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! ]
Re: DECISION
Classes are 5 Culture (charm) / 18 Martial Arts (diligence) / 5 Math and Science (intelligence)
2 classes are her own self-study time to do as she pleases under the supervision of 1 or more personal assistants so she doesn't get her.
And then 3 classes (18 total) with each unitmate (Adora, Duality, Intensity, Jason, Shark) who will teach her the following things. Unitmates to add the blurbs below:
Re: DECISION
Re: DECISION
She'll also work in a few hours to just relax with the kid; visiting a park or a play to just have bonding time. It can't all be work.
no subject
Re: DECISION
Re: DECISION
Also known as please find a head of PR (aka a friend who is good at befriending and diffusing powerful people).
RESULT
Your daughter gains +5 charm.
Your daughter goes to Martial Arts. Here, she learns self-defense, meditation, and endurance. For some reason this month, she's in top form! You hear your daughter took down someone twice her size. Wow!
Your daughter gains +90 diligence.
Your daughter goes to Math & Science class. Here, she learns arithmetic, algebra, physics, and chemistry. Everything goes smoothly.
Your daughter gains +15 intelligence.
Your daughter does a lot of learning how to be less rash and also how to like, communicate with people better.
+36 charm!
+12 intelligence!
+12 diligence!
Your daughter's temperament is now fair.