Princess Maker 1.5: future is now
[ When you insert the key and open the door, you'll find the room inside looks like the living room of a mansion. There are several doors, but one in particular stands out to you: it is ornately decorated, the very door's wood itself carved beautifully with gold etched in to make luxurious patterns depicting what looks like the sky and the wind blowing through the grasslands. Though the door is closed, you can see through it—as if it's somewhat transparent.
The room is painted baby blue and a gold-plated cradle sits in the room. Inside, a baby cries—high pitched and noisy. That child, your charge—you're her nursemaid, so you go to her and rock her to sleep. ]
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[ Slowly, the scene changes, fading in and out with various silent scenes—the baby sits up, trying to climb out of her cradle; a little toddler dressed prettily with expensive clothes beams pleasantly; a tantrum, thrown by the little girl who's distressed; the little girl holding a puppy, pleased as punch; then the wall becomes opaque. ]
[ In the middle of the open doorway, a young girl at the age of 11 sits on a chair, smiling at you. A long-haired, pure white cat is curled up beside her.
This is your little girl. you couldn't help spoiling her, honestly—after all, she's a noble too, and she should like to become a princess as well. She deserves it! But you also know, with how her family history has gone, she's going to have to work to get to the top. Still, you have faith in her—she's your girl, after all. Fortunately, when she goes to the Lost Continent, she won't be alone: you, as her longtime caretaker (her third parent, really, or her first, if you consider how her family's left her care entirely to you), may accompany her to her new school. You'll be her ally, her support, her greatest weapon; you'll be the one who determines her success . . . or her failure. ]
[ Of course, you're not the only one that thinks your charge deserves the world: Primrose Victory Bacon^3, one of the Queens of your Kingdom, hand-selected your employers' child. She doesn't have a child of her own to send to the Lost Continent—and even if she did, she would have her own inheritance battle to face within the Kingdom anyway—so she's selected theirs to sponsor. It's because of her that your charge will be able to go at all. That your child would catch the Queen's eye surely means the inheritance is as good as hers!
. . . Though, it's a little unsettling that the one rumored to be the Queen of Crime is your charge's sponsor! ]
The room is painted baby blue and a gold-plated cradle sits in the room. Inside, a baby cries—high pitched and noisy. That child, your charge—you're her nursemaid, so you go to her and rock her to sleep. ]
-
[ Slowly, the scene changes, fading in and out with various silent scenes—the baby sits up, trying to climb out of her cradle; a little toddler dressed prettily with expensive clothes beams pleasantly; a tantrum, thrown by the little girl who's distressed; the little girl holding a puppy, pleased as punch; then the wall becomes opaque. ]
[ In the middle of the open doorway, a young girl at the age of 11 sits on a chair, smiling at you. A long-haired, pure white cat is curled up beside her.
This is your little girl. you couldn't help spoiling her, honestly—after all, she's a noble too, and she should like to become a princess as well. She deserves it! But you also know, with how her family history has gone, she's going to have to work to get to the top. Still, you have faith in her—she's your girl, after all. Fortunately, when she goes to the Lost Continent, she won't be alone: you, as her longtime caretaker (her third parent, really, or her first, if you consider how her family's left her care entirely to you), may accompany her to her new school. You'll be her ally, her support, her greatest weapon; you'll be the one who determines her success . . . or her failure. ]
[ Of course, you're not the only one that thinks your charge deserves the world: Primrose Victory Bacon^3, one of the Queens of your Kingdom, hand-selected your employers' child. She doesn't have a child of her own to send to the Lost Continent—and even if she did, she would have her own inheritance battle to face within the Kingdom anyway—so she's selected theirs to sponsor. It's because of her that your charge will be able to go at all. That your child would catch the Queen's eye surely means the inheritance is as good as hers!
. . . Though, it's a little unsettling that the one rumored to be the Queen of Crime is your charge's sponsor! ]
ROUND 1 CLASSES
CURRENT STATS
+5 charm.
+0 intelligence.
-10 diligence.
Moral compass: Neutral.
DECISION
You may choose from Culture class, Martial Arts class, and Math & Science class. If you choose to give her free time, please note what that free time will be dedicated to.
You have 48 classes to schedule for. If you'd like, you may simply note "evenly divided" for 16 classes in each category, or note 50% X class and 50% Y class, etc.
If you note "evenly divided between all classes and free time", that will be taken as 15 classes each/3 sessions of free time.
Re: DECISION
25 for math and science
3 free times as follows:
- A day spent visiting jewelers, seamstresses, blacksmiths, and other laborers to learn about the diligent work that "commoners" do in order to make all the finery for the life she leads. Includes a discussion about how she needs to make sure they know she values and appreciates them. Courtesy of Shark.
- A day spent learning how to fight in situations calling for self defense, courtesy of Jason and Aurora/Arya
- A day spent learning street smarts in order to begin learning the basics of navigating tricky social situations, courtesy of Sho and Jason. ]
Re: DECISION
Your daughter gains +30 diligence.
Your daughter goes to Culture class. Here, she learns manners, refinement, and elegance. For some reason this month, she's in top form! Your teacher writes a letter for you praising your daughter; "C'est magnifique! Your daughter's dancing, c'est parfait!" your daughter's teacher said. Unfortunately you don't speak French, but you get the idea they're really impressed.
Your daughter gains +50 charm.
Your daughter goes to Math & Science class. Here, she learns arithmetic, algebra, physics, and chemistry. For lack of better term, she's. . .not doing so well. Her teacher has outlined what she's struggling with and wrote a few tips on the margins. You're hoping she'll do better next time.
Your daughter gains +30 intelligence.
Your daughter takes well to her time out with her parents, learning a lot about commoners, fighting, and surviving on the streets. In general she seems to be getting closer to people below her station than at her station.
Your daughter gains +4 diligence. Your daughter gains +4 charm. Your daughter gains +4 intelligence.
DISCUSSION
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[Evil dictator though she may be. That's just a perk.]
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Not all of the princesses even survived last time, you know.
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[ +0 intelligence? damn. ]
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But we also need to make sure she is worldly smart. Not just book smart.
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[ not...not the point, adora. ]
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Trust me.
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[Are you surprised?]
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Ah.
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