I know Cyrano read it, but we were all there with him. NOTHING could be worse than those excerpts.
You can fix problems...
But some problems don't want to be fixed.
Because doing good can be terrifying.
And sometimes the good guys can't win.
But you can't walk away. Because sometimes they do.
Sometimes you find rewards where you weren't looking for. Sometimes you find enemies where you didn't expect them.
You'll just have to find out for yourself.
In the end, the only thing we can be sure of is Ourselves .
We are the only mark by which we measure what we call Good and Evil .
But past those delusions, what really moves us is our Hate and our Love .
And when we see our love take form, we call that Hope .
Good lord I can already tell this is going to be a massive shitpile and I want to see how deep the rabbit hole goes. I never delved into WoD stuff outside of vampire/warewolf/hunter and a touch of mage/changeling. Was the concept (that it so horribly failed at) of Princess suppose to be a sort of analogue for something like the hunter/vampire relationship only with fae instead of vamps?
MAGICAL GIRLS YAAAAAAAY
Unlike most other denizens of the World of Darkness, a Princess does not become an unplayable character at Belief 0 by turning into an utterly amoral monster. A Princess who reaches Belief 0 is so utterly consumed by hopelessness and misery that she will invariably commit suicide rather than face the horrible prospect of continued existence.
This even applies to the supernatural morality charts -- yes, if a Princess persuades a werewolf to do something that makes him lose Harmony, that's a Belief sin for her, 1 step higher than the Harmony sin, despite the dissimilarity between Harmony and Belief.
If a Princess sins against Belief in the course of an attempt to punish a Tainting, or to help the victim of one, she adds 1 die to her degeneration check. Conversely, if she sins against Belief, and the victim of her sin is an innocent, she must subtract 1 die from her degeneration check.
A Princess who loses her last dot of Belief breaks, and abandons hope; she is set upon a course of inevitable self-destruction. She immediately loses access to all her supernatural powers, but keeps her Sensitivity and all her dots in Shadows. Memories of suffering rise up constantly, turning all happiness to dust. Most Princesses reaching this state kill themselves, just to escape the perpetual torments ... but there are a few, deeply scarred by Shadows, who hear something offering them vengeance on the Light that has abandoned them, and pass over to serve Darkness.
In any case, the Storyteller takes control of any Princess who has reached Belief 0. To resolve her fate, the Storyteller makes an extended and contested roll, pitting the lower of the Princess' Resolve and Composure against her Shadows. If time matters, each roll takes one day. If her Resistance accumulates successes equal to her Inner Light first, the Princess kills herself. If her Shadows reaches the same threshold first, the Princess becomes one of the Darkened, very much like a Mnemosyne.
No, I meant that everything recon_etc just described is pretty similar to nMage and VtR. It doesn't seem any more complex than their systems, basically.
Blue Rose's Allure (Inspire 1, Legno 1)
Everything about you hints of romance. You may apply Legno to your dice pools for seduction, both for the initial (Presence-based) approach and for later (Manipulation-based) social banter.
Stacks, up to 3
Each time you take this upgrade, add +1 to your dice pools to seduce someone.
Persistently Peachy Pretty Perfect (Perfect 2 Specchio 1)
A Princess is so stunning the universe itself cannot bear to mar her exquisite form. Any sensory effect that would grant her a negative situational modifier to social rolls, if your Specchio is equal or greater than the modifier, is automatically nullified. For example a Princess with Specchio 2 is sprayed with mud by a passing car. Since this only gives a -2 penalty it is magically prevented, not a drop of mud sticks to the Princess. This effect protects the Princess from humiliation on all five senses, she wont smell of mud, nor will her skin feel muddy to the touch.
Red String of Fate (Connect 4, Fuego 3)
Action: Extended, Inner Light + Manipulation (30 minutes/roll, threshold = target's Willpower), modified by Sympathy
Cost: 2 Wisps, 1 Willpower
Duration: 1 month
In a lengthy ritual, invoking all you know of him, you weave the thread of your life into another's, offering him your heart, and draw comfort from the bond. Once you reach the threshold, you gain an Entwined Destiny Merit of true love for the target until the Charm ends, with all the benefits and drawbacks thereof. If you fail to reach the threshold, you may not use the Charm on that person again for at least 1 week; if you ever get a dramatic failure, you take a -2 penalty on all Social rolls involving the target for 1 month.
Cost: +1 Willpower
When you reach the threshold, your target also gains an Entwined Destiny Merit of true love for you.
Upgrade: Proxy (Fuego 4)
You may use the Charm to make two other people into true lovers. The threshold is the higher of the targets' Willpower, and you apply the worse of the two Sympathy modifiers. If you apply Mirrored, both targets gain the Merit; otherwise, only one does, and you choose which. You cannot make anyone fall in love with you without binding yourself to him -- even trying to do so produces the effects of a dramatic failure.
Stop, Children, What's That Sound (Bless 3, Aria 2)
Action: Instant and resisted, Inner Light + Wits - target's Resolve
Cost: 1 Wisp
Duration: 1 scene
There's something happening here; what it is ain't exactly clear ...
By speaking a single word, you send another person into a state of extraordinary alertness. When the target makes a Perception roll, or a roll to avoid surprise, he adds a +2 bonus to the roll. The target can benefit from the Charm once for each success rolled.
Cost: +1 Wisp
You may use the Charm on a social group that can see or hear you, using the Commonalty modifier. The member with the highest Resolve resists for the group.