, for a given value of "survived." They are the moral flaws of Princesses taken to extremes, and yet their goals are noble. They offer unique advantages unavailable to the Radiant Queens, and many Princesses have been tempted to dabble in their dangerous magic.

  • Tears: The Queen of Tears survived The Fall by using unholy magic to turn her city, Alhambra, into an impregnable fortress. Living deep into the heart of The Darkness, she sends her agents out to steal hope itself to keep her city alive. Though she believes in Alhambra's right of rule, the core of Tears' philosophy is protecting the ones you care about, at any cost. Her ability to shelter friends or family in Alhambra, and her unique control over a large mortal infrastructure, tempts the Radiant to her cause. The Queen of Tears' signature emotions are depression and resolve.
  • Storms: The Queen of Storms transformed herself into a living embodiment of her own ideals, and so survived The Fall. She remains in the heart of The Darkness, destroying everything within reach, and she grows stronger as her followers die and their souls join the gestalt Queen. Storms' philosophies revolve around killing the Darkness and acceptance of collateral damage, but her powerful battle magic always tempts more followers to her suicidal war. Regular mortals will develop some limited magical abilities if their beliefs align with the Queen of Storms, an effect that no other Queen has demonstrated. The Queen of Storms' signature emotions are rage and hatred.
  • Mirrors: The Queen of Mirrors ran away shortly before The Fall. No one knows what she did afterwards, but she is assumed to still be alive, if only because she talks to Princesses outside the Dreamlands. The Queen remains the most distant and unknown of the eight, but her Philosophies are simple: A mixture of vanity and predestination, which attract Princesses who want a life free from constant struggle. The ability to prophecy or remain transformed indefinitely help too. The Queen of Mirrors' signature emotion is vanity and solipsism.
 
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cool, I read a bit of stuff about this, but its quite nice being able to see it play out, even if it's in a different setting.

[]Grace
-[]Presence
[]Swords

I prefer swords over hearts here, because it seems more fitting for dealing with the world of capes with it's individualistic approach compared to the more society based approach of hearts.

Definitely not storms though. We lose our storms based powers for the day if we chose not to attack and kill those who have wronged us, no matter what danger that would pose to ourself and those around us. No matter how bright the green fire burns, in the end it leaves only ashes. I do admit it's pretty much an exact fit for the virtue-vice pair of righteous/self loathing and wouldn't be opposed to taking it as a secondary invocation, but having it be the center of her personality is not the best of ideas IMO.
 
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